Nerf the turn & run tactic

The Cylons have rebelled. The alliance of the Twelve Colonies falters. Take control of the Colonial Fleet and save humanity from an endless war.
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Tabulazero
Private First Class - Wehrmacht Inf
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Nerf the turn & run tactic

Post by Tabulazero »

Right now the most cost efficient tactic in campaign mode is to build a few Adamant with Torpedoes & Mk2. Launch fighters and turn your ship 180 degree and make a run for it using booster permanently. The Mk2 will simply munch through the opposition which will dutifully follow you and align itself for a perfect long-range torpedo shot it will not even try to dodge.

You can pretty much destroy a much larger fleet with two ships and this tactic. It makes the game uninteresting

Suggestion / Fix
- Limit the number of turn you can boost by either imposing a hard limit/cool down or inflicting damage to you navigation.
- Give the Cylon a dedicated anti-fighter ship bristling with AA guns.
- Make the Cylon ships smart enough to actively dodge torpedo attacks
- Reduce the attack effectiveness of fighter against capital ships if they are beyond a certain radius from their shipbase.
- Introduce maps with more clutter to force you to weave around.
Last edited by Tabulazero on Thu Sep 07, 2017 8:54 am, edited 1 time in total.
JoshuaZ
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Re: Nerf the turn & run tactic

Post by JoshuaZ »

Tabulazero wrote:Right now the most cost efficient tactic is to build a few Adamant with Torpedoes & Mk2. Launch fighters and turn your ship 180 degree and make a run for it using booster permanently. The Mk2 will simply munch through the opposition which will dutifully follow you and align itself for a perfect long-range torpedo shot it will not even try to dodge.

You can pretty much destroy a much larger fleet with two ships and this tactic. It makes the game uninteresting

Suggestion / Fix
- Limit the number of turn you can boost by either imposing a hard limit/cool down or inflicting damage to you navigation.
- Give the Cylon a dedicated anti-fighter ship bristling with AA guns.
- Make the Cylon ships smart enough to actively dodge torpedo attacks
- Reduce the attack effectiveness of fighter against capital ships if they are beyond a certain radius from their shipbase.
- Introduce maps with more clutter to force you to weave around.
A guy did this to me in PVP. No way to counter it. He just wasted insane amounts of time (never hitting Ready, running down the full 120 second EVERY TURN).

It makes PVP insane. Just turn your ships around, boost, and walk away from the computer. Arg.
Mobeer
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Re: Nerf the turn & run tactic

Post by Mobeer »

Surely at some point the Vipers should run out of fuel and/or ammunition and hence become helpless? Also judging by the original show they should fall behind the battlestar if the battlestar is at full speed.
Tabulazero
Private First Class - Wehrmacht Inf
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Re: Nerf the turn & run tactic

Post by Tabulazero »

Well. In the current state of the game, the turn & run tactic has its use in the campaign, namely to give experience to new officers late in the game. I managed to destroy a 5k fleet with 2 Adamants + 1 Manticor which gave plenty of xp to the said officer who know can command a larger fleet.

I think this tells you also something about the need to fix officer experience in the late game more than anything else.

As of patch 1.05, I have not seen a meaningful reduction in the fighters' ability to destroy capital ships.

I still love this game though.
IainMcNeil
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Re: Nerf the turn & run tactic

Post by IainMcNeil »

Guys we're adding a mechanic to limit the size of the battlefield to prevent this type of tactic. It should be in the next patch.
Tabulazero
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Re: Nerf the turn & run tactic

Post by Tabulazero »

May I ask why not simply damage the engines ?

Wouldn't it make the game more interesting ?
fisher2000
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Re: Nerf the turn & run tactic

Post by fisher2000 »

Tabulazero wrote:May I ask why not simply damage the engines ?

Wouldn't it make the game more interesting ?
Agreed. Battle damage would be great
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