Battlestar Galactica Deadlock

Battlestar Galactica Deadlock

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KaidenOZ Sep 1, 2017 @ 8:18am
issues with vipers
Ok so i have been having vipers who are set to defend a ship retask themselves into an attack posture are really annyoying times.

example. i have 4 adaments, they all have there single viper groups deployed on defencive, enemy nemisis comes in for a pass and all the vipers auto engage the nemisis allowing the 4 incoming volleys of missiles through.

I could understand if the vipers assigned to the ship that is under attack going offencive but every viper in the area ignoring their orders is bloody annoying. i would shoot starbuck in the face if she pulled this♥♥♥♥♥♥

is there a way to make a defencive postured viper group stay on there job of defending the ship assigned instead of just running off at the first thing that comes in range?

the worst part is it seems they always tend to ignore their orders just as the enemy fleet alphas your fleet with a missile strike.
Last edited by KaidenOZ; Sep 1, 2017 @ 8:20am
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Showing 1-15 of 19 comments
ramjbjb Sep 1, 2017 @ 8:22am 
Hmmmmmmm not sure but...Vipers don't do anything against incoming missiles, right?.

Then what do you expect from a defensive order?. An enemy got close by and began firing on the ship they were defending, they resorted to attack it. Seems like a logical thing to do if you ask me.

If you're looking for antimissile protection, the swarms are the answer. Lay chaff clouds in front of your ships and enemy missiles will blow up nicely against it.
Muzzleflash Sep 1, 2017 @ 8:24am 
Vipers shoot down enemy missiles attacking their defend targets. Just had to defend a freighter and I put 3 Viper squadrons to defend it. Enemy launched missiles, and they got taken out. Otherwise the freighter would be gone.

A bit frustrating though that launching Vipers don't put them on defend of their launching vehicle by default. Instead they seem to be defending themselves.
KaidenOZ Sep 1, 2017 @ 8:25am 
vipers defending a ship will intercept enemy missiles inbound on the ship they are defending. fives ships without PDS a decent chance to survive.

i have 4 ships with 1 wing each on defencive. 1 ship gets shot, all the vipers lose their mind and go after if even though the other 3 ships have not been engaged.

scenario 2 is enemy fleet volleys missiles on one of my ships. i task all my vipers to defend it, instead they run off to attack ignoring my defend order.
Last edited by KaidenOZ; Sep 1, 2017 @ 8:27am
ramjbjb Sep 1, 2017 @ 8:25am 
Wow - must've missed that in the manual. Nice to know that Vipers can be used that way too :).
Shards  [developer] Sep 1, 2017 @ 8:45am 
They do defend their carrier by default, but they'll actively engage enemy ships that are a clear and present threat to that ship too.
Last edited by Shards; Sep 1, 2017 @ 8:45am
:WTF: Grendel Sep 1, 2017 @ 8:49am 
Originally posted by Shards:
They do defend their carrier by default, but they'll actively engage enemy ships that are a clear and present threat to that ship too.
^^^ and you'll notice once that threat has been eliminated, they go back to their defensive orders.
h3rbertwest Sep 1, 2017 @ 8:49am 
Originally posted by Shards:
They do defend their carrier by default, but they'll actively engage enemy ships that are a clear and present threat to that ship too.


In this case, it might benefit to add a conditional mission, like "defend target from:
a, attack squadrons
b, missiles
c, ships
d, any combination of the above"
Perhaps add a stance modifier to squadrons as well, where attack-focused squadrons will actively seek out dangers to their carrier (or assigned defence ship), while defense-focused squadrons hover close to their carrier and shoot at incoming radiers/missiles
Shards  [developer] Sep 1, 2017 @ 8:51am 
Originally posted by h3rbertwest:
Originally posted by Shards:
Perhaps add a stance modifier to squadrons as well, where attack-focused squadrons will actively seek out dangers to their carrier (or assigned defence ship), while defense-focused squadrons hover close to their carrier and shoot at incoming radiers/missiles

Interesting idea!
KaidenOZ Sep 1, 2017 @ 8:51am 
i guess i have issues with their threat prioritizatoin then, attack that corvette that has 1 weapon or attack the 30 missiles...they go after the single gun corvette every time
Originally posted by h3rbertwest:
Originally posted by Shards:
They do defend their carrier by default, but they'll actively engage enemy ships that are a clear and present threat to that ship too.


In this case, it might benefit to add a conditional mission, like "defend target from:
a, attack squadrons
b, missiles
c, ships
d, any combination of the above"
Perhaps add a stance modifier to squadrons as well, where attack-focused squadrons will actively seek out dangers to their carrier (or assigned defence ship), while defense-focused squadrons hover close to their carrier and shoot at incoming radiers/missiles

sounds good to me. I mean, you can assign specific target types to the cannons of Deidalos... should be possible for squadrons, too :)

Last edited by Jackrabbit_V6/ RSProduxx; Sep 1, 2017 @ 8:59am
Omegabigb Sep 1, 2017 @ 9:03am 
I have noticed that vipers will often switch to an attack order if you don't specifically order them to defend a ship, ie; of you launch vipers it will look like they have a defence order on there carrier but it doesn't seem to actually be a defence order.
Unless you actually give a squad an order after launching it looks like it will just do whatever it thinks best.
Steven Sep 1, 2017 @ 4:01pm 
Originally posted by Shards:
They do defend their carrier by default, but they'll actively engage enemy ships that are a clear and present threat to that ship too.

Simple fix is to keep the ship your defending at enough distance to any enemy cap ship and they will always defend your ship. They won't shoot down all the torps though, there too fast and numerous.

I think a priority system might be a better choice, if put on defense they go for missiles first. If none are near then it's on to fighters and finally cap ships and if a missile comes into range while shooting a fighter/ship they goes straight for the missile salvo :)

Oh as a side note it would be great if the Cylon AI did fighter defense, atm it's too easy to nuke stuff (one shot, sometimes two).
Last edited by Steven; Sep 1, 2017 @ 4:03pm
Black Lab Games Sep 1, 2017 @ 5:53pm 
We originally had the fighters auto-defend the capital at launch, but the feedback from the beta was the players wanted then to instantly attack instead of waiting to be given orders the next round. So the current behaviour is to launch, search for a target within range (enemy fighters are a higher priority than capitals) and if no target is found, then set to defend. The range for looking for a target is the distance they can cover in 2 rounds.
KaidenOZ Sep 1, 2017 @ 11:05pm 
Originally posted by Black Lab Games:
We originally had the fighters auto-defend the capital at launch, but the feedback from the beta was the players wanted then to instantly attack instead of waiting to be given orders the next round. So the current behaviour is to launch, search for a target within range (enemy fighters are a higher priority than capitals) and if no target is found, then set to defend. The range for looking for a target is the distance they can cover in 2 rounds.


that idea seems ok, but they may also be doing that every round rather then only on launch?

in the examples i gave earlyer... in all cases the vipers had been deployed at the very start of the bettle and set to defend. so they had been set to defend for multiple turns, it was not a launch and engage situation.
Simulacra_53 Sep 1, 2017 @ 11:37pm 
Originally posted by Black Lab Games:
We originally had the fighters auto-defend the capital at launch, but the feedback from the beta was the players wanted then to instantly attack instead of waiting to be given orders the next round. So the current behaviour is to launch, search for a target within range (enemy fighters are a higher priority than capitals) and if no target is found, then set to defend. The range for looking for a target is the distance they can cover in 2 rounds.

Pretty good vanilla stance.
Fighters should be aggressive and independent - not drones.

If anything I'd like to see more individual dogfights, that can spread out a formation and less of a swarm.
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Date Posted: Sep 1, 2017 @ 8:18am
Posts: 19