Battlestar Galactica Deadlock

Battlestar Galactica Deadlock

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TheMac Dec 6, 2017 @ 8:28pm
Viper I's didn't shoot down one missile during defense
I'm playing with several adamants and had one wing of fighters defending each carrier. Three of the smaller cylon ships showed up and all fired their missiles at the same ship, simultaneously. The fighters are the version I, and did come out to try and attack each set of missiles coming in, though they were unable to shoot down even one missile.

I’m thinking what I should have done is move one adamant out front (closest to the unknown contacts) and then have all four squadrons defend that one carrier. Seems like a good way to bait the AI into attacking the closest big target, but hopefully four squadrons of viper I’s can shoot down the missiles. Am I asking too much of my poor viper I’s? Are viper II’s better at shooting down missiles in the new patch? Thanks.
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Showing 1-15 of 23 comments
FreedomFighter Dec 6, 2017 @ 8:31pm 
Viper only defend the ship they are defending. They don't go shooting down missiles/torpedo that aren't target their defending ship which is suck tbh. I wish they automatically engage nearest missiles or at lease allow us to force them to attack it. Multiple missiles strike can overload the Viper squad.
Colonel Clank Dec 6, 2017 @ 9:58pm 
The MkII's seem quite a bit better than the mkI's for overall missile defense, not perfect but a significant improvement. Although i've only played today for the first time in months.
TheMadTypist Dec 6, 2017 @ 10:16pm 
Vipers since the damage nerf to all fighters seem to be a 'better than nothing' option for missile defense. That is to say they might get one or two, but there is going to be damage, and probably most of it will get through. Raiders are similar, they just aren't very good on defense.

I've noticed that the AI doesn't always go for the closest target. Being far enough away that the missiles can't reach you in one turn and turning tail and running from the missiles can give the fighters a little longer to intercept, and allow you to reallocate fighters onto the targeted ship, but you have to get close enough that they'll launch in the first place (which limits the likelihood of having the chance to manuver after they launch).

Flak and Sweepers are really the only reliable way to deal with incoming missiles.
Last edited by TheMadTypist; Dec 6, 2017 @ 10:17pm
TheMac Dec 7, 2017 @ 6:08am 
Originally posted by TheMadTypist:

I've noticed that the AI doesn't always go for the closest target. Being far enough away that the missiles can't reach you in one turn and turning tail and running from the missiles can give the fighters a little longer to intercept, and allow you to reallocate fighters onto the targeted ship, but you have to get close enough that they'll launch in the first place (which limits the likelihood of having the chance to manuver after they launch).

Flak and Sweepers are really the only reliable way to deal with incoming missiles.

Good advice about running away. Thanks.

BTW, what are sweepers?
TheMac Dec 7, 2017 @ 6:09am 
Originally posted by Colonel Clank:
The MkII's seem quite a bit better than the mkI's for overall missile defense, not perfect but a significant improvement. Although i've only played today for the first time in months.

Thanks. I was wondering about that.
TheMac Dec 7, 2017 @ 6:09am 
Originally posted by FreedomFighterEx:
Viper only defend the ship they are defending. They don't go shooting down missiles/torpedo that aren't target their defending ship which is suck tbh. I wish they automatically engage nearest missiles or at lease allow us to force them to attack it. Multiple missiles strike can overload the Viper squad.

I hear you. Thanks.
FreedomFighter Dec 7, 2017 @ 6:33am 
Sweepers are another type of squadron which you get pretty late in the game. They are design to counter missiles barrage until their chaff run out. Assign them to defend a ship then enable chaff once you see missiles start flying or if you anticipate that enemy will use ordnance in next turn.
TheMac Dec 7, 2017 @ 7:59am 
Ahh. Thank you. Seems like you're saying they do not automatically defend the ship. You have to control the chaff release yourself?
FreedomFighter Dec 7, 2017 @ 8:03am 
Chaff is what make them good at counter-missiles since Sweeper has only 2 of per squad. Sweeper squad has 10 Chaff which could be use for 3 turns. It use 4 charge each turn. The chaff itself stay on battlefield very long, if you are good at eyeballing empty space, you could lay down the chaff yourself.
Last edited by FreedomFighter; Dec 7, 2017 @ 8:03am
TheMac Dec 7, 2017 @ 8:12am 
Thanks for the information. I will take a look at them when I reach that stage in the campaign.
FreedomFighter Dec 7, 2017 @ 8:22am 
You could use PCM ordnance. It will fry any missiles that come into it's range.
TheMac Dec 7, 2017 @ 11:25am 
I've heard of that, but have never tried it. Thank you. BTW, I'm close to the episode 5 mk II. How many more episodes or missions until the campaign is over?
Palpat Dec 7, 2017 @ 12:18pm 
Only 9.
TheMac Dec 7, 2017 @ 12:34pm 
Oh goodness. That's not too many. Well, maybe more with future DLC? The Cylon side of the war?
Zuul Dec 7, 2017 @ 1:04pm 
I'd go with "potentially bad luck". Just retasked 2 viper I squadrons to defense on a ship with missiles incoming while they were in flight. Managed to bag 8 of the incoming 10. I've seen really ♥♥♥♥ results too though.

They're the "better than nothing" option for missile defense, with results ranging from abysmal to quite satisfactory.
Last edited by Zuul; Dec 7, 2017 @ 1:04pm
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Date Posted: Dec 6, 2017 @ 8:28pm
Posts: 23