r/NebulousFleetCommand

What Ammo & Munitions Are Actually Worth Keeping?

First, I’m a very new player—about 10 hours in the campaign (loving it). I feel like my bulk cargo is constantly full between Harsh Winds Blow and Great Salt Sea, mostly because I hoard everything I can scavenge from destroyed ships.

Any advice on what I can safely ditch because it won’t be useful later in the campaign?

For example:

  • Am I really going to use 250k worth of 20mm ammo?
  • If I have plenty of EA14 Chaff, is there any reason to keep EA12 Chaff?
  • Do I even need to carry bombs for my fighters (bombs seem useless)?

Basically, I’m trying to figure out what’s worth stockpiling versus what I should just leave behind.

Thanks!

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u/qander210 — 2 days ago

Fighter & Bomber Loadouts

I’m pretty new to the game and have only played the campaign so far, so I’m curious what fighter/bomber loadouts people are having success with. Are there any custom loadouts you’ve found particularly useful or just fun to use?

Mostly looking for specific loadouts I can try out myself. Thanks!

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u/qander210 — 2 days ago

New player here just about 8-10 hours in how do i not be dog shit?

Constantly feel like I need to keep playing the tutorial to understand what's going on as by the 3rd mission in the campaign I'm usually running low on ammo and taken a few too many hits for me to justify going on. I also feel like playing with the carrier alone is extremely overwhelming let alone with the fleet combined with it, I'm constantly eatting missiles any advice even if mean would be greatly appreciated.

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u/The40kScalper — 9 days ago

A new public test branch has opened!

Lys has decided to shoot for weekly PTB balance updates, so far updating each Friday.

The standout changes:

Faster fighters! Fighter based air superiority is now a critical part of carrier gameplay, and forcing strikes through a hostile airspace is mostly suicide.

Bombshell tweaks! The blob menace continues to be combatted.

Softkill improvements! The dazzler now auto-tasks again, and applies a new 1 second stun affect on an EO seeker after it leaves the cone. ACT time to go impact requirements have been made more strenuous, making such missiles more expensive. This, combined with the prior fix of the HOJ bug on hybrids, should make softkill via jamming much easier for OSP.

Monitor QOL buffs! A new C1 mount on the top rear of the hull for PD and softkill, thruster DT to 25 (can't be killed by 120 AP), as well as 25% more angular thrust. T30 and T81 turrets where also buffed to 25 DT.

A whole ass new missile for OSP, the SGM-3! Operating from MLS-3 launchers, it has similar range to the S3H and perform, cost, and warhead closer to two S2s duct taped together.

For the full list of changes, see the #ptb-changelog channel in the main neb discord, no special roles necessary.

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u/Larcrivereagle — 11 days ago