NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

PRISM Aerospace International
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Update: 10 Oct, 2024 @ 9:18am

0.6.54

- Updated all the socket names to better read with the new ship editor UI
- Removed Hypatia accuracy debuff
- Inertial Guidance Package validator cost set to 999 (was -1)
> Changes nothing since it cannot be used as a validator
> but some players were freaking out when seeing the value and started to call Prism OP for it...
- Removed Fusillade's odd infrared fire control sensor
> Not even sure it ever worked anyway

Update: 8 Sep, 2024 @ 2:54am

0.6.53

- S1A [S2S] now has longer range to outlast S2S Darts
- All S1A have twice as powerful blast frag warheads
- Thales antenna upgraded to a CR70 (was CR10)
- Bernoulli antenna downgraded to a CR10 (was CR75)
- Euler antenna downgraded to a CR10 (was CR70)
- Plow speed reduced to 475m/s (was 550)
- Musket RPM lowered to 5 (was 6)
> the buff to the ammunition was considerably more effective than anticipated

Zoetrope Dazzler:
- trying a new method to fix the error
- range lowered to 4km (was 5)
- width raised to 40deg (was 30)
> The Zoetrope could run out of up time just as hybrid missiles got in staging range,
> It should now only get automatically tasked against immediately threatening missiles

- Fixed weird engine glow colors after power loss on some ships

Update: 2 Sep, 2024 @ 1:24am

0.6.52

Glare:
- range lowered to 2km again (was 3 then 2 then 3)
> does not waste precious firing time on fresh targets at minimum damage output
- damage tic rate doubled
> less firing time wasted on overkill
- damage falloff significantly buffed to 90% at mid range (was 75%)

Missile Illuminator:
- Range increased to 6km (was 5)
- Steering angle increased to 15 deg (was 10)
- Radiated power increased to 2000 (was 1000)

Heavy Shaped Charge:
- Fall-off reduced to 50% at max range, with 95% damage at mid range (was 30%/85%)
- Fire chances doubled at 200%
- Structure damage increased to 250 (was 100) and always trigger on hits
- AP reduced to 125cm (was 150)
- Overpen damage multiplier raise to 30% (was 20%) for 150dmg to the first component hit (was 100)
> This will always grey the first component hit on overpen,
> The weapon will be able to eventually finish off ships if left unchallenged

Light Shaped Charge:
- Fall-off reduced to 50% at max range, with 95% damage at mid range (was 30%/85%)
- Fire chances quadrupled at 100%
- Structure damage increased to 175 (was 50)

- Musket rpm increased to 6 (was 5)
- Stinger spinal rail traverse speed increased to 10deg/s (was 2.5)
- Puckle and Arquebus firing authorization loosened to 2 degrees off target (was 1)

- Fixed main drive damaged smoke spreading all over the place
- (hopefully) Fixed dazzler error spam in dedicated server
- Fixed Noether accuracy hull bonus being incorrectly applied as a debuff

Update: 28 Aug, 2024 @ 2:35am

0.6.51

Noether
- Hull cost lowered to 200 points (was 250)
- Added 25% gun accuracy hull bonus
- Increased armor to 25 (was 20)
- Inceased thrusts and turn rate by 10 to 20%
> Trying to make the ship worth taking over the Hypatia for some roles
> I have another option if this does not pan out, so do send me feedback!

Hypatia hull cost increased to 225 (was 200)
> Trading place with the Noether since this is the more usefull hull overall
> Noether builds are usually more expensive

Aryabhata
- Front module size reduced to 2x2x2 (was 3x3x3)
> You could stack a lot of EWAR or premium PD on the hull
> The Euler was left without much of a role
- Added +20% powerplant efficiency hull bonus
> This is probably temporary until Nebulous next update that removes Berthing
> Then you will be able to add a Plant control center

- Fusillade DT raised to 20 (was 15)
> Now in line with Mk64
- Puckle Gun DT raised to 40 (was 30)
> Now in line with other C5 weapons
- 120mm HV sandshot radius increased to 15m (was 10)
- S1A [S2S type] range increased by 30%

Glare
- Range reverted to 2km (was raised to 3km)
- Burst fire lowered to 3s (was 4)
- Cooldown lowered to 6s (was 8)
- Fixed partial burst multiplier allowing for slightly longer up time than intended when switching between several targets
> I'm trying to make the Glare a good anti-leeker PD rather than a scalable main PD solution
> I will keep an eye on this one since it is very finicky

Dragoon
- Cost raised to 30 (was 20)
- Small shaped charge range reverted to 4km (was buffed to 5km)
- Small chaped charge volume raised to 1.5 (was 1)

Musket
- Magazine size lowered to 8 (was 12)
- Reload time reduced to 89s to maintain RPM (was 133)
> This is to make the double musket Descartes not as immediately deadly against large ships
> Even beams take a few salvos to nuke an Occello

- Shaped Charges no longer cause catastrophic events.
> I had to choose between lots of fires, or reactor overloads, I chose the former

APRPF round
- Damage lowered to 34 (was 45)
> This was unintentionally high, now it won't grey Reinforced DC
- Removed guaranteed pen depth of 60m
- Price lowered to 1pt per 25 (was 1pt per 15)

UHTSH round
- Damage lowered to 45 (was 90)
> it could grey large weapons in a couple of shots if they landed spot on
- Price lowered to 1pt per 25 (was 1pt per 15)

Update: 24 Aug, 2024 @ 11:37pm

0.6.50

Changelog is too long for the character limit (why is there a character limit in the first place?)

So hum, everything changed it's a new mod rebuild from scratch, and you get half a mod on top with 3 new ships, 3 new weapons and new ammo.

Update: 10 Dec, 2023 @ 11:39am

0.5.30

Updated for Nebulous 0.3.1.19, added the now restricted HEKP warheads and EO seeker to the available hardware list

Noether got its four wing's C2s back
> Given the new missile meta, this is quite necessary.

Update: 9 Nov, 2023 @ 11:54pm

0.5.21

Increased the Component Damage Reduction to 35% on the Pythagoras and Descartes (was 30%)
> This makes HEI missiles unable to destroy reinforced DC lockers, and 450mm AP no longers kills large engines.

Added a "Medium DC Storage" compartment for testing.
> Holds 4 restores but no DC Teams (unlike what the OSP Large DC Storage will get after the next patch) but fits in a thinner compartment.

Update: 29 Oct, 2023 @ 3:08am

0.5.20

All ships now have proper RCS models.
- The max RCS returns has been significantly increased while the min RCS stayed roughly the same but is applied a lot more intuitively and consistently.
- As a rule of thumb, the top/bottom directions have the maximum return, the side directions have between 60% and 30% of the max return, the back directions have 20%, and the front depending if it is flat or pointy have between a 20% and 10%.
> This means that they are all a bit harder to detect from the front/rear now, but easier from odd angles.

- Euler lost its radar return hull modifier.
> The base return is lower now thanks to the accurate RCS model

- Descartes and Euler now have a default CR70 antenna.
> These are more flavor changes than balancing ones. Although it will be harder to mute a Euler, be it a Scout or a CMD missileer, which is nice.

Update: 1 Oct, 2023 @ 9:23am

Hotfix

Update: 1 Oct, 2023 @ 2:30am

0.5.13

- Removed Masquerade component from the faction's hardware.
> It can only emulate ANS hulls...

Pythagoras:
- Downscaled two 3x3x3 module sockets into 2x2x2 ones
> This is a targeted nerf to rail builds that could be quite oppressive.
- Locked the oversized compartment socket to only accept bulk/reinforced magazines.
> Should add more depth to outfitting the hull since you cannot just slap a berthing in there and ignore crew anymore.

Thales:
- Minor maneuverability nerf to match the Vauxhall's turn rate