Welcome to Nebulous, a tactical strategy game.
I’ve written this guide to help new players to get into this game.
As such most of the information will be general usage for the various tools the game provides you.
For information on the current meta, be sure to poke the discord as the advice there will be more up to date.
Keybinds and Misc
W/A/S/D/E/C – Move Camera
Space – Open/Close Tactical View
LMB-Drag – Orbit Camera
RMB-Drag – Handycam Pan
RMB+LMB – Handycam Zoom
Scroll Wheel – Zoom Camera (Camera movement speed increases with zoom level)
Right Click – Open action menu for selected ship (auto-target track if right clicking the track)
Shift+Right Click – Open action menu for entire formation
F – Focus on selected object (hovered object if mouse is over something else)
M – Movement to position
Shift+M – Drive course
Shift+Space – Hold position
Shift+F – Form with other ship
O – Orbit point
X – Lock target
With movement/aiming widget open:
LMB – Select position/target
Ctrl – Change height
Shift – Add waypoint
Alt – Add endpoint/target
Enter – Submit order (same as LMB, but you don’t need to make a final selection)
1 unit – 2.5 Meters
I’ve written this guide to help new players to get into this game.
As such most of the information will be general usage for the various tools the game provides you.
For information on the current meta, be sure to poke the discord as the advice there will be more up to date.
To help you through this guide I will flag modules as (optional) or (important).
that are less frequently used / situational as (optional) although I’d recommend you study them as some items can be VERY good when it comes to their niche.
I have also made the assumption that you have played through the tutorial and if not, do that first.
Nebulous has a detailed radar system. Understanding this radar system is critical to obtaining the most out of your weapon systems.
The sequence of events for radar is roughly as follows.
About every second your search radar sends out an omni directional radar pulse, and every quarter second it sends a pulse that updates the data for existing tracks.
This pulse’s power density decreases in strength as it travels further from your ship and is blocked by static objects like asteroids.
Once it reaches an enemy ship, the amount of this energy it reflects is mainly dependent on the size of the hull, but is also dependent on several other factors including
if the targets radar and comms are on / off, and their headings.
If the amount of reflected energy exceeds the minimum needed for detection and the amount of background noise (which is typically lower), your ship will get a radar track at the location of the object.
Support modules like adaptive radar receivers can reduce the minimum detection threshold, improving your ability to detect objects.
This provides a radar track not only the position of the enemy, but their velocity. Your track is not perfect however as your search radar has a base amount of accuracy depending on its model and depending on how close the reflected energy is to this detection threshold the accuracy of the position and velocity is further reduced.
Modules like the track correlator can help reduce this inaccuracy.
The accuracy of this return is also affected by the signal to noise ratio.
An important thing to note is that although your radars make their searches independently, ships will use the highest quality track available to them.
The comms toggle adjust whether a ship shares its contacts with the fleet, so ships with comms “off” can still receive.
Most radars have the ability to run a burn through sweep, which GREATLY increases their power output at the risk of damage allowing you to detect ships or break through jamming.
All search and fire control radars run their sense and detect loops separately (a spyglass cannot detect the return from a frontline for example)
Damage to a radar panel effects coverage in the quadrant the panel is located in.
Frontline Search Radar [10pts] (important)
The frontline is your bread and butter search radar, it is extremely cost efficient and unless you are mounting another radar on your ship a frontline is always worthwhile to mount.
The sensitivity of the frontline and its base output power are quite low, so using burn throughs can greatly benefit them.
Spyglass Search Radar [25pts](important)
The spyglass is your long range search radar, combined with modules like adaptive radar receivers you can detect ships from across the map (assuming you have LOS to them)
The tracks produced by spyglass radars are extremely inaccurate, and before firing on them you should try to use any tools you have available that can boost track accuracy.
It is generally worthwhile to bring one spyglass, although due to the diminishing returns of bringing more and their high cost when fully augmented more than that is not advisable.
Much of the spyglass’s extra range comes from sensitivity, and as such the return energy from them can be quite low, making them a good target for jamming.
RF101 ‘Bullseye’ Fire Control Radar [40pts]
The bullseye fire control radar is your solution for inaccurate tracks.
Unlike other radars mounted on your ship, it does not use the ship’s external panels and instead uses a turreted mount and as such has a limited field of view.
The bullseye cannot search for tracks, but they can lock on existing tracks making them MUCH more accurate.
Since the bullseye has a radar cone, instead of an omni directional sphere its effective power output is very high, making it resistant to jamming.
This also means that if a target remains within the maximum range the bullseye can keep a lock.
Unlike most other radar modules it is still able to operate, even if a ship’s radar is off allowing ships to maintain track while keeping a low profile.
Parallax Search Radar [45pts]
The Parallax search radar is somewhat similar to the frontline when it comes to passive detection (albeit with slightly higher detection ranges due to its increased power output), however it also has the ability to lock tracks
greatly increasing the accuracy it has against them. Unlike the locks produced by bullseye radars, this one can be more easily broken using jamming.
Another advantage of the frontline is its burnthrough is much more powerful than that of the frontline.
Unfortunately a ship can only lock one target at a time, no matter how many radars it has that can lock.
E55 ‘Spotlight’ [1, 20pts] (optional)
E57 ‘Floodlight’ [1, 30pts] (optional)
Illuminators are turreted radar emitters. They can be either fired at existing tracks or in open space.
Unlike most other radar modules the, the return from this modules is added to the return of other radar modules, allowing for easier and *mildly* more accurate detection.
Critically this return can be detected by the radar present in passive missiles, which need an illuminator to function.
The wide Illuminator is good for general support and boosting the effectiveness of search radar, while the narrow one functions better for single tracks and when painting targets for passive missiles.
They increase hull signature at all times, so pack as few as possible.
Once fleets engage, breaking detection can be quite difficult and as such defensive ewar can be a potent tool.
Ewar cannot be fired at a visual track.
To get around this, you can manually fire at the position of an enemy.
E90 ‘Blanket’ Radar Jammer [1, 50pts]
This weapon emits large amounts of radar waves into a wide cone, increasing the amount of background noise in this area.
Although this does mean the jammer becomes more effective as it closes range, the return from targets close to a search radar are quite large and difficult to overcome.
Even if jammers are not able to fully mask your signature, they are able to increase the signal to noise ratio, reducing the accuracy of their track on you.
Jamming has some utility offensively as it can interfere with PD reliant on precision like aurora’s (laser PD) and defenders (rotary autocannon PD) but as other sources like Flack are not greatly affected by this you should not rely to heavy on jamming to get your volleys through.
An interesting strategy is to bring 2 of these jammers, as it allows you to run them non stop while returns are small early in the match
Radar jammers are also extremely effective in defending ships that haven’t been locked from command missiles as the decreased track accuracy makes them nearly guaranteed to miss.
E71 ‘Hangup’ Comms Jammer [1, 45pts]
A comms jammer prevents the targeted ship and those around it in a narrow cone from transmitting or receiving tracks.
This provides you good utility in suppressing spotter / sniper pairs.
Front line ships providing sensor tracks can be rendered ineffective while they are eliminated and backline ships can be denied the ability to receive sensor tracks from closer ships.
This can also jam command guided missiles, either by firing at the direction the command guided missiles, at the missiles themselves, or at the launching ship itself.
The missiles themselves needed to be within the jamming cone for the missiles to be jammed.
E70 ‘Interruption’ Comms Jammer [1, 75pts] (optional)
Ships near or equipped with one of these equipped are nearly immune to command guided missiles.
This module provides a similar com jamming in every direction but with a very short range.
This could be useful in suppressing ships on the point, although I haven’t seen it done.
ES22 ‘Pinard’ Electronic Support Module (optional) [2-, 30pts]
Pinard’s draw a line to any active radar they have LOS, as such they become mostly useless once you engage the opposing force.
Knowing where enemy forces are likely located can help position your ships to keep them hidden.
If you do decide to engage first, they provide a good way to fire indirect weapons like thunderheads and and open up with jammers.
When it comes to actually eliminating enemy ships, you have many weapons available to most of which can be classed as missiles or ballistic weapons, although there are some exceptions.
An important thing to consider is that not only do weapons cost points, but ammo as well.
+--------------------+ | Weapon Mount Names | +==========+=========+ | Name | Size | +----------+---------+ | Size 1 | 2x2x2 | +----------+---------+ | Size 1+ | 2x2x5 | +----------+---------+ | Size 2- | 3x2x3 | +----------+---------+ | Size 2 | 3x4x3 | +----------+---------+ | Size 2+ | 3x4x5 | +----------+---------+ | Size 3 | 6x4x6 | +----------+---------+ | Size 4 | 8x7x8 | +----------+---------+ | Size S | 4x12x4 | +----------+---------+
VLS2-16 [2, 10pts] (important)
The most common missile system you will encounter is the VLS2-16s.
Unlike most weapons in the game, they can only fire out of a dedicated internal magazine.
These are very cheap when compared to the missiles they fire, and as such using more, partially filled launchers is a simple way to increase fire rate and reliability on frontline missile boats.
Missiles launched out of these tubes are cold launched and spend a small amount of time turning to their intended heading before activating their engines.
As such, the minimum range can be much shorter than what the game displays especially if a VLS tube is facing the enemy.
MLS-2 Launcher [1+, 20pts] (optional)
Size 2 roll offs drop 4 size 2 missiles in a direction “forward” to the mount after which they must go through a long cool down.
As such they provide a slightly improved alpha strike at the cost of a lower overall fire rate and greatly increased cost.
This works when a limited amount of hard points are available on a ship, but if many are the VLS provides a better option.
Missiles (Size 2)
Although size 2 missiles pack a significant punch and early missile volleys can give you a distinct advantage, missiles lack the ability to finish most of the hulls larger than the frig.
This is mainly because they hit the center of mass of a ship (keep this in mind when fitting a fleet) and don’t damage parts further away.
As a result, as more missiles hit a hull their damage begins to drop which reduces their effectiveness.
Because of this they are very poor at finishing off hulls as the game progresses.
You should always bring missiles sometimes, as if you don’t your enemy will stop bringing PD and bring fleets that can exploit this, giving them a huge advantage.
Size 2 missiles can also be used for recon, as most players keep their PD on all the time.
SGM-206 ‘Thunderhead’ Actively-guided Cruise Missiles [6pts] (important)
Active missiles are the most common missile you will encounter, they require minimal amounts of support hardware to fire, and as such they work well on mixed weapon hulls.
SGM-225 ‘Hurricane’ Command-guided Cruise Missiles [8pts]
Command missile’s cost large salvos prohibitively expensive, however their accuracy is unmatched.
As a result they are best used for long range strikes or against highly maneuverable targets.
As they do not have their own seeker, their accuracy is extremely dependent on the quality of the radar track.
If the does miss the target, they are able to successfully make a second attack run.
As such, especially against targets like corvettes, it is important to lock before firing.
These missiles can be jammed by comm jammers.
SGM-233 ‘Gale’ Passively-guided Cruise Missiles [4pts]
Passive missiles function similarly to actives, however their seeker contains no active component.
As such they require an illuminator to detect their target.
The primary advantage of passives is their low cost, which makes them a good choice for a dedicated missile ship where a large number of missiles can make up for the cost of the illuminator.
Actives & Passive seekers
The seeker will sort all contacts by rcs size, weighted heavily towards the front, but will still randomly select a signature to keep everything from focusing on the same target.
SGM-210 ‘Squall’ Home on Jam Cruise Missiles [2pts]
These missiles home on jammers within their sensor cone.
Although most targets do not have a jammer, these missiles makeup for that with an extremely low cost.
As such they can actually be used as decoys if fired right before a larger salvo of more effective missiles.
The fact that the missiles will fly past the target instead of at it makes the ship’s PD less accurate and creates an additional delay once after it eliminates the squall.
It is also somewhat feasible to use these as completely unguided missiles as their low cost allows massive salvos that are very difficult for pd to deal with.
MLS-3 Launcher [1+, 20pts]
Size 3 rolloffs are your only way of firing size 3 command guided torpedoes.
These have a very short range and struggle to pen PD. However, against targets that have either lost or do not have PD they can be very effective.
As they are command guided, having a target lock can be beneficial especially against fast moving targets like corvettes which can evade missiles quite effectively.
Small targets like frigates and corvettes can often be killed with a single torp, while larger ones can take a few to fully eliminate.
Mk61 120mm Cannon [2-, 20pts] (important)
These cannons have decent damage output vs low armor targets, and are good when massed.
The 120mm shots have very low accuracy and as such they greatly benefit from proximity to your target.
The HE rounds are better in most cases, but against targets like the heavy cruiser AP is more likely to pen.
To help mitigate this low pen value, it may be worthwhile to move the firing ship to s location where its shops are perpendicular to armor.
Mk62 120mm Cannon [2-, 30pts](optional)
This cannon functions as a sidegrade for the mk61. It offers a moderate fire rate boost for a large price increase.
As such it can work for heavy hulls like the light cruiser, but overall using a greater number of mk61 is a better option.
Mk64 250mm Canon [2+, pts]
The mk64 offers a lower overall damage output than the mk61, however it offers slightly more pen and a moderate increase in accuracy.
Mk66 450mm Cannon [3, 45pts]
Mk68 450mm Cannon [4, 75pts]
Assuming you can get these guns on target these offer a better damage output than similarly size railguns.
As such if you plan to to push with a heavy cruiser these provide a superior option.
However the HC, their slow yaw rate, and the poor maneuverability of the HC can make this quite challenging to accomplish.
Mk81 300mm Railgun [3, 50pts] (important)
Mk82 300mm Railgun [4, 80pts] (important)
The size 3 & 4 Rail Turrets offer very precise long range fire.
Also, at long range the HC can more reliably get all 3 guns to bear.
Spinal Rail [S, 75pts]
The spinal railgun can offer an alternative to the turreted railguns.
When firing at a target, the triple tap of the spinal tends to impact the same spot making repairs more difficult to accomplish.
However its limited fire arc makes it very vulnerable to attacks from multiple angles and makes the time to swap targets quite large.
Mk600 Spinal Beams [S, 75pts]
The Mk600 Spinal beam provides a hitscan beam that does a tremendous amount of damage.
For the beam to be effective, you need a target lock.
As it can adjust the beam near instantly, the beam will instantly move to the new track location as it updates, limiting its effectiveness when not locked.
Against larger hulls the beam will not eliminate the enemy as its COM hits will usually never hit a CIC so you should avoid waiting for elimination to switch targets.
The beam is extremely likely to trigger reactor meltdowns, and the fire arc close to the beam is quite limited so maintaining some range is a good idea.
Mk610 Beam Turret [4, 100pts] (optional)
This function is quite similar to the spinal mounted beam, however its large size combined with its low health means it is even more vulnerable to incoming fire.
At short range, while equipped with mount gyros it can pose a decent threat to corvettes as its beam can eliminate them near instantly.
Mk20 ‘Defender’ PDT [1, 15pts]
Defenders are your lowest cost PD, and fire a stream of bullets at the target.
The bullets they fire are just a GPU particle effect and don’t perfectly indicate where they are firing.
They are good at filling out your poor, but usable PD mounts.
The main limit on their accuracy is track related, so track correlators can be helpful.
This means when firing missiles at a ship with defenders, jamming can be effective as it greatly reduces their accuracy.
Defenders and all other PD are incapable of firing at ships as being able to do so would generate too much lag.
Mk25 ‘Rebound’ PDT [1, 30pts]
Rebounds are effective at dealing with large quantities of missiles.
As their rounds explode do not need to be very accurate to be effective, and are resistant to jamming.
Unlike the other pd rebounds do not have an integrated firecontrol radar, and as such they can benefit from being paired with defenders to improve their accuracy.
Mk90 ‘Aurora’ PDT [1, 55pts]
Due to their high cost, Auroras are best placed in high visibility PD mounts.
Aurora’s have very good engagement ranges, and since the beam hits a target instantly, they do not overkill, which makes them quite good when massed, or assisting nearby friendly ships.
VLS1-23 PD [1, 5pts](important)
The size 1 VLS is able to fire both chaff canisters and riposte missiles to provide defense.
EA12 Chaff Decoy [1/4pts]
A size 1 VLS loaded with chaff can be quite effective even when placed in a PD mount with a very poor arc.
(Good examples include the rear mount for the destroyer and the heavy cruiser)
The chaff creates a false signature that active and passive radar guided missiles home into.
The system tends to fire them quite late, so manually firing them is not a bad option.
Chaff is most effective when it is in between the ship and the missile.
Chaff appears to be more effective if launched multiple times.
Hostile search radar will also pick up chaff, so turning it off early in the match can help protect you from scout missiles.
This can also be used to great effect in swarms as 10 ships firing chaff creates quite a lot of signatures.
Chaff can be a quite effective counter to large swarms of radar guided missiles, as they can usually distract about half of an incoming salvo.
SDM-112 Riposte [4pts] (optional)
Ripostes are extremely expensive, and as such should only be brought in small quantities.
They are best kept in reserve as they are not effective against the large missile swarms early in a match.
Ripostes can also be set to only fire on size 3 missiles which can prove good protection against small torp salvos.
Later on however the riposte can provide some defense against small salvos as the positioning of the VLS tube generally keeps them alive.
Grouping ships into a formation allows you to give them all action menu orders at the same time.
Identically named weapons groups are grouped.
Games are typically played at about 2k-3k.
Sensor Burns are a powerful tool.
They allow you to tell you where something is and then you can either lock it to maintain it or drive towards it.
The damage dealt to nearby ships is dependent on proximity.
If your ship is no longer worthwhile, setting modules other than the reactor as priorities can ensure it will explode.
Corvettes’ thin armor makes them very vulnerable to explosions.
This debuff is very uncommon.
A ship can survive this, and it appears it does no AOE damage.
This slows down repairs in this module and may spread to other modules.
The effective thickness of armor changes with angle.
However this thickness boost is capped at 200%.
As armor takes damage its HP drops.
Sprinter Class Corvette [40pts]
The low signature, high speed, and small volume makes the corvette hard to hit with projectile weapons.
A flank speed corvette with PD can be very difficult to kill.
However corvettes need to stay mobile as it is so integral to their defense.
It’s a pretty versatile platform and can use most modules it can mount pretty effectively.
Raines Class Frigate [60pts]
Frigs are best used as ewar platforms, although they also can be a cheap way to bring missiles as well.
Frigs specifically serve as one of the best scouts as they are the smallest ship that can carry a spyglass.
A spyglass frigate can spot a corvette before the corvette can spot the frigate
Gun frogs generally don’t have enough armor to brawl and due to their size and speed they generally take a lot more fire than corvettes when doing so.
As frigates have no dedicated PD mounts, any mounted PD is extremely vulnerable to incoming ballistic fire.
Keystone Class Destroyer [100pts]
The keystone is great in 1v1s where keeping the enemy down range is easier.
The spinal has a bit of fudge factor, so it can fire on close targets.
Great ship, although it can be a bit tricky to use.
Vauxhaall Class Light Cruiser [150pts]
A fast + large ship great at chasing down slower ships.
The size 2s cannot pack the more hard hitting projectile weapons but have great arcs make it a great brawler.
Axford Class Heavy Cruiser [180pts]
Great option in larger games, where the transverse on the guns becomes more useful.
Its slow speed means it really needs support craft to be effective.
Solomon Class Battleship
Very resistant to ballistic weapons, and large hull tank make this the most durable ship in the game by a significant margin.
Works well as a backline ship, but it can be quite effective at brawling as well.
The best way to kill it is with high damage weapons like missiles, torps, and beams.
When fitting out where fire is most likely to come from and what part of your ship it is most likely to hit.
In general it tends to mostly hit around the center of mass of your ship.
This incidently is where your CIC is often located by default and as such you should probably move it.
+------------------------+ | Compartment Types | +=========+=======+======+ | Name | Size | Part | +---------+-------+------+ | Small | 3x1x3 | x | +---------+-------+------+ | Small+ | 3x1x5 | | +---------+-------+------+ | Small++ | 3x1x6 | x | +---------+-------+------+ | Medium | 6x1x4 | x | +---------+-------+------+ | Medium+ | 6x1x6 | | +---------+-------+------+ | Large | 6x1x8 | x | +---------+-------+------+
Size is Noted in
Left / Right x Height x Forward / Back
Part means there is a part for that size.
The other sizes, (Small +, and Medium+) can carry all the same parts as their non plus versions, but provide additional storage when used as berthing or ammo storage.
CICs have a compounding damage multiplier.
The second costs 10 extra points, the third 20 etc.
Basic CIC [Medium, 10pts] (important)
The low cost of the basic CIC makes it a very cost effective module.
In fact on larger hulls redundant CICs are often better than more reinforced ones.
Having this level of redundancy, allows for other modules to be prioritized for DC teams and restore usage.
Reinforced CIC [Medium, 25pts]
The reinforced CIC is a good option for designs without space or volume for redundant CICs to be useful.
One well placed reinforced CIC and a backup basic is about the cap of redundancy
Beyond that, putting the points in DC is probably a better choice.
Citadel CIC [Large, 75pts] (optional)
The Citadel is nearly unkillable, however the rest of your modules still are not.
Because of this, you are paying for a lot of durability that will never come to play.
As such, redundant lower tier CICs are usually a more cost effective option.
Aux Steering [Small, 10pts] (optional)
Most hull compartments can fill a full size CIC.
Due to its lower cost, greater utility, and higher durability that is a better choice if the hull can fit it.
Some hull compartments on the frig and corvette can only fit aux steerings, but these hulls tend to be so small that knocking out the CIC will eliminate the Aux steering first.
Small DC Locker [Small, 30pts] (important)
Has 2 teams and 1 restore and provides a middle of the road option between the large DC locker and the flying dc locker.
Reinforced DC Locker [Small, 45pts] (optional)
Has 2 teams and 1 restore.
This provides a good option for one of the modules above the spinal mount on the destroyer.
When placed as far forward as possible, it can protect the modules behind it.
Large DC Lockers [Small++, 45pts]
Has 3 teams and 2 restarts.
This provides a cost effective way to pack a lot of restores into a hull.
Damage Control Center [Small, 30pts] (optional)
Small Workshop [Small, 30pts] (optional)
Flying DC Locker [Small, 10pts]
This provides one team that works 50% faster, this is the most efficient way to get pure repair ability.
Gun Plotting Center [Small, 30pts] (optional)
Plant Control Center [Small, 25pts]
Although in most cases this module is less cost efficient than a microreactor, it comes with no risk of meltdown.
Battle Dressing Station [Small, 25 pts] (optional)
Bulk Magazine [Bulk x pts] (important)
Reinforced Magazine [Bulk x 2pts] (important)
Placement is very important for bulk mags, as they don’t have a lot of health.
On larger hulls I would recommend packing more than one to save you restores.
The most expensive mag is free, so if you have free slots pack it.
It is also worthwhile making this mag reinforced even though it will have less volume.
Berthing [Bulk x pts] (important)
The most expensive birth is free, so if you have free slots put a berth in one of your largest slots.
Berthings cost a good amount of points.
Pack as few of these as possible.
Since it doesn’t matter if they are destroyed, you can place them in suboptimal locations like the center of your ship.
Modules are sized based on Volume
Orientation and dimensions do not matter.
+--------------------+ | Module Classes | +==========+=========+ | Name | Size | +----------+---------+ | Class 1 | 2x2x2 | +----------+---------+ | Class 2 | 3x3x3 | +----------+---------+ | Class 3 | 6x6x6 | +----------+---------+ | Class 3R | 5x5x5 | +----------+---------+ | Class 3D | 5x3x5 | +----------+---------+ | Class 4D | 10x8x10 | +----------+---------+
Both drives offer some powergen, and if you do not need a lot of power in a hull they can provide a better option than a reactor. However, it is worth noting that the engines can explode much like reactors.
FM500 [4D, 20pts] (important)
If a hull can mount this, it’s a better option as it is much more durable and comes with a decent boost in engine power.
FM200 [3D, 10pts] (important)
As these offer some powergen, low power builds of some ships like the frig can drop the reactor entirely.
FR4800 [3R, 10pts] (important)
These are the most cost effective powergen options by a significant margin.
♥♥♥♥00 [2, 10pts] (important)
The micro reactor has a decent chance of going critical and is not cost effective.
As such it is advisable to pack as few as possible of these onto a hull.
Reactor Booster [Todo] (optional)
These boost your signature, so avoid these if you care about the hull’s stealthiness.
Radars [1, xpts] (important)
Radar Boosters [1, 20-25pts]
These are covered in the section on radar.
Actively Cooled Amplifiers [1, 25pts]
These modules are a great option for ewar ships.
Frigates specifically benefit from them a lot, because their limited power gen makes stacking higher quantities of ewar difficult.
Ammo Elevator [1, 20pts]
Energy Regulators [2, 30pts]
On hulls fully loaded with guns these can provide a decent boost to damage output.
Beyond 3 you do not gain efficiency, however more do increase your damage output and increase redundancy which is good for tall builds.
Ammo elevators help Rebounds Reload.
Mount Gyro [1, 20pts]
Great option for ships carrying the 450 due to its poor accuracy and slew rate.
Game Modes & Maps
Due to the more concentrated nature of this game mode destroyers and beam equipped heavy cruisers and battleships becomes much more effective.
When playing station capture, it is important to specialize your fleets, especially when on attack.
A common strategy is to have a few ships contest the point while you trickle in long range damage.
If you keep your ships in cover, the defenders are forced to push his ships onto the point to contest allowing you to trickle away at his assets.
A more risky strategy is to bring a large amount of brawlers and make a fast push onto the point.
If the defender has only committed a small number of ships to contesting the point, your alpha strike can usually eliminate them and guarantee a win.
The downside is that if the defender is able to successfully contest the point with a large ship you now risk becoming picked off by long range firesupport yourself.
Make sure you bring some ships that can contest the point and do so as soon as possible.
Mixed fleets work much better on defense as even if you don’t have the firepower to push, a stalemate is considered a win for you.
When playing control, it is important to keep in mind that winning a victory based on points is very difficult.
As such you should not overextend your fleet to capture points.
Because of this fleet endurance is a lot more important and heavier hulls like the light cruiser and the heavy cruiser become a lot more effective.
Although it appears there is little train to conceal your ships, the large asteroid provides quite good cover.
Ships in a hull down against an asteroid can be used to force the enemy to push to contest a point.
Ships can hide in open space as well by keeping them at the edge of the map.
Using the available asteroid for cover and concealment is extremely important.
Especially early in a match, try to always keep your ships near an asteroid and make sure to hop between cover instead of taking a straight line path.
Not a good map for playing actual matches, the lack of terrain and the fact fleets spawn so close means it usually just ends up being “who has a better alpha strike”.
I hope you enjoy the Guide we share about NEBULOUS: Fleet Command – Basic Game Controls Informations & Keybinds; if you think we forget to add or we should add more information, please let us know via commenting below! See you soon!
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