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I haven't played MP yet but the general weakness of the Cylon units does irritate me. i think basestars and cerberus should have some light PD guns added to help defend themselves against fighters and corvettes, otherwise they are just sitting ducks. it would also be cool if instead of Flak Cylon ships could target their PD and light batteries at missiles, or set them default to prioritize them over other targets, because right now if your fleet of 7 ships all launch missiles at the same Cylon target simultaneosly, then that ship is toast.
Manticore (glass cannon without the cannon)
As you said the Manticore is effective as a fleet scout, however, this is almost completely irreverent as fighters fill this role vastly better than it due to their higher speed and the fact that even one squadron of fighters has massively more firepower than a Manticore, and in real terms vastly more durable - this thing has barely any armour and barely any hit points.
That being said it is useful as a missile boat and when used in a group can deliver pretty devastating missile salvos, however if that is what you're wanting just swap two of these things for a single Ranger, you get more torpedo firepower, it's almost as fast, it has infinitely more gun based firepower and it's almost as durable as a pair of these things.
Adamant (good but overshadowed)
Basically this thing is a carrier, while its guns are decently accurate they just don't do enough damage to be a major threat to anything other than light units (although they are still way better than Manticcore's. It also has excellent armour for something its size
This is a good ship but for almost exactly the same price as two of these you get an Artimis, which has vastly more firepower than two of these(presuming you use it correctly - see below), almost as many hit points as two of these (and flack which will vastly reduce the damage you take) and the same number of fighters as two of these.
Artemis (raining fire from below)
alright this ship is 100% all about positioning and posture, it has good armour (although as you said not as good as you would expect) and two wings of vipers, but the important thing is its guns, everywhere other than the top of the ship it's firepower is abysmal, however, on the top it has a tonne of battlestar turrets, these are extremely inaccurate but also extremely powerful.
The upshot of all of this is if you can get this thing below whatever it is fighting and put it in an offensive posture (an in game mechanic which boosts the firepower and accuracy of the guns in exchange for making its defensive systems weaker) so that its guns will actually hit the target then it will wreck any ship in the game almost instantly. The flak also makes it almost completely immune from missile and fighter attacks.
I usually base my fleets pretty heavily around these things as their only weakness is needing something to cover for them from being outmanoeuvred (although it is also decently manoeuvrable so anything that can outmanoeuvre you can almost certainly be taken down by your fighters)
Minotaur (covering the Artemis's weaknesses)
I tend to have at least one of these things in my fleet as they perfectly cover the Artemis's Achilles heal, they have a good amount of firepower and a good amount of armour, and that's all, they don't have fighters they don't have munitions and they don't have flack.
So what's so great about them?
Simple - unlike almost every ship in the game they have strong firepower in any direction, this makes them perfect for covering the Artemis's Achilles heal as any ship which can outmanoeuvre the Artemis will stand no chance against this thing in a gunfight.
Suggested fleet
4 Artemis class
gives you a strong fighter presence which can wreck any light enemy ships and or fighters presuming you concentrate them into two squadrons of four (which you should).
Also allows you to generate a solid wall of flak - making your enemy's munitions useless
2 Minotaur class
presuming anything survives your fighter's and gets into a decent position to attack your battlestar's then you can use this to wreck it.
Fleet strength's
- immense amount of firepower (if positioned correctly)
- Strong/extremely strong fighter wing
Fleet weaknesses
- Poor munitions (though your flack screen will neutralise both side's munitions making this largely irreverent)
Note's
This changes if you are playing against the computer as it is vastly more vulnerable to munitions due to being stupid
I have yet to try out the Jupiter class - as I understand it they are similar to the Artimis class but cost more fleet points and are slower in exchange for getting non-awful firepower on the bottom and front and improved armour, I don't think this trade will be worth it but I will update this when I have tried it out.
<--- mark 2 Jupiter is just this trade on steroids.
In my opinion, they are also used tactically different at various point levels.
How so?
If you want to discuss ship ratings next to each other, may I suggest a new thread, rather than comparing to a 2 and half year and multiple version old thread?
Fair point