星雲:戰艦指揮官 NEBULOUS: Fleet Command

星雲:戰艦指揮官 NEBULOUS: Fleet Command

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cilonia 1 月 16 日 上午 9:54
Bombers halpless against 240mm RF? Or i missing something?
im kinda very new at the game so, maybe somebody can help me. While playing in skirmish mode with amethyst squadron (3k fleet carrier) against TF Birch (3 Vauxhall) i wasnt able even to get close to them on open map (Abyss) 240mm RF shred my bomber flights at 7km range before they can launch torps, my halberds cant provide lock cause they die so quickly and massed attacks with rocket armed barracudas are pure suicide cause more denser flight more effective 240 RF become. What im missing? Or everything work as intented?
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目前顯示第 1-15 則留言,共 22
Firestorm🗿 1 月 16 日 上午 10:32 
try setting manever setting to evade
cilonia 1 月 16 日 上午 11:01 
i did. I tried all settings of evade and formations with and without afterburners - they die any way. Against 3 vauxhalls i loose on average 8 sturgeons before flight reach 5km launch distance. They open fire around 8km distannce so it like 30-40 sec flight time to cover for sturgeons before they can launch
TyroneSuperNut 1 月 16 日 上午 11:17 
If your bombers are the enemy fleets only target, no, they wont survive. You are also playing on the abyss map, where there are no obstacles, no rocks, nothing to use as cover. The game isnt meant to be played that way.
cilonia 1 月 16 日 上午 11:25 
"The game isnt meant to be played that way." Thats kinda strange for space game but any way. So did i understand correctly if light crusers do trouble themselves and shoot at bombers and keep atleast 3km distance from nearest obstacle - all 3k points of OSP carrier kinda goes to waste with no countrplay availible?
Brother Pedro 1 月 16 日 下午 12:25 
You can have stand off ordnance for your craft for such scenario if you want. Or you can stagger your flight in different "height" to spread them out. You can attack from angle where they have less guns. Attack from multiple directions (turret rotation speed for 250mm is actually not that fast.

From my experience 250mm is not that effective at anti-craft at long range, they only start killing once craft commit to the attack, and it's more like they might kill 1-2 crafts if you are lucky effective, not shooting down entire flight of attackers effective.
cilonia 1 月 16 日 下午 12:52 
i didnt manage to get more than 5.5km launch distance from bomber torps. Did I miss something? S1 i think too dosnt go more than 5km. And there is another problem bombers by themselves lock at 4 km against vauxhall/ I tried to use halberds as spotters for bombers but they die too quickly cause their detection range (8km) exactly the same as max range of 240 rf of vauxhalls.
"Or you can stagger your flight in different "height" to spread them out."
How that can be done? Order movement before flight fully assemble? or there is some obscure shortcut command?
"Attack from multiple directions (turret rotation speed for 250mm is actually not that fast."
i tried star pattern attack it really hard to pull of atleast for me - bombers run out of fuel pretty fast and its kinda work but at cost of 2 dead flights for one that get close enough to launch torps.
"From my experience 250mm is not that effective at anti-craft at long range, they only start killing once craft commit to the attack, and it's more like they might kill 1-2 crafts if you are lucky effective, not shooting down entire flight of attackers effective."
in mine too and that why their effectiveness surprised me. Maybe thats becose there is 3 of them in tight group and no other targets bisedes bombers.
TyroneSuperNut 1 月 16 日 下午 1:05 
引用自 cilonia
"The game isnt meant to be played that way." Thats kinda strange for space game but any way. So did i understand correctly if light crusers do trouble themselves and shoot at bombers and keep atleast 3km distance from nearest obstacle - all 3k points of OSP carrier kinda goes to waste with no countrplay availible?
It is a space game. But when making a game, you have to make it fun, and most of the time developers sacrifice realism for fun. Realistically, ships would engage eachother from thousands of km away.

But this is a game. Modern naval combat has the benefit of the earths curvature and gravity to give weapons effective ranges, and limiting visibility. Space, in real life doesnt have that. So the devs make radars and other sensors unrealistically weak. Modern naval combat games also have mountains and other terrain to use for cover, in space realistically you dont have that, so the devs have maps where we fly through various different asteroids and other space objects.

If you want to play the game that way, where the fleets spawn a few dozen KM away from eachother in empty space, where you have nothing to use as cover, thats up to you. But your post was about bombers being useless against light cruisers because of the 250mm RPF rounds when they are not, you are just not playing the game as its intended.
Calantlar 1 月 16 日 下午 1:42 
"The game isn't mean't to be played like that." is a wierd thing to say, seriously, the map is in the game, thus it's clearly intended to be playable, the tactics will ofcourse be different but it's not wrong to play the map. Also the problems he's facing won't go away just because a map has cover, the enemy may well decide to stay far enough away from cover that such play does not become possible anyways. Same could also be true if the enemy has map control over said cover. Their issue is still valid.

Onto OP's question at hand, I belive things are working as intended and there's several things you can do to improve your chance's of success. So here's a couple of things I'd like to point out:

1. Providing lockable tracks with OSP craft is more difficult and more dangerous since they only get the Halberd that can only detect stuff out to 8K at best. Instead I'd recommend going with a dedicated spotting ship using a Early Warning Radar to provide lockable tracks if you need them.

2. You can manually path an evasive pattern to avoid a lot of long range RPF fire. Juke and Evade don't do a good enough job against guns with AOE effects, so manually pathing evasive pattern approaches is key vs. those threats. At closer ranges however you're still screwed since the rounds flight time is short enough that it wont matter.

3. Engagements in open space with craft place certain demands on craft and missile design, not all carrier loadouts are capable of this, you have to design for it.

For example, if the target(s) can engage your strike craft out to:
10k) Deploy missiles with 10k or greater range (Usually just 10k or 10.5k).
6k) Deploy missiles with 6k or greater range (ANS & OSP), or if the target is slow and large enough, 7k range rockets.
3k) Same as above.
2k) 3k Range rockets or Cluster bomb (Extremely dangerous, only really viable vs. stationary targets or targets moving directly towards the strike craft, generally not recommended).
1k) Any munition will do, targets with 1k max PD range can effectively be considered crippled as far as strike planning is concerned, just bring enough omph to overwhelm the PD.

The downside to this approach is that this stand-off capability comes at a points cost, so expect to field a fewer total number of craft and craft loadouts compared to builds that don't have this capability.

If the vessel is actually crippled, then any munition will work ofcourse.

4. If terrain is present and is actually usable for you (Won't always be the case, even if present), say for example if the target vessel is hugging one side of terrain, but does not control the other side, then anything will work, provided you are popping out of cover already within bombing/rocket/missile range.

However if we are assuming no cover though, regardless of map, then I'd recommend using bombs only to finish off isolated, crippled and PD stripped & anti-craft stripped ships your other vessels can't be bothered to at the time. Bombs in general are so short ranged that any PD capability, or luck forbid any dedicated anti-craft capability will result in guaranteed losses. You can on occasion safely engage a ship in open space that only has PD capability on one side, even with bombs, so long as the ship can't roll over quickly enough.

5. The capability of your targets may change as the game progresses. Ships may expend long range anti-craft munitions, take damage that renders long range anti craft ineffective or unusable, suffer damage to magazines housing said munitions so on and so forth. Utilizing probing tactics (small scale attacks meant to sus out enemy capabilities) and false attacks (flying an attack pattern without actually intending to attack) can reveal enemy capabilities while preserving your own.

6. Supporting your strikes with a fast, dedicated jamming ship can improve the odds of survival. I'd recommend using both Radar and Comms jammers for this, as both can be used to guide missile's onto your craft. If you're only interested in combating RPF fire and don't have an issue with missiles, then you can get away with Radar only.
cilonia 1 月 16 日 下午 2:03 
"But when making a game, you have to make it fun, and most of the time developers sacrifice realism for fun. Realistically, ships would engage eachother from thousands of km away."
Fun is very subjective stuff so there is kinda no point to discuss it cause some people will find fun where others dont even look. So is "realism" we don have space combat in reality so realism is not applicable here.
However when u make "space game" as unspacy as possible (liquid vacuum, speeds and detection rangers thats look more like underwater combat, space bricks everywhere etc.) to make it "fun" for you or your intendet audience maybe making it "space" was mistake from get go?
"Modern naval combat games also have mountains and other terrain to use for cover"
i mean you kinda right and wrong at same time - yeah there is terrain but do you really think that nuclear aircraft carrier will use it as cover, or even Kirov class heavy cruiser. This things are huge and not very maneuverbale being near cover dosnt protect them its turn them in sitting ducks. But that dosnt meant that you cant have fun game - look at Cold waters for example.
"But your post was about bombers being useless against light cruisers because of the 250mm RPF rounds when they are not, you are just not playing the game as its intended."
i mean i get it dude you got meta where is vauxhalls dont shoot at bombers with thir guns or atlest not 3 of them at once. But that dont in anyway remove problem that one side dont have any contrplay in given enviroment.
cilonia 1 月 16 日 下午 2:12 
"1. Providing lockable tracks with OSP craft is more difficult and more dangerous since they only get the Halberd that can only detect stuff out to 8K at best. Instead I'd recommend going with a dedicated spotting ship using a Early Warning Radar to provide lockable tracks if you need them."
Yeah i kinda come to similar conclusion wich is not great for my taste, im really not comfortable with multiply ships fleets. Atleast not yet.

""10k) Deploy missiles with 10k or greater range (Usually just 10k or 10.5k)."
But how? even with engine all the way for burn time - torps go 6km max. Or do you mean that carrier shold carry s2? (i think OSP cant carry s2 or im mistaken?)

"The capability of your targets may change as the game progresses. Ships may expend long range anti-craft munitions, take damage that renders long range anti craft ineffective or unusable, suffer damage to magazines housing said munitions so on and so forth. Utilizing probing tactics (small scale attacks meant to sus out enemy capabilities) and false attacks (flying an attack pattern without actually intending to attack) can reveal enemy capabilities while preserving your own."
it can be done with like single fighter AI will still shoot at with all it got. But its very tedious (they have like 8 min worth of RF ammo) and wont work against human opponent atleast wont work as well
NotSoLoneWolf 1 月 16 日 下午 2:43 
引用自 cilonia
So did i understand correctly if light crusers do trouble themselves and shoot at bombers and keep atleast 3km distance from nearest obstacle - all 3k points of OSP carrier kinda goes to waste with no countrplay availible?
Well usually if you encounter a fleet that hard counters yours, you call in your teammates to assist or go find another target. Just like how a battleship struggles against craft and needs to call in those light cruisers to assist, a carrier struggles against light cruisers and might need to call in gunships to assist. But even on your own, there's some tricks you can employ, first and foremost utilizing cover to get into range without coming under RPF fire until you're ready to launch.
Calantlar 1 月 16 日 下午 3:14 
引用自 cilonia
"10k) Deploy missiles with 10k or greater range (Usually just 10k or 10.5k)."
But how? even with engine all the way for burn time - torps go 6km max. Or do you mean that carrier shold carry s2? (i think OSP cant carry s2 or im mistaken?)

Correct, I mean the carrier should carry some S2's for stand-off, and no, there's no restrictions on OSP for bringing S2's.
Calantlar 1 月 16 日 下午 3:15 
OSP can't bring hybrids though, but craft can't carry hybrids anyways so it doesn't matter.
dragonflyer 1 月 17 日 上午 7:57 
引用自 cilonia
But that dont in anyway remove problem that one side dont have any contrplay in given enviroment.
Just because a very unusual map is in game, doesn't mean your particular build has to play well on it. Fleets in Neb generally cannot do everything, and can never do everything well. The game, as it stands, is balanced around multiplayer, with each starter fleet having certain strengths and weaknesses. In a 15k points game, there would be multiple 3k point fleets to a team, and you wouldn't necessarily be the one dealing with the light cruisers - maybe some guy would have brought a pair of heavies and ate them for breakfast, allowing you to focus on other tasks, such as hunting the other team's missile boat, or using your fighters to screen allied heavies. You are simply playing a fleet which is at a large disadvantage against the enemy in a direct, 1 to 1 confrontation on that particular map.
Tuna 1 月 17 日 上午 9:23 
引用自 Calantlar
"The game isn't mean't to be played like that." is a wierd thing to say, seriously, the map is in the game, thus it's clearly intended to be playable, the tactics will ofcourse be different but it's not wrong to play the map. Also the problems he's facing won't go away just because a map has cover, the enemy may well decide to stay far enough away from cover that such play does not become possible anyways. Same could also be true if the enemy has map control over said cover. Their issue is still valid.

This isn't quite right. The reason abyss is "not how the games meant to be played" is because under all the spaceship stuff neb actually plays an awful lot like a cover shooter. You NEED terrain to play around for the game balance to work, its how you prevent maximum range fire from being the singular ideal weapon. In this instance you are giving RPF the maximum amount of time and clear angles to whittle away at your craft, which is why they are dying to it.

Yes people in normal maps can stay miles away from cover, but then they are being shot by the rest of your team and cant sheild themself, that is how you get 9k of points shooting 3k which makes the 3k melt and die, putting that team at a disadvantage. If they are miles away from cover and not in range of your teammates then you're the one over-extending with the bomber strike, and should focus on enemies who are actual threats rather then the enemy who has willfully removed them self from the battle.

As to the rest of the convo, when a CL is getting to fire all barrels of RPF at your craft, you should seek cover or wait until that CL needs to be shooting something else. If that didn't work out and you could just walk in under maximum fire (Esp 3x that maximum fire if Birch is the fleet in question) and still get missiles away, that would indicate craft were over-powered. Ship players need ways to zone craft out and not being able to fire on actual ships and require the enemy to expose their craft is a fair trade off for the ability to zone.
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