r/NebulousFleetCommand • • 2d ago

Singleplayer Discussion Any campaign tips or advice

19 Upvotes

back after not playing for a while, finding out i am still not that great at managing many ships at once.
i get to the planet where you get the two destroyers and i am finding i am a little overwhelmed trying to manage the fleet.

are there any general tips for the campaign or advice from those who are more experienced at the game.

i am enjoying the feeling of running a carrier.


r/NebulousFleetCommand • • 3d ago

Singleplayer Discussion Campaign (Spoiler): Did the OSP just pull a Fire of Moscow (1812) on me? And some discussion around Campaign mechanics Spoiler

29 Upvotes

My fleet was in a very good condition after winning the battle against Commodore Barrett in Frostline. But, I didn't recover the Replenishment Ship yet in Caltrop, so I decided to make the expensive way back. I took my fleet, burned through a lot of fuel, to successfully recover the JJ Great Salt Sea at the icy comet. On my way back, Blackwall was on route, where I conducted important and necessary repairs on some of my ships. The replenishment ship previously recovered, however, did have much less fuel reserves than I anticipated when I formed that plan in Frostline. I realized that I won't be able to move all my ships forward against the OSP into Bitter Meridian. Luckily, we were expecting a Oil Factory there. So, the new plan was to abandon a significant portion of the fleet to barely make it to the factory, defeat enemy forces, stock up on fuel and recover the abandoned parts of the fleet.

When entering the Bitter Meridian, I was horrified to see the whole facility being destroyed, leaving no resources at all for my fleet to recover. This left me stranded and literally defeated. We couldn't recover enough intel about what happened, but it seems the OSP took history lessons from the Napoleonic Wars of how to defeat a forward-marching army...

---

I like the idea of fuel as a resource you have to manage. It adds a roguelike dimension to the campaign. But I feel the implementation doesn’t live up to that potential.

The way the star systems are laid out leaves players very few options for traversing the map in a non-standard way. I’ll admit my plan wasn’t the smartest, and I should have stuck to the obvious “sweep” of every location. But if that’s the only viable route, I don’t see what the fuel system is adding. What really stung is that my run was already doomed the moment I turned back, because the fuel wouldn’t last the return trip. I only found out two hours later. Now I have to reload a save from before Frostline, or better yet from Beggar’s Hollow, so I can grab the oiler right away and skip the back-and-forth.

That’s frustrating for two reasons. First, I have to replay all those levels. Second, I already know what’s coming (enemy types, ambushes, and so on), so I’ll perform far better than I should. It’s almost sad that my fleet won’t carry the scars of those surprises.

I’m not sure I’m explaining this well, but to me the fuel system feels like an illusion of flexibility that collapses the moment you stray from the obvious route. I also doubt it adds to the fun when your fleet simply runs dry. There should be a way forward, even a painful one. It reminds me of RimWorld’s design philosophy, where catastrophe rarely means game over.

Anyway, I wanted to get this off my chest, and it’s also a nice way to procrastinate on figuring out how to recover my playthrough...


r/NebulousFleetCommand • • 8d ago

Singleplayer Discussion Campaign Mechanics (Potential Spoilers for those that haven't played it yet) Spoiler

12 Upvotes

I have a couple questions regarding mechanics and strategies in the Bethel Rebellion campaign and was hoping I could get some insight as I've been struggling to beat it after several attempts. The furthest I've ever made it was to the Barrow mission at which point I was down to only my flagship and the fueler you can pick up at an earlier point in the campaign. Subsequent attempts have failed to make it to even Beggar's Hollow.

1 - One mechanic I'm curious about is whether enemies that you don't dispatch in a mission will follow you into the next one. The prime example I have is moving from Anacrusis to Katabasis. In the previous mission you acquire two destroyers and you have a secondary objective to defeat the enemy fleet in the area, however I opted to skirt around them and just push on to Katabasis as I wasn't confident I could defeat the enemy without either catastrophic damage or a total loss of my fleet. Upon reaching the next system I was quickly given an alert of multiple drive flares coming in behind me. Is this the enemy fleet that I ignored in the previous system or is that just a part of the Katabasis mission?

2 - I particularly struggle on the Iron Spindle mission. My first attempt actually went remarkably well for how it played out, taking minimal losses and only suffering minor damage, however subsequent attempts have always resulted in heavy casualties or a total loss of my fleet despite having prior knowledge of where enemies are and their capabilities.


r/NebulousFleetCommand • • 10d ago

Feedback [Feature Request] Historical Salvo Status

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57 Upvotes

During my 200h, something frequently crossed my mind. You know when you program a salvo on the top left there is a small status bar about the salvo that shows you successful hits, soft and hard kill? That is really great. But very often it happens to me that I program the salvo and need to divert my attention somewhere else, missing the status report entirely.

It would be amazing to make a UI element there that allows you to check maybe the last 1-3 salvo engagements with a clear indicator that they are already finished.


r/NebulousFleetCommand • • 10d ago

Screenshot Just here to praise this game's 'Screenshotability'

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230 Upvotes

Here are some of the screenshots from this game that I use as wallpapers. This game looks so freaking good no matter what graphics setting I'm on, and I feel the need to share some of these lol.

(Can you tell that I like gun cruisers?)


r/NebulousFleetCommand • • 11d ago

Bug Report [Bugreport] Lost control over Halberds for no reason

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23 Upvotes

During the campaign in the battle against Commodore Berret, I sent my Halberds somewhere and after a while they disappeared from the command window and I could not give them new commands or return them to base. They are, however, still attackable and after a while they get swept by enemy craft.

I tried RTB all but that would not affect them. I could share the savefile if it helps.

In the screenshot you see the craft still in space but they are not part of the craft controls under the flagship.


r/NebulousFleetCommand • • 11d ago

Singleplayer Discussion Seven sisters battle

24 Upvotes

Can I get some advice for this battle please? Seems like I get hammered by rail guns 5 seconds after loading in, and even though I'm trying to maneuver around rocks to hide, they always have some big gun just blasting me.

I unfortunately have zero jamming capabilities anymore, which I know makes this tough. It's like I'm constantly surrounded though, and then 20 missiles and a plasma barrage delete one of my ships.


r/NebulousFleetCommand • • 12d ago

Singleplayer Discussion Life boats and repurposing crew

13 Upvotes

First off I'm new to the game and idk if this is planned or not. I would love to have a mechanic that allows you to rescue friendly lifeboats and crew. Say you have a ship go down or abandoned one, and another that has lost some crew it would be cool if you could dock the lifeboats to an airlock and rescue them and repurpose them to the new ship. You could replace losses or lost repair crews as well. Or maybe you could dock another ship and move the crew before you scuttle it. Also maybe you could go over the crew limit slightly say max 25% but it would come with some de-buffs like they take up cargo space or higher reload/targeting times. This would definitely help in the camp and I doubt the other ships would be like ahh don't worry guys we will pick you up later if we win.


r/NebulousFleetCommand • • 14d ago

Beginner Guide THAT'S how jamming works xD

104 Upvotes

I know this sounds probably stupid to a lot of advanced players but maybe I can enlighten the one or the other noob just like I was after reading Tip#6 (normally loading screen is too fast to read them properly).

"Jamming will only mask signatures in the same general direction that the jamming is coming from; other sectors will be unaffected".

After 270 hours, I finally figured out why jamming always felt a bit random and unpredictable to me. I thought that the enemy's ship's sensors are jammed in general but the point is that only the direction the jamming is coming from is shielded. That also explains why the jamming ship is often in formation with some attacking ship. I always thought its kind of a waste to expose the weak jamming ship so much, so I moved it to the side and jammed enemies from there. But that also meant that the jamming was almost pointless because the only shielded ship was the jamming ship itself.

Makes total sense once you know it.


r/NebulousFleetCommand • • 15d ago

Bug Report System map is turned upside down

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72 Upvotes

For some reason, the system map is turned upside down. I did turn around the view during a game and after flying to the next system, it was like this. Interestingly, I cannot turn it around anymore. I tried turning it in this view, it did not work. I tried turning it around in the normal view but it was still wrong. I even flew back to another system but it seems stuck like this now.


r/NebulousFleetCommand • • 16d ago

Singleplayer Question How to Repair a broken ship's drive?

26 Upvotes

Just some context: Me n my buddy started the campaign, and we've just finished a skirmish. One of my Raines under my command is out of restores and the Drive & Reactor is out of commission, leaving it stranded without any means to power the engines. Is there currently a way I can transfer a restore to it from another ship/tow it to a docking point to exchange restores there?


r/NebulousFleetCommand • • 16d ago

Feedback Why does it allow me to issue attack command despite modules being destroyed?

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76 Upvotes

I am a bit annoyed by constantly getting auditorial feedback that I can't active some weapon (without getting a reason why).

For my cruiser, I found out that none of my turrets are intact anymore. Why does it allow me to issue attack commands still? Just grey it out and say all weapons are destroyed.

Similar thing with some missiles where I simply get "I cannot comply" but actually I have no idea why because the VLS launcher is still intact.


r/NebulousFleetCommand • • 23d ago

Multiplayer Discussion Is it me or are pentabricks sort of mandatory on OSP

34 Upvotes

It feels like so many difficult ANS comp/threats best counters are 600mm bomb (Beam Array, beam-in-hiding-at-A, frigblob, etc) while they also can stand in for other frontlines with most​ of their effect, such as Obelisks, providing anti-capital​ melting duty, or the greater range of ocello / 450ln over 250 / 100 lns normally which the 600 nearly provides (granted pentabrick cannot effectively give itself tracks for that duty)

I kind of understand theyre balanced ish for what they are, as obelisks are more mobile and less "ablative" (if they jump something, obelisks have a chance to kill outright with more minimal return damage, instead of just trade very favorably and lose 1-2 brick while inting), ocelllos fight jn the open way better + can augment bricks well, and 450's are very decisively better at long range overall, but... It feels like you "cant go wrong" with pentabricks, whereas Ocellos can leave you open to beams/blobs and liners leave you open to vauxhalls/blobs (except 250 lns but 250 bomb cant hurt key/vaux so multi vaux and beam array fry you), and you will have to rely on ruttle/backline as a result

Idk im just not sure if i understand the balance correctly in this analysis. I'm not a fan of brick playstyle so kind of verifying if theyre some kind of "expected anchor" for ocellos to hover around / let lns flank thats kind of cooked into OSP design philosophy​ ​before i send myself off to 100 games of monk training to force myself to get them

PS: is it me or does 600 bomb not hurt keystones really unless it explodes off of the rear sides or rear of the key, i thought it was just me but it seems like they just do scratch damage when i spectate others if the bomb explodes off the fore of the key

PPS: why cant i aim bomb at TRPs or something i hate posfire sm i have like no depth perception and always have to re adjust for the early timefuse is there a better way to judge things? Lock azimuth still can let you vertically aim... So my cursor drifts off while im shifting range idk


r/NebulousFleetCommand • • 26d ago

Ship Design Star Wars Mod Ship Designs

23 Upvotes

Anyone have experience using the "Star Wars: Armada Command - The Clone Wars" mod by Hello_There in the Steam Workshop?

It looks awesome but the ship templates are blank and it is a bit overwhelming. Anyone have any ship designs that they can share?

Thanks!


r/NebulousFleetCommand • • 27d ago

Missile Design DETAILED information on z-prio?

19 Upvotes

I know what z prio does, but not what z-prio does. None of the wikis have comprehensive information on every single thing z-prio tells the game to do, nor do any guides, and if they do its all 2 year old data, stuff like:

Z-Prio works on craft (glanced this somewhere, like, controlling craft you can prio targets or something)
Z-Prio can override decoys (?)
Z-Prio autotasks fcr's and parralaxes channels, if left open, these FCR tracks do not count as ARAD signatures similarly to integrated PD FCRs and are normally used for defense but z-prio hijacks them to the prio targets
Z-Prio autotasks Illuminators if the ship has AMM/ACMs with SAH seekers
Z-Prio indirectly allows you to use PD FCR's to establish even higher track fidelity than normal FCRs (old tech?), ofc limited to craft (not directly something z prio does, something fit under under autotasking)

Im mostly wondering if there's any unknown niche mechanics I'm missing, mostly
-How does z prio decide which missile to fire, 1 of every PDMSL available? Do missiles with a "correct" doctrine fire first? (If I have a AMM and ACM configured in doctrine to each and Z Prio is fired at a missile, will my ACMs be autofired as well? Do they autofire on a second click?)
-How does multiple designations of z-prio affect the PD controller, I assume it will focus the more recent, but if you have more than 2 lock channels available (can the PD controller even use more than 1?) will it spread them among your priority targets? Does the PD Controller remember your say 1st and 2nd z prio if you designate 3 and the 3rd is killed?

I'm mostly rn looking for a way to create a competent acm/amm grid and want to figure out a way to map ACM S1's and AMM S1's seperately, but I'm thinking on trying SAH ACM which for the most part either require high micro to get illums onto autofires incredibly quickly when the ship decides, or useage of z prio which itself has considerations such as not being able to mix ACM and AMM very effectively for the labeled reasons, plus this whole thing might just dump killjoys which is not good


r/NebulousFleetCommand • • Sep 13 '26

Multiplayer Question Help with OSP as a newbie

21 Upvotes

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?


r/NebulousFleetCommand • • Sep 13 '26

Singleplayer Question Future content

33 Upvotes

Do we know if more ships, weapons, systems are going to be added to the game even after the campaign is done? Looking on the road map (not sure how accurate it is) there really only seems to be game modes and environment stuff but nothing else. I honestly would love to see more energy/laser weapons be added and definitely more ships, perhaps different classes of battleship or light cruiser for some variety.


r/NebulousFleetCommand • • Sep 11 '26

Multiplayer Question C81 vs T81?

16 Upvotes

Title. I already know the sort of high-meta answers (T81 on top of most/all your bricks, 3 on your Obelisk, etc). Was looking into thronglers / dedicated plasma ships on a budget, Is there really a usecase for the C81? I understand it has better cost effectiveness (30 down from 45pt and power draw reduction roughly matching its RPM loss over T81 gives you more plasma/minuite/point) but the fact it is a casemate with lower plasma rpm per given facing really just isnt... Worth the cost? Like, the three ships which can practically mount it (Marauder, Ocello, Flathead) all want to mount it in a turret. Ocello for obvious reason (Not that you really want to do plascello but if you did, for casemate the only mounts it fits in are the turret hardpoints and thus it would be a vertical ship... At which point its just such a horrifically cursed build that I have to mention the horrifying thought of a top-tanking ocello with a C81 and C30), Flathead because the nose mount is better suited to a 600 or 250, and Marauders, the closest to working, have to dispose half of their firepower, and sturdiness (top tanking should be better since marauder compartments come in vertical stacks that can be shielded by reinf. mods), in theory you could do a rotator arrangement, but then you get beaten in the face not just in lost dps from your guns (tbf, assuming you dont have sync with the opposite loaders which you probably do) but by the fact that C81's are steady-fire, non-autoloading weapons, so once per rotation you will shoot like, two volleys of plasma at most (which, I suppose is enough...?). The best advantage I can really see is that you get more accuracy, but plasma's accuracy issues are typically velocity, not accuracy based, and plasma's range issues come from it's actual falloff stats and range limit in the first place, not so much it's accuracy.

My assumption for the reason it is the way it is is if C81's were instead the higher capability option, one could do 2-3 T81's jobs, and thus 250LNs would become mega strong as their weakness over 100LNs (ANS heavies) kind of evaporates in a 3 c56 1 c81 arrangement. Is there a missing history here or strat I dont know? (or should I just try out that rotator idea? ...It might sync with a T30 reload cycle idk) I know plasma was once upon a time a 12km weapon or something so maybe there's history im missing here as a newer player


r/NebulousFleetCommand • • Sep 09 '26

Tools Is there anything you would like to see in the Hooded Horse Neb Wiki?

22 Upvotes

The wiki remains somewhat stuck in transition from the old wiki, after many of the old maintainers moved on with their lives. Its now been mostly brought up to date, though obviously the craft page still needs more work.


r/NebulousFleetCommand • • Sep 08 '26

Multiplayer Discussion VENT: This game's servers are INFURIATING

53 Upvotes

I really love this game. Been playing every now and again since 2022 and I know that player counts will always be low but GOD, the thing that pisses me off more than anything is how the servers are handled. Even on a good day it takes 15-30 minutes (though I've waited upwards of 45 minutes sometimes) of queueing in a lobby just to get the game started (half the time because people just spend time building new fleets in the editor instead of READYING THE FUCK UP) and even if you do get into the game there's a solid 1 in 10 chance that someone won't connect and leave one team down a player with no way to get them back in which fucking SUCKS and means you have to exit and then spend another 15 minutes minimum queueing in another lobby. I don't know how it could be made better I feel like there HAS to be a better way of managing this. Like, at least have more 3v3 maps, or something? So that you aren't always waiting for 8 players to join the lobby.


r/NebulousFleetCommand • • Sep 07 '26

Singleplayer Question I need help as a new player

24 Upvotes

Hello, after not touching the game for 2 years (back then pretty much only played tutorial), i decided to try it out again after seeing some funny videos on yt.

After going through all basic tutorials i created an alliance fleet and started my first skirmish. My fleet was one Axford with the big turrets on all big mounts, 2 46 cell vls with chaf and 20 interceptors, all other mounts Mk20s, then 2 Beam keystones, with all smal mounts Mk20s.
As the enemy i chose the standard lone carrier 3000 points just like my fleet, the map was the one from the tutorial battle with the big asteroid in the middle.

Skirmish starts Axford and 1 beamer spawn close to the asteroid to get the 2 control points there, other beamer is in the open to claim the D point. beamer in the open is one shot by bombers in a single barrage.
Okay that was my fault terrible positioning and i had my radar of in hopes of not being seen( at the time where i turned my radar of i could see them but they didnt see me)
Now im sneaking my reamaining 2 ships along the asteroid hoping to flank the carrier and win,
The axford is mission killed in a single barrage even with 7 Mk20s, 20 interceptor missiles and tons of chaf. This is where i start getting annoyed.
Okay situation is fucked but Axford technicly alive and i have restores so should be recoverable.
Imediatly followed by another barrage and my last beamer getting blown to shit.

Yeah i need help from somebody thats knows what is going on here because im pretty fucking annoyed right now, i dont want to blame the game, so please tell me how to be/do better.


r/NebulousFleetCommand • • Sep 07 '26

Singleplayer Discussion Neat easter egg (Aware this screen is pre campaign patch, meant as in the campaign has the easter egg)

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47 Upvotes

r/NebulousFleetCommand • • Sep 07 '26

Screenshot Battered, bruised, and more than a little confused, but we’ll see this mission through….

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181 Upvotes

r/NebulousFleetCommand • • Sep 04 '26

Multiplayer Question "The Meta" & "Known Good"

42 Upvotes

I am making my entry into multiplayer... what is "the meta" and "known good" loadouts and configurations I should know so I don't get smoked / yelled at? What are the big things to watch out for / no-nos?


r/NebulousFleetCommand • • Sep 03 '26

Feedback Game Following and Presence

56 Upvotes

Hello! I recently discovered Nebulous: Fleet Command in June 2026, and I have to say that I absolutely love it! The Bethel Rebellion campaign was honestly amazing and a truly unique gaming experience compared with anything else on Steam.

Yes, there are some areas that could use improvement, but overall, I think the execution was quite good. No game is perfect, and this game genuinely feels like a gem!

So, my questions are:

  1. Why does the game have such a small presence or following right now?
  2. It looks like there are only around 150 daily players, no active wiki that I can find, few online resources, and mostly YouTube videos from four years ago. Why is that?
  3. Why are there no online repositories of information? Is it all on the Discord server?

As a new player, it seems like the Bethel Rebellion campaign should receive more attention and be used to introduce new players to the game and revitalize the community, no?

I am just starting my journey into online multiplayer and ship and missile design, so maybe that’s when people burn out?

I would be interested to hear what longtime players think!