The Manticore's munition reload speed is sub-par so fitting the ship with more situational or selective choices such as Mines, PCM's or EMP Generators can be advantageous so you don't waste the potential damage output from equipping missiles or torpedoes on your other ships. You will often lose your Manticores if you try this on a particularly heavy fleet but the losses can often be justified as the majority of the enemy fleet will likely be sapped to the point at which they're sitting ducks. Most fleets can benefit from having one throw-away Manticore to use as a DRADIS scout and to hunt down runners.Īn interesting plan is to have one or two Manticores fitted with EMP generators and "Kamikaze" them into the middle of the enemy fleet EMP'ing as you go. This strategy isn't brilliant against numerous enemy vessels however. ![]() A resupply depot has been retrofitted into the hangar, allowing Raptor crews to make supply runs mid-mission to fleet cruisers and. The Celestra class support was originally a self-sustaining civilian research ship that was co-opted by Colonial Fleet.This support uses remote drones to apply adaptive armour plating. When paired with a Battlestar or a couple cruisers this tactic leaves most enemies torn apart by shells and missiles. Celestra is a Colonial capital ship in Battlestar Galactica Deadlock. Having three or more Manticores in the same fleet allows you to effectively swarm an enemy, this will often leave them struggling to hold a target for long. The Manticore is an extremely useful vessel in almost any fleet but is particularly effective if given a dedicated role and/or in a low point match. It is by far the most agile ship in the fleet, this along with its torpedo tubes and selective weapon placements allow it to be a perfect thorn in your enemy's sides. Thoughtful piloting can make good opportunistic use of the Manticore's two rear guns.Īs the colonial's mainline corvette the Manticore serves a variety of important roles such as scouting, flanking, harassing, chasing and executing weak enemies. Long-range compatible missile tubes and an uncommon aft-facing turret configuration makes this a versatile fighter. But it would be nice to have effective artillery all around.Predominantly used for hit-and-run tactics and scouting missions, the Manticore also serves well in larger strike groups as a flanking element. Of course, the use of PCMs and other weapons - as well as distance and evasive tactics - can blunt the impact of Cylons appearing to your rear and far below you. That's why diving is so repetitive, but necessary. ![]() Some of the ships do, ie the Jupiter-class battlestars and Cylon Basestars-types, but too many don't. Any starship properly equipped for space combat should be designed to deal with a threat from any point. Some ships, Colonial and Cylon, have no weapons facing below or behind. However, I think one of the factors that has not been dealt with in this game - knowing the threat - is 360 degree positioning of weapons in all directions. In space, a threat from any point is even greater. Navy fleet at sea, there is a threat from other ships from any point of the compass all around, a threat from above by cruise missiles like the Harpoon and aircraft as well as a threat from below from submarines and torpedoes. As in actual combat, but particularly in space, the enemy threat could come from anywhere - above, all around and/or below your own position.and at varying distances. The new FTL "Jump" set-up is also very realistic in three-dimensional space. ![]() If I do end up writing a review it would be positive but with quite a few cons listed. However I would apologise for the word laziness, I could and should have used a less antagonistic word and to be honest the word does not describe the drawbacks i've found with this game accurately. Such as ship selection, inability to group units and set formations to name a few. Also the encounters are still predictable, it does not make a difference which direction the ships are facing at the start.Īlso the laziness comment was not related to this one dynamic, it was related to a quite a few drawbacks in combat which seem to make this game a micro management nightmare. See lytleclan's comment below to see one example on how you could have interpreted player feedback. Rather than laziness, this was added due to player feedback. We received a number of comments that this make encounters too predictable and repetitive, so we changed it so that the starting positions are different each encounter. Originally posted by Black Lab Games:Until the last update, all encounters started with the fleets facing each other.
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