Battlestar Galactica: Deadlock/Cylon Ships: Difference between revisions

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Added Argos and Cerastes
(Added additional information on Phobos jump)
(Added Argos and Cerastes)
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{{BSG unit 1
{{BSG unit 1
|image=[[File:BSG-HydraClass.png|250px|Hydra Class Support]]
|image=[[File:BSG-HydraClass.png|250px|Hydra Class Support]]
|fleetpts=
|fleetpts=500
|ftlcooldown=XXXX turns
|ftlcooldown=3 turns
|sizeclass=
|sizeclass=2
|speed=XXXX m/s
|speed=132 m/s
|turnrate=
|turnrate=48
|dradis=XXXX km
|dradis=3 km
|firewall=XXXX/sec
|firewall=3.8/sec
|hangarslots=
|hangarslots=
|squadevasion=
|centurions=88
|squadrepair=
|centurions=
|hack=
}}
}}
The Hydra is a support ship designed to support fleets with faster reloading missiles and minor repair. While the Colonial Celestra can improve a ship's armour, the Hydra instead repairs the hull points of a target, up to its original health. The hull repairing drones are consumables and do not return to the Hydra after use.


The Hydra's primary use is Coordinated Reload. This ability is indicated by a blue ring upon use. All friendly ships within the ring will have their munitions cooldown reduced by 1 turn. The effects of this can stack - two Hydras using Coordinated Reload together can have an Argos output a constant stream of missiles every turn. This ability only boosts the reload speed of munitions, and has no effect once all missiles are fired.
Coordinated Reload's range is identical to its DRADIS range, and can thus can affect a larger area with more power to the Tech Bay.
Despite not having any weapons, the Hydra does have a Fire Control subsystem. Its use is unknown.
'''Campaign:''' Despite their status as a support ship, Hydras are not a threat and can be ignored until all other vessels are sunk.
'''Multiplayer:''' Hydras are rarely seen in multiplayer. Their hull repair is too small to be noticeable, and while rapid reloading is helpful, the fleet point cost is very high for a ship that does only reloading.
'''Official Description:''' ''A mobile repair and comms centre. The Hydra support ship has a complex integrated fire control system, whose processing power is outsourced to coordinate fleet-wide missile strikes.''
{{BSG unit 2
{{BSG unit 2
|hull=
|hull=60
|leftarm=
|leftarm=45
|leftsub=
|leftsub=Fire Ctrl
|rightarm=
|rightarm=45
|rightsub=
|rightsub=Fire Ctrl
|frontarm=
|frontarm=20
|frontsub=
|frontsub=Nav.
|reararm=
|reararm=20
|rearsub=
|rearsub=Arm.
|dorsalarm=
|dorsalarm=35
|dorsalsub=
|dorsalsub=Engr.
|ventralarm=
|ventralarm=35
|ventralsub=
|ventralsub=Tech Bay
|damagered=
|damagered=15%
|munitions=
|munitions=
|salvo=
|salvo=
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{{BSG unit 1
{{BSG unit 1
|image=[[File:BSG-ArgosClass.png|250px|Argos Class Carrier]]
|image=[[File:BSG-ArgosClass.png|250px|Argos Class Carrier]]
|fleetpts=
|fleetpts=1750
|ftlcooldown=XXXX turns
|ftlcooldown=3 turns
|sizeclass=
|sizeclass=4
|speed=XXXX m/s
|speed=90 m/s
|turnrate=
|turnrate=48
|dradis=XXXX km
|dradis=5.46 km
|firewall=XXXX/sec
|firewall=5.5/sec
|hangarslots=
|hangarslots=3
|squadevasion=
|squadevasion=7
|squadrepair=
|squadrepair=63
|centurions=
|centurions=190
|hack=
|hack=
|jumprange=1.82 km
}}
}}
The Argos class is a carrier and a missile platform. With three munitions slots and three squadron slots, the Argos specializes in ranged combat from the back lines. It is rather slow, but still faster than the standard basestar. Combined with the Cerberus and gunships up front, the Argos can be a very deadly ship.
Like the Phobos class, the Argos is capable of a short range warp jump to reposition itself, usually to dodge torpedoes or get a small head start against pursuers.
The Argos' biggest weakness is its total lack of guns. Aside from its fighter wing, which can be shot down, and any missiles, torpedoes, and nukes it carries, the Argos is completely helpless. To compensate for this, the Argos has its onboard munitions factory.
Tied to its Armoury subsystem, this onboard factory can take about six turns to create a single volley (106% munitions size, regardless of how many are fired due to Fire Control overclocking) of munitions. All launchers are resupplied at the same time, and a display at the bottom right corner will show progress on the next munitions resupply.
'''Campaign:''' The Argos' slow speed and large size makes it an inviting target for long range torpedo attacks. Dealing with it quickly, however, is difficult. Use Sweepers and Vipers to deal with its missiles, and flak and Vipers to deal with its fighters.
'''Multiplayer:''' The Argos works well in pairs, providing enough firepower between the two of them plus Raiders. As it has no guns, avoid moving it towards its targets. Unlike in the campaign, players will use the jump to dodge torpedo strikes, so long distance torpedo sniping is more difficult.
'''Official Description:''' ''The Argos contains an overwhelming array of hangars and missile tubes, but hosts little in the way of self-defense. The Argos' external hangars allow for similar wing capacity as other supercarriers, but are not as effective with squadron support and repairs.''


{{BSG unit 2
{{BSG unit 2
|hull=
|hull=280
|leftarm=
|leftarm=45
|leftsub=
|leftsub=Hangar
|rightarm=
|rightarm=45
|rightsub=
|rightsub=Hangar
|frontarm=
|frontarm=45
|frontsub=
|frontsub=Nav.
|reararm=
|reararm=45
|rearsub=
|rearsub=Fire Ctrl
|dorsalarm=
|dorsalarm=60
|dorsalsub=
|dorsalsub=Arm.
|ventralarm=
|ventralarm=60
|ventralsub=
|ventralsub=Engr.
|damagered=
|damagered=15
|munitions=
|munitions=3
|salvo=
|salvo=106
|reload=
|reload=3
|gun1=
|gun1=
|gun1note=
|gun1note=
}}
}}
{{-}}
{{-}}
==Sin & Sacrifice DLC==
==Sin & Sacrifice DLC==
===Gorgon Class===
===Gorgon Class===
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