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I'm debating switching out the adamants for minotaur cruisers, but I need to see how effective they are in skirmish compared to adamants since they've got heavy batteries as well.
Skip to minute 4:00 for the commented replay.
I'd daresay that Artemis did it's job. So has done so every one I ever used either in MP or Campaign.
Those things aren't primary damage dealers (even while they do pack a punch, you don't purchase a battlestar because it hits hard, but because it's an excellent tank) - they're defensive assets resilient to fire with a good punch. Their flak is priceless, so are their two squadrons, that if you have a brain, will use for something more than just Vipers if you are using adamants too.
Never underestimate the usefulness of knowing exactly what the enemy is going to focus on.
And don't forget that the Artemis gets a one round reduction in reload time for munitions.
But I suspect that the Artemis will probably shine later in the game when you're going up against bigger and badder fleets; the Adamant may no longer be a staple when you've got fleet points to burn and the enemy fleets are entirely Basestars (those things have 200HP).
An arachne volley is enough to put an Adamant on fleeing footing in one single stroke, and a basestar full volley will put it into red hull status. An Artemis is a must have to keep those missiles at bay through it's awesome flak. Unless you have a Jupiter, ofc.
Yes, the Adamant is VERY good. Just not in the same way the Artemis is. So nope, that doesn't mean other ships don't have their uses, or that they're "useless" because of it.
The trick to using them is to keep them outside gun range and broadside on with flak active for as long as possible. Turn one launch all Vipers. Turn two angle slightly away while sending your vipers into battle. Turn three (once your Vipers are out of the immediate area) activate Flak.
Keep angling your Battlestar to keep the missile boats firing into your flak screen while a line of Adamant's closer to the action flies up and down firing on everything heading for the Battlestar and your fighters chew through the Cylon ships.
Once all the missile boats are gone switch to full offence, turn off the flak and target fire the most dangerous ship in range.
It is worth remembering that regardless of points value fleets are still limited to 7 ships. So two Battlestars are worth four Adamant's in terms of fighters, and fighters are ultimately worth far more than big guns.
I like to go with two Battlestars and four Adamant's for eight squadrons worth of fighters. This then leaves me with one extra ship slot for something else.
Having Flak on does not preclude them from firing on enemy ships. It just uses the Side Point defence guns to put up the flak, so the Heavy guns on the Artemis are free to fire.
If you have your Battlestars so that the enemy are all on one side of it (so the enemy is coming to you) you can set ALL your other ships on the otherside so that IF the enemy fires at anything other then the Battlestar, the Battlestar can raise up with flak and that ship can sink down, so that the flack feild will still eat the munitions.
Another Item that you may not know:
You can fire your guns upon a target before it is Identified and still just a red marker.
Also
Use the focus fire command, every turn. it gives your guns a range and accurisy buff.
Only run the Flak when you NEED to run the flak. thoughs guns used for putting up they feild are not firing at ships that turn.
In a pure gun standpoint, the Adamants have 4 guns a side doing 0.5 damage a shot with a High rate of fire and a Medium Accuarsy. Both Battlestars have 8 side pod guns a side doing 0.2 damage a shot with a High rate of fire and a HIGH accuarsy. Since we have no numbers, Assuming the fire rates are the same (I would say the Battlestar guns fire faster) 2 Adamants would put out the same volume of shells, at 0.3 damage more a shot and a less likely to hit. That is not even including the Heavy guns on the Battlestar that one shell hit by a big tosided gun is 4 damage (or equal to 8 shells landed, 2 full broadsides, by the Adamants). The trick to battlestars is getting the top guns fireing and hitting.
to have that happen, have your ships at a lower level then your enemy and set your posture slider to full attack as the incresses range and accurasy of your guns.
You can vaparize the enemy before they even get Identifed and are still just red markers.
If you feel they are a waste, you are using them wrong.
So the artemis give you the power of 2 Adamands but only need 1 ship slot.
This is most likely the case for everybody who say they are crap. Well and because some random youtube idiot say so because he rush head first into battle with them and wonder why they got insta killed by all enemys.
Something most ppl dont take into account with the guns is that they are projectile weapons. They have a travel time and the main cannons have a pretty slow one. Hiting a fast and agile enemy with a slow traveling projectile is very unlikely, shot them at bigger slower ships and they have a pretty good hit rate. Try hitting a racecar at full speed with a slingshot is nearly impossible, shot that slingshot at a snail and the snail is dead...........this is a metaphor, dont shot snails they are lovely creatures...........shot your little brothers instead :P
I said it in another post, Battlestars dmg didnt come from there guns, but there Vipers.