Battlestar Galactica Deadlock

Battlestar Galactica Deadlock

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easytarget Dec 10, 2020 @ 4:49pm
Flak
Does flak intercept projectile weapons or just missiles?
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Showing 1-15 of 23 comments
Half Phased Dec 10, 2020 @ 5:22pm 
Just missiles and fighters.
Flak is more effective if you put the ship's "Posture" on defensive, but it still will not protect you from turret fire. So if you are taking a heavy, continuous missile and torpedo attack, set your posture accordingly to prevent damage to your ship.
easytarget Dec 10, 2020 @ 6:10pm 
Thanks for answers, figured it didn't do anything for projectiles. And I do adjust posture depending on what's coming in.

I'm still just working how how to handle multiple revenants. They cause me a fair amount of headaches and rarely show up w/o the equally annoying cerastes, the former come in low and the latter high. So you either end up getting shot up in the belly or roof, or both.
Stay under those Revenants. They should be your primary concern. Don't even launch Vipers except to IFF the enemy. Let your ships and missiles do the work. If you must use Vipers, let multiple Squadrons attack each Cerastes from directly above as much as possible. Send your Vipers way up high and then set them to target the Cerastes. You will lose most of them, but that's about all you can do.
Last edited by USS Midway veteran; Dec 10, 2020 @ 9:14pm
easytarget Dec 10, 2020 @ 9:14pm 
Yep, I'm working to stay under them, but they do work on going low themselves and there is interestingly enough a floor to this battle space.

I've had some luck bringing some assault raptors to work them over and using vipers to id what's coming in.
easytarget Dec 12, 2020 @ 10:24am 
If IFF range is increased by a higher defensive posture will reload rates decrease by setting a more offensive posture?

Edit: And how do I see the IFF range of the cylons?
Last edited by easytarget; Dec 12, 2020 @ 10:50am
Half Phased Dec 12, 2020 @ 12:40pm 
Originally posted by easytarget:
If IFF range is increased by a higher defensive posture will reload rates decrease by setting a more offensive posture?

Edit: And how do I see the IFF range of the cylons?

Reload times are not decreased by offensive posture, instead muntion salvo sizes are increased, so more munitions are fired at once.

The increase is 4% per level, so for most ships a 5th guided missile is fired at +7offensive and a 6th guided missile is unreachable without a defender, or salvo size bonuses from veterancy or other sources, such as the Orion and Janus which are the exceptions with bonus salvo size built into the ship.

(Just how good is the Orion? It fires 17 torpedoes at +4atk. It could realistically fire two mines at once.)
easytarget Dec 12, 2020 @ 12:57pm 
Ah, very good, that's still very much worth keeping in mind then, excellent.

This game is so good, I can't just stop playing it.

As for that detection range for enemies, is there any way to tell their range of detection of your ships?
Half Phased Dec 12, 2020 @ 1:05pm 
Originally posted by easytarget:
Ah, very good, that's still very much worth keeping in mind then, excellent.

This game is so good, I can't just stop playing it.

As for that detection range for enemies, is there any way to tell their range of detection of your ships?

There’s no way to tell the enemies dradis ranges. Generally, by the time you ID the cylons, they’ve ID’ed you, as the nemesis has 13km dradis range and the rest of their capitals are superior to colonials in terms of max dradis range.
Last edited by Half Phased; Dec 12, 2020 @ 1:06pm
easytarget Dec 12, 2020 @ 1:07pm 
Ok, fair enough. No matter, I can work with what I've got using vipers and assault raptors.

Thanks btw for the quick responses.
Last edited by easytarget; Dec 12, 2020 @ 1:07pm
Cylons usually have a missile lock on you after 2 turns, particularly if they have any Nemesis scouts. You can look up detection ranges in some of the guides available. I believe Wagglepuss has that information in one of them or has made comments concerning them.
Veritas Dec 12, 2020 @ 9:56pm 
Originally posted by easytarget:
Ah, very good, that's still very much worth keeping in mind then, excellent.

This game is so good, I can't just stop playing it.

As for that detection range for enemies, is there any way to tell their range of detection of your ships?

The codex will update with stats for cylon ships as you destroy them in campaign to show you their base stats. This is accessed from the Blueprint menu in the command room.

Additionally you can mess around with cylon ships in Skirmish and see for yourself, just keep in mind that cylons can overclock their subsystems far beyond what posture range for colonial ships can do. I.e. a nemesis with overclocked tech bay for DRADIS range is immense, you'll pretty much never ID cylon fleets with one first unless you're full boosting with a manticore fleet away and use fighters to ID. And even then, that buys you a turn or two usually, as cylons are happy to dump power to navigation to catch up.
easytarget Dec 13, 2020 @ 8:10am 
Thanks for the replies.

I'll just work from the base line assumption they're going to ID me before I ID them.

There are options on how to react to this, some as simple as starting at the back of the grid away from the cylons at the start in order to give vipers a fighting chance to ID them in a timely manner.
easytarget Dec 19, 2020 @ 11:23am 
Follow up question, watching a series of vids of a guy playing the BA campaign and it looks to me like his sweeper puts out a lot more chaf than mine does, did they tweak this at some point?
Last edited by easytarget; Dec 19, 2020 @ 11:24am
easytarget Dec 20, 2020 @ 9:16am 
Damn, I've apparently used up my weekly allotment of inane questions about the game.

Can someone at least tell me how long till I can ask another one?
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Date Posted: Dec 10, 2020 @ 4:49pm
Posts: 23