Battlestar Galactica Deadlock

Battlestar Galactica Deadlock

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Nargisoa Sep 9, 2017 @ 3:48am
Cylon Hacking is way to op
Cylon Hacking is way to op i got 5 ships shut down in 3 turns there needs to be away you can disrupt there hacks
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Showing 1-12 of 12 comments
Berserk Belta Sep 9, 2017 @ 4:02am 
Dock raptors with the ships that are getting hacked.
FiliusFidelis Sep 9, 2017 @ 4:22am 
it does feel like the hacking is way nastier since the patch. Ofcourse that may be because it takes so much longer to kill the hackers now.
TRON Sep 9, 2017 @ 4:37am 
Nuke the nemesis. No more Hacking.

Keep them at range and use fighters to kill them. No more Hacking.

Put your stance on full defense to buy more time until nemesis is dead. No more Hacking.

I do not use Raptors myself, they seem useless.

Benzin Sep 9, 2017 @ 4:45am 
The best solution ibe found to hacking, is what Admiral Cain suggests at the beginning... BLOW IT UP!
And for this task, Manticores are the way to go. Its part of the reason i allways keep two of them in all my fleets.

You know those sneaky nemesis that hack your ship and then run away so your main force cant shoot it? Your big ships probably wont be able to catch it in time, besides they are likely engaged with other ships. Thats when i send the manticores to dispatch the hackers. If needed, i also assign vipers to mow them down as well.
Works like a charm.
ramjbjb Sep 9, 2017 @ 4:52am 
No big deal with hackers.

-Raptors are an option but honestly a waste. You don't need them and they only delay hacking a bit, maybe adding an extra turn for the hack to be fully effective. You're much better off with Vipers.

-Put the hacked ship on full defensive posture. That strenghtens your Tech Bay and increases the firewall strenght and regeneration time. Both significantly delay hacking attempts giving you extra time to deal with the hacker.

-Primary the hackers as soon as you see them. Specially Wardrivers; the second you see a wardriver squadron send immediately a Viper squadron to deal with it. A Nemesis can be shot to pieces by your big ships (And is a flimsy ship to begin with) and they're really weak against guided missiles...but wardrivers can't be easily dealt with big ships at all, and cant be real nightmares if you don't send a Viper to deal with them.


Hacking is mostly an inconvenience in campaign once you know how to deal with the threat, But rarely goes beyond that.
Nemesis are always the first targets i focus on. only when those are gone i usually deal with other stuff, maybe put 2 or 3 Vipersquads on something else to "pre-badger" it for later...
TRON Sep 9, 2017 @ 5:52am 
Originally posted by ramjbjb:
No big deal with hackers.

-Raptors are an option but honestly a waste. You don't need them and they only delay hacking a bit, maybe adding an extra turn for the hack to be fully effective. You're much better off with Vipers.

-Put the hacked ship on full defensive posture. That strenghtens your Tech Bay and increases the firewall strenght and regeneration time. Both significantly delay hacking attempts giving you extra time to deal with the hacker.

-Primary the hackers as soon as you see them. Specially Wardrivers; the second you see a wardriver squadron send immediately a Viper squadron to deal with it. A Nemesis can be shot to pieces by your big ships (And is a flimsy ship to begin with) and they're really weak against guided missiles...but wardrivers can't be easily dealt with big ships at all, and cant be real nightmares if you don't send a Viper to deal with them.


Hacking is mostly an inconvenience in campaign once you know how to deal with the threat, But rarely goes beyond that.

Defense stance also boosts your armory when you get boarded by heavy raiders and kills boarders quicker and keeps your marines alive longer. Also means repairing subsystems after hacking is quicker.
BalldeLocks Jun 8, 2018 @ 6:57am 
Anyway to hack the game and turn off Cylon Hacking in single player. It is way OP and just down right annoying.
I've never had a problem with hacking, the platforms that can hack you are very fragile until the Phobos turns up. Nemesis are destroyed by a passing breeze and Wardrivers, in the rare event they are used, are Viper bait.

If the enemy fleet is heavy on Nemesis then prioritise taking them down first. If you've got Adamants or Artemis soaking fire you'll easily hold out for a couple of turns unless you try to ram your fleet down their throat.

Hold back, let them come to you, and use a little target priority. If the fleet has 3-4 Nemesis and 2-3 Talons, then the Talons can wait. If there's only one Nemesis present, you can flick the ship being hacked to defensive posture and forget it exists for a couple turns. If you're really struggling, hold on to your munitions exclusively to deal with Nemesis and use guided munitions as Nemesis will dodge torpedoes for days.

TL;DR: Hacking is only a threat if you give it the time it needs to do work.
Ser_Chonks Jun 8, 2018 @ 2:22pm 
Easy counter to hackers (numbers scaling with fleet capacity):

1) 2+ Viper squadrons light up the contacts while your fleet keeps its distance

2) 3+ Guided salvo at max ATK posture at each hacking capable ship (deploying all the way back in the grid gives you an extra turn or two to get those salvos out. Turn and boost back between salvos if outnumbered.)

3) Clean up as appropriate.
ShadowXV Jun 8, 2018 @ 4:31pm 
Hacking has never been a problem Wardrivers i just send Vipers at them, i have more problems with heavy raiders docking on one ship and killing it. If it a Nemesis i just put the ship on full attack and focus fire on it if it a battlestar it dies in a turn or two at most
Mistfox Jun 10, 2018 @ 1:36pm 
If you got torpedoes, you can shoot them at targets even before they come into range and since they close in a straight line, often, they'll show up without front armor and already half dead.
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Date Posted: Sep 9, 2017 @ 3:48am
Posts: 12