BATTLESTAR GALACTIC DEADLOCK - The Campaign Begins (Ep1)
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- Опубліковано 13 жов 2024
- The New Community Campaign is about to begin! The 12 Colonies are in danger. The Cylon rebellion is in full swing. Join the ARMCO Colonial Fleet Today!
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President of the 12 Colonies "We're under attack by Cyclons?! Quick call admiral Adama and get the Galactica here to deal with this threat!"
Secretary "But..."
President "Call admiral Cain of the Pegasus while you are at it!"
Secretary "But Ma'am..."
President "Why are you standing there?!"
Secretary "What I've been trying to tell you is that both Admirals are Missing In Action!"
President "Then... Who is left in command of the fleet?"
Secretary "Captain Shack is currently in command."
President "You don't mean the former admiral that crashed into my yacht because I refused to give him 'extra parts' for the fleet?"
Secretary "The same one, madam president."
President "We are so Fracked..."
Captain Shack *sneezes* ""That was odd."
Lieutenant Roger York "Do you need something sir?"
Capt Shack "Give me an update on the fleet, Lieutenant."
Lt York "We are down to two ships and the Dadalos."
Capt Shack "I KNEW that we needed extra parts for the fleet!"
Lt York "What are your orders sir?"
Capt Shack "Start production on more ships and give me a fresh batch of coffee. The last one tasted like Raptor fuel."
Lt York "Yes SIR!" *Stops midway to leaving the room.*
Capt Shack "Something on your mind Lt?"
Lt York "Sir, I wanted to let you know that the crew still remembers what you did for us at Celestra."
Capt Shack *grunts* "The incident with the Presidents Yatch?"
Lt York "You may be a Captain, sir, but you will always be an Admiral to us."
Capt Shack "Lieutenant. Go get my coffee... and thank you."
Lt York "So say we all."
@@Kirkmaximus This kind of post is my favorite. Here's your encouragement cookie!
@@mustlovedragons8047 make that from two folks
Spot on. Spot on
or should I say: "So say we all."
So an admiral drove a ship into the president’s yacht? The entire command crew should’ve been court martialed. No wonder the colonies were caught off guard, their military is a fucking shambles with no clear leadership.
"Did that say torpedoes?!" (Cut to black)
This is true perfection. We are unworthy.
Helpful Tips:
- Your sliders are going to make a *HUGE* difference in future engagements. You can use a Manticore for an extremely extended DRADIS range by sliding it into full defensive while increasing the firing range of your Battlestars or line ships by sliding them fully into offensive (Daidalos can do the same, but as a stationary object, it's not as effective). These all come at the cost of movement range, but the trade-off is well worth it.
- Cylons never jump to Ragnar, the big gas giant on the far left of the map.
- Cylon fleets will continue to spawn until you do missions where the result is their fleet production being put on cooldown. Same deal with their FTL jumps. They mostly spawn in Helios Alpha, so focus on reinforcing the Colonies there.
- If you don't want to lose a ship, they can retreat from non-mission battles (you'll see the option at the bottom of the radial menu when you press space bar if you're able to do it). I believe this option is unavailable for anything in Fleet Group Daidalos, though I could be wrong.
- Focus fire increases the ship's accuracy against the targeted ship, but they'll still fire at other ships in range if able (just less accurately).
- The Projectile Countermeasure (PCM) will be your best friend when you unlock it. The Cylons enjoy focusing down your most vulnerable ships with missiles (they're actually very smart about this, focusing either ships they know they can kill with that volley or ones that are weak but tactically significant) and the PCM is a godsend for anything your Battlestars' flak fields can't cover.
- Using Raptors for boarding can turn even the largest Basestar into nothing more than a useless rock with a target painted on it. Just make sure you undock them before you destroy what they boarded or you'll lose the Raptors.
- Prioritize Heavy Raiders when intercepting enemy fighters, they can do to your ships what your Raptors can do to theirs.
- The Ranger is extremely well suited to "knee-jerk reactions" in terms of launching munitions due to their shortened cool-down time, making it an optimal countermeasure launcher.
- If you see a solo missile, there's an extremely high chance that it's a nuke and should be intercepted at all costs (thankfully, the Cylons don't start packing nukes until you unlock them for research).
- If you're launching strike craft or firing munitions from your Battlestars, make sure your flak barrier is turned off. Munitions will be immediately destroyed, and a nuke destroyed in this manner will cause severe damage to the Battlestar.
- Skirmish 3 is superior to all the other default battle OSTs.
I love that Skirmish 3 is universally loved by the community,
a lot of info Brain no workey right but thanks for the tips just got the game and still kinda new to this
@@akaspooderman6560 Most of the stuff here you'll learn through playing the game since it does have a reasonable difficulty curve and you can always try out different tactics with Skirmish Mode.
I'm quite partial to Skirmish 4, personally.
"BRACE!!!" The Senior Engineer shouted. We could feel the grav plating go screwy as missiles thumped against the lower armor of the Rumhunter.
"Damn it, what are those Viper jockey's doing? Fapping in a corner? Those Toaster's shouldn't have gotten a shot through,"
"Doesn't matter, get a repair team check for holes,"
This kind of post is my favorite. Here's an encouragement cookie!
@@mustlovedragons8047 Thanks. Love making these kinds of lameish things.
@@shadowofhawk55 :)
@@shadowofhawk55 not lame at all man, its pretty cool, adds nice flavour
@@gamershipgirl4563 Its not as well written and invested as a good one should be.
Here we goooooo! Action stations! Set Condition One throughout the ship!
Must be a Battlestar Galactica term.
I am eager to learn, my good sir! What does condition one mean? And the other Conditions too, if there are any.
@@DZ-1987 Condition One is the colonial term for General Quarters or Red Alert.
@@jaffarebellion292 Mm, so with that in mind, if there are other conditions, they would pertain to the status and positioning of the crew on the ship. Do i have that right?
@@DZ-1987 They're based on different states of alertness. Condition One is for battle or emergency situations, Condition Two is a state of immediate readiness, and Condition Three is situation normal.
@@jaffarebellion292 Hmhm. Makes sense, makes sense.
Righty, i get it now. Thank you, my good sir.
A good early game tactic I have used is the Adamant stack wall of battle. Basically you stack their formation so you have 3 or so one over the other and move them as a unit. Focus each of their broadsides on the enemy target as you move them together.
Came here to say this. Great strategy.
The adamant wall will get you through the early game and still be useful in the midgame.
Viper Mk 1s are pretty dogshit at missile defense, but when you get the Mk 2s, it becomes a whole different game. If you've got Mk 2s out and protecting a ship, that ship won't ever be touched by guided missiles, and they can virtually cut torpedo volleys in half.
And later you get the PCM. AKA SCREW YOUR MISSILES!
Battlestar flak walls go brrr hehe
@@gamershipgirl4563 That works too, from the sides.
@NotsoCyanmark 2s are just as good I think but the missile defence is really worth for me
Better Mk1's than no Vipers :p
Nice to see one of my favorite Captains playing my favorite game. A few things you should know:
1: Defensive posture=Long range sensors, less damage taken, lower DPS, low salvo size - Aggressive posture=Short sensors, more damage taken, higher DPS, high salvo size
2: With fighter squadrons, pressing "defend" will only defend that one specific target, ignoring all missiles headed towards anyone else. "Defend Area" will have the fighters guard the general area you mark and can be used to intercept all incoming ordinance and cover multiple friendlies. What happened in that one battle is (I'm pretty sure) the missiles targeted a Manticore that the Vipers where not assigned to defend. Also the Viper Mk Is are not very maneuverable and can't react to missiles as well as Viper Mk IIs.
3: The toasters have superior missile salvo size and reload speed.
4: Don't ignore the benefits of having Daedalus parked above a planet. Having ship costs slashed or bringing in more tylium per turn can be a game changer. Make the most efficient us of your tylium!
5: A strategy that I use in my campaigns (you're a bit of a ways away from this) is to have a single Manticore or Adamant with an officer assigned to them above each planet to fortify it cheaply, then have at least one full battlegroup loaded for bear that you use to respond to threats protecting the whole of each system. Helios Alpha and Beta get two full fleets because they get the most toaster activity.
6:Yes, that did indeed say torpedoes
I wouldn't be to quick to dismiss the Daidalos, late game you can only have seven ships in a fleet max but the Daidalos doesn't count in the total, so you can get two extra fighter squadrons for free which is a big help later in the game, I think it also stocks also ammunition on your fleet for free whereas otherwise you'd have to pay
My only Advice, Always Use your Ordinance when its ready, You will pretty rarely have a chance to run the tubes dry on a mission, but a good opening volley can alpha an enemy ship at long range swaying the engagement in your favor. (also your posture aggressive/defensive determines the size of the salvos, or at least it used to)
Pilot's Log, YR 48, Junior Lieutenant Jason 'Mars' Argo, begin playback.
So it's begun.
I guess I should begin these logs with a introduction. I was born in Yahren 15 on Tauron, making me 33 Yahren old. My family was always military, Argo's have been fighting since the Liberation. I fondly remember watching a military parade on top of my mother's shoulders in my youth, as my father matched proudly alongside his unit. As you can surmise, there was a lot of pressure to join the military. I wasn't very opposed to it either, it was either plodding through the stars or managing a mine somewhere. Not to mention I filled my head and notebook full of ancient gallivanting knights and honor, and pilots are arguably the inheritors of that legacy.
Joining the navy wasn't a hard choice. I wanted off the brown rock. The Academy was a natural fit really, even if I pissed off my instructors regularly with my Tauron disobedience. Serves that Leonis prick. After graduation I was assigned to the 343rd 'War Gods' Viper Squadron, our missions usually was to hunt pirates out of Picon and the surrounding space, keep the space lanes clear, escort missions, those sorts of things. I'm my Wing's Second, the shield to my Flight Leaders sword. But I'm not a rook or a nugget, I've got 2 kill marks on my bird for a reason. But Cylons are something different.
I still remember the Garbage Cylon that came round our street in my hometown every week, GC-728. I always tried to treat him with respect, make it easier for him. He was so jovial in my memories, always so understanding, he even helped explain myself to my father when I crashed his car when I was 25. I could've never believed that they weren't Sentient, no matter what the media pundits said.
So why did they betray us? I know there were some bad jobs that we asked them to do, but we have bad jobs too, pilots live and die in war. Reactor containment specialists die terribly if they or their superiors frack up. Plenty of people die in the Mines back home. Would GC-728 shoot me if it came to it?
That's enough of reminiscing, back to the matter at hand. The Cylons have started fighting us, Lords forgive us. Picon was attacked and only the timely intervention of Rear Admiral Cain and her forces have stabilized the situation. Our 343rd Squadron has been assigned as the Dauntless's only Viper Squadron.
[A beeping is heard]
That'd be my Launch Officer. End Log, wish me luck!
"Viper 3-1-4/Dauntless. Clear forward, Nav-Con Green. Interval Thrust check. Thrust Positive and Steady. Good-Bye."
The Velocity of the catapult pushed me into my seat until I left the artifical gravity field of the Dauntless, as I exited the launch tube I heard my Flight lead on comms: "Form up Green Flight, Mars shut off your Log and get your head into the game, Minotaur on my wing yesterday, keep up Hoplite! Zeus and the CAG want us on an incoming Raider Squadron." "Aye, Apis, on your 9 O'clock." I responded into my comms; "Keep close Hoplite."
"Let's give them the Good News War Gods! Engage!" Our CAG ordered over the Squadron's Comms. We engaged fairly close to the Battlegroup, and both our opening volley and the flak fire thinned their ranks. Despite being unsupported, they took two of us with them in the initial pass. I furrowed my brow, cut my engines, angled my wroth, and asked Mars to grant me vengeance. Today, he saw fit to grant it to me as a Cylon Raider died under my KEw's. "Follow me in Hoplite!" I cried, as I pushed my afterburner, angled my RCS to slide me right and rolled into a spin, making both of us hard targets. "Hard to shoot from here!" whined Hoplite, "Hard to hit us too!" I replied. The heavy armor of our Viper I's weathered another volley of fire and wheeled to get on their six, but the target refused to get into my killslot. "Mars, get this one off me." ordered Apis, my Flight Lead, and we broke off to support. We lined up behind the pursuer, and Hoplite took the kill. The rest of the squadron was quickly overcome by the 343rd. A quick communique from our sister Squadron from the Caelian confirmed they were done too. At that a miniature star lit up in the distance, the enemy's Talon went Nova. A good start to the battle for us.
Green Flight and the 343rd reformed, tasked to support the Manticores in a capital fight of their own off our flank. As we came upon our prey the Manticores earned their keep, and one of the Nemesis's flared up. Our four Viper squadrons fell upon the remaining Nemesis like a flock of carrion birds upon a corpse. Tearing into the soft spots in it's Armor Belt, getting at the soft 'flesh' of the ship. Pecking, prodding, and tearing our Guns fired until the Cylon's Reactor was hit, we sped away from the ground zero as the Manticores finished her off from range.
Across the battlefield the other Talon died to the withering broadsides of the Caelian and Dauntless. No more DRADIS contacts, nothing on long range, no new orders. Silence. A Silence broken by the CAD. "All Flights, reform and RTB. If you have hits report it. Volunteers for search and rescue operations for our missing pilots, line up outside the briefing room after you land your Viper.
I Volunteered. Found a dead pilot and a smashed Viper I. What a waste of life. We could've prevented this war, couldn't we?
Personally I always keep the Daidalos at Ragnar. The Cylons won’t ever attack it so it’ll be protected the whole campaign. The Daidalos will be required for certain missions so I’d recommend just bringing a fleet back to escort the Daidalos for those missions.
As well as you’re going through the campaign, the big goal is to have fleets in each system. This means they can respond to attacks. Also, only really focus on taking fleets attacking Colonies. The rest are really just XP farms for your officers.
Lastly, I think, would be. Pick ships that have ordinance or fighters over ones that don’t. The Minotaur is great when you first get it but the second you can really start getting Battlestars, you’ll want to replace your Minotaurs with them.
I think that’s it. I have a lot of hours in the game and actually playing through the whole thing again right now so as I think of things I may leave more comments.
Great advice!
I have a tip with dealing with Cylons, they can only spawn at Helios Alpha and the Starlane above it. Put a fleet inside Helios Alpha and then put a fleet in every adjacent Starlane and you choke the cylons out
In Deadlock, I have two critical (related) pieces of advice.
1) Plan ahead. Ships move and react slowly in Deadlock, so your ability to adapt in a single turn is limited. That means you need to think ahead, arrange your formation for battle, figure out what's a priority and what isn't, predict where the Cylons will move to, etc. This becomes doubly important when you get battlestars with their flak, Vipers and heavy guns.
2) To plan ahead, you need information, meaning that you need to scout the enemy ships. There's a huge difference between a trio of dinky Nemesis that you can ignore and a trio of Revenants that will smash your battlestar into pieces. Scouting can be done with ships too: moving the slider all the way to defence dramatically increases their DRADIS range at the cost of firepower and engine performance.
I'm sad the after battle cinimatic was cut out.
I was really looking forward to those.
Please keep them in future videos.
Still excited for the series.
in my experience, Helios Alpha tends to attract a lot more cylon fleets than the other stars. which can be really annoying early on when you don't have enough fleets out to deal with them. especially if you park the daidalos at ragnar the way they suggest. (but if you do you can churn out ships largely unhindered. so the trick is just earning enough resources to stay above the attrition.)
also... the manticore is the only "front focused" ship in the colonial fleet. literally all the others are broadside focused firepower. the manticore also has trouble hitting things above it, and the others below them. so your best bet is to use the manticores as a seperate group in the fleet manuavering on their own, to scout and once the battle is joined, lurk around the edges to lob missiles at targets. while the "wall of battle" works best for the other ships.. vertically stack them 2-3 high and move those stacks as a bloc, so you can present a literal wall of guns at your target. try to advance towards them a little offset from their course, then turn to present broadsides as you pass.
the wall of battle gets even more effective once you get the battlestars, since you can build the stacks around a Battlestar and use its flak to protect the stack.
also on missiles, it usually takes 4 salvos arriving at once from the same direction to take down the smallest cyclon ships, and more as they get bigger, so try to concentrate fire and fire from grouped ships so the missiles all hit the same target armor facing.
@TheXPGamers +TheXPGamers generally speaking fighters are better on defense. sure they’re not the best at intercepting missiles but something is better than nothing.
also cylons as a faction have plenty of fighters and bombers to throw your way.
there’s another reason though you want them on defense. if you set them to attack they WILL go FAR ahead of your fleet which allows enemy fighters and ships to tear them apart well before your fleet is in position to properly engage them
Your attack stance slider makes a huge difference in combat. red is more fire rate, range, and missiles per salvo at the cost of defense. Blue is more defense and damage resistance as well as better defense against hacks but decreases fire rate and missile salvo. Boost also decreases missile salvo and fire rate and I think some defense for the extra speed. Focus fire when ever possible and you will melt ships if you use your sliders.
I would love to see a replay of the battle every once in awhile. That is where this game really shines, makes it feel like the show.
Imagine how awesome a Star Wars game with these mechanics would be
or Expanse themed
it would be really really tedious.
@@peiershen8221 Not every game needs to be a twitch action fest.
Yuck
If when moving the ship, and you yaw the ship into the red, it allows you to turn sharper, but causes too much stress on the ship limiting its movement only next turn.
Fighters can be good at intercepting missile, but they need time and distance to intercept
The Adamant is the backbone of your early career fleets. I've liked to launch vipers as soon as possible to get intel from targets and intercept missiles and/or enemy fighters, all the while keeping the fleet back, Adamants forming a defensive line matching the enemy's altitude while showing the broadside. Once the first missile strikes gets to your ships, turn the fleet formation around, or just the ships hit hard to show their stronger side. Rinse and repeat to adjust formation as needed to always only show your strong armored sides.
I like how other people also stack Adamants lol and whenever you get the opportunity, unlock the Sweepers, as in my opinion they are a good mix of scout and support ship without risking vipers
Edit: Also you might want to consider the Minerva Battlestars as your main flagship so to speak of a fleet until the Jupiter is available. In my opinion it's a superb missile and fighter platform, while possessing a set of frontal "door kicker" Battlestar artillery.
Edit X2: Cylons will attempt to weave in and out of the nebulae that disrupt auto targeting and missile lock, while also exchanging fire in the form of torpedo barrages (mostly)
The offensive and defensive sliders.
Offensive will increase your weapon range and fire rate ect.
Defensive will increase damage resistance and repair time and boost your scanning range
The Adament Wall is an excellent tactic, they have very good broadsides
4 Adament's together are a great force
@@PetesHQ i dont hink i've ever done 4. the most i've done is 3 stacked.
@@docsapper11 4 does work pretty well. Those broadsides are pretty nasty
@@PetesHQ I will have to give it go
Just a heads up, putting the Shipyard on full-defensive posture is usually a good idea, since it doesn’t have much offense potential anyway. The full-defensive posture will also increase its DRADIS range quite a bit, sometimes even far enough to detect hostiles before your ships can, if the battle map is small enough.
Wait....YOU CAN WALK AROUND THE STATION BRIDGE?! How? I must know! But yeah Welcome to Deadlock Commander Shack, Hopefully your better at preserving your ships then i am. Seriously EVERY TIME i send a Artimus into battle it EXPLODES! Dame Reverents ganging up on them.
Still THE BATTLES IN THIS GAME ARE AWSOME!
Spock: “Shack’s pattern indicates two dimensional thinking.” I glad your trying something new Shack and can’t wait to see where this goes.
stacking adamants and having them weave in crisscrossing patterns usually works well early game for me. love your work shack
So, one thing that might be interesting for you. If you put ships on full attack, they launch more missiles or other ordanance
The battle replays for this game play out like little mini movies, it's amazing.
Omg I been wanting a game like this forever... pls keep playing and this is amazing looking
11:00 man u sounded like Cpt Price from Call of Duty MW3
Capt Shack - Where all assets and troops are expendable. ADD warfare extreme.
i like how your chat gave you terrible advicce the whole time thats how you know you got a good chat. Stacking is king in this game Alpha striking a ship instantly is how you win the campaign. Im 7 months late to the party but im sure ill enjoy this learning process.
Shack. The one thing you NEED to do is formation stuff. don't think irl ships, think aircraft. have them tierd back and down
attack posture adds more missiles to salvo i believe and defence adds more flak
Berzerk carriers armour is abysmal, but they hit very hard. The shipyard has weapons, but they're range isn't great unless you max out the offense side of the slider. The slider can be moved freely and I highly recommend you use it
Yesssssssss I have this game and I loved it. I’m replaying it alongside you. Cheers!!! So say we all
I cant wait to see my ship join the fleet. So hyped for this campaign!
I for one cannot wait to see your Shackrifice.
Some Tips from someone who has completed all the DLC's .
Sweepers are your freind , viper MK2's are your freind and anything that can launch them aswell as a flak barrage is also your freind .
Also . Cylons always launch muntions on turn 3 so you can prepare for that .
Hey those vipers are better when defending against missiles at longer range, such as when basestars are firing their massive salvos, and it only gets better once you get the MKIIs, the loss of numbers is nothing compared to the massive speed advantage and destructive capability they get, so not only would they be able to fight enemy squadrons much better, but they would also intercept missiles faster. Until then, it's probably best those MKIs just attack the enemy. Remember to replace the MKIs for the MKIIs as soon as you can, their importance cannot be overstated!
11:28 be incredibly careful when you do that boosting ability when the ship is badly damage and in the thick of it in a fire fight, they take increased damage when boosting. Its a great ability for getting in and out of places super quickly but it makes you alot more susceptible to damage. Like in star wars terms your basically diverting all power from defense systems and weapons to your engines, so actually your guns will have severely reduced performance too
Do not underestimate your Berzerk and the enemy Talons both are lethal ships and the Adamants are the VIPs of the game. I would recommend to anybody thinking off picking this up also get The Broken Alliance & the Reinforcement Pack has those DLCs you can play in the main campaign.
Wow I kinda forgot about this game if I'm honest. But loving the series so far, looking forward to all the shackrifices!
I forget which ARMCO mod came up with the term "shackrifices", but I am thankful that they did.
I will say from what I've played of the campaign, best to not sit around waiting if you can help it. You need to start using those adamant classes pretty quick as they can fight off a decent amount of enemy vessels. I use those vipers to just rip apart enemy Hull rather than intercept enemy munitions unless you know its a nuke or something. Use those sliders too! Can't say how many times I've made a ship survive just because I went full turtle and sponged shots while the fleet went on a full attack
if you put your ships on full attack missile salvos contain more missiles
If you keep your ships in formation, provide some Viper cover and strike the enemy quickly (Missiles, formation strength attacks, etc) and one ship at a time while keeping on the edges of their firing envelopes you can pick them off in detail while robbing them of any easy kills.
10:45 you not damaging the engines shack, but! It will reduce your maneuverability for the next turn and you won't be able to turn in the other direction. IE if you go in the red when turning, the next turn that ship can only continue turning in the direction it went or go straight, so better to use that to get ships into their optimal firing positions than for evasive manuvers( there is one exception to this though, for lighter armoured or more agile ships doing that hard turn is a great way to increase their survivability, say you have all your armour on one side gone and the enemy just launched munitions at your ships weakened armour, that hard bank will get your ships undamaged side into the enemy munitions flight path before they reach you if their not too close, this is especially useful against torpedos which the cylons love to spam early to mid game(further more torpedos are entirely unguided so you can also have your ship move up or down to throw off the aim while getting your ships stronger side facing the enemy ), now this gets a bit harder to do with the bigger ships (especially moving up or down fast enough to lessen the amount of torpedos hitting it) but its still possible and very useful. Also while on the subject of torpedos, very worthwhile investment but when you get them, don't use it on the cylons equivalent of your speedy manticores(IE Nemesis,the phobos,and cervates[also extra important note- either the phobos or cervastes{cant remember atm} are extremely good at slaughtering fighters so be careful when they show up]) they will tend to miss alot unless your in spitting range of them.
To add on the turning stuff, the tighter the turn in the movement selection mode(not the yaw control which is where the red lining thing comes in) the faster it turns in action mode, so doing turns at the bottom corners of the radial happen much quicker than turns at the top corners
Using the bezerk with a pair of adamants from my experience is DEADLY, due to bezerk packing medium guns in a broadside
Bezerks pack Medium guns, Adamants pack Light
@@Centurian128 yeah that was a typo on my end, just fixed it
Tips and Tricks:
-When using Manticores, range is your friend. Use missiles and stay at extreme range or you will take unnecessary damage while you try to get the enemy into your firing arcs.
-Fighters are your biggest asset. Spam them. Until you get some heavier hulls like the Minotaur Gunship you need to rely on Fighter superiority with the Mk 2 Viper once you get it. After that you can diversify your play style how you like.
-A very effective strategy is known as the Wall-Of-Battle: Stacks of warships to maximize firepower on a single target. In the early game, this is best used with Adamants and Bezerks. A Stack of 3 Adamants closer to the enemy with a stack of 2 Bezerks behind them.
-You DO NOT want to move through the enemy formation, they will cut you to ribbons. Instead circle the enemy and rain your munitions and gunfire on those in range. Concentrating fire where appropriate. Revenants are generally your primary target early game as they will tear through you 9 times out of 10.
-The Bezerk will always have the best performing fighters in your fleet due to the +50 Evasion modifier compared to the +20 standard to Colonial carriers.
-When you unlock them, the Celestra Support ship and the Artemis Battlestar will become the priority target for the Cylon AI. Protect them as best you can.
-Twin Artemis Battlestars make for a good core to mid game fleets with 1 Munitions slot, 2 Squadron slots, Flak, and 8 of the heaviest artillery in the game as its main dorsal armament.
-Double clicking on a ship will select all ships of the same type in your fleet. Same for fighters.
-Defensive Posture increases DRADIS Range and Dmg Reduction. Offensive Posture increases Gun Range and the number of missiles launched per salvo. Both decrease the maneuverability of your ships by the same amount. They also affect the density of the Flak field from a Battlestar's PDC turrets, increasing with Defense and decreasing with Offense.
-Missiles have no range limit. If you have identified the target, you can launch missiles at it.
-Unlike Colonial ships, Cylons do not have a Posture system. Instead they have a pool of system power that they allocate to different systems. This keeps them dangerous for far longer as they can take power from one system and put it to another. Like taking Armory power and putting into Engines for maximum maneuverability or Fire Control for maximum salvo size. That's one of the reasons their salvos are so much larger than yours.
-When you face them, stay far far away from the Revenant gunship. As soon as they get under one of your ships, that ship will be destroyed.
-You can setup Squadron groups by picking the Suqadrons and hitting Ctrl + [Number]. Up to 6 Squadron Groups can be assigned per fleet.
Glad to see you taking on this game Shack! I love thos game and I believe you are going to as well.
My biggest tip is to use your ship stances extensively. Slide the bar all the way to defense to get the scouting range, then when the enemy is visible slide the bar to attack stance for a range, rate of fire, and accuracy bonus on your guns. It makes a HUGE difference. Also, focusing fire gives yet more bonuses to RoF and accuracy.
I love Battlestar Galactica!
Da da dutah daaaa (Battlestar Galactica music)
P.S. I’m 18 and I have been watching your brilliant amazing videos for 7 years now and can I just say Sir Captain Shack… it’s been a pleasure.
I'm so glad you started this series captain, I tried to get into this game a few months ago but I couldn't just get into it. But watching you play this is gonna be awesome for sure.
I am glad you are now playing the game I I salute to you and the victory will bring for us for the 12 counties for humanity so say we all!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
"Altitude" in space is "Z axis". "Increase Z axis by 500m!" would be analogous to an increase in altitude.
The reason why your missile salvos are so low is because of your posture. Specifically lack of offensive posture. Also just for future info, defensive posture will increase flak damage on flak capable ships, and does the opposite for offensive posture, so whenever you want to block missiles with a flak screen, use defensive posture, that way you have a nearly impenetrable wall against munitions. Also torpedoes > missiles for against slower larger capital ships at max offensive posture for maximum damage, don't think about using them for smaller faster capital ships, they'll never hit unless point blank.
I’ve never seen this game. Looking forward to the series
Okay, I have tried to watch this through twice. Third times the charm, Let's gooooo! (Nothing like downtime in Athens to watch the Captain!)
16:35, berserks are well worth the investment despite their fragility, their squadron slots have the highest evasion in game so their great escort carriers cause they can make your vipers dance harder than circles around cylon AA and have some mean damage with its guns ontop of that, and in early game berserk + adamant fleets will be your bread and butter, dont let the adamants gun stays fool you, it can dish out some mean DPS and its a great tank/front line ship, so you could put one or two infront of a berserk so they soak up the enemy fire and shoot down their munitions while the berserk provides fire and fighter support, also just a general note, with a few exceptions (such as the ranger and manticore) most colonial ships optimal positions is below or at level with enemy cylons, this will be especially true for the Battlestar when you get your own( though you probably figured that out already) as most of the firepower for colonials is top mounted it also nicely complements the fact that most cylons don't really have (or feel like it atleast) powerful armament on the bottom of their ships (which i find ironic given they like to be above or at Level with colonials though they will sometimes try to get under you)
Infact berserks will remain viable to you through the entire game pretty much, they will always be viable unless admants which start to phase out around mid to late game, and become completely obsolete when you can start producing battlestars more than once every...5-10ish turns
Also bit of advice for early game formations, regarding pure adamant/berserk fleets they work best in a flat formation, EX. Would be having them in a trapezoid layout, 2 beserks to the left or right of 3 adamants in a line, as this complements both classes broadside nature very well and keeps the adamants infront front of the berserks so the AI is more likely to lock onto them first.
seems like the cylons seem to favor missiles over guns, and the colonials are the other way around
Check what kinds of ships they are.
Corvettes are defensive, Frigates are offence/defence, destroyers are light offence, cruisers are heavy multi purpose, battlecruisers are a Cruiser/battleship hybrid, battleships are tanks.
At least, this is for regular navies
Shack you gotta use the attack and defense sliders. +7 def gives damage mitigation, max dradis range, and protection against boarding parties and +7 atk significantly improves the missile salvo size and damage of the cannons. Also DONT fire missiles while boosting, its only launches the minimum salvo size
The adventures of admiral Shack Braningan in his struggle to defeat killbots.
there is a visual effect depending if your hitting armor or hull, allows you to see without clicking the ship if its taking hull or armor damage,
Really good first episode Shack. I'm looking forward to see the series unfold, I'm having a lot of fun with it at the moment
Yeah the Cylon missiles and Torpedos are a Royal pain. Viper 1s just....suck (might be decent for killing other fighters given they have numbers but eh) Viper Mk2s (check the Blueprints screen each bit of tech has the chapter number which unlocks them) are ALOT faster so they can intercept missiles fairly well, also later on you get the PCM munitions (it goes in your missile slot if your ships have them), its basically a Mine that Nukes incoming enemy munitions.
I only have the BASE GAME so if you have any of the dlc stuff i cant really comment on it. You CAN SEE how powerful a Cylon fleet is (how many points it is) but not whats in it. In the bottom left cornor their is a tab you can open to view all visible Cylon fleets, it also tells you weather their is a Officer in those fleets.
Edit: For the record you can only build 3 ships at any one time, regardless of what type they are. You can que up more though, but they wont be worked on till a slot opens up.
Sweet, my lil' Avernus survive the first episode :D
I don't know if this was mentioned by stream or not, but Cylon fleets have fleet power points like you do. While I haven't encountered a way to see the specific make up of a enemy fleet in my (admittedly limited) experience, I believe you can see their fleet power by clicking the Cylon symbol in the bottom left of the map room HUD.
50:40 important thing to note. As good as More cic points are, fleet points are even more important, always make sure you have enough levels left to get the final promotion for fleet points, you absolutely want to have 8000 point fleets by mid or late game, especially for your non specialized fleets
Also I recommend using raptors on the squadron slots of the adamants once you get 1 or 2 beserks in the fleet, your early game currently so the cylons won't be spamming powerful fighter squadrons yet so you can operate just fine with only 2-4 vipers per fleet, especially when you get the upgraded vipers(which I recommend rushing to as soon as possible, their a massive easy to get boost early on and will make your anti air duties so much easier for a good portion of early game
I don't recommend running Raptors this early. Their use is very niche and you sacrifice significant DPS when squadron slots are at a premium at this stage.
I use Adamants and Berzerkers in a 4-5 ship murder brick. Put your 2-3 Adamants in a stack on what ever side the enemy is on and then put the Berzerkers in a 2 ship stack to the other side. Off set them so the Bezerkers are firing in the gaps between the Adamants. They have light guns but a LOT of them and they tear Cylons apart while the Adamants and tank the return fire.
This usually keeps me going until I have a bunch of Artemis Battle Stars ready to go.
The anti missile intercept range of vipers increases around 5 fold if they are defending the targeted ship.
Use one squadron to scout (raptors are really good at this later), and set the other squadrons to guard individual ships (at least one on your flagship)
When the enemy launches missiles, the squadron defending the targeted ship will almost immediately rocket off to intercept.
Assign all other available squadrons to protect the ship you now know is targeted. Even 3 squadrons of viper 1's will stop pretty much any size of barrage.
Also, the toasters are stubborn when they are out for blood. They will always go for the same ship with missiles. Punish them for their faulty logic circuits.
Set secondary batteries, full attack mode, fire at will.
Also attack mode fires more missiles and shots
my small patrol fleets is usually consisting of at least 1 adamant and three manticores, and can usually 1 barrage the early Cyclon assault forces with missiles and then just brawl it out thanks to Viper escort and missiles.
I haven’t played this game in years, need to give it a replay. Love your content Cap
Love your content as always shack, I am excited to see where this campaign goes!
Shack, try pairing up the carrier and an Ardent. Put the ardent slightly forward and it will tank while the carrier uses its bigger guns shoot. Plus the Carriers fighters do better.
I had never heard about this game. It looks like it's got some good reviews and I actually like the more commanding view from a command deck interface rather than God mode from Stellaris. It has an immersive feel to it. Might to pick it up and give it a play. Do you have to play the campaign or is there an equivalent of like galaxy conquest like there is from the classic Star Wars BattleFront II?
the campaigns are sort of galaxy conquest. there is no sandbox mode tho.
Vipers will prioritize the target you told them to defend. In my play through I tried to have one viper squadron per ship, to ensure the missiles were shot down.
Launch the alert vipers
I utilize Bezerkers as long range artillery broadside have them on my back line getting ready to line up as my forward elements hits and distract Cylon main force and just have 3 or 4 Bezerks focus fire with max Agressive stance and bye bye toasters
so thats the 3rd game you've inspired me to get. Thanks man
him not using posturing at all on the shipyard or ships is kind of heart breaking, when it seriously helps with attack/defence
I've never seen a video so soon after it was released. Always great to see more of our captain. Keep up the great work
you could say vector instead of altitude that way it covers all directions you could be moving in
Can you give a few examples of words he would say to do this? Genuinely curious.
@@RK-252 upwards vector
Great video I was wondering what settings are you running your game or mods?
I love this game so much, I still have it downloaded and played all but the Anubis Operation as its difficulty is incredible. One piece of Advise, do not build the Minerva Class Battlestars as they are super weak armor does not give them endurance for battle, but they hold extra compliments in firepower in terms of Fighters and missle points. It does have a good set of Guns but its armor is just does not make it worth the build unless you really need it. Focus on researching and building Jupiter Class Battlestars, get the Celeste support ship, and watch out for the Revenant Cylon ship as it is just like Colonials Minotaur class gunship, and it tears armor to shreds, even Battlestars armor.
Make sure to utilize the Atlas as its a great carrier, and has good broadsides, and dont hestitate to go full fighter compliment as they are great for screening missles, and taking out Cylon hacker fighters.
I got the game late... nobody on the servers for pvp. Anyway, really enjoy the game a lot and would recommend it, particularly if you are into the Galactica lore. My biggest advice for new players is to 1) know your ship firing arcs, and 2) stack your ships and move them together. You can stack like 5 Adamants one on top of the other and you have a massive broadside... as well as some degree of protection of the ships dorsal and ventral . Other advice: if you don't have this game, get it on Steam with all the expansions!
if empire at war and battlestar galactica deadlock had a baby and it was set in the star wars universe in the early galactic civil war like before yavin
Anyone else picture him standing on a bridge giving these orders while asking these questions. Fire the missiles! Wait can we boost too?
I haven't seen much gameplay from this game but it feels very Star Wars: Armada so far. Might need to add this to my wishlist.
Cylon Victory is Assured
I wonder if modders would make a Cylon Campaign.
Late reply but the license holders don't allow any fan modification of their property so, as much as the devs may want to, that won't be an option.
Let’s go!
Of the three old birds, only Rumhunter still stands.
So having seen this recorded live it was very cool to see how you are integrating the story you make into tge game.
Just a request can you hit the replay button after the battles.i think the tactics would be cool to see in realtime
Manticore main gun is in the front and shoots down so you want to get above the Nemesis. Do what you did with one on defense and the others move to offense but have them trail the lead ship and be above him.
Hopefully have more of this awesome game to come from you shack
we need to see the replays of those battles.
Love this game. Once the battle is done, you should show the battle replay video. Awesome thing.