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翻訳の問題を報告
If true this info should also be considered with revising the optimal fleet composition list from above.
Give Janus 3 Nukes and laugh at Cylon. War isn't fair. Heck, you could use Nuke Janus only fleet with 1 Manticore for scout and win any fight easily since Cylon Raider never protect their ship. They just ignore ordancne completely. This is broken.
3x Artemis, 4x Bezerker. 7250 total point cost you get 4 squads of high evasion Vipers, with the Artemis free to provide whatever support you feel is required with it's craft.
The raw DPS output of these 7 ships is simply murderous. Between the Bezerker DPS and the improved Battlestar Artillery, anything that wanders into your firing solution melts. The opening salvo alone is 164 damage, and that's assuming you've got the flak wall up. That number ramps up massively once the Bezerkers start living up to their namesake. (6x8 damage per Battlestar, 1x5 damage per Bezerker on opening salvo)
It's light on the ordinance, only having the three Artemis launchers to play with, but the fleet is built around raw gun power. You can use the slots for utility ordinance such as PCM's or mines. Alternatively you can just throw on torpedoes to delete a Nemesis at an awkward angle, and late game you can bring out the nukes.
This is a fleet you can use as soon as you get your hands on the Artemis, and by around mission 6 you can have an 8k officer to make it happen if you've been playing the long game. (That, or invest some RP now you're swimming in it)
This means that after skipping the first turn, it's easy to figure out which ships can and cannot dodge your torpedoes. And you can punish that hard. A safe bet is to drop 2 vollies into every target that deployed a fighter wing.
And if they deploy 2 wings? Nuke them.
The reload rate on a Ranger makes it ideal for short engagements, while the Janus's endurance is better if the fight is drawn out.
http://steamcommunity.com/app/544610/discussions/0/2549465882919605805/
Yep. Once those big Cylon carrier show up, torp the living toaster out of them. Raiders lose all of their dodge bonus without their mothership so they will get shot by ship's turret.
So if you can build a strong captial fleet that can wipe out the Cylon capitals quickly then you don't have to worry about the Raiders? If the Raiders evasion bonus is gone then they become sitting ducks?
As for values off the top of my head:
Bezerker: 50
Atlas: 35
Everything else: 20
Cylons can route subsystem power to the hanger system for a max of +30 for all ships from what I recall.
Bezerkers especially are prime candidates for your Vipers. If you want to use support craft, it's best to let your Adamants, Artemis or Jupiters handle them.