![]() Restock Munitions - The Celestra carries two munition hardpoints which it can swap out with nearby friendly ships. I encourage people to experiment with different combinations of veterancy and officer buffs. There are a number of combinations that can turn otherwise unassuming fleets into extremely powerful ones. Adding the Elite bonus on top of this pushes it to 77.5 Squadron Evade, making Hanger Officer Elite Berzerk Viper Mk II's ridiculously difficult to kill. ![]() For example, an Elite Berzerk with +15 Squadron Evade will have this stack on top of the bonuses from a Hanger Officer, which can push Berzerks up to 62.5 Squadron Evade. The bonuses from veterancy do stack on top of officer buffs. When a Jupiter gains +3% Damage Reduction, it's innate DR goes from 25% to 28%. Also to note, bonuses are additive in nature, not multiplicative. Note that the Celestra being a non-combat ship will not be able to get the extra +2 exp from damaging or destroying hostiles, however it will still slowly gain experience from tagging along.īenefits gained from veterancy do not stack with each rank up when a ship moves from Experienced to Veteran, the new bonuses provided at Veteran will override the ones previously gained from Experienced. This makes for a potential of 6 exp per ship in a fleet when a battle is manually engaged. The veterancy levels are Experienced (15 exp), Veteran (40 exp) and Elite (80 exp).Īuto-resolving a match gives 3 exp to each ship in the fleet, whilst controlling the battle manually gives a minimum of 4 exp to each ship, with the opportunity for +1 exp on a ship for damaging an enemy capital, and another +1 exp for destroying an enemy capital. With enough experience, a ship will gain passive bonuses aimed at making the ship perform it's role even better. When enabled, all Colonial ships in the main campaigns (Core campaign + Broken Alliance, Sin & Sacrifice, Resurrection) will gain experience from their battles. ![]() Times are noted like this in the guide as that's how the game notes it in the schematics too. For example, a Manticore's 4 turn reload would consist of turn 1 firing the missile, turns 2, 3 and 4 reloading the weapon and turn 5 the weapon is available again. Note that munition reload times include the turn they are fired. Top mounted and bottom mounted weapons cover everything 180 degrees above or below the ship, so they can fire forward, left right and rear pretty reliably too. This is important to note, as the weapon arc preview by pressing \ will not show extra angles weapons can fire such as the Manticore's corvette cannon which can fire very far down due to it's physical position on the hull. If it is stated to also be able to shoot down for example, then it can also hit targets reliably about 40-50 degrees below it too. So a forward mounted gun can hit everything in the forward 90 degree quarter of the ship as well as a little bit above and below by about 20-30 degrees. Turret mounting for forward, left, right and rear cover 90 degree sectors. Values of range and accuracy are given for Neutral Posture for Colonials and default SystemĪny postures that are mentioned which are +/- are labelled as +4 being 4 Offensive posture and -4 being 4 Defensive posture. Version: 1.5.112 + Reinforcement Pack + Broken Alliance + Anabasis + Sins & Sacrifice + Resurrection + Ghost Fleet Offensive + Armistice + Modern Ships Pack at time of writing. Says basically, 'so you have chosen nukes, I guess we will do the same.Ship statistics have been taken from Skirmish/Campaign/voodoo magic. Straight forward battle.Ĭylon reveals itself as Clothos. Three Revenants and three Arachne push straight at your fleet while the Nemesis launch missiles from the back or flank. Turn two, the unidentified Cylon will open coms and address you, but no new forces will appear. Quickly turn them away from the Cylon fleet and push your fleet between them and the Cylons. Recommend at least 6k fleet size.Īfter jumping in, your freighters are ahead and to the right of your fleet, moving toward the Cylons. We screw this up, the Cylons have the means to wipe out the entire Twelve Colonies without any chance of retaliation.ĭoes not require Daidalos Station. Our orders are to escort it to the labs at Aquaria and, whether we like it or not, restart their nuclear program. Virgon has provided a large quantity of nuclear material to Colonial Fleet, on the condition that no one asks why they hadn’t disposed of it yet. Now, on the back of a nuclear threat, Cain has the ear of every single seat in the Quorum. The nuclear tests are a public declaration by Cylon standards, and the message is simple they have thermonuclear warheads.Ĭolonial Fleet was days away from being dismantled by the Inter-colonial Courts.
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