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The best way to handle gunships has always been to wreck them before they get close, or to stay out of arm's reach.
A Colonial guided missile salvo does 24 damage, with an AP salvo doing 48 armour damage. 1x AP and 4x guided missile salvoes will either instantly destroy or leave a Revenant crippled to the point it is no longer combat effective depending on the angle you hit it or how the missiles spread over armour facings. If you're running a lot of Artemis and Adamants, you'll be swimming in munition slots.
Alternatively, 8-10 Viper Mk II's will shred through Revenants like they are paper, and if you have less you can manually target their Fire Control System by having your Vipers attack from the bottom. If you want to go extreme, run Taipans and just melt any Cylon ship that makes the mistake of coming close to your fleet, and make ♥♥♥♥♥♥♥ sure you're flak/debris mine baiting game is A+.
You can also keep a pair of Minotaurs in your fleet specifically tasked to delete targets that come close or jump in uncomfortably close, as they have naturally improved accuracy with a large quantity of guns that cover all angles nicely.
Another option is simply Adamants. A single Adamant has a strong bit of firepower, but 4 of them can mince smaller targets in particular, as their light guns have very good accuracy. Back up with a couple guided salvoes to speed up the process and you're good.
If you're running Jupiters and Atlas, fill their support slots with Assault Raptors and keep them close to the fleet specifically to blast unwanted gunships wandering into range.
Defenders buffing Fire Control Systems on your ships can make your ships actively outrange Revenants - A pair of Defenders buffing a pair of Jupiters backed up by some ARP's to mark and soften targets can utterly melt targets before they even get to fire.
But yes, if a Revenant comes close and gets a turn to open up on you, it's going to hurt. It is supposed to hurt. Try shaking up your approach to handle them. If you find something is consistently kicking your ass, formulate a plan specifically to handle that thing.
The vertical ceiling is clearly an oversight by the developers, and that needs to be fixed. The Cylons are OP, and the game needs to be rebalanced.
I have almost 1,600 hours in this game and I've never seen most of what you describe...unless you are making a lot of mistakes, playing at a level which you are not ready for or are not as knowledgable about the game as you need to be.
I'd be willing to help you if you want. The game, except when played at the Fleet Admiral level, is not that hard, but there is a long learning curve.
To contend with the revenants: Minotaurs backed by adamants. 1 or 2 Minotaurs bring enough guns to make the revenants question closing in, and adamants pack a lot of a punch.
The revenant has the same range with the Minotaur and Heracles, and is outranged by the Minerva and berzerk (though the berzerk loses out due to model sizes). But point is, colonials can shoot further than cylons.
To deal with the Argos: bring 2 battlestars with decent flak fields and set them up to self flak (Artemis or Jupiter fill this role). Send them after the Argos.
To deal with fighter spam: debris mines, flak or just keep your vipers bunches around your capitals. Use defend at location and force the enemy fighter blob to come into your gun range, to tip the balance in your favor.
You can even for go winning the fighter battle, if it’ll open up other opportunities; killing that wardriver in the mentioned scenario would have opened up the revenants to munitions fire. After the revenants were dead, capital ship focus fire could be shifted to impact the end of the fighter brawl and start clearing raiders.
You can play around a bit, atlas are great just for raw fighter efficiency, and you could possibly bring a Heracles instead of a Minotaur on the off chance the cratus.
There’s a counter to every strategy and it generally pays to bring ships that can be used in a flexible manner.
Revenants are also completely defenseless against missiles, except torpedos.
If I had to suggest one nerf, it would be nerf their mobility. These things are just a bit too fast for their size and armor compliment if you ask me. Plus, I'm getting really sick of close range torpedo salvos all missing their marks on these damn things.