NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

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Hybrid missiles OP
My brother and I were playing against each other for some weeks and decided to ban hybrid missiles because we found no reasonable counter to them.
And even after the banning hybrids the missiles are still the most effective weapon because they have far more range and also far more damage.
Point defenses are not worth other than to kill isolated missiles intended to waste decoys.
Rails also have long distance but they require a friendly ship be at the front to lock, which is impossible given missiles kill it much before they reach the range to lock.
We found that jammers are much more effective defense than AMM and PDs. But that converted the game in a rock/paper/scissor lucky game instead of a strategic one.
In our oppinion PDs should be powerful enough to counter missiles easily and be placed in dedicated ship slots that can't be used for anything else.
Why? Because they are both a waste of slots and points if the opponent has no missiles, which is not the case for missiles (they are very useful even if the opponent has many PDs).
I know my proposal add another rock/paper/scissor branch to the game but at least is balanced.
The only way to eliminate the rock/paper/scissor effect is to add resource collection and ship production in order to be able to react to whatever is spot,
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I strongly disagree with the idea that point defense (PD) is useless against them. The Mk 95 Sarissa PDT is highly effective when mounted on a picket ship, such as a corvette or frigate. It doesn't rely on the ship's radar to lock onto its target and has enough range to destroy an SGMH before it stages—provided its radar detects the missile. To improve detection, you can equip the picket ship with an adaptive radar receiver.

For the OSP, the primary counters to hybrids are the P60 "Grazer" PDT and anti-missile missiles (AMMs). The Occello-Class command cruiser can also mount the Sarissa. If the missile does stage, rely on your PD grid to intercept it and brace for potential impact.


(Re posted for clarity)
Last edited by dtboyle66; Jan 3 @ 2:14pm
These suggestions have limits of course. Many people have developed SGMHs that are capable of either brute-forcing their way through PD grids with hardened skin, or sneaking through radar grids with stealth coatings, but nebulous is a game of counters, and counter-counters. Be ready for anything, godspeed.
Tuna Jan 3 @ 6:57pm 
Are you playing with a point limit OP? 3k is the community standard and means that hybrids are very pricey to bring on a per-shot basis, particularly the good ones. If your playing alliance, the Aurora is a reliable counter especially in volume, and on OSP you can bring S1 anti-missiles for 2 points a pop that can eat a 15-30 point hybrid in 1-2 hits.

Nebulous will always be a game of rock-paper-scissors to a limited extent, otherwise the choices you make dont matter if it works regardless of what the opponent does. But, you can definitely take affordable measures to fight some amount of missiles without going broke on your actual goal. The reason we mainly play 4v4 though is it increases the chance that someone on your team is geared out to fight whatever gives your fleet a headache, and then you can coordinate. In 1v1s with a sibling, that cant really be done without increasing point limits, and increased point limits result in hybrid missiles becoming increasingly better as their launch volume and overall cost is lower.
Originally posted by Readren:
My brother and I were playing against each other for some weeks and decided to ban hybrid missiles because we found no reasonable counter to them.
And even after the banning hybrids the missiles are still the most effective weapon because they have far more range and also far more damage.
Point defenses are not worth other than to kill isolated missiles intended to waste decoys.
Rails also have long distance but they require a friendly ship be at the front to lock, which is impossible given missiles kill it much before they reach the range to lock.
We found that jammers are much more effective defense than AMM and PDs. But that converted the game in a rock/paper/scissor lucky game instead of a strategic one.
In our oppinion PDs should be powerful enough to counter missiles easily and be placed in dedicated ship slots that can't be used for anything else.
Why? Because they are both a waste of slots and points if the opponent has no missiles, which is not the case for missiles (they are very useful even if the opponent has many PDs).
I know my proposal add another rock/paper/scissor branch to the game but at least is balanced.
The only way to eliminate the rock/paper/scissor effect is to add resource collection and ship production in order to be able to react to whatever is spot,

It's not OP at all and also overpriced.
And very dependable of salvo size and composition.
Aurora point defense

Defender/Pavisse PD if it doesn't have terminals

Sarissas are pretty good against Hybrids

Depending on the seeker, Chaff/Active decoy/Radar & Coms Jam

Missiles with Blast frag warheads set to intercept the missile.

Hybrids are good but they're by no means unstoppable.
Last edited by Tempest Fox3; Jan 4 @ 9:55am
Hybrids are part of ANS's "Shtick" and thus are pretty hard to defeat for OSP. AMM's are very useful on this, and making sure you bring blackjacks incase they have the EO seeker. Grazers are the purpose built weapon to stop the sprint stage, and of course you should always be practicing your soft kill routine (chaff, comms jamming, turning your engines off, radar jamming if it isnt Home on Jam).

Hybrids are certainly very menacing to deal with as OSP, but by no means uncounterable or overpowered. if for some reason you are playing ANS vs ANS, then use sarissas and aurora's. But hybrids arent designed for ANS vs ANS, nor really, anything in the game right now, so dont be surprised if balance is wonky
you are doing something wrong if you think hybrids are op
they are ♥♥♥♥ fn expensive and you need at least about 250 points worth of them (imagine what a fn long endurance gunboat you could build for only one salvo of good hybrids) fired at less then 10km with ecm on target to get them to hit anything, only if you hit the target from the front or straight rear you can get lucky with one of them being able to take out the target

use pds or how about you put pds on your ships, or maybe here is a thought do like everybody else and use pds
i mean there is people that run their battleships with up to three dedicated pds corvettes, so they have 4-6 pds on their bb and another 3 per shuttle
this game has way to much pds in it to make any type of missiles really worth it
this game is all about the guns and pds
Last edited by Fastspectre; Jan 7 @ 6:26pm
hybrids are good but not ban-worthy. Plenty of ways to counter them, go visit discord and play some public games with what you think is OP and you will find out soon
Good Nut Jan 10 @ 11:15am 
softkill
AMMs
and now craft

These things defeat hybrids
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