When the Raptor returns, the Celestra's original hardpoint is overwritten by the target's original hardpoint. When the ability is used, a resupply Raptor is launched from the Celestra which flies to the designated target and deposits the Celestra's munition hard point on to the ship whilst taking off the selected hard point. 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. Ship statistics have been taken from Skirmish/Campaign/voodoo magic.
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