![]() The problem of course is you only have a single turret on the manticore. Only battlestar artillery at extremely close ranges comes anywhere close. ![]() And the argos has no guns to debuff either.- The corvette cannon is best gun in the game due to its very high rate of fire and focus bonus. The argos will always have its armoury at full power, meaning that boarding parties will last a few turns on board at most. The boarding will cause a bit of squeeze in power distribution, but if a cylon carrier is in gun range, the problem is being in gun range, not a boarding party.įinally, the one ship it is never, ever worth boarding. If those ships are caught in a gun battle, then they’re already dead. Maybe the basestar and Arachne will have to divert power from the hangar for a turn for a munitions salvo, but there’s other subsystems to power down and a turn of no evade is not that substantial. For any of those ships that’s not engaged in gun combat, it’s not a serious consideration, they can just reroute power from navigation or engineering to the armoury and continue, the hangar can be left unaffected, meaning no change to the raiders. But yeah DEFINITELY the gun ships are worth boarding. Talon i guess but that ship is a JOKE) just to debuff the Raiders DODGE rolls or have them fire less ordinance. Originally posted by jbwjr:What about the carriers? (arachne, which also has a missile tube, Cerberus, base star i guess. What about the carriers? (arachne, which also has a missile tube, Cerberus, base star i guess. If you can get a boarding party onto a guardian or cratus, it'd be a serious benefit, but not as substantial as when facing a revenant. If you can get a boarding party onto a guardian or cratus, it'd be a serious benefit, but not as substantial as when facing a revenant.Īgainst other cylon ships, it's not so useful, they have more power to distribute or aren't as reliant on guns, so they don't really care. Also, the accuracy debuffs make it so that if the revenant doubles down and remains committed to a gun battle, it's far less effective.Īgainst other cylon ships, it's not so useful, they have more power to distribute or aren't as reliant on guns, so they don't really care. And since the AI (and players) will divert power to armory to remove the boarding party, that means that a revenant will go from max fire control + nav and half engineering (basically, powered up to shred colonial vessels) to max armory and partial navigation, to get away and remove the boarding party. Once they're boarded, that drops to 1 and 5/6ths. Once vipers are gone.hacking firecontrol to zero makes colonial ships far easier to manage.Ĭolonial boarding is particularly potent against the revenant and cerastes, due to those ships low processing power meaning that they can only have 2 and a half subsystems powered up. For Skirmish (against AI) I find the Heavy Raiders can be quite effective but I gravitate to wardrivers instead - > jamming vipers and guided munitions is VERY handy. If one sneaks through.generally a battlestar switched to full defense can handle it. I used to live in fear.but I have now learned to generally shoot them all down before they reached my ships. If I *must* have raptors for a mission then I typically just fire the rockets and immediately return for reload.Ĭylon boarders are.interesting. Originally posted by twosnark:Question: Is *colonial* boarding parties worth the effort? I generally choose assault raptors as default. And yeah i know the boarding party leaves with the Raptors, Don't know why you would leave them on the ship anyway if you gonna blow it up in a few minutes. Marines immediately add a debuff to the ship they boarded while centurions have to defeat the defending marines before they cause any damage, but they can cause much more damage than the marines can. I would also like to add that Marine boarding and Centurion boarding works very differently. If you want that ability you need the Defender, which is a Ghost Fleet Offensive DLC ship. Raptors aren't capable to boosting friendly marine numbers on board, they only boost firewalls. Yes, it makes them harder to kill/but also gives you more marines.ģ. Raptors do need to return to their ships for more marines, but the marines you boarded with are not staying there, but leave with the raptor so the enemy gets stuff back as well.īut the number of marines you board with/defend with is also contingent on the armory's strength.
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