NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

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Wild Weasel fighters and EMP warheads, Cool idea or Dumb idea?
EM warheads for missiles(S2, non-hybrid only).

Hear me out. EM warhead(zero damage) that on impact, creates a strong but localized jamming signal(like a VERY small reactor explosion) and scrambles targeting(definitely NOT full disable) for PD(duration/strength based on warhead size and NON-stacking), giving craft a better chance to survive bomb release. Make it only available on S2 missiles, idea being, an interceptor wing can launch these from their belly bay from 4k and it scrambles PD long enough(assuming it hits, hence, NOT making it a gun) for the fighter/escorted bomber wing to close distance for bomb release/impact. Combined with jamming pods on the wings, and you've got yourself a Wild Weasel fighter(SEAD, if you know, you know).

Limiting it to S2 warheads only makes the choice of S1 vs S2 interceptor more meaningful, and opens up options for PD vs CRAFT balance. S2 interceptors for escorting S3 bombers with cluster bombs. S2 bomber with EM warheads opening a CAP ship to fighter-bomber runs. If the EM warheads dont hit, will you call off the run to try and save the craft or comit to the run? I feel like this could open up alot of interesting gameplay.
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Showing 1-5 of 5 comments
Tuna Jan 20 @ 3:43pm 
If your able to touch the enemy hull with a warhead, your infinitely better just using a HEI warhead and disabling the turrets on the side of the impact by, blowing them up yeah?

This is usually the problem with PD degrading contact warheads is if you can make 1 missile hit, you usually can make more. And if your hitting them with x number of missiles you get the same, or more permanent impact by just doing straight damage.
More of a missile ment to make bombs hit, IE, more cost effective

And most importantly, could be just fun too
Last edited by SpaceMonky; Jan 20 @ 3:52pm
you can allready wild weasel... all you need is a HARM style missile you can design out of an s2 (there is a seaker head for that)
and you can use jammer pods on the fighter, now you use the tactics for it with at least 2+ craft one being the weasel one being the shoter and you have your wild weasel, gg

hm... the EM warhead could work since fighter jammers aren't the strongest and you need a bunch of them, also i don't think you have controle over the craft mounted jammers the AI controles them
since you atack out of your carrier or support ship range you probably wont have jammers on target, unless you coordinate with teamates that jam for you
Originally posted by Fastspectre:
you can allready wild weasel... all you need is a HARM style missile you can design out of an s2 (there is a seaker head for that)
and you can use jammer pods on the fighter, now you use the tactics for it with at least 2+ craft one being the weasel one being the shoter and you have your wild weasel, gg

hm... the EM warhead could work since fighter jammers aren't the strongest and you need a bunch of them, also i don't think you have controle over the craft mounted jammers the AI controles them
since you atack out of your carrier or support ship range you probably wont have jammers on target, unless you coordinate with teamates that jam for you
I have done most of this(i addmittedly play most of my game with the same 3-4 friends and AI). Was more just thinking out loud for way to expand upon the idea.
Bilib Jan 23 @ 11:28am 
Originally posted by SpaceMonky:
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Limiting it to S2 warheads only makes the choice of S1 vs S2 interceptor more meaningful, ....
Is this ANS only?
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