Battlestar Galactica Deadlock

Battlestar Galactica Deadlock

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launching fighters
When you launch fighters do they start out defending their mothership? Or are they just sitting there waiting for orders?
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Showing 1-10 of 10 comments
kucsidaveee May 25, 2021 @ 3:04am 
they start defending their mothership.
But keep in mind that they need the whole squad to be launched first, so if you need a last minute save, you might want to lower launch delays as much as possible.
There is very little benefit to keeping squadrons on board at the start of the match. 95% of the time it's best to launch all squadrons on turn 1.

There's a few circumstances in multiplayer where you'll keep squadrons docked for a while, but it's very situational.

For singleplayer, you'll want your airwing out ASAP to deal with hostile squadrons or to protect your fleet from munitions if you don't have flak yet.

And yes, squadrons launch with defend orders on their parent ship.
NottedOkenStaf May 25, 2021 @ 4:42am 
Thanks, guys.
MaxRavenclaw May 26, 2021 @ 11:29am 
Is it just me or did something change with Vipers. I remember playing a year or so ago and them dominating in single player, but now I have my squads wiped out super fast. Galactica's 3 squadrons always get annihilated in Resurrection and Ghost Fleet Offensive. Not sure what I'm doing wrong.
That is a very complex issue, MaxRavenclaw. I'm not aware of any changes in Viper efficiency or operation that would result in any significant difference of that kind.
There could be several factors that may create that problem, but none that could be linked to design changes for either Vipers or Raiders.

One possible reason would include players failing to give Vipers specific targets based on threat priority. Vipers should always be used against specific targets, a strategy which will require constant attention and change as the battle progresses. Vipers should never be left on their own to choose their targets.

Too many players will aim their Vipers at preliminary targets after launch (usually unidentified Dradis blips) but fail to follow up, which may lead the Vipers to attack a Cerastes, or other Cylon target, where they are destroyed or get tied up in a useless fight against an enemy ship, such as a Basestar, where they contribute very little to the fight.

They are destroyed while firing at a target that will take a lot of time to destroy, but are ambushed by Raiders attacking them from behind and blown away without even fighting back unless the player is paying attention.

Once Vipers have destroyed their initial target, if the player does not specify their next move, the Vipers will attack the next available target, which can often tie them down and defeat their contribution to the battle or destroy them altogether.

Another reason could be the increase in the number of enemy Cylon Raiders when playing the game on higher difficulty....Admiral and Fleet Admiral...or failing - and I find this to be true most often - to provide a sufficient number of Vipers to their fleets to be effective during any level of play.

I could suggest other possibilities, but I would have to know more detail from you.
Last edited by USS Midway veteran; May 26, 2021 @ 4:55pm
MaxRavenclaw May 27, 2021 @ 1:30pm 
Yes, I do have the habit of leaving them with no orders after launch, expecting them to defend their carrier from incoming missiles or fighters. I recently did try to group with with an Assault Raptor and micro them a bit more, maybe even painting targets, and it went well, until I forgot about them for a turn or two and they began dropping like flies again. Do I really need to babysit them even when engaging enemy fighters? Do they not support each other when a swarm of raiders charges into a swarm of vipers?
Hello Max, If you want the best performance out of your Vipers, you need to consider resetting their targets about every three turns during the battle.

Yes, they will move on to another target once they complete an objective to take down their initial target, and they will help defend your ships from incoming missiles and other threats if that is where you want to leave them.

I can't really tell you exactly what is killing your Vipers, but most likely it includes some of the reasons I mentioned above. It's a very complex issue and you have to learn to do what works for you, but I do have a few suggestions:

1. Make sure you provide your fleet with enough Viper squadrons to do the job...and that will depend on what is coming at you, so the more the better. I have found that having a minimum of six squadrons is best.

2. Launch your Vipers, Raptors and Assault Raptors on Turn 1 unless you have a good reason not to. If you don't want them to stick around and defend your Battlestars and other ships, on the next couple of moves it would be a good idea to use them to IFF incoming Cylons and particularly intercept any squadrons coming at you.

If there are any, take out Wardrivers as soon as you see them. Until they are gone, there will be a threat that they may intercept any missiles you fire and send them back to you, particularly if you launch any Nukes. Also know that Wardrivers will hover just outside flak shields and incapacitate a Battlestar quickly by hacking. So don't depend on flak to kill them.

Next intercept any Raiders and Heavy Raiders coming in before you go for the Raider Prototypes. Of course, you can fight off the Heavy Raiders with flak if you want - or go on defense and let your Marines handle the boarders, but Vipers can kill Heavy Raiders quickly and move on to the next target so, it's up to you.

If there are any Cerastes in the Cylon fleet, but sure to keep your Vipers away from them. You have to also be careful that your Vipers don't kill a Raider squadron and then attack a Cerastes without you knowing about it, so you will have to watch them. Cerastes eat Vipers for breakfast, lunch and dinner.

If you are playing at the Admiral or Fleet Admiral level, expect to be overwhelmed with Raiders. That is when you will have to certainly bring in as many Vipers as possible, attack by priority and keep a close eye on where they are and what they are doing or you will lose them quickly.
When you get to the upper-difficulty levels, some very complex and drastic tactics are called for. I can give you a few hints on those, but for now the basics are more important.



Last edited by USS Midway veteran; May 27, 2021 @ 7:42pm
MaxRavenclaw May 28, 2021 @ 4:51am 
I usually play at lower difficulties. But I wouldn't mind hints for when I go up.
It is more fun played on Lieutenant, Commander and Admiral. Mitigating the "challenge" will allow you to experiment with different fleet combinations and not be restricted to only that which can win. However, we all want to grow as we learn more and moving on to higher difficulty levels is good.

I have almost 2,000 hours in this game and I've beat it all the way through on Admiral; about one third the way through on Fleet Admiral. But I find that playing Fleet Admiral is just too "defensive." It becomes a drudgery, so I don't do it consistently. Glad to help.
Last edited by USS Midway veteran; May 28, 2021 @ 3:13pm
MaxRavenclaw May 29, 2021 @ 6:08am 
Either way, thanks for the advice. Mow that I babysit my vipers I no longer lose them as much.
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Date Posted: May 25, 2021 @ 2:32am
Posts: 10