The Beginning of the End – Battlestar Galactica Deadlock – Ep24



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38 thoughts on “The Beginning of the End – Battlestar Galactica Deadlock – Ep24”

  1. You need to anchor fleets on the Colonies to improve your Quorum status and keep them supplying Tylium, which I see has been a constant issue in your play thru and I fully agree with Khaaneph keep the Toasters at range and allow the Battlestars to properly tank. You keep putting your lighter ships out in front of Battlestars where they Toasters can target them and not worry about their flak messing with their missiles.
    y

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  2. Shack, you should consider taking AP torp's on some of your bigger ships with multiple batteries.
    fire the AP then the next fire the normal ones. should help with all the heave armour you are now running into.

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  3. I like the fleet point cap and the ship number cap. It really focuses more on developing a workable strategy with limits vs an enemy that has none. I've created some pretty fun fleets that I've enjoyed playing with, and some compete duds that made me feel like I was clueless. I strongly recommend building fleets with as much variety as you want, until you find a style that works best for you!

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  4. I'm starting to think the 'Rumhunter' is crewed by cats.

    They say cats have nine lives, 'Manticore' Class ships have approx 650 crew, that's like 5,850 lives.

    Jokes aside that ship has cheated death like 8 or 9 times now, when it does get destroyed nobody is gonna believe you.

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  5. I feel like Cains doing some shady stuff in the background. I mean, you guys have NO information at all to go with! And your just suppose to blindly fight for the stupid “So say we all” people? I’m just confused. I know it’s a humanity might go extinct type of situation…but come on! Some info, plus maybe talking to the enemy to see what they find out, would help you LOADS!

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  6. 17:00 What I don't like is that it isn't even legal to release mods that change the fleet caps. "It's only seven ships. As strategy games go, that's not a lot of ships." Amen. I swear most of the graphics is wasted on a poorly optimized starfield. Those tiny (and huge!) asteroids in the distance? Those are in game objects!

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  7. Tips and Tricks, Continued:
    -When evading torpedoes, it is more important to change course from the turn before. Dropping or climbing is the best way to do this, but if you drop/climb at the same rate as the turn before the second set of torps will likely hit you. The aim on torps is to lead the target when fired, so if you are just moving the same way turn for turn the torps will hit because they don't have to adjust their aim.
    – -The advise is typically simplified to dive/climb because the enemy typically fires everything at once and this situation doesn't often come up.
    -Actually, all munitions fire at different points of the turn. The nuke is just fired last.

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  8. Starship Brief: The Jupiter Class Battlestar (2150 FP)

    -16 total Battlestar Artillery (8 Dorsal, 6 Ventral, 2 Fang-mounted Forward)

    -16 total Point Defense Cannons (8 on each Broadside)

    -120 point highest armor (Front and sides), 60 point lowest armor (Rear)

    -165 HP

    -2 Fighter squadrons, 1 Utility Squadron, 1 Munitions slot

    -This is your bulwark. Your adamantine shield. The Jupiter has the largest Flak envelope of any ship in the game. It can easily cover nearby ships, and can cover the whole fleet when in close enough formation. The 16 battlestar artillery is the start of the "just fill the space with shells" tactic I touched on before. It is slow and doesn't turn well at all, but it can tank in a fight if needed.
    -I recommend NOT placing a nuke on a Jupiter. The Jupiter's flak is so large that if you raise it the turn after the nuke is fired you will end up destroying your own nuke with your flak.
    -There is a tactic of pairing Jupiters next to each other, each inside the other's flak cloud, to maximize missile defense. I am not aware of how widely it is used, but it strikes me as situational.
    -With the Jupiter being so costly in Fleet Points you will only be able to field a maximum of 3 in a fleet for 6450 points.
    -The Jupiter's highest strengths are all defensive; best flak, best armor, Firewall etc. They only get better with the ship's Veterancy: Increasing Firewall Strength, Flak Dmg, and Dmg Reduction.

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  9. Some Celestra's could have saved you a few ships with their armor repair ability. The enemy targets them for insta death but if you can keep them alive it's worth the hassle.

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  10. either the artemis is cursed or you're using them fundamentally wrong because they seems to die, a lot, in fact i don't think a single one has survived more than two engagements

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  11. A Jupiter pairs well with an Artemis if you need to lower your ship cap.
    Jupiter, Artemis, Two Rangers, a Minotaur to stack with the Battlestars, one Adamant, one Manticore and a Celestra is my go to fleet of choice. Jupiter, Artemis and Minotaur have the guns. Rangers for fast missile volleying, Manticore for scouting and rear guard defense, and an Adamant you can attach to either the Battlestar group or the Ranger group that can take care of Raiders when the main force is engaged with the Cylon main force.
    It might not be as powerful as some fleets, but it's a versatile formation that lets you tackle enemy formations weaknesses as long as you compensate for your own.

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  12. You should make a fleet where you use Janice classes with nuke since they can carry free supported by two Rangers with torpedoes since they have fast reload that will get through a lot of the enemies armor and for more fire support take two of your carriers and one Battlestar

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  13. Little surprised the Cylons haven't brought out the advanced RAIDERS yet, maybe soon they finally switch. Pretty sure once you get Galactic (or the Jupiter class from Sinon) the Cylon Capital ships will start showing up, so brace yourself for that.

    Edit: Shack having a Technical analyst on a Manticore is the best place for them, or Daedalus since it CANT MOVE (7k and 8k default sensor range respectively). Still combining the Analyst perk with the Techbay boosts your sensors DRASTICLY, just worth noting all your ships have 5k sensors except for manticores (7k) and raptors (4k).

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  14. If you're having trouble getting dogpiled, it wouldn't hurt to take another look at mines. Sure, they probably won't get detonated, but I've found that even a few mines (such as what a lone Manticore can spit out) does wonders at forcing the Cylon fleet to split and come at you piecemeal. Much better to force the enemy to play to your tune instead of what seems to be them controlling the tempo of these fights.

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  15. Actually Shack, nukes deal 160 HULL AND ARMOR damage, plus the blast radius. It only takes 1-2 nukes generally speaking to kill most things. Base stars class vessels might take a few extra.

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  16. If rumhunter gets destroyed imma riot, it's the mascot of the playthrough, one of the og's.
    Edit: The losses are starting to catch up to you captain, gotta change tactics

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  17. It seems you're losing a lot of ships to Revenant spams because you always let them get below you. It would make your life so much easier if you started your forces below your enemy and kept dropping to keep your bottom armor safe.

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