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The Revenant is a dedicated gunship and is custom tailored to eat things that enter it's gun range. If your ship is not also a gunship such as a Minotaur or Heracles... Don't get in gun range. Alternatively, completely overpower it. Revenants are strong ships, but 7x Adamants worth of fire will quickly melt it.
But yes, spotting them quickly with your Vipers and putting them at your top of your missile target list is usually the safest way to deal with Revenants. 1x Armour Piercer and 3x Guided Missile salvoes will all but one-tap a Revenant, or worst case leave it that damaged it is no longer combat effective.
If you're early game, just throw every Guided Missile stack you have at it, as 7x Guided Missile salvoes should one-tap a Revenant from any angle.
TL;DR:
Spot and snipe with missiles, or apply overwhelming firepower. The Revenant is a gunship, it's supposed to suck for you if it gets in range.
I'd all but finished the mission when Cottle decided to get blown up, so I'll try the ID and rocket from range strats next.
Using fighters for dradis it is possible to get off a few salvos and completely wipe them out before they ever get a shot off but your positions need to be good.
Ah, that's something I noticed last night - I have blueprints for the Ranger and first battlestar but no RP. I've been ploughing my points in to the commanders thinking I was spending their XP, but have in fact 'wasted' all the RP :X
Now saving up to unlock ranger for that double salvo! I'm playing on Switch and while the controls are surprisingly robust (if complex) in battles, using a controller the fleet management side of things is a serious pain.
Manticores, I have found, get RAPIDLY outclassed in the campaigns; and for scouting vipers are more than adequate.
Once Archanes and Revenants started showing up; I started bulking up on Berzerks. Added just that touch of firepower that helped deal with these nuisances. The real solution for the cylon gunships, however, are Arties ;)
If you ever have an extra 500 fleet points after picking out key ships in your fleet, even in the latest DLCs, throw in a Manticore with a nuke...or whatever you want.
Used correctly, they are very good at sneaking behind enemy lines - as long as your Vipers have the Raiders tied up - and putting a nuke up a Basestar's tailpipe.
I used them very effectively in Armistice....of course, only when my key fleet compositions allowed for it.
If no nukes, I like to hit them with vipers, missiles and an aggressively used 4xAdamant phalanx (vertically aligned for broadsides).
Although long range is desirable vs revs, the most expensive thing you can try against them is to run when they have you in range, so my rule of thumb with revs is if they get in range of the caps, it's all in to melt them ASAP.
Manticors;
It's an interesting thought.
Another one that I need to experiment with. Honestly, I *never* have a spare 500 pts in a fleet. Why? Because for 650 I add a Berzerk. For 350, an Artie grows into a Minerva (Or a Minotaur grows into a Hercules).
BUT. .. a few questions. . . If I have a lone target wandering about like that. . .won't it likely come under Toaster Missile attack (and die) before it yields good intel? And while a nuke can do a number on almost any cylon ship. . it wont actually *take it out*; and I still have to deal with the missile spam. . . .and if I can deal with the missile spam; I can still march the battlestars forward and gun down the base stars at my leisure. (Mostly I use munitions as a force multiplier for my guns - - - allows me to gun down one toaster, while another dies under missiles)
Current experiments center on fighter handling (In a 6on6 situation, my old method was to have two groups of three. Trying now 6 groups of one ;) (Each group having separate target)(Experiment results inconclusive so far. . .as I am also tending to have frigates target raiders as well which biases results)
I agree with Zoid. . .once the Cylon gun line is in range; running needs to be over. Switch to max offense, and create space debris. Even for ships sitting under flak. . .increase offensive posture and accept some munitions leakage. But get those gunships gone. . . .
After that is accomplished, the Manticore's great speed can be used to go high, low or around the central "Furball" of the battle and slip around to the rear.
Of course, a nuke can be launched from a good distance away, it won't miss, just be careful of Scorpions, Wardrivers, PCMs and CometPCMs before you launch. You can click on the Basestar to see what type of anti-missile system it has as soon as it is IFFed.
It's usually about 80 percent effective when used cautiously. However, I also only use it when I can. Don't make it a priority, because an Adamant can do the same thing and you get a Viper squadron to boot.