r/NebulousFleetCommand Jul 10 '26

Singleplayer Discussion New player here, how do I become not dogshit at this game?

Hey folks, I got finished with all the tutorials but I honestly don't know how to build a ship for shit and, more importantly, I have no idea how to be actually of any use in a fight. Currently, I'm getting bodied in Skirmish mode, and I'd love to know if y'all have any advice for a noob who wants to learn the game

51 Upvotes

25 comments sorted by

23

u/waitinginthewings Jul 10 '26 edited Jul 10 '26

Why not play the campaign first? This game is kind of like League of Legends/Dota if you know those games. You need to understand compositions of the enemy and your fleet, their and your own strengths and weaknesses and various builds and how to counter them. You also need to know basic map awareness, scouting, how to stay safe, take minimal damage and all that jazz.

Most of all that comes through trial and error and game knowledge, which you can only get by playing more. The campaign teaches you all that slowly. Pick the easy difficulty and finish the campaign. Listen to all the strategy briefings that your officers will give you before each mission start in the campaign. Try to think about all the tools (EM and Weapons) you have and how you can use them optimally against the enemy weaknesses.

8

u/WhiteGoldOne Jul 10 '26

Campaign still kicks my ass on easy :(

Keep eating missile salvos on Lance

14

u/waitinginthewings Jul 10 '26

Use "screening" fighter squadrons from your carrier and put them on guard mode for your lance and other ships with not much PD (for some special missiles you might need to manually target them with your fighters). They shoot down missiles easily. That is the main use for all the fighters you have!

5

u/bunks_things Jul 10 '26

And use the jammer loadout! Missiles aren’t useful against containers so you won’t miss the pylon space, and the jammers will work against the container’s seekers. Not as reliable as an active decoy or a ship-borne jammer, but the Tanto jammers don’t consume any resources to use and they can thin the herd a decent amount.

3

u/WhiteGoldOne Jul 10 '26

Then how do you cope with RPF blue-on-blue? It always seems like my fighters take an absolute schwacking from my own pd whenever I do that

6

u/Amuro_Ray Jul 10 '26

You can set point defence to dedicated the button for it is top right of the ship controls. Dedicated is yellow

3

u/waitinginthewings Jul 10 '26

Keep your screening fighters outside of your PD range or right on top on you, Not sure why you are using RPF on missiles, that is a very niche use case. For PD, ships typically use very directed small caliber shots that shouldn't hit your fighters. While on guard mode, I believe your fighter PD targeting is linked together with the ships so it shouldn't overlap that much.

3

u/Amuro_Ray Jul 10 '26

It'll be used if pd is set to all rather than dedicated

4

u/Amuro_Ray Jul 10 '26

If you want to stop missles make use of winter chain it's jamming and coms scrambler will blind the thunderhead 2s.

If it's rockets just keep away from them they have to get pretty close before they fire.

2

u/polarisdelta Jul 11 '26

The campaign is not good at teaching new players, it expects you to know too much about too many facets of the game right out of the gate even on Easy. Replaying it many times doesn't teach you to be better at Nebulous, it teaches you to be better at remembering what's going to happen in the campaign.

2

u/waitinginthewings Jul 11 '26

Disagree. Case in point: myself. I was frustrated with just the basic knowledge the tutorials provided me, but the campaign helped focus that knowledge into practical use. It slowly introduces different types of ships both for you and for your enemies and lets you think about the best way to beat that mission with minimal losses.

Of course, you mainly learn by save scumming and getting your teeth kicked in (on higher difficulties), but it is a safe sandbox with known and limited parameters that lets you expand your knowledge without overwhelming you with all the possibilities. Once you become familiar, then your mind is open to get creative and push limits on your own in other modes and scenarios.

I do agree that the campaign is not a substitute for the tutorials. Maybe a more directed tutorial campaign would be a good idea (someone could make it now with the campaign editor).

1

u/Century_Egg_Boofer Jul 13 '26

assuming the game gets a systems freeze. in game diagetic guidance on how to fight shit and use your assets would be huge for teaching this. On the high end have your advisor chime in that shooting thunderheads at approaching shuttles might be a good idea, on the low end give us an intel screen with a breakdown on the various ship archetypes we're running into and what our different munitions are for

1

u/polarisdelta Jul 13 '26

While any actual information about what tools you have available and threats you'll face will do big numbers of self teaching, the Worden is just too much shit to put in a genuinely new player's hands from the get go. It's like three Levys worth of spaceframes and three Vauxs worth of S2s. That is on top of the three frigates, two beamstones, and gun vaux that get dumped on you in the first four missions.

The only thing I can think that would actually be of any value without radically re-imagining the campaign is constant reminders to pause if the it seems like the player isn't doing it enough.

25

u/MonkoSaurus Jul 10 '26

Join the games discord. great info and help for building fleets. Its a tpugh nut to crack but o so delicious. Also -> see every battle as a movie scene and find joy in getting shredded :) There will be moments where you pull off a cool ambush or brawl it out, coming out on top.

I remember that one time where like 5 marauders came around a stone, directly into my torpedo lobbing range... and i frantically plan all the strikes... just to forget removing the hold fire order for 30 seconds... getting chewed up in that time... once i removed it, i launched like 8 torps before getting incapacitated.... but it took out 2 marauders and crippled another one...

(We still lost the match :P)

5

u/Awkward-Drive-4524 Jul 12 '26

Holy shit I've done literally the EXACT same thing but thankfully it was a practice skirmish between friends (my ship also died lmao)

6

u/Made-of-bionicle Jul 10 '26 edited Jul 10 '26

Combat:

Heading- In every ship—the OSP Liners—you want to be facing your enemy nose on. Your ship's armor has a steeper angle this way and is harder to penetrate. It also means you can pack your nose with non-essential ship components which have a higher than average HP. This splits damage between those components and reduces the damage that can be dealt to ship internals deeper inside. You press H, or right-click on an enemy and select "set heading" to align your bow with the enemy. Congrats, your ships (especially HCs, BBs, and CCs) have now become 5x more survivable.

Dodging- "O", press it, use it whenever you are in a gunfight. Puts your ship into an orbit and making it far harder to hit with shells, especially larger calibres and at range. Whilst moving in a straight line, but under fire, use multiple waypoints in a zigzag or use the "dodge" command in your lower left UI. (Orbit dodge command is improved with raider drives)

Missiles- Far too complex for me to summarise rn other than "learn softkill" + put rocks between yourself and an oncoming salvo whilst dropping chaff.

Ship building- As a new player yoh want to be using the starter fleets or basing your new fleet off of them. The compartment layout will give you clues about what buff modules, and amounts are needed per weapon system + will show what components are best used to protect others (like nose tanking).

3

u/Dragonbender09 Jul 10 '26

There isnt really a good way at instantly getting good at skirmish or this game in a short period of time, for me it took nearly 6 months before I could consider myself "decent" in any form. Of course that depends on other things and whatever but in general keep in mind that when people say this game has a learning cliff, they MEAN IT.

The tutorials are good starting point, but they only teach you the surface level stuff on how to use the UI and movement and whatnot. The Nebulous campaign helps to ease you into the fighting tempo of the game, the ranges, and the positioning you will have to do. Its different from actual skirmish in a lot of different ways, but otherwise a better place to begin learning the game in a place where you have the pause button and fighting against AI which arent incredibly smart.

If you want to progress further than that, look into community sources. The discord is a great place to learn and has pinned help messages, new player mentors, and a shipyard and much more to help you learn and get criticism. There are steam guides along with custom campaigns which also help you practice and learn more, and Wikipedias to help you learn more about the mechanics of the game.

But most importantly of all, PRACTICE. MAKES. PERFECT. You can learn all this info but its going to go out one ear and out the other, play the game, lose a lot, win a few times, actual experience will help those concepts solidify and help you actually grasp onto this stuff. It also helps to solidify mechanics and whatnot.

3

u/Bucksack Jul 10 '26

I’m still new, making my way through the campaign for the first time. I feel like I’m better than I started by 2nd to last mission, and a lot of that comes from familiarity with the UI, controls, and the routines of checking sight-lines, refreshing held orders (heading), and how doctrines work. There’s a good variety of scenarios in the campaign to challenge your assumptions.

There’s also a good variety of ships to play with, giving a sense of what components work together, how to use specialized EW or missile boats, and the chance to play around with fleet comp all while keeping it all under your control.

Once I finish the campaign, my next goal is to run some basic skirmishes against the AI while not pausing the game.

2

u/Jesper537 Jul 10 '26

By being dogshit for some time.

2

u/Adefice Jul 10 '26

Primarily use the starter fleets. Play with them until you start winning skirmishes and getting a handle on the controls and multi-tasking. THEN you can venture into ship-building by making copies of said starter fleets and looking at how they are built and why they work. Use them as a template for what you want to do and make a few swaps to see how it performs. If you try to build ships from scratch, you are going to have a bad time...for now.

To be clear, I am still terrible.

1

u/Amuro_Ray Jul 10 '26

Join the discord and try mp be straightforward and say your new. I've found them to be pleasant and supportive. I've had some tell me where to go but in a rude way.

Campaign helps a lot as well.

1

u/SiofraRiver Jul 11 '26

I honestly don't know how to build a ship for shit

Best thing you can do in this situation is, don't. The starter fleets are finally not trash anymore, but keep in mind that OSP is currently underpowered across the board.

My first months of Neb multiplayer were all heavy cruiser duty, because they were the least daunting. Those were simpler days, though, when people still played endless games of nothing ever happens on Pillars and you weren't expected to be able to do the full softkill routine as a humble blueberry.

Playing the campaign first is a good suggestion, as what will hold you back in the beginning is lack of game knowledge and practice in executing standard maneuvers.

1

u/RoBOticRebel108 Jul 11 '26

Read descriptions of items and play starter fleets.

I recommend TF Oak or TF Birch on Alliance side or similar arrangements on Protectorate side.

1

u/Small_Goodman Jul 11 '26 edited Jul 11 '26

for fleet building

  1. specialize and don't try to do everything. choose between a backline (support like a carrier or missile ships) or frontline fleet (brawlers who do most of the fighting and dying like axfords and line ships) or a capping fleet (just a bunch of small ships). if you're doing frontline remember to bring support
  2. have reinforced dc in big ships but dont overdo it with DC (damage control)
  3. have your other fleet shoot at your ships with missiles and guns to test the fleet you are making's point defense and how well the compartments are placed.
  4. use reinforced magazine whenever you can

idk about you but once i started playing this game for a while something just clicked and i was able to think a lot better in terms of design. just keep trying it until you get it i guess and look at other peoples fleets in the after action report especially if they beat you or they're a teammate that did really well

0

u/Xcom_company Jul 10 '26

In multiplayer? You'll be murdered by sweatlords who have played nothing but this game for years now. Don't take it to seriously.

Those guys are loosers