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A fairly straightforward way of playing that works well is to field fleets that can bring enough Viper Mark 2s to achieve (space-)fighter superiority. Then when safely behind your flak/anti-missile defense vipers you can manoeuvre till your Battlestar's main batteries are below your enemies and watch the slaughter.
Heh, jokes aside, thank you for the help. I am not overly enthusiastic about combating massive Cylon Fleets, but I should be able to figure out some sort of defense eventually. The First Cylon War was about an uphill fight for survival, which definitely seems to be the case in these fleet configurations.
i've been playing through on medium first time out, the cylon threat is relentless, you have good fleets but the cylons can outmatch that at times and then by auto-resolve or direct combat, you could lose a ship and when it happens it really slows your progress.
so far i'm fielding 7 full fleets of adamants and berserks with mk1 vipers and raptors in the early stages. i've lost a ship or two in every fleet and it adds up overtime due to limited tylium, time to build and there only being three shipyard slots.
so far i'm holding my own in Alpha, Beta and Gamma with exception to that mission world for chapter 5. my top fleet leader is almost level 9 with the rank of commander and the next one up is level 6.
i'm hoping at some point there will be enough of a break to get to chapter 5 without losing anything long enough to get broken alliance 1 completed for the artemis, viper mk2 and the celestra and then work on replacements for the adamants.
Also you can slowly build up by having the Daedalus fleet fall back to the solar system one jump from Ragnar, and slowly expanding from there. Use two fleets to stabilise a system then put a guard fleet there, build another fleet and send two into the next one. Last of all take Helios Alpha. this is a slower but effective technique. Then once you get enough experience for your officers you can move all your 6 fleets (2 in alpha, 1 in each of the rest and Daedalus) together to the 6K and 8K size (personally I skip the making 5K and 7K size fleets but you can do it that way if you like.)
Of course once you know the game well you can rush to the end much much faster with fewer fleets, but having 6 fleets is safe for newer players.
In any case, the fleets would be destroyed pretty easily later on. I build up a massive reserve of Tylium and committed to completing numerous optional missions with my Daidalos Fleet to build up RP. In the end, my first (And only) Campaign completion was the result of putting everything into the Daidalos Battle Group and carrying out necessary operations with the same fleet.
It was unfortunate... However, I am not a very good player at the game and needed all of my focus to be on the one fleet considered most essential to campaign progress.
https://www.youtube.com/watch?v=TnC5CV_tjoQ&list=PLieGDld2WjZgYdDH8nMuzx1SVlU4bJ8BS&index=59
by someone who apparently tested things which states:
So it looks like the major factors are the MAXIMUM size of your largest fleet and also what blueprints you BUY (not just unlock)
So basically on Admiral it forces you to rush to the final mission before you are overwhelmed....
Having 7500m range and laser-like accuracy turns Battlestars into the most over-gunned snipers you ever did see.
Would you mind posting a video of this at some stage as I would like to see how to go about these very tough fights.
Thanks!