Battlestar Galactica Deadlock

Battlestar Galactica Deadlock

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gmuir77 24. maj 2020 kl. 23:59
Ghost Fleet Admiral vs. Fleet Admiral difficulty
Man, there's a huge jump between the two. I started this one on Fleet Admiral and hit 14k fleets immediately. Won the battle but lost half my fleet. Yikes. I backed it off to admiral. It's like easy mode at this point. Cylon fleet spawns are very small, I think I saw only one fleet over 6k and they are typically running 2k to 4k. Did the RNG get bugged or something? If Fleet Admiral was "Anabasis sends its regards," Admiral is "Wanna try the training missions again?"
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Paladin Two-Seven 3. juni 2020 kl. 11:31 
They are a last resort weapon... used in dire circumstances, or if you pack one on every ship and charge the enemy
Half Phased 3. juni 2020 kl. 12:44 
Oprindeligt skrevet af gmuir77:
I saw the cooldown for my firing battlestar but it also semed to knock 4 points off every system of adjacent friendlies.

edit: oh, read the thread. Yeah, it seems of marginal utility. The suicide gambit seems ok against an AI fleet, I agree it shouldn't work against any human who's paying attention.

Has anybody found a real use for it? You need to keep your friendlies clustered for mutual defense and EMP is the opposite of that. Only thing I can think of is your barrel a Minotaur into the middle of an enemy formation, firing on both sides, let off the EMP except wait, it doesn't have a munition slot. Strange.

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.
Sir Wagglepuss III 3. juni 2020 kl. 15:27 
Manticores were the main delivery system for EMP Generator, with Rangers being a secondary though more expensive option. The Orion is a pretty solid choice for it these days.

That being said, any player that has their head screwed on should gun down an EMP Generator before it gets close.
gmuir77 4. juni 2020 kl. 13:00 
Oprindeligt skrevet af Sir Wagglepuss III:
Manticores were the main delivery system for EMP Generator, with Rangers being a secondary though more expensive option. The Orion is a pretty solid choice for it these days.

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?
Sir Wagglepuss III 5. juni 2020 kl. 6:00 
More or less. You can make pretty much any ship, squadron or munition work in SP. In MP, there are definitely ships/squadrons/munitions that are clearly poor choices. A single example of each: The Hydra is a bad MP choice, Heavy Raiders are a bad MP choice, EMP generators are a pretty bad choice.

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.
gmuir77 5. juni 2020 kl. 10:23 
Oprindeligt skrevet af Sir Wagglepuss III:
More or less. You can make pretty much any ship, squadron or munition work in SP. In MP, there are definitely ships/squadrons/munitions that are clearly poor choices. A single example of each: The Hydra is a bad MP choice, Heavy Raiders are a bad MP choice, EMP generators are a pretty bad choice.

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.
condottiere 6. juni 2020 kl. 5:03 
1. I may be using them wrong, but I never get the results hoped for from a debris mine.

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.
gmuir77 6. juni 2020 kl. 12:27 
I'll be curious to see what the upped fleet caps will give us. I could totally justify a flying wedge of corvettes to nip in and harry at the enemy's flanks. I can't justify that when the points already see me fielding fleets with less than seven hulls.

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.
Paladin Two-Seven 6. juni 2020 kl. 19:45 
Oprindeligt skrevet af gmuir77:
I'll be curious to see what the upped fleet caps will give us. I could totally justify a flying wedge of corvettes to nip in and harry at the enemy's flanks. I can't justify that when the points already see me fielding fleets with less than seven hulls.

Didn't they already add +1000 to the starting fleet cap?
USS Midway veteran 6. juni 2020 kl. 20:58 
Oprindeligt skrevet af Paladin Two-Seven:
Oprindeligt skrevet af gmuir77:
I'll be curious to see what the upped fleet caps will give us. I could totally justify a flying wedge of corvettes to nip in and harry at the enemy's flanks. I can't justify that when the points already see me fielding fleets with less than seven hulls.

Didn't they already add +1000 to the starting fleet cap?
No....or at least, not yet. It's been 8000 from the beginning....3 years ago.
gmuir77 8. juni 2020 kl. 10:24 
Oprindeligt skrevet af Paladin Two-Seven:
Oprindeligt skrevet af gmuir77:
I'll be curious to see what the upped fleet caps will give us. I could totally justify a flying wedge of corvettes to nip in and harry at the enemy's flanks. I can't justify that when the points already see me fielding fleets with less than seven hulls.

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
Sir Wagglepuss III 11. juni 2020 kl. 9:03 
SP fleet caps started at 2000 for fresh fleets, and officers gained 2000 per promotion for fleet capacity. They later changed it to 4000 for fresh fleets, and officers gaining 1000 per promotion. The fleet point max has always been 8k for players.
Paladin Two-Seven 11. juni 2020 kl. 9:12 
Oprindeligt skrevet af Sir Wagglepuss III:
SP fleet caps started at 2000 for fresh fleets, and officers gained 2000 per promotion for fleet capacity. They later changed it to 4000 for fresh fleets, and officers gaining 1000 per promotion. The fleet point max has always been 8k for players.

I remember them doing this, I just couldn't find any official reference to the change.
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