NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

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Your Optimal Carrier Loadout?
Wondering how you balance your fighters/bomber and then what and how many support craft you run. What configurations? What Missiles? What is the idea/doctrine? Then, OSPN or ANS?

This is my current loudout:
OSPN Moorline main
Doctrine: balanced, maintain void superiority, 6-bomber groups, 2mins/bombing run.

Missiles:
x96 S2 Radar/ARAD anti-ship missiles
x220 S1 Semi anti-craft
x48 Spearfish
Minimum gun ammo (100mm/35mm)

x40 Barracudas
Air Superiority, Light Strikes
Illuminator Nose (surprisingly good)
Semi-S1 Anti craft missiles x4
35mm Flacette
Fuel
Can carry S2 ASM

x12 Sturgeon
Close Range Bomber
Spearfish
S2 ASM
Can carry 100mm HE for anti-sprinter/frig

x4 Halbred
Scout
Adv Radar


I don't like CMD missiles (makes craft get too close to danger), Pike EO targeting ball (trash), expensive missiles (quantity>quality), piranhas (no HP), bombs (no range, dangerous).

My ANS fleet (x2 CVE) is similar with craft numbers and missile amounts/design, S2 Slaymores w/ decoy missile (no S3).

I am ensign rank. 50/0 averaging 25-30k dmg/game, or lose early (lost void supremacy).
Last edited by MemeMachine86; Jan 23 @ 7:20pm
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Showing 1-4 of 4 comments
Adefice Jan 24 @ 1:53pm 
Would you be able to show more detail on the ANS setup you briefly mentioned? As a noob this is pretty helpful!
well i'm also a noob, and I need to update my ANS carrier, but adding onto the info already mentioned about the carrier:

x40 Tanto
Void Suprem, Anti-Light (S1 swarm)
20mm nose
x4 S1 Radar Anti-Craft-Missile
(These missiles, OSPN and ANS, are the following: Balestera, 3 thruster, 4k range balanced everything else, setting 4 warhead, Frag, Steer Radar for 2pt missile, Semi for 1pt.)
Fuel (mandatory, unless its a "quick fighter")
Jammers (or 35mm, or more S1)

Has a loadout for S1 Balestera Anti-Clipper missile. Can pen around 30cm armor, most OSPN ships, 1pt/missile.
Note: Tanto and Baracuda shoot missiles slowly, one at time, and can CMD one missile at a time. Bombers shoot everything.

x12 Claymore
General Rapid Deconstruction
S2 Bay
x3 S2 Radar/ARAD(validator) weave
x1 S2 (same) + decoy, ARAD

Range 5-8k, Mid Speed, Max Maneuver

OR

S3 bay
x2 S3 Torpedo Radar/ARAD(validator)
Then give a 1:2 bombers x1 S2 x1 S2 w/ decoy
4k Range, Max speed (no weave, too fat)

x2 Sundial
10k range, hide and seek
Set to evade once its out there, pull back if in danger (obviously)
Last edited by MemeMachine86; Jan 24 @ 8:34pm
hmmm always keep scouts near the carrier and a squad of fighters so you dont get ♥♥♥♥♥♥ by S3 cruise missiles
Bombers can make good use of CMD torpedoes (aside from R-3's being cheap as dirt and almost as good) Jammers on Barracuda's are pretty good (The Guy:tm: is a 20mm nose gun, 35mm flechette pods, drop tanks and jam pods with a pair of S1's of choice). Mixed Radar and Wake S1's also work pretty well (as in one of each).

KBU-15 and KBU-22 bombs are *really* powerful and being able to lob them into a target is pretty good.
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