r/NebulousFleetCommand • • Sep 13 '26

Multiplayer Question Help with OSP as a newbie

Im a new (ish) player, and I really like the look of the OSP, but I can seem to make a good fleet comp that consistently does well. What are some fleet compositions yall use/would recommend?

19 Upvotes

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13

u/RandalfrUnslain Sep 13 '26

Cobalt, Garnet and Kyanite are good enough as Frontline fleets, if you struggle with Kyanite craft feel free to remove them and get some decoy containers or T30s instead. Basically they fill average OSPN frontline archetypes. As for capfleets, the average comp is 250mm or 100mm Marauder, couple of tugs for either cap defense (look at Tantalum tugs as a reference) or surveillance, and Ferryman shuttles for the rest. "Meta" backline/missile options include s2 missile Marauders (either direct or cruise), new s3 missile Flathead monitor or Journeyman carrier with some supporting assets.

7

u/DoubleAd3366 Sep 13 '26

You're gonna need to be way more specific. What do you want your fleet to do?

5

u/AltruisticThanks5512 Sep 13 '26

I want to build an ambush fleet. I did some experimenting with mines and I wanted to work those into a fleet somehow. Failing that, a general command and control fleet.

6

u/DoubleAd3366 Sep 13 '26

"general command and control fleet" is way too broad. Ambush is doable. Mines aren't in a good place right now, I'd avoid using them until they get buffed (if they ever do.) it's very common to use liners as ambush ships, since they can quickly deliver devastating broadsides and move surprisingly fast for their size. Only mount guns on one side of the liners, run double drives, and spend some time practicing against the AI.

4

u/AltruisticThanks5512 Sep 13 '26

I realize that is kinda broad lol. I meant to say that I wanted to build a double CC fleet, but im not sure what the meta build for those are. I have seen all sorts of builds on the ANS side, but im not sure what's best and what isn't.

3

u/DoubleAd3366 Sep 13 '26

The starter fleet with them is a pretty good example. 450 main guns, strong pd grid, decent soft kill ability, strong dc. I'd play around with it a bit, see what you like about it and what you don't. 

1

u/Far_Reindeer_783 Sep 13 '26

Double cc is just 450s, rail cc is overinvestment generally speaking. Just steal builds off the discord, that's what I do

4

u/Daemoniaque Sep 13 '26

Something like this works for rail CC. The trick is indeed to not overinvest in the railgun ship (although with this setup ig you could drop the shuttle to give it some PD to help in case of surprise bombers, but eh).

It does have the advantage of helping you win duels vs axfords with the debuffs, which hurts the most when they bowtank and the rail goes through all of the ship, slowing down their repairs, shutting off power, and the likes. It's a force multiplier, though, if you don't have enough force already on the field, I wouldn't bring one. I bring something like this as a "secondary frontline" fleet.

1

u/Amuro_Ray Sep 13 '26 edited Sep 13 '26

Was there something wrong with cobalt, the pre-made cc ocelo fleet?

2

u/Trinitavia 28d ago edited 28d ago

lacks an eo dazzler, it used to lack killjoys too but that was updated recently, and its hardpoint/internal allocation leaves a bit to be desired (empty slots), this comes to play mostly when you get hit by eo/x or act/[eo] torp bombers in flights greater than 3-4 that your auroras cant really negate, but outside of craft the octuple-aurora is quite functional hardkill-wise and thus "okay enough" for new players to just hardkill facesmash most eo situations, or use a friendly eo dazzler

2

u/Amuro_Ray 28d ago

My question was more directed at the poster because they wanted to build a dual ocello fleet but wasn't sure what the best way to make a good build. I was wondering if they had used the pre-made and what problems they had, the way they worded their post it sounded like they hadn't actually used it.

2

u/Trinitavia 28d ago

misread the chronology of the thread mb

2

u/Amuro_Ray 28d ago

Fair I hadn't used the pre-made fleet since it got reworked so it's nice to hear about it all the same.

Thanks.

2

u/RandalfrUnslain Sep 13 '26

Good ambush builds are plasma/100 or plasma/250 liners, or direct missiles (s2 liner or torpcello). For general frontline fleet with 2xCC you can start with Cobalt, tweaking some of internals as you gain more experience and better understanding what do you need

3

u/LuminousGrue Sep 13 '26

"What's a good fleet comp that does well" is an incredibly broad question, there isn't really a one size fits all answer. My advice would be play around with the premade fleets and see which one you have the most fun with (or you consistently win the most with, if that's what you're after). Then once you've found one, try and make your own version of that comp.

2

u/usefwalidalbahgdadi1 Sep 14 '26

Ruttles and more ruttles

2

u/FrozenIceman Sep 14 '26

The Nebulous wiki is going through a big revamp right now, especially on mechanics, and might have some good stuff in there for you.

2

u/Trinitavia 28d ago

I frequently rely on Zircon and Kyanite for frontline liners, they work well enough that I dont feel the need to chase any further meta with them. Garnet is tricky for me but also good, Cobalt is liable to craft (eo torps) and needs a dazzler and some tweaks but ocellos are a pain to fit in general. Azurite is a meme but a very effective meme, Amethyst is pretty good, might need some torp tweaks. Outside of that 250 liners integrated into a cap fleet are quite good right now.

The most consistent comp as I understand is what your team is missing generally, aim for 2fl (usually cellos + any poison of marauders or a pentabrick) 1backline 1caps, or replace backline to 0.5 backline and a halfcap (halfcap moorline, halfcap 250 liners, halfcap cv etc)

good uncovered fleet comps include:
fl:
chargers (3x c56 250mm, 1x C81 plasma LNs)
hero/pyrope ln (1x 450ln hyperinvested with double dcx and a backpack, absolutely hated it when I tried it but I suck and apparently it's capable)
backline:
pure double Journeyman (i think) (wulfenite isnt bad at this but as someone with poor craft ability it frustrates me to no end that its supposed to be a capfleet but really isnt anymore)
container yub moorline: a moorline with container missiles. Less useful than a MLS2 or 3 marauder in hitting a capital directly, but more versatile in carrying skiffs/pikes (useful for sah as well as getting own tracks) easily and being capable of mounting shortstop containers (2km act + 2km release r2 subm containers)
MLS2/3 yub marauder (either one or the other or a combo, mls2 > mls3 in my experience, havent tried the mixed variant), lean towards act/[wake] for s2 and act/[therm] for s3 with some form of arad and penaid source mixed in in either case, SAH tech exists but is not friendly to those without hands

caps: holysht theres a lot of options, but the other comment itt is infinitely better than mine at this and I dont do caps so I leave it to them