@@melecaogaming1567 I don't have it, but it's just a DD stuffed with missile programming buses and VLS-2s filled with EO Hardened Skin HEKP S2Hs. I don't think it's even particularly good haha.
It's awesome, I'm about 500 hours in. It's hard to learn because it's very strategic (mechanical skill and APM won't get you far) but that's exactly the appeal for me. The Discord and the community in general are super nice and will teach you anything you ask. And the dev is great too.
@@achillesa5894coming from forts as an engineer the fact APM can’t save you really hit me hard, in that game you can survive just about anything with a small amount of structural knowledge ant a lot of APM
@@achillesa5894 I went with the impulse and bought it. I am liking it, the fleet designer is really cool and I think I am going to enjoy trying different configurations (the last thing I want to do is hear about some kind of "meta" ship list that everyone copies).
@@achillesa5894 Mate you saying that mechanical skill and APM aren't major factors in the gameplay has just put me over the tipping point for getting this. I'd planned to for quite a while but initially put it off as it wasn't too feature complete when I first spied it. Also that's really great to hear about the community because I almost certainly will be needing some handholding to get into the swing of things with this, all the best dude and thanks for the cool video.
I'm not usually huge on PvP, especially in high APM games, but Nebulous clicked for me. I can spectate half the match from the spawn point, then fire a game winning missile salvo at an opportune time.
That's really awesome how you can program your missiles like that. I bet if you got them to "skim" over the asteroids until right before hitting a ship you could avoid the pd of any ship trying to hide behind asteroids. It would be really tough to plan out and change for the turn radius of each missile type though.
Yeah you can do that, but it's very hard because the missiles don't turn on their seekers until they pass the last waypoint, which means you have to predict the enemy movement really accurately or your missiles may just pass right by them
It's a pretty tricky tactic, I've done it before to hit ships with really tough PD nets. I'm one of the better missile players out there, so I'm familiar with a lot of the advanced tactics like that, and some you've never heard of.
@@edisontrent618 One trick I'd advise giving a try is to do a mixed missile salvo. Say you can fire 8 missiles per salvo. As the 3rd or 4th missile in that salvo, put a special missile equipped with decoys and a boosted jammer instead of a warhead which is otherwise identical to the other missiles. This will greatly increase missile survivability while keeping costs relatively low. You can also try mixing different seeker types, give half your missiles ARAD primary seekers (with active backup), and the other half are ACT with a validator such as wake or ARAD. This will mean that even if the enemy soft kills some of your missiles, others won't be, and the missiles affected by soft kill will simply act as PD bait for those which resist the softkill attempt. Here's another trick you can try exclusive to semi-active missiles. When there are multiple enemy ships, switch your target painter between them to cause your missiles to zig zag, essentially giving you a free weave manuver. You can also do this trick with enemy chaff if there is no second ship available.
Basically, when you and an enemy are contesting an objective, if your ship is "armed" and the enemy's ship is "unarmed" your ship will win the contest and cap the point. Having a single 1 point offensive missile is enough for your ship to be considered "armed" when all the normal missiles run out. Always a good idea to include one on a ship with a VLS-1.
How are you seeing the tac view distances and such while in the normal view? is this a setting or a mod or something? I think its really cool and im wondering how you got it!
wouldn't be benefitial to have one other weapon beside missile so that are not completly helpless in case of strong aa / long game / bullying small ships ?
not really since you would have to split the modules between your weapon types or use non boosted secondary weapons, and thats bad since missiles only work if you have enough. You should just rely on your team for keeping you safe or have missiles for small shits. Though there might be usecases for torpedos as secondarys
It can be, it depends on your playstyle, and what kind of missiles you use. It's common to see cruisers run a hybrid gun/ missile build. Heavy cruisers often have all guns forward and a "missile backpack", usually with a class 3 missile launcher in the back. Hybrid missiles (two stage missiles with a boost stage to bypass point defense) rely less on volume to beat enemy point defense making them popular for ships with a hybrid gun/ missile build. Specialist missile designs usually devote internal volume/ modules to increasing the number of missiles that can be fired per salvo. Since you're paying an up front cost for this stuff, and aren't taking any modules to make your guns reload faster or fire more accurately, specialist missile designs tend to perform best as pure missile boats. OSP uses a different missile mechanic, the number of missiles they can launch per salvo is dependant on the number of launchers they carry. This often makes them better candidates for hybrid gun/ missile builds. A common design on line ships is to have one side of the ship all guns and the other all missiles, allowing the ship to engage with all its weapons at once. Their smaller ships like Moniters have 4 missile compatible slots, and a frontal weapon slot that can't take a full sized missile launcher. Depending on the preference of the player, this slot may be dedicated to an offensive gun, a point defense weapon, some kind of electronic warfare module, or any number of other items.
@@xinguan2681 Basically yeah, you can follow a missile around and see if it catches anything. You will get a visual but not a track (a 4 digit number) so you have to be looking.
I have a special missile designed just for that purpose. It has a powerful radar array, a huge amount of fuel and no warhead. Its also purposely slowed down to maximize loiter time. It's basically a recon drone.
Aurora is the green laser point defense turret. It fires a few shots and stops to cool down. You can click the "battle short" button in the ship control panel to make it shoot continuously which will cause it to overheat and take damage (and even destroy itself) but this is preferable to taking the missile hits.
It's nothing special, just a destroyer filled with missile programming buses and S2 Hybrids with EO seekers and Hardened Skin with HEKP warhead. I think it has an intel centre and strike planning centre somewhere in there too. It's not even that good of a build, super fun though.
Personally I recommend a combination of S3 hybrids and S2 missiles. The S3 hybrids are more efficient damage per cost than S2 hybrids, but standard S2 missiles are a good sidearm for killing small ships with weak PD or finishing off damaged enemies. You can fit 16 S3 and 32 S2 missiles on one destroyer, enough for 2 salvos of S3 and 4 salvos of S2.
Space is much bigger than anything it would be logical to use weapons in. Anyone who started it, would find themselves way out in the dark and cold, and no way to get supplies. The TIME it takes to get anywhere, and the LOCKED INTO THE PATH aspect means it will never happen this way.
Rubbish, that is Sci Fi, that acceleration would squash the crew into jam. And three hours to the moon . . . blazing as a torch?. You would be on a path you couldn't change, CONSTRAINED to begin braking at a known point and simply dead because someone would put a FASTER missile ahead of you and touch it off, and you run into the cloud of shrapnel at 170 000 kph = dead. They would be so utterly vulnerable combined with so insanely expensive that no Nation would ever field one. All a pipe dream.@@Shinzon23
Why is youtube recommending this to people it's just a mediocre unedited full game lmao
You have been blessed lmfao
pin of shame
oh lmfao r/whoooosh me
Good stuff man, is there a way you could link the fleet file? I'd love to look at this thing and give it a spin
@@melecaogaming1567 I don't have it, but it's just a DD stuffed with missile programming buses and VLS-2s filled with EO Hardened Skin HEKP S2Hs. I don't think it's even particularly good haha.
There we go, a game I've never heard of making me want to buy it with just one video.
he makes it look a lot easier than it is but it's an interesting learning experience
It's awesome, I'm about 500 hours in. It's hard to learn because it's very strategic (mechanical skill and APM won't get you far) but that's exactly the appeal for me. The Discord and the community in general are super nice and will teach you anything you ask. And the dev is great too.
@@achillesa5894coming from forts as an engineer the fact APM can’t save you really hit me hard, in that game you can survive just about anything with a small amount of structural knowledge ant a lot of APM
@@achillesa5894 I went with the impulse and bought it. I am liking it, the fleet designer is really cool and I think I am going to enjoy trying different configurations (the last thing I want to do is hear about some kind of "meta" ship list that everyone copies).
@@achillesa5894 Mate you saying that mechanical skill and APM aren't major factors in the gameplay has just put me over the tipping point for getting this. I'd planned to for quite a while but initially put it off as it wasn't too feature complete when I first spied it.
Also that's really great to hear about the community because I almost certainly will be needing some handholding to get into the swing of things with this, all the best dude and thanks for the cool video.
those decoys got such value, never considered using the shuttle decoy to mimic a piranha shuttle and scare the missile cruiser
This game continues to be one of the most tense and exciting games to watch.
Now to just sum up the courage to play it...
I'm not usually huge on PvP, especially in high APM games, but Nebulous clicked for me. I can spectate half the match from the spawn point, then fire a game winning missile salvo at an opportune time.
aaaand i'm buying the game! my weakness for space sim games strikes again.
It's on sale right now, do what must be done!
i have no idea whats happening but im rock hard
Them decoys.
Really love missle-only fleets. It's the way I wanna play this game XD
How are you launching multiple missiles with 2 clicks with the TRP? that would be helpful!
If you CTRL+SHIFT+click the target it automatically queues up a full salvo, it's really handy
That's really awesome how you can program your missiles like that. I bet if you got them to "skim" over the asteroids until right before hitting a ship you could avoid the pd of any ship trying to hide behind asteroids. It would be really tough to plan out and change for the turn radius of each missile type though.
Yeah you can do that, but it's very hard because the missiles don't turn on their seekers until they pass the last waypoint, which means you have to predict the enemy movement really accurately or your missiles may just pass right by them
It's a pretty tricky tactic, I've done it before to hit ships with really tough PD nets. I'm one of the better missile players out there, so I'm familiar with a lot of the advanced tactics like that, and some you've never heard of.
@@Kitkat-986 Excellent.
@@edisontrent618 One trick I'd advise giving a try is to do a mixed missile salvo. Say you can fire 8 missiles per salvo. As the 3rd or 4th missile in that salvo, put a special missile equipped with decoys and a boosted jammer instead of a warhead which is otherwise identical to the other missiles. This will greatly increase missile survivability while keeping costs relatively low.
You can also try mixing different seeker types, give half your missiles ARAD primary seekers (with active backup), and the other half are ACT with a validator such as wake or ARAD. This will mean that even if the enemy soft kills some of your missiles, others won't be, and the missiles affected by soft kill will simply act as PD bait for those which resist the softkill attempt.
Here's another trick you can try exclusive to semi-active missiles. When there are multiple enemy ships, switch your target painter between them to cause your missiles to zig zag, essentially giving you a free weave manuver. You can also do this trick with enemy chaff if there is no second ship available.
Once did a missile light cruiser, slapped size 3 hybrid at shuttle
Nice video! What's the "Do not fire" missile for?
Basically, when you and an enemy are contesting an objective, if your ship is "armed" and the enemy's ship is "unarmed" your ship will win the contest and cap the point. Having a single 1 point offensive missile is enough for your ship to be considered "armed" when all the normal missiles run out. Always a good idea to include one on a ship with a VLS-1.
@@achillesa5894 thats genius
Exceptional start
How are you seeing the tac view distances and such while in the normal view? is this a setting or a mod or something? I think its really cool and im wondering how you got it!
it's hard to play mazer's game with so many of the ship classes named after people i know
Why u have only one ship? Is it low points cap or just big missile spending?
Just a lot of S2Hs!
@@achillesa5894 What’s S2Hs?
@@xinguan2681 Size 2 Hybrid, the missile type I'm using
Better missile play than me by miles. Game: eh FAIR 😂
Oye, excellent video beltalowda
wouldn't be benefitial to have one other weapon beside missile so that are not completly helpless in case of strong aa / long game / bullying small ships ?
not really since you would have to split the modules between your weapon types or use non boosted secondary weapons, and thats bad since missiles only work if you have enough. You should just rely on your team for keeping you safe or have missiles for small shits. Though there might be usecases for torpedos as secondarys
It can be, it depends on your playstyle, and what kind of missiles you use. It's common to see cruisers run a hybrid gun/ missile build. Heavy cruisers often have all guns forward and a "missile backpack", usually with a class 3 missile launcher in the back. Hybrid missiles (two stage missiles with a boost stage to bypass point defense) rely less on volume to beat enemy point defense making them popular for ships with a hybrid gun/ missile build.
Specialist missile designs usually devote internal volume/ modules to increasing the number of missiles that can be fired per salvo. Since you're paying an up front cost for this stuff, and aren't taking any modules to make your guns reload faster or fire more accurately, specialist missile designs tend to perform best as pure missile boats.
OSP uses a different missile mechanic, the number of missiles they can launch per salvo is dependant on the number of launchers they carry. This often makes them better candidates for hybrid gun/ missile builds. A common design on line ships is to have one side of the ship all guns and the other all missiles, allowing the ship to engage with all its weapons at once. Their smaller ships like Moniters have 4 missile compatible slots, and a frontal weapon slot that can't take a full sized missile launcher. Depending on the preference of the player, this slot may be dedicated to an offensive gun, a point defense weapon, some kind of electronic warfare module, or any number of other items.
I have a question. Is it possible to use missiles for scouting? Like is it possible for them to spot enemies?
Yes you can, if the missile seeker sees something it will try to hit it and if it gets close to the enemy you will get a visual
@@achillesa5894 So:
“Missile close to enemy = Enemy spotted”?
@@xinguan2681 Basically yeah, you can follow a missile around and see if it catches anything. You will get a visual but not a track (a 4 digit number) so you have to be looking.
4:21
I have a special missile designed just for that purpose. It has a powerful radar array, a huge amount of fuel and no warhead. Its also purposely slowed down to maximize loiter time. It's basically a recon drone.
nice
What does 'he doesnt know to bshort Auroras' mean?
Aurora is the green laser point defense turret. It fires a few shots and stops to cool down. You can click the "battle short" button in the ship control panel to make it shoot continuously which will cause it to overheat and take damage (and even destroy itself) but this is preferable to taking the missile hits.
do you have a full build somewhere?
It's nothing special, just a destroyer filled with missile programming buses and S2 Hybrids with EO seekers and Hardened Skin with HEKP warhead. I think it has an intel centre and strike planning centre somewhere in there too. It's not even that good of a build, super fun though.
@@achillesa5894 thanks!
Personally I recommend a combination of S3 hybrids and S2 missiles. The S3 hybrids are more efficient damage per cost than S2 hybrids, but standard S2 missiles are a good sidearm for killing small ships with weak PD or finishing off damaged enemies. You can fit 16 S3 and 32 S2 missiles on one destroyer, enough for 2 salvos of S3 and 4 salvos of S2.
gg
Space is much bigger than anything it would be logical to use weapons in. Anyone who started it, would find themselves way out in the dark and cold, and no way to get supplies. The TIME it takes to get anywhere, and the LOCKED INTO THE PATH aspect means it will never happen this way.
Not with fusion torches. Or antimatter catalyzed ones. With a decent fusion torch its like 3 hours to the moon, mars in a few days.
Rubbish, that is Sci Fi, that acceleration would squash the crew into jam. And three hours to the moon . . . blazing as a torch?.
You would be on a path you couldn't change, CONSTRAINED to begin braking at a known point and simply dead because someone would put a FASTER missile ahead of you and touch it off, and you run into the cloud of shrapnel at 170 000 kph = dead.
They would be so utterly vulnerable combined with so insanely expensive that no Nation would ever field one. All a pipe dream.@@Shinzon23
Woah, neat trick with those yellow waypoints for routing missiles! You make it look quick and easy :)