Everything is up to date with the recent update! Nothing besides prices have changed. The cargo container missiles that OSP receives is essentially an S3 Torpedo, so nothing fancy.
A lot's changed, actually. We'll ignore container missiles for now because they don't just act as missiles; they can also decoy or drop mines. However, three notable things have changed since you made this video: First, validators now assume the full seeker cone of the the primary. This means that an EO validator attached to a steerable extended active radar primary will validate all the way to 5000 meters. Second, terminal maneuvers have been greatly improved so that they won't miss their targets by chance now. You can safely hit a Sprinter with a corkscrewing missile now, making them way more worth the point cost. Third, point defense is much more capable now. PD turrets can requeue targets the same frame they destroy their original target, so Sarissas and Stonewalls have been reworked to have burst fire and are a lot more effective as a result. Tracking algorithms for all PD turrets got buffed, so Defenders now shred pretty much any missiles that don't have terminal maneuvers (see above!). The PD controller will queue any available fire control radars on incoming missiles, making PD way more accurate in general. Plus, 250 mm turrets now automatically fire HE-RPF shells on the command of the PD controller, making them fairly good PD on their own. One last thing: Semi-active is actually fairly good for cheap, disposable counter-missiles now. Since illuminators are automatically queued by the PD controller now, your ship will automatically use it to illuminate incoming missiles.
@@MattsChatsGaming You know, actually, sorry about that! I did watch the video, my tone came across really hostile so I do apologize. That was uncalled for. I misinterpreted your section on secondary range (using extended radar secondary to trigger a shorter-range primary) as validator range and that got me typing about the update. Maybe it'd be worth making another video about the OSP update changes and how they affect missile meta, though! Now you can use an EO validator on an extended active radar seeker to good effect. Again, sorry about my tone, I didn't mean to be so hostile. I thought the video was very well done and well-organized while still being concise!
Thats A-okay!! Im so very glad that I have people to help me fact check though; I was worried when I saw the comment I had half my video incorrect haha.
8:18 The manual guidance of SARH is one of its stronger points. Targets often drop chaff in one direction and head to the other. That means you can readjust your spotlight so that it doesn't hit the chaff at all, if they're on a perpendicular heading. Seems like a specific situation, but it's my main strategy with S2 focused fleets. It's way more applicable than you'd think, since players rarely keep their ships still. It's always fun to imagine someone get absolutely flabbergasted when the S2 volley suddenly turns on a dime and ignores their chaff.
Cold gas bottle increases the agility of hot launched missiles now. Self screening jammers are different now. The standard one is an omnidirectional jammer that defeats SARH and ACT while boosted is for disrupting PD.
Tried to make a missile based fleet and failed repeatedly. Only to open UA-cam and see this awesome video and very helpful comments under it. Wouldn't mind a longer video with even more information in it tbh :D
Try a home on jam primary seeker with semi active secondary seeker (NOT VALIDATOR). SAHs are cheap enough for you to mass over 100 S2 missiles on a 3k point fleet, and still be able to afford a recon frigate. Destroyers make a pretty good launch platform, you can fit multiple programming busses (shoot for 8 missile salvos) and a strike planning center. The HOJ primary seeker won't function most of the time, but if the SAH seeker gets jammed, it will take over and target the jamming ship. The SAH is the main seeker even if it technically is the "secondary". You need to mark the target ship with a spotlight target designator for the missiles to track them, and while that may be inconvenient, it allows you to switch targets while the missiles are still in flight, and even aim the designator to avoid chaff clouds, something which the more common active radar missiles are very vulnerable to. Finally, give your missile "weave" terminal maneuvers, and make sure the propellant mix is near the middle of the slider, this will give you a good mix between missile range and speed, while still having enough maneuverability for the terminal maneuvers to be effective.
15:40 While Self-Screening Jammer seems ineffective against a well-outfitted PD ship with enough sensor data, I believe Self-Screening Jammers is better used against Active RADAR PD Missiles (It's a 2-point Riposte basically), which I've hastily tested to be quite effective as fooling said type of PD Missiles. It's a niche, but if you suspect the enemy ship primarily uses 2-point PD missiles, it can be quite an effective means of bypassing that layer of defense.
Hey man, I've been curious about this game for quite a while and hadn't even watched any vids on it, but yours popped up in my feed. Just wanted to say your guides have been really well put together and I hope you've enjoyed making them and continue doing so for this/potentially other games you enjoy as you're really good at it! :)
So I hope you don’t mind but I want to point out a particular use for the self-screening jammers in 15:44. I’ve found the best use for jammer missiles isn’t to cover their own attack, but cover other missiles in the volley. It’s great for a strike that’s beyond jamming range, or for the OSP ships that don’t have very good jammers. With the new update making mixed volleys easier I expect this to be used much more often.
I love the video, it really helped me. As feedback I'd like to say that making the music more quiet, your voice a little louder and choosing no so distracting tracks, that would make processing your words mutch easier. Keep up the good work!
I love the difference in quality between a 150 subscriber CoD youtuber and a 150 subscriber Nebulous youtuber. I swear the average IQ of this player base has to be like 135.
31:49 You don't need to have programming channels equal to the amount of launchers you have, the amount of channels is how big of a salvo you can fire before you gotta "(p)reload"
16:18 I must protest :D Here you have found a user of S2H defensive missiles. Are they a waste of points? Yes. Is it funny to see S3H's pop at at max radar range (thanks flood/spotlights) ? Also yes :P
Missiles are what keep me from really getting into this game. Like I have absolutely no idea what makes a "good" missile, and the ui results in me missing nearly every shot. Hopefully this video can help out. (unless the meta has changed again and everything in this video is obsolete)
ok good vid but im still kinda confused. if i wanted to just click a target and dump an ungodly amount of mainly unjamable missiles at a target to the point of lag crashing them, what should i be using?
Rant add, 15:40... Re Self Jammers, with PD that uses radar (especially the laser ones) wont work until close range... Maybe get an extra 500m++ of no PD firing at your missiles... Works very well, just like in the tutorial, add one in front or at the back of a salvo...
Exceptions might apply, but here is the general rule of thumb. When your content is mainly visual (eg. compilation of girls on skimpy cosplay, timelapse of oil painting getting made, etc) then background music is appropriate. However when your content is mainly spoken word, like a lecture on math or maybe some sort of technical subject, then background music is counter productive. For example channels such as Real Engineering, have their background music at such a low volume, that it might as well not be there. And in addition to that, the music they use is a very smooth melodic ambient, as opposed to the more abrupt stop-and-go rhythmic music you use. Which can be very distracting for the topic being presented.
With the release of OSP, SAH is really great for making Monitors with roll off launchers. Because your PD might be good, but can it defeat several 40+ salvos?
Sometimes! But from what I've seen, cruise s2 with act rad and wake back up us just overwhelming at times. Especially if you tune the engine just right to hug rocks well.
Great video but I would recommend turning down the music a bit more. It's hard to focus on the words at times. Might just be the music though. It's a bit obnoxious in this context.
Great, informative video! Minor complaint, but, could you lower the music volume a tad, in future videos? It was a little difficult to hear some words or syllables over the louder portions of some of the background songs you had on.
Your music is too loud compared to your voice. And you might want to have your diagrams be the main focus over your avatar. But your analysis is great.
Min approach will attempt to take the shortest distance to the target sacrificing AOA to maximize hits. Free approach will freely go at its last angle on staging or activation at cost of accuracy at times.
So are the words "torpedo" and "missile" interchangeable or do they refer to different things? I would assume if they're distinct a torpedo is offensive only while missiles can be used defensively?
Another one of those things I'm learning while editing. When I'm expecting to hear what I say, I can already make it out, so for some reason I thought it was fine lol.
Minimum angle and Free Approach: -Free approach will come in at the angle it started from; not trying to hit dead mass essentially. -Minimum angle will do its very best to attempt to hit center mass.
Free approach: Missiles will head straight to target once they're launched. Minimum angle: Missiles will fly in the minimum angle from launching ship to target. In a nutshell, missiles will fly in the line between the two.
@@MattsChatsGamingyeah ....but Sry for my bad language...I mean this hybrid's? I only have the tempest, the one torpedo and the basic defense missile...but not the other two
With this level of editing you should have at least 10k subs. Anyways, my prefered platform is a rail DD (i have 2 on a fleet) with a CLS 3 on the top and a VLS 2 at the bottom, this means i can pretty much snipe anything anywhere and use the size 2s to clap anything getting too close.
My DDs are stealthy S2 platforms. They carry 96 SAH S2 missiles each, and can launch huge salvos in very quick succession. I have two of those DDs and a recon frigate in a fleet. 192 S2 missiles, and an optional 6 to 12 S3s on my recon frigate for finishing off large warships.
Everything is up to date with the recent update! Nothing besides prices have changed. The cargo container missiles that OSP receives is essentially an S3 Torpedo, so nothing fancy.
A lot's changed, actually. We'll ignore container missiles for now because they don't just act as missiles; they can also decoy or drop mines. However, three notable things have changed since you made this video:
First, validators now assume the full seeker cone of the the primary. This means that an EO validator attached to a steerable extended active radar primary will validate all the way to 5000 meters.
Second, terminal maneuvers have been greatly improved so that they won't miss their targets by chance now. You can safely hit a Sprinter with a corkscrewing missile now, making them way more worth the point cost.
Third, point defense is much more capable now. PD turrets can requeue targets the same frame they destroy their original target, so Sarissas and Stonewalls have been reworked to have burst fire and are a lot more effective as a result. Tracking algorithms for all PD turrets got buffed, so Defenders now shred pretty much any missiles that don't have terminal maneuvers (see above!). The PD controller will queue any available fire control radars on incoming missiles, making PD way more accurate in general. Plus, 250 mm turrets now automatically fire HE-RPF shells on the command of the PD controller, making them fairly good PD on their own.
One last thing: Semi-active is actually fairly good for cheap, disposable counter-missiles now. Since illuminators are automatically queued by the PD controller now, your ship will automatically use it to illuminate incoming missiles.
Someone didn't watch the video! Haha, none of these items were mentioned quite intentionally!
@@MattsChatsGaming You know, actually, sorry about that! I did watch the video, my tone came across really hostile so I do apologize. That was uncalled for.
I misinterpreted your section on secondary range (using extended radar secondary to trigger a shorter-range primary) as validator range and that got me typing about the update. Maybe it'd be worth making another video about the OSP update changes and how they affect missile meta, though! Now you can use an EO validator on an extended active radar seeker to good effect.
Again, sorry about my tone, I didn't mean to be so hostile. I thought the video was very well done and well-organized while still being concise!
Thats A-okay!! Im so very glad that I have people to help me fact check though; I was worried when I saw the comment I had half my video incorrect haha.
I think calling the containers the same as torpedoes is abit inaccurate. 1 HE container can do 7k damage with a standard size 7 warhead.
This is really informative. Your editing is top notch mate.
Thank you so very much!! I'm so glad you appreciate the editing!!
8:18 The manual guidance of SARH is one of its stronger points. Targets often drop chaff in one direction and head to the other. That means you can readjust your spotlight so that it doesn't hit the chaff at all, if they're on a perpendicular heading.
Seems like a specific situation, but it's my main strategy with S2 focused fleets. It's way more applicable than you'd think, since players rarely keep their ships still. It's always fun to imagine someone get absolutely flabbergasted when the S2 volley suddenly turns on a dime and ignores their chaff.
Found this game two days ago, and was blown away by the cruise missile systems. Awesome video!
Hope to see you in their official discord!
Cold gas bottle increases the agility of hot launched missiles now.
Self screening jammers are different now. The standard one is an omnidirectional jammer that defeats SARH and ACT while boosted is for disrupting PD.
that makes me wonder if you could use it as an AMM secondary with S2 AMM's!
The sheer production quality on this is superb! I don't even play NFC and I gladly watched the whole thing!
Subbed!
The editing is absolutely superb.
:D!! Thank you so very much! Im glad you like it! Makes me happy knowing it turned out well!
Tried to make a missile based fleet and failed repeatedly. Only to open UA-cam and see this awesome video and very helpful comments under it.
Wouldn't mind a longer video with even more information in it tbh :D
Oh boy that means more editing!! Check out JDee's channel, he goes in depth quite a bit!
Try a home on jam primary seeker with semi active secondary seeker (NOT VALIDATOR). SAHs are cheap enough for you to mass over 100 S2 missiles on a 3k point fleet, and still be able to afford a recon frigate. Destroyers make a pretty good launch platform, you can fit multiple programming busses (shoot for 8 missile salvos) and a strike planning center.
The HOJ primary seeker won't function most of the time, but if the SAH seeker gets jammed, it will take over and target the jamming ship. The SAH is the main seeker even if it technically is the "secondary". You need to mark the target ship with a spotlight target designator for the missiles to track them, and while that may be inconvenient, it allows you to switch targets while the missiles are still in flight, and even aim the designator to avoid chaff clouds, something which the more common active radar missiles are very vulnerable to.
Finally, give your missile "weave" terminal maneuvers, and make sure the propellant mix is near the middle of the slider, this will give you a good mix between missile range and speed, while still having enough maneuverability for the terminal maneuvers to be effective.
12:12 that shot is just so good that it could be desktop background
ive seen ppl use the self jamming as a defensive missile weapons since its suppose to mask your ships from enemy missiles not mask themselves
Genuinely the best presented/edited nebulous video out there atm, hope more like this comes soon:)
15:40 While Self-Screening Jammer seems ineffective against a well-outfitted PD ship with enough sensor data, I believe Self-Screening Jammers is better used against Active RADAR PD Missiles (It's a 2-point Riposte basically), which I've hastily tested to be quite effective as fooling said type of PD Missiles. It's a niche, but if you suspect the enemy ship primarily uses 2-point PD missiles, it can be quite an effective means of bypassing that layer of defense.
The missile knows where it is
This video is awesome. Best nebulous content I’ve ever seen and I’ve had the game for over a year
Ive played with this man, and he needs a raise.
this video helped me build a missile fleet that doesnt suck thank you!
Great video and fantastic editing. Please make more information videos for Nebulous Fleet Command.
That "The missile knows where it is by knowing where it isn't" bit would make a great YT Short 🌠
I giggled gleefully when I saw my meme used!
Hey man, I've been curious about this game for quite a while and hadn't even watched any vids on it, but yours popped up in my feed. Just wanted to say your guides have been really well put together and I hope you've enjoyed making them and continue doing so for this/potentially other games you enjoy as you're really good at it! :)
I truly appreciate that! These guides honestly are a big undertaking; and I'm so thankful that everyone enjoys them!
So I hope you don’t mind but I want to point out a particular use for the self-screening jammers in 15:44.
I’ve found the best use for jammer missiles isn’t to cover their own attack, but cover other missiles in the volley. It’s great for a strike that’s beyond jamming range, or for the OSP ships that don’t have very good jammers.
With the new update making mixed volleys easier I expect this to be used much more often.
I guess after the update! For me it's still worth spending the points elsewhere.
This game makes me study harder than I ever did in school, and yet I still suck at it
We will miss our size 2 or 3 hybird missiles
They're still viable! Remember OSP struggles against Hybrids!
Love your content. Looking forward to more guides or recorded matches.
So we'll done
Music choice is top notch
Good that it knows where it is because it knows where it isnt
Love this.
I love the video, it really helped me. As feedback I'd like to say that making the music more quiet, your voice a little louder and choosing no so distracting tracks, that would make processing your words mutch easier. Keep up the good work!
this video is amazing, thanks!
Aw hell yeah new vid from koopa shell nebulous-tuber. Love your stuff
Arent all these ranges kindve comically short for space?
I love the difference in quality between a 150 subscriber CoD youtuber and a 150 subscriber Nebulous youtuber.
I swear the average IQ of this player base has to be like 135.
31:49 You don't need to have programming channels equal to the amount of launchers you have, the amount of channels is how big of a salvo you can fire before you gotta "(p)reload"
16:18 I must protest :D Here you have found a user of S2H defensive missiles. Are they a waste of points? Yes. Is it funny to see S3H's pop at at max radar range (thanks flood/spotlights) ? Also yes :P
They're quite funny! I think like S3H Defensive missiles are just absolutely hilarious.
Great job 👍🏼
Thank you! Cheers!
This is a great video
when is this game going to implement pulsed doppler radar where chaff does very little?
I think they're just going to keep it to Semi active systems and active systems.
Missiles are what keep me from really getting into this game. Like I have absolutely no idea what makes a "good" missile, and the ui results in me missing nearly every shot. Hopefully this video can help out. (unless the meta has changed again and everything in this video is obsolete)
But any video that starts with "the missile knows where it is at all times...." has to be good. :)
From what I've been using last time I played was EO primary, EXT RAD secondary size 3's.
ok good vid but im still kinda confused.
if i wanted to just click a target and dump an ungodly amount of mainly unjamable missiles at a target to the point of lag crashing them, what should i be using?
EO, or RAD/ANTI RAD, or just cheap Semi act anti rad combo. Everything can be defeated technically, so it's just a matter of preference.
i, didn't think you would respond to a comment on an older video like this...
thank you for taking 10 minutes to reply.
it means a lot to me
Rant add, 15:40... Re Self Jammers, with PD that uses radar (especially the laser ones) wont work until close range... Maybe get an extra 500m++ of no PD firing at your missiles... Works very well, just like in the tutorial, add one in front or at the back of a salvo...
Exceptions might apply, but here is the general rule of thumb. When your content is mainly visual (eg. compilation of girls on skimpy cosplay, timelapse of oil painting getting made, etc) then background music is appropriate. However when your content is mainly spoken word, like a lecture on math or maybe some sort of technical subject, then background music is counter productive.
For example channels such as Real Engineering, have their background music at such a low volume, that it might as well not be there. And in addition to that, the music they use is a very smooth melodic ambient, as opposed to the more abrupt stop-and-go rhythmic music you use. Which can be very distracting for the topic being presented.
Note taken! Looking back at it, I do see how its a bit louder the music then my voice at times. 😆
Feels so weird how small this community is lol
What is the song at 8:35
It's so familiar
sounds like its off the Wii sports or Wii sports resort soundtrack
@barnsey795 I found out
It's the song from the sword fighting game on wii Sport Resort
With the release of OSP, SAH is really great for making Monitors with roll off launchers. Because your PD might be good, but can it defeat several 40+ salvos?
Sometimes! But from what I've seen, cruise s2 with act rad and wake back up us just overwhelming at times. Especially if you tune the engine just right to hug rocks well.
Great video but I would recommend turning down the music a bit more. It's hard to focus on the words at times. Might just be the music though. It's a bit obnoxious in this context.
Thanks! Wasn't sure if it was too loud or not! You kinda tone it out after editing for weeks haha
@@MattsChatsGaming Good to hear. Again, very informative video.
Great, informative video!
Minor complaint, but, could you lower the music volume a tad, in future videos?
It was a little difficult to hear some words or syllables over the louder portions of some of the background songs you had on.
Your music is too loud compared to your voice. And you might want to have your diagrams be the main focus over your avatar. But your analysis is great.
Yeah what he said
Fantastic video! Anti-missile warfare guide when?
Next down the pipeline is Radar and EWAR; :D Point defense is a bit sporadic in changes and want to wait when it becomes a bit more stable.
@MattsChatsGaming We are waiting
So what’s the difference between minimum angle approach and free approach on direct guidance missiles?
Min approach will attempt to take the shortest distance to the target sacrificing AOA to maximize hits.
Free approach will freely go at its last angle on staging or activation at cost of accuracy at times.
@@MattsChatsGaming I see. Is it only usable on direct guidance?
0:51 HAHAHAHA i know this from some where
too good
So are the words "torpedo" and "missile" interchangeable or do they refer to different things? I would assume if they're distinct a torpedo is offensive only while missiles can be used defensively?
Torpedo's are slow. S3 and S4 containers are torpedoes.
22:40 Time where guy stops shouting
Why are the subtitles unavailable on this video? Its hard to hear what you're saying.
This has to be updated
There's not too much to update.
Nice vid, but music is too loud sometimes.
Another one of those things I'm learning while editing. When I'm expecting to hear what I say, I can already make it out, so for some reason I thought it was fine lol.
Can anyone tell me what trajectory preference does for the missile ?
Minimum angle and Free Approach:
-Free approach will come in at the angle it started from; not trying to hit dead mass essentially.
-Minimum angle will do its very best to attempt to hit center mass.
When would you want to use one over the other?
Free approach: Missiles will head straight to target once they're launched.
Minimum angle: Missiles will fly in the minimum angle from launching ship to target. In a nutshell, missiles will fly in the line between the two.
How can I unlock all rockets? I only got the three standard rockets
There's only one rocket! Which is why it wasn't covered. Rockets aren't something customizable as of now.
@@MattsChatsGamingyeah ....but Sry for my bad language...I mean this hybrid's? I only have the tempest, the one torpedo and the basic defense missile...but not the other two
Ah! Okay! For the new faction there is no hybrid missiles.
@@Diabeticus420 OSP only gets non-hybrid missiles, but does get funny cargo containers.
@@cookiecraze1310 yeah I don't like the containers that much...haha but yes:D
cake
This music is not nice, its hard to focus on whatever you are talking
I'll be sure to tweak it down in the future for sure.
Still, thank You for video, it was very helpful :)
With this level of editing you should have at least 10k subs.
Anyways, my prefered platform is a rail DD (i have 2 on a fleet) with a CLS 3 on the top and a VLS 2 at the bottom, this means i can pretty much snipe anything anywhere and use the size 2s to clap anything getting too close.
My DDs are stealthy S2 platforms. They carry 96 SAH S2 missiles each, and can launch huge salvos in very quick succession. I have two of those DDs and a recon frigate in a fleet. 192 S2 missiles, and an optional 6 to 12 S3s on my recon frigate for finishing off large warships.