Battlestar Galactica Deadlock

Battlestar Galactica Deadlock

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Raelsmar Sep 16, 2017 @ 9:46pm
Adamants getting smashed by Talons in Campaign
I can't seem to get my Adamants to make use of their ample side armor. Even running perpendicular to Talons, I end up losing front and rear armor and taking damage. I remember watching several let's plays of BSG Deadlock and having these ships seem like the jokes of the Cylon fleet. As it stands the Nemesis doesn't seem to hold a candle to how much my ships get chewed up by Talons. Were they buffed since release?
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Showing 1-14 of 14 comments
GrenadeMagnet6 Sep 16, 2017 @ 10:06pm 
From other threads there's an open issue that ships are not taking directional damage properly. Other people have noticed the same issue and raised it to the developers. I assume at this point the developers are looking at the problem.
Dread Pirate Sep 16, 2017 @ 10:33pm 
The last comment I saw from a dev seemed to indicate that damage assignment was working as intended and the players just don't understand how it works.

The explanation has something to do with the ship being divided into sections that effectively means that front and side armor wraps around the sides. For example, the whole gator head on a Jupiter or manticore counts as front even if the gator head gets hit on the side or something like that.

No one seems to like how it works. Even so, I don't know if the developers have any plans to change it.
TheMadTypist Sep 16, 2017 @ 11:14pm 
Yeah, working as designed, but I think it cuts a lot of the depth out of the combat.

Get a good, aggressive position on a target? why bother, I can knock off their weaker plate without driving for the angle. Defensively shift to weaken the firepower of the enemy's relative position? doesn't matter, I can hit the rear plate of a talon from the 90 degrees on, even sometimes from the front, and vis versa!

It seems like the only thing that can actually hit belt plating on long thin ships like the adamant (or the ranger or the arachne and sometimes the talon for more examples) from the side are the guided missiles because they adjust as the target moves. meanwhile, the guns either are trying to lead the target and hitting the front or are struggling to keep up and hitting the rear.

Player control means less in gun duels, but that's evidently how they mean it to be. There were suggestions they might work on communicating what parts of the geometry are protected by what armor facing, but nothing I've read suggests they're changing the coverage itself.
Benzin Sep 16, 2017 @ 11:47pm 
Originally posted by Dread Pirate:
The last comment I saw from a dev seemed to indicate that damage assignment was working as intended and the players just don't understand how it works.

The explanation has something to do with the ship being divided into sections that effectively means that front and side armor wraps around the sides. For example, the whole gator head on a Jupiter or manticore counts as front even if the gator head gets hit on the side or something like that.

No one seems to like how it works. Even so, I don't know if the developers have any plans to change it.
This is what im affraid of. Be it by design or by malfunction, i just do not like this system. At all.
I think its completely unintuitive, lacking in tactical usability (you can still get hit in the front even if you turn like 120º), and just plain bad.
And i have also never heard a formal reply that they are planning to fix or change this issue. Only that "they will look into it".

I sincerely hope they do, because if there could be a single reason for me not to like this otherwise great game (and i mean dont like it as in stop playing it, as in giving it a bad review), this would be it.
Last edited by Benzin; Sep 16, 2017 @ 11:48pm
Birdog357 Sep 17, 2017 @ 6:07am 
It may be working as designed but it is a poor system. Go look at the armor schemes on real battleships and you'll see what I mean.
Tiggy Sep 17, 2017 @ 9:39am 
should really be listed as foward section, left and right flight pods, aft engine section and so on than "left right top bottom foward aft"
Originally posted by Dread Pirate:

No one seems to like how it works. Even so, I don't know if the developers have any plans to change it.

last statement was that they´re looking into adjusting to something that people would expect more... so yes, i think it´s gonna be changed to sidehits being actually side hits, and front actually front... but nothing solid yet, we´ll need to wait... i guess there´s alot of stuff to adress
Last edited by Jackrabbit_V6/ RSProduxx; Sep 17, 2017 @ 11:25am
Berserk Belta Sep 17, 2017 @ 1:04pm 
Don't let Talons creep up close as they are good at doing this while you concentrate on other ships, and can do damage. Watch Adamants' positioning - great all-rounder but tissue paper for front/rear armour.


Originally posted by Jackrabbit_V6:
Originally posted by Dread Pirate:

No one seems to like how it works. Even so, I don't know if the developers have any plans to change it.

last statement was that they´re looking into adjusting to something that people would expect more... so yes, i think it´s gonna be changed to sidehits being actually side hits, and front actually front... but nothing solid yet, we´ll need to wait... i guess there´s alot of stuff to adress

I'm not averse to the idea of people looking at the front sections on ships and realising they can be hit from lots of angles, but I think we could do with some clarification. For instance I had thought (because you can almost never hit them) that top and bottom were strips along the spine and belly on most long ships - ie where the turrets are on lots of them, but then I strafed a cylon ship from underneath with a battlestar's dorsal batteries (which was awesome to watch but ) - didn't damage its bottom armour.

http://steamcommunity.com/sharedfiles/filedetails/?id=1137709548
Last edited by Berserk Belta; Sep 17, 2017 @ 1:08pm
Birdog357 Sep 17, 2017 @ 1:39pm 
I think the best way to fix the armor would be to have the armor aspect, let's say the forward aspect in this case, match the 90 degree forward gun arc. The side armor would be the entire broadside from stem to stern but only for shots that land from 45 through 135 degrees off the bow.
Cybermortis Sep 17, 2017 @ 5:28pm 
Just played a skirmish mission.

Carefully watched as a flight of torpedoes hit one of my Artemis Battlestars, wincing as each and every torp slammed into the middle of the flight pod...and utterly stripped the REAR armour off the ship.

This was after a fight in which an Adamant had its front and rear armour removed by a Talon in a broadside fight.

So yes, the current hit locations is more than a little off I'm thinking.
Benzin Sep 17, 2017 @ 6:55pm 
Like i said in another post, The armor system in Star Hammer: The Jupiter incident (actually shields in that game but same principle) worked perfectly . And since this games engine is i belive based on the same engine, i wish they would just "copy" that system to BSG-D.

I think anyone here who has played that game can verify that the damage system there was just perfect.
bpysell Sep 18, 2017 @ 1:06pm 
Send out a Viper Squad to scout... and fall back with Adaments. Distance is your friend when fighting Talons.. They are the 1 ship that doesn't give me any issues. If you have to take them on up close try to stack your Adaments so that 2-3 ships are firing at 1 Talon.
Zorlond Sep 18, 2017 @ 1:33pm 
Any directional damage system where you can turn to directly face your enemy and still get consistently hit in the rear is fundamentally broken, intentional or not. It means that rotating your ships under any circumstance is defensively worthless.
Last edited by Zorlond; Sep 18, 2017 @ 1:34pm
GrenadeMagnet6 Sep 18, 2017 @ 6:59pm 
Hey, I was right for once! Glad the developers realized the directional armor damage was a problem and hope their solution works well:

Relevant thread:
http://steamcommunity.com/app/544610/discussions/0/3223871682624548726/
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Date Posted: Sep 16, 2017 @ 9:46pm
Posts: 14