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Some missions require other usage, but in general that's my use of Vipers as well - fast recon, interception of raiders and last attrition. Recon gives me a first missile strike capability and it lets me know on what target to concentrate early in the engagement. This makes Vipers an effective force multiplier.
A. Instead of docking to aid a friendly vehicle, why not allow them to jam enemy ships, preventing them from hacking you (you don't degrade them, just stop that single ship from hacking yours).
or
B. Make them disrupt guided missiles somehow. Could be temporary disabling the "guiding" part of guided missile while close to the raptor.
+1
- Vipers are 10 per squad (Mk1) 8 per squad (Mk2) and Raptors are 2 per squad.
40, 32 and 24 are the lifepoints of *ONE* unit.
I like that a lot.
I strongly dislike the docking mechanic
The way you describe would be great.
Perhaps they could deploy a similar tactic where the AI now has to account for a battlestar that has shown up to battle late. The rockets would need to be deployed outside of their scanning range to act as an unidentified contact, so you use the move order for the raptors to move away from the battle.
It would be interesting to see how the AI would react anyway. My Battlestars always get ganged up, despite my other ships closer so it would be cool to see the Cylon fleet divide as they chase bogus signals.
+1 personally I love idea A.
Just to say, we're reading all of this and we also love our Raptors. I'm sure they'll get expanded upon in the future.
In the meanwhile, in the 1.09 patch the team have fixed some issues that were causing the Hack Defence to underperform. In a test game, I had a Manticore with a Docked Raptor completely resisting a hack from a Nemesis corvette (firewalls at 124% and holding).
Also, I personally hate the docking mechanic for hacking defense. It makes no sense. Why wouldn't the Colonials just take the ECM suite out of the Raptors and install them in every ship instead of building it into a slow fighter sized unit that has to dock with the ship to protect it?
Raptors should generate an ECM bubble surrounding them that degrades any hacking attack passing through the bubble and any guided missiles passing through should lose guidance and become ballistic like torps.
The Wardrivers have a new "Jammer" ability that will cause guided munitions to lose guidance temporarily. It's only temporary right now, so they'll come back and strike later on, but it does give any defensive raiders more of a chance to intercept and pushes damage onto other flanks.
There's more potential in there though, so we'll probably improve on it for later updates.
That's what causes the missiles in this to arc around my Arachne
http://steamcommunity.com/sharedfiles/filedetails/?id=1139886268
I think the temporary loss of guidance might actually prove to be more harmful than helpful. More often than not ships will be positioning themselves such that their weak armor is away from the threat. If incoming missiles temporarily lose guidance and recover in time to re-acquire their target and hit it on the opposite side it will likely end up doing even more system damage than if the jamming weren't in effect. It will look cool, but jamming will be too risky to actually use.
Instead, a better option might be that each missile passing through the ECM bubble has a chance of permanently losing guidance and going ballistic. Some missiles might make it through with guidance intact and some of the now ballistic missiles might still hit their intended or some other target. Those distinctions are different enough from chaff or flak to make this feel like a unique ability with its own set of pros and cons. It would be useful without making the other missile defenses obsolete.
In that gif, I was actually grateful if the spread of damage, all those missile hits would have got close to taking that Arachne down in one turn