![]() Alternatively, you can spread the fire and position your ARP's in angles where you approach armour facings covering valuable subsystems like Fire Control, Navigation, Engineering, etc. 3 Can reliably take down anything smaller than a Revenant, 4 will take down anything up to Basestar-grade targets. When used in larger groups of 3-5, you can start one-shotting non-Basestar targets reliably. Very nice for scraping down armoured sides of pesky targets like Revenants or Arachne, or convincing Nemesis and Cerastes to annoy somebody else. Their missiles are effective out to 4000m and hit like a truck, doing 72 raw damage per salvo. If you slip one or two into your squadron loadout, you can use their target painting to make gunning down priority targets much easier, and you can even paint squadrons too for when you really want that Wardriver dead right now. ![]() The problem with this is that you won't be able to catch additional salvoes coming from extra angles, and there is a high probability that your Sweeper chaff will not catch salvoes properly if the fleet is moving quickly.Īssault Raptors are pretty versatile. It's a bit of micro but it can have large payoffs.Īlternatively, you can switch your brain off and set them to Defend the capital taking incoming munitions fire and switch the chaff on, which is likely to catch much of the incoming munitions. Use manual move orders to get them into the starting position, and then turn on the chaff whilst giving them a move order to where you want them to end up. If you have at least 2 Sweepers, you can have a pretty much constant wall of anti-munition defence up. ![]() Sweepers are used to form a wall of chaff between you and the enemy. You'll need to hand-pick a fleet build to work with it though, as it's not really a plug-and-play kind of ship that you can just drop into fleets and it works out, like the Artemis or Adamant. Handle with care, snipe from range, it'll do work. If you want to run a flak wall with Minervas, you'll want a Jupiter around ideally, or Artemis in a pinch. It can just about protect itself, and that's all you should be using it's flak for. It's flak is almost the worst in the game though, and is definitely the worst ratio of flak size to ship size. The 2x munition slots makes for a lot of utility or raw burst damage depending on what you equip it with. If you level up your officers you can get the range even higher, and once you eventually get access to Defenders you can push their gun range to absurd levels, Minervas are most happy when they are sniping something that can't catch them, or shooting over the shoulder of more durable ships that can tank fire for them. As a base, they get 6400m range when at +4 posture, compared to the standard 5800m of Colonials and 6000m of Cylons. Minervas are the longest range ship in the game. This makes a useful "oops" button if things go wrong, you forget to deploy a flak screen, or can't get a ship out of the line of fire in time. They deploy linearly, immediately, and instantly destroy any munition they come into contact with. That being said, they have their advantages. Flak walls, sweepers, and viper MK2s on defense are all more effective against incoming missile barrages. They're not my first choice for anti-missile defense, far from it in fact. All you have to worry about really is missile defense. It is also possible to use Minervas super aggressively when combining them with other warships, namely rangers and berserks (ships that effectively fire downward) when engaging enemy fleets. They have naturally high firepower, a lot of munitions, and their vipers get considerable evasive bonuses, making offensive powerhouses. That being said, they can be close behind more durable ships such as jupiters. They are NOT supposed to be frontline warships most of the time, due to their low armor. > To add to the last point, if you are NOT relying on flak screens, having most of your vipers on the offensive, just keep raiders away from the sweepers. Having sweepers rotate in and out (while one squad is deploying, the other is reloading) can be effective for maintaining cover throughout the course of the battle. Though it takes a turn or two to prepare. > In the scenario where most, if not all, of your ships are travelling in formation with one another, have sweepers "defend" the "lead" ships (meaning the ships at the front of the formation, velocity wise) while deploying chaff results in pretty effective cover for the fleet without the player having to do much. While this is one method of doing things, it is not the only method, depending on your choice in tactics. Many complain that you have to micromanage them manually turn by turn.
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