Dead Men Walking

Forum Archive 2023 => Games of old that no longer float our boat........ => dMw Gaming => Gaming Archive => Battlestar Galactica Online => Topic started by: albert on October 15, 2011, 07:37:51 PM

Title: Weapon Detailed Discussion + Command Strikes Guide
Post by: albert on October 15, 2011, 07:37:51 PM
Hi All,

I borrowed this from the BSGO forums, written by Ashicus79 (http://en.board.bigpoint.com/bgo/member.php?u=1053905) and I must say it fills in a lot of the info gaps.
It concentrates on the Command Strikes, so the Heavy Raider or Raptor get some special attention but the Weapon Systems part is common to all strikes.
The original link is http://en.board.bigpoint.com/bgo/showthread.php?t=385557&highlight=strike+computers

WEAPON SYSTEMS
In the harsh, dark, and eerily empty universe of BSGO… You need to  defend yourself and weapons are the way you do it. Basic Raptors and  Raptor F.R.s have three weapon systems as where Advanced Raptors have  four weapon systems. On a side note, it is important to level up your  equipment, as it gets more effective the higher level it gets (level 6-7  is where things really begin to be much more effective)

Short range Cannons “SRCs” â€" SRCs are a great weapon for mass amounts of damage, great for taking apart fellow strike  pilots with the high damage per second output (DPS) great for up-close  and personal encounters where dog-fighting inevitably ends up … but on  the flip side, these weapons also sap a LOT of power from you and can  leave you exposed if not used properly. As a Raptor with no battery  juice is as good as dead.

General Purpose Cannons “GPCs” â€" GPCs are a great all round cannons.  Though they do not have the high DPS that the short range cannon does,  they are very good at dealing with Non Player Characters (NPCs) and have  a decent range so can get to grips with the enemy should you need to  â€œreach out and touch somebody”

Long Range Cannons “LRCs” â€" LRCs are a very useful in PVP as the  extensive range of these weapons means that you can safely engage the  enemy without being in their optimal range which means far less damage  to you. They also have the benefit of not using much power so you can  concentrate your efforts on your computers and other systems. The down side is that these cannons do not create a high DPS output.

Mining Cannon â€" The mining cannon is very useful for tearing through  asteroids after you scan them. They do not use any ammo so therefore  keep your cost down. As they are upgraded they do increased damage to  asteroids and become a more efficient mining tool. They don’t however do  much damage to enemies so can leave you very exposed to attack, plus  they drain your battery as they are being used.

Short Range Missiles “SRMs” â€" SRMs are extremely deadly at close range!  These missiles should be used as you charge towards the enemy then,  deliver them before the enemy can dodge for devastating effect (at about  250-300 distance is ideal!). They do however need to fired from very  close to the target as they don’t track enemies at longer ranges making  them easier to dodge. *It is also important to remember that missiles  cannot be used to mine asteroids.*

General Purpose Missiles “GPMs” â€" GPMs have a much longer range than  SRMs, The GPMs also track a target much better and longer than there  short range counter parts. They don’t however how the “punch” the SRMs  carry. Be mindful, both missiles use a significant amount of power so  must be used wisely as they can sometimes end up being a “one shot  trick”. *It is also important to remember that missiles cannot be used  to mine asteroids.*

Long Range Missiles “LRMs” â€" LRMs have a massive range and still pack  quite a wicked punch, the main problem with these missiles is that they  do not track an enemy very well and a cunning pilot will dodge the  missile and keep closing the distance on you. These are best used for  when a pilot is attempting to run from you, or in fleet battles.  Releasing at about 2/3 of the maximum range will usually reach its  target any later will be out run, and too close will be dodged and as  earlier stated, because they do not track well, they will fly off in the  distance never to be seen again. For chasing down stragglers these  puppies are great though. *It is also important to remember that  missiles cannot be used to mine asteroids.*

“P” series weapons â€" “P” series weapons are different from usual  weapons. Instead of increasing the optimal range of your weapons, they  increase the maximum amount of damage done with critical hits. This can  be crucial for maximum DPS purposes, and make them ideal for damage  causing strikes that need high damage to deal with enemies quickly which  makes them ideal for PVP… BUT, it does mean sacrificing additional and  sometimes very critical range, which in turn affects accuracy.

Nukes â€" Nukes are an UBER missile that fires from your regular missile  launchers. These nukes are bought using merits. (The PVP currency) and  do TWENTY TIMES the damage of a normal missile. These missiles should be  used sparingly as they are VERY expensive. In the sake of good  sportsmanship NEVER use a nuke when fighting in arena, no matter how  much you are losing or winning by. These missiles are best saved for the  last resort option if your solo and facing a no-win situation (Or if  someone called a Base star in… then nuke away).

HULL SYSTEMS
Both the Basic and Advanced Raptors have two Hull Systems. Raptor F.R.s  have only one hull slot. This is where you decide if you want  armor/extra offense/increased hit points/etc.

Hull Plating Systems â€" Since the recent patches have been released,  there is now several different Hull plating systems. The standard Hull  Plating Increases your hit points (HP), there is also a hull plating the  increases your armor, and one that increases your critical hit defense.  There are also hull plating systems that have combinations of two or  all three but these increase to your stats, but not to the extent that  you get from having a system that focuses solely on a single statistic.

Mine launcher â€" The Mine Launcher is attached to the hull. Once a mine  is dropped, it is only activated once an enemy comes within a certain  distance of it. Once triggered, it does a large amount of damage to the  enemy. These Mines are great for laying in number and “luring” an enemy  into which is a great tactic when you are in dense asteroid fields as  the mines are harder to see for the enemy AND laying three sets of two  mines (six in total) will usually kill most NPCs that try to sneak up on  you or it’s a REALLY nasty surprise for enemy players (600 damage  before a shot is fired… against a strike  that’s DEADLY). They can also be used to break a stalemate should you  find yourself in a turning battle up close with a skilled pilot who  manages to stay out of your arc of fire… Drop one and they will soon  back off as the sudden damage can force them back to a safer distance so  you can once again train your guns on them. There is a catch, these  mines use a LOT of energy to launch and a cunning pilot can see them  coming and avoid them.

Strike System Redundancy â€" This system  increases the rate in which you recover your HP when not in combat. A  very useful tool for decreasing the amount of time you have to spend  hanging back from a fight. BUT, these systems only work outside of  combat.

Damage Control System “DC” â€" The DC system is the game equivalent of a  health potion of other games. If you have a DC system installed, you can  purchase DC packs from the store. These regenerate some of your health  while in combat meaning you can last longer in a fight. But be wary,  these systems require a lot of power to use and the DC packs required  cost cubits.

Decoy Launcher â€" The Decoy Launcher system is designed to be launched  when a missile is aimed at you. The decoy makes a single enemy missile  target the decoy instead. This system works GREAT for dealing with  Line’s LRMs and GPMs… BUT it is only effective “SOMETIMES”. It fails to  deliver when used against other kinds of missiles a majority of the  time. PLUS you need to level your skills in it AND upgrade it  considerably making very expensive for it to be effective. Most players  tend to leave this one alone as it uses much needed power that can be  used on much more useful systems.

ENGINE SYSTEMS
Both the Basic and Advanced Raptors have two engine systems. Raptor  F.R.s has four engine systems. Engines are what help you get that extra  edge when in dogfights, travelling to and fro, and keeping up with the  other members of squads you are in.

Gyro Stabilizers â€" Gyros help your ship turn faster. As you only have a  small field of view for your firing arc, turning is very important to a strike. Turning faster means keeping your guns on a target for much longer periods of time.

Over-chargers/Thrusters â€" This engine system increase your flank speed  and boost speed. Being fast can help you keep up with your fellow  wing-mates. Also your end-game speed is important especially if you want  to outrun missiles from line ships. If one of these things hit you,  you’ll know about it.

Boosters â€" Boosters increase your Boost speed immensely. A lot of  â€˜end-game’ strikes have speeds of way in excess of 100ms. Rapid speed  will help you keep your edge over the larger ships.

FTL Couplings â€" These little beauties increase the jump range of your  Raptor when you spool your FTL drive. This engine is very useful for  increasing your jump range if you chose to do recon. * There is also an  FTL coupling that has the added bonus of lowering the tylium cost of  jumps. In lower levels a useful, but later on fails to keep it’s worth  as your ship will EASILLY make enough tylium to compensate costs.*

RCS Slide â€" The RCS slide is a tricky system to explain. It allows you  to continue moving forward in our original direction while you turn.  This is great for catching enemy players off guard, if they get into  your blind spot (I.E. behind you) you can activate this and while still  charging forward, you can swing round rapidly, bring your guns back on  your target while sliding backwards (which looks really cool by the  way).

RCS Ducting - This engine system increases the avoidance rating of your  ship (your ability to dodge cannon fire). Avoidance is very important to  Strikes as they have the lowest amount of hit points of all the classes  of ships.

COMPUTER SYSTEMS

The Basic Raptor has four Computer Systems and Advanced Raptor and  Raptor F.R. have five computer Systems. These systems are what make the  Raptor such a potent tool in the colonial fleet. Be it the added support  to fellow pilots or the crippling power of hacks and electric trickery,  A Raptor’s true strength is computers.

Electronic Support Computers “ES comps or  Buffs” â€" ES comps use an “area of effect” (AOE) to improve the systems  of all friendly players within a certain radius of The Raptor (usually  between 200-300 distance) for a short amount of time. These “buffs”  improve various attributes such as increasing speed and handling of  player ships, ship’s ability to avoid shots fired at it by guns (Known  as avoidance values), Improving damage done by friendly weapons  (including yours), Improving Dradis ranges and making computer buffs  more efficient. Many raptor pilots focus on having a single buff that  they can activate in succession meaning that a single buff can last much  longer than it normally would. This can mean that a group can become  incredibly agile for long lengths of time or a group could have a much  higher rate of damage for longer periods of time. Be warned though that  specializing in one buff will mean that you have to tailor your playing  style to one kind of fighting. A healthy mix of ES comps can go a long  way in groups. Support Raptors are highly sought after by Squads of  Strikes as they make these “wolf packs” very deadly. But… You will not  get as many kills as everyone else. The key word here is SUPPORT think  of yourself as the warrior cleric that rides along with the crusading  knights. You bestow your blessing and offer some combat support, but the  real damage is always done by the knights.

Electronic Warfare Computers “EW comps or  Debuffs” â€" The simplest way of describing EW comps as the exact  opposite of an ES comp. These DECREASE the efficiency of attributes and  only target one enemy at a time. The categories for the EW computers  are the same as the ES comps. This can bring fast strikes to a crawl,  reduce damage from enemies, make targets easier to hit etc… With  practice, EW computers can be effectively more dangerous than any cannons. There is a certain finesse to using EW computers as with ES comps, they can be used to benefit a wolf-pack making it easier to destroy the enemy.

Using Combinations… A lot of Raptor pilots take a balance of ES and EW  as this means that they can do a lot more solo work. But the final vote  on set up is your own preference later I’ll give some examples of  set-ups to give you an idea of different playing styles and the classes  that have evolved because of them.

Types of ES comps

Damage Buff â€" The damage buff is a temporary AOE buff that increases the  damage that your weapons do as well of those of friendly players within  the “bubble” of the AOE.

Avoidance Buff â€" The Avoidance buff is a temporary AOE buff that that  increases the avoidance (ability to dodge gun fire) to all friends  within the area.

Avionics Buff â€" The Avionics buff is a temporary AOE buff that increases  the speed and turn rate of your ship, and any friendly players within  range.

Emitter Buff â€" The Emitter buff temporarily improves the other computer  systems you control for a brief period. It also increases the range of  you DRADIS system which is essential for scouting.

Mineral Scanner â€" This Computer Scanner scans asteroids and planetoids  that float in space. These minerals are the main source of currency in  the game… least not forgetting the all important water that can be  traded for those precious cubits you are going to need to upgrade your  weapons, computers, hulls, and engines.

Electronic Modules â€" There are a couple of different power modules. Some  focus on improving your Emitter value, some focus on your Firewall  value.

Battery Module â€" This a wonderful module for increasing the power you  have access to… BUT the increase is slight and it takes a computer slot  so is often overlooked by pilots.

Energy packs - Energy Packs act much like the DC packs do for your  health except these regenerate your power instead of your health. (Think  of them as mana potions if you will). The only catches to these are  that 1, the Energy packs used in these systems cost cubits, and 2, the  Energy packs systems does take up a Computer slot… though most say that  the pay-off is well worth the sacrifice.

Auto Pilot â€" This system is used to auto correct where you are flying.  This system I’m still not sure about. I’m yet to see a use for this  other than to keep on your target while you are doing something else.  Though it is very useful for beginners still adjusting to the controls  and hot keys, but, once these controls are mastered, it fails to keep  it’s worth.

FTL Transmitter â€" This wonderful device is designed to act as a homing  beacon for fleet. Anyone in your party can jump to the location that you  activate the beacon at. Simply put, if you find a tasty target, you can  have all your buddies on it right away. The Raptor F.R. has a 50% power  bonus with this item meaning this item is ideal when fitted to it.  Though the beacons cost cubits, in battle situations, the device can  mean an entire fleet if grouped with you can reach an objective in mere  seconds.

Types of EW comps

Damage Debuff â€" The Damage debuff can be used on a single enemy that has  been targeted it has the effect of significantly reducing the amount of  damage a foe can turn on you. This is very useful for bringing down an  Escort class ship to your size. It also has the added bonus of making a  deadly strike seem more like a nasty mosquito begging to be swatted.

Avionics Debuff â€" The Avionics Debuff can be used on a single enemy that  has been targeted. The targeted enemy has reduced speed and turning. On  a strike, this is devastating as a  strike’s avoidance is directly tied in to its speed. Combine with  another debuff (the next one I’m about to mention in fact!) make the strike  a sitting duck. Add to this that strikes rely on their ability to  out-maneuver any opponent makes them have a massive disadvantage to you  and your “humble” Raptor. Nothing will make you feel mightier than  taking down an overzealous Merit War Raider in 1 Vs 1 PVP as the now  â€œsitting duck” gets decimated by you as fly circles around it.

Avoidance Debuff â€" The avoidance debuff, like the others is designed to  only target one enemy at a time. The targeted foe has his ability to  dodge reduced leaving the target exposed to more fire power and  increasing the damage done to it. When combined with the Damage Buff  from the ES comps, you have a deadly combination for against strikes.

Buff Debuff â€" The Buff debuff also targets a single enemy ship. It works  by lowering the amount of time an enemy buff works, thus if an enemy is  using an avionics buff for example, the buff would not last the average  five seconds, instead would die out after much less time leaving the  enemy exposed to out maneuvering. A tricky module to master, but  frustrating as FRAK for the enemy.
Title: Weapon Detailed Discussion + Command Strikes Guide
Post by: Penfold on October 16, 2011, 11:13:22 AM
Interesting read.

Im currently working on the best configuration to go for in my advanced raider. I've tried four long range cannons a combination of tow long range and two short range and one long, to short and a mining laser. I find the mining laser useful

So know I'm working on either one long and two short or two long and one short. Has anyone tried and found the best ccombo for them?
Title: Weapon Detailed Discussion + Command Strikes Guide
Post by: albert on October 16, 2011, 01:51:10 PM
I'm about to try 3 gyros, 2 turbos, 2 hull plates, 2 Short Range Missile Launchers and 2 Standard Range Cannons.

With no mining computer but an Avionics Debuff and an Avionics Buff.

Then have a separate mining config, 4 mining cannons, mining computer instead of the Buff, and the same for everything else.

Idea is to be a quick turbo into 300 clicks and hit em with 2 missles, then turn and start the cannons and then missile them again.

I might try short range cannons rather than standard.

The long range cannons seem rather hit and miss in terms of accuracy to me, long range missiles seem ok if launched at 600 clicks they tend to hit, and they always hit the escorts and lines as they are too slow to move.
Title: Weapon Detailed Discussion + Command Strikes Guide
Post by: TeaLeaf on October 18, 2011, 05:06:20 PM
Quick shout about the RCS option as I use it on my advanced heavy raider.  apart from liners, when I am in my ahr my worst nightmare is a fast small ship with a tight turning circle.  rcs is a lifesaver here as when the viper closes on you they usually intend to fly past you at speed and force you to slow and turn to face then.  rcs allows you to let the viper close on you but instead of slowing you use your boost to be at Max speed as they pass. As soon as you pass each other instead if slowing and turning you hit rcs and then turn to face the viper who is now several hundred meters away from you and facing all of your ranged weapons rather than them having used their better turning speed to get behind you into your blind spot.  it works really well. Rcs is highly recommended.

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