Battlestar Galactica Deadlock

Battlestar Galactica Deadlock

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Whats the Point of the Atlas Carrier ?
The Atlas Carrier only has two squadrons ? the Artemis also has two Squadrons and Missiles and Turrets. " yes costs more Fleet Points "

I would have thought the Idea of a Carrier was to have more Squadrons than any other Ship, it should have at least four, it seems pointless to build it.
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Showing 1-15 of 16 comments
Simple Jan 2, 2018 @ 3:57am 
It could depend on your fleet size and composition, but, assuming you only have 1050 fleet points left to maximize your fleet. Atlas may fill that hole.

1. Two squadrons of sweepers to lay a wall of chaff to protect the fleet from Cylon missile spam.
2. You could use a Ranger (also 1050 points), but that only gives you 2 missile slots and weaker armor (over twice as less as Atlas in most areas). Less fire power with smaller turrets. It is faster.
3. Minotaur (at 900)? Guns only, less armor.
4. Janus (at 950)? Three missile slots, but slower reload vs Ranger. But, better armor than Ranger, although less than Atlas. More firepower than Ranger, but less than Atlas.
5. Adamant? Weaker armor and much weaker guns, but you do get missile and squadron slots.

Atlas is very slow, but can absorb a lot of damage and can deal a fair bit too - armor equal to or better than a Jupiter class battlestar with slightly less hull strength than the Jupiter. Janus would be a good alternative and certainly the better pick over a Ranger. Minotaur maybe, but guns only – mostly weak light turrets. Minotaur more durable than Ranger, roughly equal to Janus.

I’d go with Atlas.
Hellrazer001 Jan 2, 2018 @ 4:16am 
Thanks Simple Interest

You are very helpful, I will give it a few missions to see how it goes.

I was just shocked when I built it and then realized it only had two Fighter Squadrons for a Carrier, Bit like a Formula1 Car with a Lawn Mower Engine :)
Simple Jan 2, 2018 @ 4:28am 
Originally posted by Hellrazer001:
Thanks Simple Interest

You are very helpful, I will give it a few missions to see how it goes.

I was just shocked when I built it and then realized it only had two Fighter Squadrons for a Carrier, Bit like a Formula1 Car with a Lawn Mower Engine :)
Yeah, agree on the squadrons. That's been a discussion point, with the belief that it should have at least 3 squadrons. I also think it comes too late in the progression tree causing players to think the 'what's the point' question. I know I did. But, after some play, I see its virtues. Still very slow. At a high posture (like +12), practically immobile.

Good hunting!
Pertuzi Jan 2, 2018 @ 6:10am 
Atlas and Berserker are carriers and thus their fighters have much better evade than the other ships (including battlestars)
If the Atlas had +50 evade like the Bezerker, or a third squad slot, I might consider using it. But at the moment, it's +35 evade with two slots on a VERY slow ship that has little firepower for what you're paying for. As it stands though, I'd much rather take the extra firepower in the form of Artemis, Bezerker or Janus depending on how my points juggle up.

The fact that it's a flying brick as far as armour goes may have made it viable but it's as slow as, if not potentially a bit slower, than a Jupiter.

I mean, a ship really has to be bad if I'll consider not touching it in SP.

Improved evasion stat, an extra squad slot, better mobility. Any of these three, or a combination thereof would make the Atlas so much better. Especially if Raptors recieved a little love so you'd consider taking them on mainline ships and bringing an Atlas or two along for your dedicated fighter support.
Veritas Jan 2, 2018 @ 8:04am 
DON'T waste your atlas carrier slots on support craft! The vipers have boosted evasion and survive much longer in dogfights, and when recalled the vipers repair much faster! Support craft should come from your supporting adamants in the fleet, if you haven't replaced all of them with berzerkers

Atlas has great armor and tough vipers even despite the nerfs. I used to hate it but it has grown on me. Still think it needs a buff in some way but it still can stack broadsides with other colonial ships and take a beating
Simple Jan 2, 2018 @ 8:59am 
Originally posted by Snazzy Dragon:
DON'T waste your atlas carrier slots on support craft! The vipers have boosted evasion and survive much longer in dogfights, and when recalled the vipers repair much faster! Support craft should come from your supporting adamants in the fleet, if you haven't replaced all of them with berzerkers

Atlas has great armor and tough vipers even despite the nerfs. I used to hate it but it has grown on me. Still think it needs a buff in some way but it still can stack broadsides with other colonial ships and take a beating
While all of that is true, if your tactics depend on a Sweeper (or two), having said Sweeper possess a higher survivability due to higher Evade could be useful. I lost my one and only Sweeper early on in a battle, so lesson learned, consider carefully how many and where stationed are the Sweepers. This is a risk balance with the Vipers of course.
You can fire through your own Sweeper chaff so you can deploy your chaff right on top of your fleet without risk to your Sweeper right before combat is about to begin. The only time your Sweeper should ever really be at risk is if you're sending it to provide chaff for an objective target. Even then, you can usually dart in, pop chaff, and dart out before any Raiders show up.

Evade is definitely a stat best served on Vipers. Your Adamants or Artemis can provide support craft if you feel the need.
Simple Jan 2, 2018 @ 11:08am 
But Evade is a running away manuever. So, if my Vipers have the upper hand and are behind the Raider, does Evade apply? If so, what is our evidence? Beyond the number on the posture screen, how do we know?

I am surmising that Evade is a general term (when translated into the computer math) that relates to increased manueverability regardless if you are actually evading or are attacking. I've never followed the Vipers to know if one squadron was doing better than others, so don't really know.

BTW, I got used to the Cylons ignoring the Sweeper and may have assumed too much risk when I lost it. It was also a late game scenario where they outnumbered Vipers.
Zebedee Jan 2, 2018 @ 11:13am 
Just wanted to say how much I appreciate those willing to share information on these boards, especially given the lack of ingame documentation for deep dive ship stats.Thank you.
Evasion is not purely a running away maneuver. Very rarely are your Vipers locked in 1v1 combat, and will need to evade hits while taking on their target.

Then again, no datamining or official word has been given on how Evade works, so... Eh? I'll get around to doing some testing at some point if nobody beats me to the punch.
Veritas Jan 2, 2018 @ 12:09pm 
Evade on vipers is important because it's active in dogfighting, and vipers are usually outnumbered. It's a passive survivability boost. No reason to waste it on craft that shouldn't be getting shot if you play smart
Simple Jan 2, 2018 @ 1:55pm 
Originally posted by Snazzy Dragon:
play smart
Dang, knew I was doing something wrong! :steamhappy:
brainseed Jan 5, 2018 @ 3:30pm 
do skirmishes during the campaign earn requisition points or anything other than exp?
Simple Jan 6, 2018 @ 5:22am 
Originally posted by brainseed:
do skirmishes during the campaign earn requisition points or anything other than exp?
The purple flagged Resource Mission skirmish earn Requisition Points & Tylium, in addtion to XP. On a occassion they may also offer an Officer, saving you from spending RP during the Officer recruiting process. Click on the purple flag in the strategic map screen and the mission & rewards will be shown.
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Date Posted: Jan 2, 2018 @ 2:58am
Posts: 16