NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

Nuclear
43 Comments
Star_Kindler 27 Mar @ 7:16pm 
@someusername6 how come you're not planning to rebalance the cost-effectiveness? Have you gotten other feedback that these are balanced, or do you just not want to risk making them overpowered and don't want to spend a ton of time balance testing for it? I completely understand either way, just wondering which reasoning it is, largely because if someone else found a way to use them cost-effectively I'd love to know about it.

I personally have found these to be about half the cost effectiveness of a HEKP warhead, which means that unless I'm missing something, they don't seem to have any real purpose besides maybe taking out massive missile swarms or craft swarms.
Star_Kindler 26 Mar @ 10:08pm 
Nvm you answered my question below, I'll check that out.
Star_Kindler 26 Mar @ 9:43pm 
How does the damage for these work? They seem incredibly hit and miss. A 100pt nuke hit the equivalent of a sprinter in PRISM and it... survived? Huh!?
Star_Kindler 26 Mar @ 7:23am 
This is a thing!??? I was just thinking it would be so cool if someone added a missile that could have the same effect as a reactor bloom, but apparently it's existed for years lol.
someusername6  [author] 18 Jan @ 6:33am 
@Fairy I'm not sure. Are you sure you are using mod version 0.5.1? There were a few false starts before I fixed bugs that made missiles work when launched from craft.
Fairy 18 Jan @ 3:13am 
Curiously, craft-mounted nukes still don't work for me. Could this be a mod conflict issue, or is it somehow because I designed and mounted the missile before you bugfixed or something weird?
someusername6  [author] 17 Jan @ 6:14pm 
@Anomaly, thank you again for sharing your feedback. At this time, I’m not planning to rebalance the cost-effectiveness of these warheads. The listed damage is measured at the center of the blast and diminishes with distance, and the blast also has armor penetration built in, similar to the reactor blooms in stock.

If you’d like to dig deeper into the mechanics or adjust them yourself, the mod’s code and assets are open to the public. You can find more details in this guide: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3110915492
Anomaly 17 Jan @ 5:12pm 
Nuclear warheads off of aircraft seem to work now, though nuclear warheads in general appear to still be doing only 4% of the listed damage despite the armor penetration change, which really bites with how expensive they are. Maybe the blast needs armor penetration itself if it doesn't already? Either way the damage reduction is consistent with how armor interacts with attacks that are too weak to be effective.
someusername6  [author] 17 Jan @ 11:11am 
@Anomaly added the same armor penetration stats as the corresponding warheads; I am not convinced it is enough of a change to change price points.

Also updated reporting errors so that it works when launched from aircraft phase; there is still a bug where the damage is not correctly reported on the after report, but at least now they detonate without red text.
totoro 17 Jan @ 6:08am 
when the enemy has 200 barracudas but my balestra is set to self destruct on target loss:
Anomaly 16 Jan @ 11:56pm 
Sounds good. I also want to point out that nuclear warheads launched from aircraft phase through the target without impacting. Error reads "InvalidCastException: Specified cast is not valid.". Not sure where I could provide the full log if you need it
someusername6  [author] 16 Jan @ 10:48pm 
@Anomaly that's a fair point -- the armor penetration should likely be similar to the HE impact warhead for the contact version, and to blast frag for the proximity fuze. Give me some time to test it and see if costs need to change before I roll this out.
Anomaly 16 Jan @ 9:27pm 
Just tested the prox fuse version, it seems to have the same problem. ~200k damage only turned out to be ~7k, just about 4% of the total damage potential and not nearly enough to sink a large ship in one go
Anomaly 16 Jan @ 9:23pm 
the contact fuse nuclear warhead has 0cm of armor penetration, which appears to be minimizing its damage even though the blast damage is really high
someusername6  [author] 16 Jan @ 6:57pm 
this mod has now been updated; I am slowly working through my mods (IRL stuff means it will be a bit slow)
arthrfortune 16 Jan @ 12:18pm 
update would be nice
Legobear 11 Jan @ 12:31pm 
will there be update yes or no?
Obi 16 Dec, 2024 @ 6:58am 
This mod is loads of fun, thank you so much for making it! <3
Michigancubed 22 Oct, 2024 @ 3:48pm 
good to know, thanks
someusername6  [author] 22 Oct, 2024 @ 3:35pm 
@michigancubed there is a sharp dropoff from the center of the area of the blast, yes.
Michigancubed 4 Oct, 2024 @ 7:50pm 
I know it's not supposed to be balanced but 10k+ damage for even a size 1 warhead is a bit silly, that or the blast is much too large. Does the damage fall off *sharply* from the center or does it only have incremental damage fall offs?
Nyx (She/Her) 28 May, 2024 @ 6:03pm 
Thank you
someusername6  [author] 28 May, 2024 @ 6:00pm 
@Nyx -- just updated, should be working now
Nyx (She/Her) 28 May, 2024 @ 5:34pm 
Broken as of today's update, big errors on startup
Dr_Galactose 25 May, 2024 @ 3:17am 
THE GLOW! THE WONDERFUL GLOW!
BIAS_MACHINE 17 May, 2024 @ 9:58pm 
thermal signature detected
*tanc a lelek intensifies*
Anime Archive 14 May, 2024 @ 11:33am 
Just a little inquiry, does the nuclear explosion destroy missiles as well, for example, let's say I had I cluster missile and it was full of nuclear warheads, when one of the cluster warheads detonate, would it destroy the other missiles. ( Definitely not combining the halo mod and this one, never)
Aurelian 6 Apr, 2024 @ 6:01pm 
foxhole player spotted
philipp.eve 26 Aug, 2023 @ 4:54pm 
nice mod i am really in love but i went to the testing range with a solomen and wanted to fire MK65 250 mm nuke from the mount to and it exploded in my ship and i was standing still. oppi would be proud and shocked

with love and kisses Philipp
☭ lennin a hand Cowcannon☭ 18 Aug, 2023 @ 11:48pm 
this plus the shields mod might actually be semi balanced in a shitpost way
I sawed your boat in half! 27 Jul, 2023 @ 7:28pm 
nuclear containers are hilarious. 3+km blast radius because why not?
The_Rusty_Geek 25 Jul, 2023 @ 11:33pm 
The explosion bug is fixed but I have an issue where sometimes nuclear shells are detonating inside cannon barrels.
The_Rusty_Geek 17 Jul, 2023 @ 3:14am 
I can confirm that detonations are only visible to the multiplayer host. Hopefully this bug can be fixed because this mod is hilarious
someusername6  [author] 13 Jul, 2023 @ 8:37am 
@Parval thanks for the bug report, I will take a look
Parval 12 Jul, 2023 @ 6:37pm 
the nuclear detonations don't seem to be visible to anyone but the host in multiplayer
Winton036 11 Jul, 2023 @ 5:43pm 
Now if only we could have nuclear bomb pumped laserheads
Black_Overlord 8 Jul, 2023 @ 5:47am 
WARCRIME
START OF A NUCLEAR WAR
markdragon 7 Jul, 2023 @ 5:37pm 
Me, when the Admiral isn't looking:
Agent_Orange 6 Jul, 2023 @ 7:08pm 
Man, I can't wait to use these (f**k balance) in a single-player conquest mode
Tajker 5 Jul, 2023 @ 2:17pm 
SWAG MESSIAH
personzz 5 Jul, 2023 @ 5:54am 
LEGALIZE NUCLEAR BOMBS
Angry Durian 4 Jul, 2023 @ 11:01pm 
Use of nuclear weapons is forbidden.

Imagine playing by the rules. Press the red button, glory to the Protectorate!
Emerald 4 Jul, 2023 @ 11:50am 
Baby you're a fireeeeewooorks!