Battlestar Galactica Deadlock

Battlestar Galactica Deadlock

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Raptor Sep 10, 2020 @ 4:46pm
Cylon Turret Damage and Accuracy
Is there a Mod or anything that will nerf the Cylon gun damage? They are pinpoint accurate, out range you and have the dps to shred even Jupiters. This is most annoying on the Revenant that, if you get even slightly too close can rip you apart. The only way to deal with them seems to be vipers. I might not mind their damage output so much if the tankier colonial ships heavy guns could actually shoot worth a damn and focus fire them down. It's gotten really boring suddenly seeing an artimis has lost all its side armour and is on 50% HP after 1 turn of a Revenant caught up to it.

Been trying the Anabasis campaign and no matter the fleet comp I can't get past jump 8/9 because Revenants show up to surround the fleet and shoot me to pieces before I can kill them, even focusing them with everything I have.

Quick edit: I know when Raptors board ships they give a 25% accuracy debuff and if they defeat the ships cylon marines its increased and permanent but that means either 1- replacing Vipers which are much better or 2- using a Jupiter, which are slow and expensive (and campaign only get them right at the end)
Last edited by Raptor; Sep 10, 2020 @ 4:57pm
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Showing 1-8 of 8 comments
Revenants are the one credible Cylon gun threat to Colonial ships. The only other one is the Cratus, but you don't see them commonly fielded by the AI, and you don't see them in Anabasis.

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.
condottiere Sep 11, 2020 @ 11:48pm 
And then you have the Cylons beeline straight to whatever honeypot they're programmed to go after, making torpedoes a very attractive option, sight unseen.
Steven Sep 13, 2020 @ 2:59am 
I use a fleet of 6 Adamants and 1 Jupiter mk2 and i carry nukes on all of them but the only time i use them is when 2 Revenants enter gun range on the same target. You can counter just one easy by putting the ship it is firing at on full Defense while the others on full attack. an Adamant on full defense will have around 40% damage reduction. I space my group out like a clock face with the jupiter in the middle and the adamants at 12, 2, 4, 6, 8, and 10. I prefer this layout as i can change to any direction and the layout pretty much stays the same. I have 2 vipers defending the adamant that is on defense for missiles etc, the rest go after raiders. The cylons usually always go for the closest target as there all Adamants apart from the jupiter which they always seem to ignore.
All 24 Cans Sep 13, 2020 @ 10:28am 
I just played a game where I was shredded by 3 Revenants protected by one jamming Wardriver and too many raiders. My only objective was to destroy just one Revenant, and I couldn't do it. I've played dozens of games as Colonials against Cylons, and the Cylons always win, and I rarely destory even one ship. Against other Colonials, I do very well. Because of the lack of a vertical limit, Cylons always dive for the deck to negate any battlestar artillery. They send their missile boats high up to negate any flack shield, forcing the use of vipers to shoot down missiles. The vertical distance becomes so much, that only the top or bottom armor matters, making turning worthless. It makes the namesake of the game worthless. Cylons can always dive faster, shoot farther, move quicker, have more guns, missiles, and fighters. On top of that, the overwhelming hacking ability alone is overpowered.

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.
Originally posted by All 24 Cans:
I just played a game where I was shredded by 3 Revenants protected by one jamming Wardriver and too many raiders. My only objective was to destroy just one Revenant, and I couldn't do it. I've played dozens of games as Colonials against Cylons, and the Cylons always win, and I rarely destory even one ship. Against other Colonials, I do very well. Because of the lack of a vertical limit, Cylons always dive for the deck to negate any battlestar artillery. They send their missile boats high up to negate any flack shield, forcing the use of vipers to shoot down missiles. The vertical distance becomes so much, that only the top or bottom armor matters, making turning worthless. It makes the namesake of the game worthless. Cylons can always dive faster, shoot farther, move quicker, have more guns, missiles, and fighters. On top of that, the overwhelming hacking ability alone is overpowered.

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.
Hello All 24 Cans, Which game or DLC are you playing and what level are you playing on....Lieutenant, Commander, Admiral or Fleet Admiral?

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.
Half Phased Sep 13, 2020 @ 3:30pm 
All 24 Cans typically plays MP, and what is described there is common in MP: revenants dive, Argos climbs, Cerberus spew fighters.

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.
Originally posted by Half Phased:
All 24 Cans typically plays MP, and what is described there is common in MP: revenants dive, Argos climbs, Cerberus spew fighters.

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.
Thanks Half Phased. I thought it sounded like MP, but wasn't sure. Good advice on multi-player tactics. Since the Single-Player game may be gone after the next DLCs, I may decide to get into that myself.
Last edited by USS Midway veteran; Sep 13, 2020 @ 6:31pm
Sabaithal Sep 14, 2020 @ 2:18pm 
Most of my battles with revenants turn into slugging contests. A battlestar with good positioning can still take on any revenant in a slugging match, as can a minotaur (they have slightly more guns, and slightly better armor).

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.
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Date Posted: Sep 10, 2020 @ 4:46pm
Posts: 8