The Offset Scout | Tutorial | NEBULOUS: Fleet Command

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  • เผยแพร่เมื่อ 1 ต.ค. 2024

ความคิดเห็น • 14

  • @DeusExWolksvagen
    @DeusExWolksvagen ปีที่แล้ว +5

    Jammers are so long range and cheap on points and power for what they do, it is trivial to set up 2 ff and add few more modules to DD's and such to have a total 180 degree hemisphere covered.
    While the offset scout will help against random jammer, a proper player that is basing their fleet off jammers to function will fuck you twenty ways to next update.
    Only real way to counter this is to have a 2-3 pinard setup with 2 adaptive module bullseye to lock the pinard tracks and then shoot at them. And ofc missile vomit.
    Also, FIND YOUR LOVE IN COMPETITIVE NEBULOUS DISCORD! :^))

  • @MissionReloadedGaming
    @MissionReloadedGaming ปีที่แล้ว +12

    so glad you covered this. been seeing alot of people playing with their scouts up the butt of their bbs doing little other than providing a little extra anti missile defense.

    • @quigglebert
      @quigglebert ปีที่แล้ว +5

      Bold of you to assume that sprinter behind my Solomon isn't carrying 100+ PDM

  • @moritzunterweger5430
    @moritzunterweger5430 ปีที่แล้ว +12

    Hey JDee!
    I played Nebulous for quite a while, but can't manage to build a proper 3k fleet with missiles (mostly missile axford)...
    Thunderheads get jammed, gales and squalls don't always work for me and the rest ist pretty expensive...
    Could you make a video about commonly used multiplayer missiles and some cheap options for larger missile salvos?

    • @flyhigh6047
      @flyhigh6047 ปีที่แล้ว +6

      if u have try gales and didnt find it working then i believe the build that you've create is lacking in several areas.
      I'll try to make this short, first of all when you want to build a missiles fleet your go to platform will be frigate. the reason is simple, the hull is cheap and when you have multiple of it, the missile volleys is larger than a 2xCL or CH with multiple bus/bus array.
      Second, your missile loadout is also important. Bring 2-3 kind of missiles for S2 spam with 1 type of S2H as secondary. the missile combination can be SAH/WAKE, SAH/HOJ and etc for S2 missiles, as for S2H don't go to cheap at it so bring CMD or CMD validate Radar seeker. the S2H will primarly used to taken scout or lightly armored ship (think anything bellow CH).
      Third, now is the bread and butter of ur fleet. Bring a combination of 2x Blanker 1xFlood 1xSpot. bear in mind ur flood is used as a secondary illumination not ur primary, it's also have an added benefits to counter jammed. as for PD composition this is normally goes to player preference, but if you want to know what are the obtimal combination are? it is as follow: 2-4x Aurora, 0-2x Stonewall and 46S1 (2pt 6km 340m/s).
      in conclusion, a 3k missiles fleet can have 190-240 4pt S2 , 40-50 9-11pt S2H, and 40-80 S1 as main armament. with the current patch (post missile update) a single gale spamhave the potential damage to wipe 2-3 Fleet on its owned in 1v1 engagement.

    • @mwip57
      @mwip57 ปีที่แล้ว +5

      Missile axfords commonly take more expensive missiles in smaller counts, 6-8 per wave with a strike planning center or two. CMD is the cheapest chaff resistant seeker. Hurricanes are the default version. Otherwise you'll need to design your own S3H version. Come by the discord the shipyard channel is full of helpful advice.

    • @moritzunterweger5430
      @moritzunterweger5430 ปีที่แล้ว +1

      @@flyhigh6047 thanks for the advice, I'll try it out!
      Concerning the gales, I tried them out because I thought they were jamming and chaff resistant, but I got the feeling, they still go after chaff quite frequently...

    • @flyhigh6047
      @flyhigh6047 ปีที่แล้ว +1

      @@moritzunterweger5430 they can be countered with chaff but not radar jam

  • @mwip57
    @mwip57 ปีที่แล้ว +3

    My favorite offset is a Corvette with a cls3 on it with long range CMD torpedoes and a pair of s3h anti jammers. Works great as an offset or scout Hunter and can sneak in torpedo hit or two against a capital in the right situations.

  • @PSC4.1
    @PSC4.1 ปีที่แล้ว +2

    Good post, this is exactly why I run a DDG/FFG build, 3 for 3 since there are six ships all it takes is one to spot while the others barrage the target.

  • @sdleague2ndchannel
    @sdleague2ndchannel ปีที่แล้ว +2

    great tutorial as always! :)

  • @NomeDeArte
    @NomeDeArte ปีที่แล้ว

    thanks

  • @morrischen5777
    @morrischen5777 ปีที่แล้ว +1

    I think the coms tracking will also works when the offset scout have its com on (at XMIT) but the jammed ship has its com off (at receive), if both of them have functional antenna. In this case you can even turn off the radar of jammed ship to get rid of those false tracks, however I wouldn't really recommend to do this cause then you wouldn't be awaring when the jamming cease.

    • @blacklight9359
      @blacklight9359 ปีที่แล้ว +1

      in the top left there is a jammed status indicator for both comms and radar jamming, but obv you have to be aware enough to notice it tick off. and it always show this whether radar is on or not.