NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

320mm gun batteries
38 Comments
[MID] Aurelian 3 Sep @ 4:29pm 
anyone know if this still works for the current version?
Lenfield 18 Jan @ 4:58pm 
Fantastic mod! Btw while the mod still works from what I can tell with the current patch it would be great if it could be updated for the current update :)
CaptainTakuya 31 May, 2024 @ 4:46am 
Is the value "penetration depth: 40 m" for the AP rounds intentional? because the 120s, 250s and 450s AP rounds dont have this.
Cyprian#0130 22 Aug, 2023 @ 7:53am 
Great mod!
Jungfaha 22 Jul, 2023 @ 4:23am 
this still work?
someusername6  [author] 27 Apr, 2023 @ 12:37pm 
@RZU147 indeed, proximity shell properties don't seem to be in line with current values for 120mm and 250mm HE-RPF. Will push an update, thank you.
RZU147 27 Apr, 2023 @ 11:00am 
There seems to be something wrong with the RFHE Shells, i just shoot 200 at a shuttle, they explode, but no damage at all.

It did do SOME when i shoot at a Lineship, could it be that there is something not right with the fuze distance? (If thats even a thing) where the shells go off to soon?
someusername6  [author] 5 Mar, 2023 @ 5:51pm 
@Guardian audio for turret turning should be fixed now
someusername6  [author] 5 Mar, 2023 @ 5:25pm 
@Guardian currently working on fixing sounds for turret turning
Guardian 5 Mar, 2023 @ 3:58pm 
Whenever I use them the noise for the turrets turning seems to be map wide, causing a very loud and grating whirring noise whenever the turrets are used.
someusername6  [author] 26 Feb, 2023 @ 9:07am 
@Aquilar yes, these will be renamed (and I will add a bit of lore about conflicting naming conventions)
Aquilar 26 Feb, 2023 @ 12:29am 
A suggest to make is, renaming the weapons to MK71 and up so it's not trying to squeeze in between the other cannons.
someusername6  [author] 25 Feb, 2023 @ 12:03pm 
@123nick general consensus seems to be that this mod needs a nerf; I will wait until the OSP update drops and I get more feedback, but I will probably tune everything down a bit.
123nick 25 Feb, 2023 @ 11:07am 
it could be fine tbh, if anything maybe the pepperbox is just underperforming and this weapon is fine. im not the be-all-end-all on balance or anything.
someusername6  [author] 24 Feb, 2023 @ 11:12pm 
@123nick I had used as a comparison the beam cannon, since it's a spinal weapon; I had not looked at the stats of the pepperbox.

The Mk65-S fires 6 shells with 0.25s recycle and 15s reload for 22.15 rounds per minute; using HE shells, that's 2215 component damage / minute without any buffs.

The beam cannon does 300 hp / s damage, firing 7.5s and then cooling down 30s, for 3600 component damage / minute without any buffs (and without battleshort).

The Mk65-S does have more range, though, and the damage is concentrated on the burst of shells -- while I did think it was at a good balance point, the only way to really get it right is to get feedback.

I will ask around about this before making changes.
123nick 24 Feb, 2023 @ 8:05pm 
do you think the 320 S might be too good? in terms of other stellaris mods, the closest thing to a gun spinal is the 250 pepper box from Deadly armaments manufacturer of novia, and that has 15 rpm vs the 320 S 220, and is 250mm rounds not 320s. it is 60 points vs the 90 points of the 320 S, so maybe it is balances. But maybe the overall RPM of the 320 could be lowered? 22 rpm for 320mm rounds vs 15 for 250 seems well worth the 30 points.
someusername6  [author] 1 Feb, 2023 @ 11:43am 
@Aquilar I've been explicitly asked by other users to set it that way; I realize the 250mm does not behave that way.
Aquilar 1 Feb, 2023 @ 6:45am 
May I suggest you relabel the weapons offensive so they don't attempt to automatically intercept missiles since the 250mm doesn't/
someusername6  [author] 30 Jan, 2023 @ 4:20pm 
@Aquilar likely not, unless you want to impose artificial restrictions about what modules can be used when (e.g. in a campaign setting).
Aquilar 30 Jan, 2023 @ 1:24am 
is there a point to the MK65-B anymore?
Discohydra 24 Jan, 2023 @ 12:31pm 
Scratch that, I know I said that the RPF made the dual-purpose feature of it too much, but what I think is the issue here is the penetration of the RPF shells. Never have I seen a *fragment* from a 12" naval gun penetrate 300mm of armor. I'd say to bring it down in line with 250mm's RPF.
Coheed 26 Nov, 2022 @ 6:31am 
Like the concept, however, I think the range needs to be reduced, as they currently out range 450's I think 9-10k would be more suitable.
someusername6  [author] 17 Sep, 2022 @ 8:46pm 
@tamerlanemohammad: yes, fixed on 0.6

@Zopto: updated to no longer be tied to factions
Aquilar 12 Sep, 2022 @ 5:45am 
I suggest reducing the crew requirements down slightly.
Zopto 11 Sep, 2022 @ 9:25pm 
These are pretty cool, but they're unfortunately only allowed to be used with Alliance ships. Do you think you could unlock them to be used with other factions?
Crusher Bob 9 Sep, 2022 @ 8:36pm 
The 320mm HE shells have -50% Critical Event Chance, which they probably shouldn't have. Looks like a clone left over from 250mm AP?
someusername6  [author] 21 Aug, 2022 @ 11:46pm 
@Guardian should be updated to work now
someusername6  [author] 21 Aug, 2022 @ 3:59pm 
@Guardian This mod has not yet been updated to the newest version, will work on it as soon as I have time
Guardian 21 Aug, 2022 @ 9:08am 
With the latest missile update all VFX for the 320's has broken. You get an error when you load up (but no crash) and when the 320's fire there's no shell, shell trail, or impact VFX.
Sergeant skittles 7 Jul, 2022 @ 9:40am 
@someusername6 I just thought it was kinda weird having 2 size 4 gun Mounts, but I was also thinking about a 1 gun 320mm gun turret that could B size 3, because the MK64 has no recycle time so enough ammo elevators can allow it to fire a lot of shells in very little time, I just thought that would B cool (just a thought\suggestion)
someusername6  [author] 7 Jul, 2022 @ 8:52am 
@simonohbrr I would be worried about the balance if I did this; I did not intend heavy weapons to become available to the light cruiser. Mk65-B costs 30 points, which is the same as the Mk64, while having more turrets and firing a heavier shell.
Sergeant skittles 7 Jul, 2022 @ 5:47am 
@someusername6 could U make the MK65B a size 3 mount?
someusername6  [author] 3 Jul, 2022 @ 7:13pm 
VFX and sounds should now behave as in stock (as of version 0.4)
someusername6  [author] 2 Jul, 2022 @ 9:25am 
@Foxhound: sound properties were based on how the Mk66 and the Mk68 are setup, which also don't appear to have a fire with reload sound, unlike the Mk64.
someusername6  [author] 2 Jul, 2022 @ 9:20am 
@Foxhound: shell volume was a property specified incorrectly, should be fixed now.
Foxhound 2 Jul, 2022 @ 9:13am 
coming back with another complain, the reload sound seems to be broken.
Foxhound 2 Jul, 2022 @ 9:06am 
My man, i am here to complain as the 320mm take less ammo space then 250mm, you get 4500 in a reinforced ammo store compared to 600r for 450mm. :blobfish:
Sergeant skittles 2 Jul, 2022 @ 7:11am 
@someusername6 Dude just picked these up and they they just work great job buddy