NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

MK1500 Spinal Macro Cannon
13 Comments
Xavier 22 Mar, 2023 @ 12:16pm 
Yea it seems to show up now, not sure what the issue was before
Hello_There  [author] 21 Mar, 2023 @ 12:20pm 
Just loaded up the workshop version on it's own and it showed up fine.

it's at the bottom with the other spinals.
Slime Incarnate 20 Mar, 2023 @ 8:12am 
same as Xavier
Xavier 5 Mar, 2023 @ 7:00am 
Mod is apparently up to date but I can't find the Macrocannon in the component list
Hello_There  [author] 16 Dec, 2022 @ 6:23am 
considering it's just 3 stacked VFX

that's impressive
skryan94 16 Dec, 2022 @ 6:04am 
thank you for crashing my PC with that explosion.
Firestorm🗿 16 Oct, 2022 @ 10:15am 
cum
Hello_There  [author] 16 Oct, 2022 @ 9:45am 
yes
Firestorm🗿 16 Oct, 2022 @ 8:13am 
Does this work with the latest version?
The Derper 16 Sep, 2022 @ 7:35pm 
The AP rounds can't hit the broadside of the barn, unless you put the barrel against the enemy ship you almost can't hit anything over 2 to 3 km away. I used it on multiple hulls and I almost never hit with the AP rounds.

Other than AP, I can hit with the other shells. But you might want to add some lower yield explosive rounds, can't use the nuke rounds with other players. Causes lag, and or kills off allied fleets to easy by accident.

Thank you for making this mod though.
Hello_There  [author] 6 Sep, 2022 @ 6:02pm 
the shells suffer no damage penalty from overpen so reducing penetration wouldn't change anything afaik.
Xanderdraft117 6 Sep, 2022 @ 3:43pm 
The shells are very, very slow. Damage is brutal, but over penning a sideways Solomon makes this a limited (but fun) weapon. Only changes i could see are reducing the penetration value (after it goes thru the armor.)

You could always reduce the nuclear rounds point cost (your not going to hit moving targets at any range outside blast radius.
Bishop 30 Aug, 2022 @ 1:40pm 
Haha awesome