Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
That being said, your focus should be on protecting the colonies themselves rather than chasing after every Cylon fleet you see. Cylons can wander around in your sectors all they want, so long as they aren't parked above a colony they won't be doing any damage.
Typically I spend the early game building up a few fleets and making sure I get at least one fleet in each system, Alpha, Beta, Gamma and Delta. I get a second fleet in Alpha as soon as possible due to that being the area where Cylon reinforcements jump in. Once a fleet is in a system, it's priority is to have it and it's officer parked above the colony most in need to bring it back up to Steadfast. It'll hop over to the next colony in the system once the one it's boosting is back up to scratch, or, if a Cylon fleet jumps in threatening another colony in it's system.
Now that officers start at 4k fleet points, my preferred fleet loadout is to go right into 2x Adamant 3x Berzerk, throwing any spare Manticore's on as I have them lying around. These fleets are more than enough to take on everything the Cylons throw at you until you've got full Artemis production going, where the Adamants are replaced by the Artemis.
I typically keep the Daidalos parked above Libran or Sagittaron for the initial boost to income from +4 Tylium from unfortified colonies (Which most will be until the mid game) and more importantly the +1 to Cylon FTL cooldowns. The extra turn on Cylon FTL cooldowns slows them down a LOT as they go from 3 turns to 4 turns to be able to make a jump.
I'll update my SP guide to be relevant to the current patch when I can, my priority was on having the stats guide be accurate ASAP as I know that definitely gets referred to a bit.
https://steamcommunity.com/sharedfiles/filedetails/?id=1362534627
Also here is his complete Ship Statistics guide:
https://steamcommunity.com/sharedfiles/filedetails/?id=1260056071
Also note his guides are a little stale since they still refer to the Atlas as a "brick", though the Atlas has received some buffs in the latest Endurance Update patch, which he has written about in other threads. His campaign guide was written before the latest DLC but it's still relevant.
(Just giving you a hard time, Sir Wagglepuss III ;) I expect guide updates! )
EDIT: I stand corrected about the Brick being stale - it's status has been upgraded recently in the Stats guide.
The SP guide is still untouched for this patch. It's on the ever growing to-do list, and I'll get around to making it relevant again sometime next week.
Ahh, I see (after going back to the strategy guide), it was sort of even with or slightly in front of my Adamants. I needed it to trail them slightly. I'll have to work on that.
Firstly, they throw out a disgusting amount of damage for their size and point investment. 5x Medium guns with high accuracy and very good rate of fire, which are also the longest range Colonial guns.
Secondly, their hangar provides +50 evasion compared to standard Colonial ships providing +20. This makes Berzerk launched Vipers incredibly dangerous, especially when using Mk 2 Vipers.
Evasion is pretty simple, it's a flat percentage chance to have an incoming shot that is a "hit" roll as a "miss" instead. That means Berzerk Vipers effectively have double health.
So long as you keep Berzerks back and let your more armoured ships start taking the hits first, they'll rip most ships to shreds. Berzerks are fantastic ships, and I use them all the way up to the end game.
Daidalos - always move it to the planet that will offer the best economic assist to your current sitatuion. The costs saved on building fleets its enormous. Same goes for officer promotion and blueprint discounts. You can play it safe from Ragnar anchorage, but you're sacrificing productivity. Also, make sure that the commander assigned the the Daidalos has the trait to increase posture range. You get +12 or +13 defense with a fully promoted admiral, providing a massive dradis screen that will reveal enemy vessels early for early engagement. The fleet with the daidalos should be rigged for full defense. Never take it on the attack unless mission requires it. Pointless waste, and you can't auto resolve any battle with it so its tiresome for patrolling.
Adamants are effective as a wall and you should build fleets of solely Adamants early game and just destroy everything with its never ending supply of light damage. In a group, their combined firepower plus individual accuracy make for a deadly force. Once you add in PCM's and/or sweepers to the mix, you end up with a very formidable and protectable vessel. Its a pack animal though, keep it flying with its friends.
Cylons roaming your territory have a negative impact on your tyllium income and ultimately member planet's quorom status and should be disrupted wherever possible. As for the actual STRATEGIC positioning of fleets on the campaign map... I tried experimenting with controlling and containing cylon expansion. I found that placing strategic fleets at all the intermediaries out of helios alpha tended to limit (but not completely stop) random cylon fleets attacking far flung planets. Was still effective at channeling my resources rather than putting out fires all over the place.
Also, in the early early game, it seems best to slow roll your officer promotions, specifically with regards to fleet points. The first instinct is to build larger fleets, however this seems to also enable the cylons to build larger fleets to counter your new ability. This sucks because you may only have one or two fleets that have officers experienced enough to have more fleet points, but the cylons have no such concerns and every fleet they field will be larger.
1. Before going on a side mission, evaluate whether or not it will be profitable for you as the tylium and RP you might earn on the side mission might not even pay back the tylium you spent travelling to the location or repairing the fleet. You might be better off skipping out on a side mission if it's across the map and instead turtle while getting more tylium. That being said, the mission still might be worth going on if you are in need of req points.
2. Once you unlock all the blueprints, just spam any req points you earn on promoting officers.
3. Prioritise officers with CIC subsystem abilities (+12 attack is terrific) or engineering abilities (the ability to repair the ship and extra hull can make a big difference). The other officers I found to be a bit too situational
4. If you don't want to waste time on doing every random encounter, just invest in a new officer and give it as much of high-value ships to boost the fleet point value and park it in a sector. Then just have it go after any cylon fleet with pretty high win chances.
Irrelevant, still valuable.
https://steamcommunity.com/sharedfiles/filedetails/?id=1362534627
The campaign guide is outdated though.
Is there anyone with any other tips please :)
For multiplayer, I'd suggest joining the Discord server.