NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

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How do I counter OSP carriers?
I'm having some real trouble dealing with the OSP's carriers. I found the ANS' carrier fleet to be very nifty, but I was hoping to go for a slightly different setup over all. Any tips for how I can design an ANS carrier to counter the OSP's fleet carriers?
Originally posted by Firestorm🗿:
ANS void superiority gameplay largely leans on both craft and ship launched S2 and SDM2s to even the odds vs the horde of cudas. the AN Carrier Starter Fleet has a pretty good take on this because it has both fighters and anti-craft frigates.
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The author of this thread has indicated that this post answers the original topic.
ANS void superiority gameplay largely leans on both craft and ship launched S2 and SDM2s to even the odds vs the horde of cudas. the AN Carrier Starter Fleet has a pretty good take on this because it has both fighters and anti-craft frigates.
Originally posted by Firestorm🗿:
ANS void superiority gameplay largely leans on both craft and ship launched S2 and SDM2s to even the odds vs the horde of cudas. the AN Carrier Starter Fleet has a pretty good take on this because it has both fighters and anti-craft frigates.

OK so using a significant quantity of S1 2-stage missiles is a dead end, yes?
Originally posted by Incompetent spy:
Originally posted by Firestorm🗿:
ANS void superiority gameplay largely leans on both craft and ship launched S2 and SDM2s to even the odds vs the horde of cudas. the AN Carrier Starter Fleet has a pretty good take on this because it has both fighters and anti-craft frigates.

OK so using a significant quantity of S1 2-stage missiles is a dead end, yes?
Lunges are very nice both on Tantos and Halberds thanks to their standoff ability, you can make a 9pt cmd guided one that hits quite hard and cannot be outmanoeuvred but this relies on good radar track quality to be effective.
Originally posted by Firestorm🗿:
Originally posted by Incompetent spy:

OK so using a significant quantity of S1 2-stage missiles is a dead end, yes?
Lunges are very nice both on Tantos and Halberds thanks to their standoff ability, you can make a 9pt cmd guided one that hits quite hard and cannot be outmanoeuvred but this relies on good radar track quality to be effective.

Also can you tell me what exactly the difference in "stealth" the game claims exists is? Because it seems insignificant at best. Am I just not supposed to put stuff on the exterior pylons?
Originally posted by Incompetent spy:
Originally posted by Firestorm🗿:
Lunges are very nice both on Tantos and Halberds thanks to their standoff ability, you can make a 9pt cmd guided one that hits quite hard and cannot be outmanoeuvred but this relies on good radar track quality to be effective.

Also can you tell me what exactly the difference in "stealth" the game claims exists is? Because it seems insignificant at best. Am I just not supposed to put stuff on the exterior pylons?
At present, there is no stealth mechanics for craft in game outside of AN craft being slightly sneakier compared to OSP craft.
Originally posted by Incompetent spy:
Originally posted by Firestorm🗿:
Lunges are very nice both on Tantos and Halberds thanks to their standoff ability, you can make a 9pt cmd guided one that hits quite hard and cannot be outmanoeuvred but this relies on good radar track quality to be effective.

Also can you tell me what exactly the difference in "stealth" the game claims exists is? Because it seems insignificant at best. Am I just not supposed to put stuff on the exterior pylons?

I don't know if ASN craft is significantly stealthier as claimed in the tooltip, but ship with lower radar signature is harder to detect by radar...however, dedicated sensor ship usually has many modules to improve radar capability, so just having smaller radar signature can only go so far. However, with jamming, you can balance the playing board and make your ship stealthy again by degrading enemy radar.
OK that will be all, thank you.
Morvana Jan 13 @ 1:10pm 
Originally posted by Incompetent spy:
Also can you tell me what exactly the difference in "stealth" the game claims exists is? Because it seems insignificant at best. Am I just not supposed to put stuff on the exterior pylons?

After some testing, pylons don't seems to have any influence on the RCS.

However the RCS difference between ANS spacecraft and OSP spacecraft is HUGE.
OSP fighter: 402 of RCS / ANS fighter: 193 of RCS
OPS bomber: 697 of RCS / ANS bomber 234 of RCS

In practice it's not that impressive, but still important, example against an huntress radar (10km range) while moving in it's direction:
-ANS fighter/bomber detected around 7,5km.
-OSP fighter detected around 8,5km.
-OSP bomber detected at max range.

In the end this "stealth" doesn't help at all against 95% of ship defences, but it could help you against other spacecrafts (less time to react for the oponent to flee/attack you).
Sarissas kinda dunk on any particular small craft, but, can't do it fast
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