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Rapporter et oversættelsesproblem
The Orion.
It’s class 2 hull and stealth system let it get into enemy ranks with very few scratches, especially if you can distract enemy auto fire while it does the sneaking part.
That being said, any player that has their head screwed on should gun down an EMP Generator before it gets close.
I have a sense some weapons are more for multiplayer and some are better for single-player against the computer. Is this still the case?
I could give you the breakdown on the how and why for certain ships/squadrons/munitions being clearly poor choices in MP, but that'd probably involve another page-long post. I'd say that answers your question unless you actually want the per-weapon breakdown.
Yes, that answers it. Your guide has been very helpful. There's still much to learn. I'm still bummed that the resource missions aren't varying that much in Ghost Fleet. There's many different scenarios that came up in the past that aren't now so I just keep getting the same three or four missions randomized vs. the 40 or so they say are in the regular campaign.
2. Vipers are sword and shield; in theory, massive fighter groups based around each Colony would have ensured their security from the Cylons.
3. Games where each side has the same number of points, and everything must be paid for, in the four thousand point range are likely going to be short, so support ships and their capabilities aren't leveragable; at eight thousand, they'll have marginal value, since the obvious tactic is to isolate one of your opponent's divisions, and blitz them.
4. The issue with EMP is it overlaps; one complicated manoeuvre would be equipping three ships with the generator, for an equilateral triangle just outside the range of each other's EMP and trick the Cylons to passing through that arch; I'd rather just missile them to death.
What would be interesting as a scenario is if they supported the idea of deep strike fleets. The smaller ships should have greater strategic mobility than battlestars and you could thus in-lore justify making a strike deep into cylon territory to destroy a critical target with the caveat that you must escape before the basestars jump in for support. There's little use for the lighter fleets in the current game unless you are having fun hitting the smaller cylon forces with them for giggles.
Didn't they already add +1000 to the starting fleet cap?
I think they did for the base fleet -- wasn't 4000 when the game originally came out but was when I started playing. But the roadmap means going over 8000. Increased fleet size tier for season 2.
https://twitter.com/blacklabgames/status/1167380187698388992/photo/1
I remember them doing this, I just couldn't find any official reference to the change.