[Nebulous: Fleet Command] Is the Corkscrew bad?

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  • Опубликовано: 18 янв 2025
  • Please note, having a target lock only helps the tracking on CMD missiles, but "steerable" missiles are just as good at maintaining a lock while corkscrewing.
    Music: Kai Miller - Ben Prunty
    benprunty.band...

Комментарии • 55

  • @TonyGonzales
    @TonyGonzales 2 года назад +89

    Excellent, these trade-offs are such wonderful spice. I love that the game pushes the player to tinker.

  • @FreedomFighterEx
    @FreedomFighterEx 2 года назад +101

    If you tune the missile for speed, you don't need terminal maneuver for it because it already has one. Being FAST. Speed is also the only factor that affects cost of the engine.

    • @shayminthedoctor9663
      @shayminthedoctor9663 2 года назад +17

      It only effects the cost of the Sprint stage of a hybrid missile, but yes. You can shave 2 to 3 points off by reducing the sprint's speed... Which is conveniently the cost of the Corkscrew maneuver

    • @romanium365
      @romanium365 11 месяцев назад +1

      -rep furry

    • @electricheisenberg5723
      @electricheisenberg5723 6 дней назад

      ⁠​⁠@@shayminthedoctor9663tad late but no, it will actually trigger on target acquisition regardless. Wiki states this.

    • @shayminthedoctor9663
      @shayminthedoctor9663 5 дней назад

      @@electricheisenberg5723 I wasn't talking about target acquisition?

  • @mrwolverinio
    @mrwolverinio 2 года назад +37

    Dude, this video came out at the exact time I was having this issue. Thank you, please keep making more of these.

  • @jackmulholland9694
    @jackmulholland9694 2 года назад +10

    Please keep making nebulous videos there is so scarce content out there to really dig into all the great little nuances of this game, and you present it in a very helpful, concise and well presented way

  • @ShowboatJenkins
    @ShowboatJenkins 2 года назад +7

    These are great videos, a welcome addition to the community

  • @andrewmiffitt7973
    @andrewmiffitt7973 2 года назад +5

    Fascinating. Please continue making these Nebulous videos, your last three have been awesome

  • @SAarumDoK
    @SAarumDoK 2 года назад +6

    Quite pleased and surprised that the game gathered such a fellowship after the new big update. Nice to see good content like that. :)

  • @dumbpotato22
    @dumbpotato22 2 года назад +2

    these are amazing, not enough people talk about missiles in this game. Love the video

  • @AmadeusProductions
    @AmadeusProductions 2 года назад +1

    This is something that's been on my mind and I appreciate you packing all this juicy info into a nice digestible package

  • @jesseadams8933
    @jesseadams8933 Год назад

    One thing that I enjoy about this game is the kinds of minds it compels to create video content.
    Great video! The objective, the footage, the cadence, all of it is just superb. You've dunked on this topic.

  • @Bishop1664
    @Bishop1664 2 года назад +13

    Nice vid :) I personally didn't find the Corkscrew to be worth the extra point and usually go with Weave instead, although it's likely I just didn't invest enough into manouverability as you said!

  • @Yannnnnnnnnnnnnnnnnnnnnnnnnnnn
    @Yannnnnnnnnnnnnnnnnnnnnnnnnnnn 2 года назад +20

    Actually, using camera as main seeker and command guidance as validator, you can always score 100% hits even with the worst strength of the sensor track. You will always hit the ship you want to hit, but of course also loose the slot for armor/ other stuff of the missile

    • @7isAnOddNumber
      @7isAnOddNumber 7 месяцев назад +2

      You’re also paying an additional like 8 points per missile compared to something like ACT/WAKE or ACT/ARAD

    • @memes_the_dna_of_the_soul5487
      @memes_the_dna_of_the_soul5487 Месяц назад

      Optical tracking is good, and radar tracking can help.
      Okay, time to get pedantic.
      Command is arguably the hardest to effectively soft kill, mainly because com jammers have the shortest range. But it can get messed over by very specific jammers.
      EO can only really be soft killed by OSP, but the Aliance Disco Ball of Doom could get it confused.
      WAKE is Rear Aspect only, and can't see a ship that's just parked there.
      A good general use missile isACT with an HOJ backup. ACT is jammed, the HOJ Seeker will lock on to whatever was jamming it. Would work well on a high speed high mobility missile. Also, HOJ is 1.5 points cheaper than ARAD.

  • @Flincher14
    @Flincher14 2 года назад +5

    This video blew my mind. I was certain corkscrew was worthless.

  • @NICKCIN
    @NICKCIN 2 года назад +1

    This is good quality stuff! Would love to watch more guide/tip/build vids!

  • @thatoneguywhodoesthatthing913
    @thatoneguywhodoesthatthing913 2 года назад +3

    Weaves and corkscrews are my go to for my normal missiles, but with my two stagers I just hit the burners as hard and fast as possible for that second stage. Send it at the target like a railgun shot.

    • @henrydimmock2691
      @henrydimmock2691 Месяц назад +1

      Add an HEKP for that personal delivery of the world’s most expensive railgun shell.

  • @z0ck3r
    @z0ck3r 2 года назад

    this missile certainly knows where it is

  • @MissionReloadedGaming
    @MissionReloadedGaming 2 года назад +1

    thank you for this... not realizing that my missiles are going off of faulty radar data will improve how I deploy them in the future.

  • @Parasnailor
    @Parasnailor Год назад

    I'm about to be your thousandth subscriber

  • @Ah23377
    @Ah23377 Год назад

    Would be cool to see another video like your panopticon video that can defeat the cargo spam ships!

  • @TheMagicalWizardPyro
    @TheMagicalWizardPyro 2 года назад

    I had this issue a few weeks ago where my missiles would never hit on corkscrew, so I blamed the corkscrew. But then someone pointed out I maxed out my missiles speed so I tested out putting the missile between speed and maneuverability... and then suddenly the corkscrews could actually hit.

  • @The0spetsnaz0
    @The0spetsnaz0 2 года назад +3

    It'd be real helpful if we could know how many Gs of maneuverability those example missiles have

  • @loteknomad5032
    @loteknomad5032 Год назад

    Great insight.

  • @pieppy6058
    @pieppy6058 Год назад

    Ok with corkscrew you need to decease the speed of the missile to 500 to get a completely immune missile

  • @Mine-md8oz
    @Mine-md8oz 2 года назад

    Great video

  • @envynemo4170
    @envynemo4170 Год назад

    ya. the interceptor missiles along with PD and flak seem to work good at stopping them for me.

  • @doodiezgrandpa6520
    @doodiezgrandpa6520 2 года назад

    more videos on Nebulous plz! like maybe newcomer guide on all this ECM/radar/sensors warfare. i just get lost in it :)

  • @JDeeGaming
    @JDeeGaming 2 года назад +1

    Really nice

  • @HalIOfFamer
    @HalIOfFamer Год назад

    I just go with the middle ground and get weaving. It's good enough at going through ballistic pd thay usually the failure rate(either misses or getting shot down) is about 10-15% and when I have over 90 of the bastards I ain't really gotta worry about some missing their target.

  • @anonanon5146
    @anonanon5146 25 дней назад

    Corkscrew Rules!

  • @KoishiVibin
    @KoishiVibin 2 года назад

    I wish there were more meta so the S2 Countermissile Spam cruiser was more of a thing
    ah, well.

  • @hekkura
    @hekkura 2 года назад

    Corkscrew is not necessary with hybrid missiles as these are so fast anyway, they come in with a natural curve in the trajectory due to their speed and are already near impossible to stop with anything but massed ballistic PD from multiple ships in close proximity (which you should avoid targeting in the first place and wait for them to split)
    Your main counter with hybrids are Auroras, and any terminal maneuvers will instead extend the amount of time the missile is exposed to aurora fire.
    If you really need a terminal maneuver, then Weave does the job fine.

  • @galvanizeddreamer2051
    @galvanizeddreamer2051 2 года назад +1

    So you're saying if I want anime swarm missiles, they need to actually act like anime swarm missiles and not like Tomahawks?
    That's actually legit.

  • @albuendormir5264
    @albuendormir5264 2 года назад

    Many thanks.

  • @docb8324
    @docb8324 2 года назад

    Yeah, was playing the game and saw that corkscrew had a higher chance of missing so just used weave or none

  • @nomar611
    @nomar611 2 года назад

    great content ! you're doing really well with Nebulous ! have you given the strike craft missile concept a go ? best way i've heard it described is a missile loadout that allows the deploying ship to steer clear of combat while still providing ai. definitely needing several kilometer range on those things. heard it talked about but never seen it done too well beyond my own swings at the concept with things like waypoints but well , i'm not all that good at the game !

  • @Luarvic
    @Luarvic Год назад

    Im using horde of 12 containers all with decoys prioritizing speed and range lol

  • @oscarkrumbhaar2162
    @oscarkrumbhaar2162 2 года назад

    I am trying to make scarry missiles and they work quite well against larger hulled ships. however, I have trouble hitting smaller ships like covets or frigates even without terminal maneuvers. i am using the command guided warhead btw. how many Gs would you recommend for a arcuate missile without terminal maneuvers. I'm running around 23 right now for the boost phase.

  • @JensenStark-y9m
    @JensenStark-y9m 2 года назад

    Well played

  • @quigglebert
    @quigglebert 2 года назад

    I just hate it adds 3 points per missile, and I'm a S2 kind of guy

  • @curioso4762
    @curioso4762 2 года назад

    i don´t think terminal maneuvers are working for me. may be a bug? even with the template saved and updated, isn´t working

  • @ArmoredNeko
    @ArmoredNeko 2 года назад

    My missiles do a weave action even when they are set to none, is this a bug or a feature?

    • @Chimerathon
      @Chimerathon  2 года назад

      That doesn't sound correct to me, missiles fly almost completely straight unless they have a terminal manuever enabled. Your missiles could be appearing to weave if they are cmd guided and shot at a low accuracy track, if they are radar guided and are being jammed, or if they are switching back and forth between multiple targets. Cmd guided missiles will also appear to wobble if you are being hit with a hangup jammer because that disrupts your ship's comms connection to the missile guidance.

    • @onepangaean3018
      @onepangaean3018 2 года назад

      @@Chimerathon one thing I haven't got down. On your Stealth hybrid missile what ratio size do you make the fuel and explosive? Is it 5:5 ?
      I was tinkering around to see if I could have a maneuverable missile with more explosive at 4:6 but if I try to make it maneuverable enough to use corkscrew it reduces the sprint stage down from 3Km.
      I just got this game after seeing one of your videos 3 days ago so maybe it's a skill issue but I'm not sure.

    • @Chimerathon
      @Chimerathon  2 года назад

      @@onepangaean3018 That stealth missile from my video has a 3/7 fuel/warhead ratio with HE impact payload and the sprint fuel is adjusted to 700 m/s speed with stage trigger at 3km. I didn't put corkscrew on those, they don't really need it much because of the stealth. You could put weave on them though, weave isn't as prone to missing with low agility and it's still pretty good at confusing ballistic point defense if you end up having to fire them without jamming at some point.

    • @onepangaean3018
      @onepangaean3018 2 года назад

      @@Chimerathon I see! Thank you 👍

  • @YanusPoluektovichN
    @YanusPoluektovichN 2 года назад

    ...игра конечно хорошо, но и реальность требует внимания...

  • @YanusPoluektovichN
    @YanusPoluektovichN 2 года назад

    ...игрушки это нужно..., ну а Вы собираетесь начать атомную войну?