If you're playing as the Colonials, remember to stop it, and if you're playing as the Cylons, remember to do it. Fighters are pretty much good against anything, but in case the enemy fleet whips out their own squadrons, definitely send yours after those, because if you don't, they will wreck your ships before you can say "fraking toaster".Īnother factor that you should definitely remember is hacking. Speaking of small ships hitting hard, always *always* launch your fighter squadrons from carrier ships, because those little buggers do silly amounts of damage. Never forget the power of fighter squadrons The Manticore frigate, the smallest non-fighter in the Colonial Fleet, is one of the most useful ships in the entire game, and it's also the very first ship you're given. In fact, Deadlock is at times counter-intuitive, because the small ships tend to be more effective overall than the bigger, heavier hitting ones. In general terms, sending multiple small ships against one larger enemy is a better choice than sending something in the same weight category up against it, as you'll either be diluting its damage, or, if it focuses fire on just one of your ships, the others won't be bothered while picking away at the target's health. When positioning ships, you should also plan out what ships go against what enemies. Sure, purposefully sending a low-health ship into an enemy to take them down with you, but when a weak opponent Kamikazes your Jupiter halving its HP, it's a major blow to your chances. This is an important thing to keep an eye out for because collisions will whack your ships to hell really bloody quickly.
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More or less, ships will be moving on the same plane as opposed to moving in full free 3D space, however you can still alter the elevation within the map of your ships. You need to respond to the maneuvers of your opponent to stay in the same relative position to the target.Īnother important aspect of ship positioning is elevation. You need to chew through one of these regions before you start scoring damage on the hull, and if you've been firing at an enemy ship's aft for a while, and then they turn so your shots hit starboard, it's like starting all over again. Additionally, you have armor, which is distributed into 'regions' on the ship's surface, like aft, top, bottom, starboard, etc, etc. You have the overall hit points of the hull, which when reduced to 0 causes your ship to go boom. In Deadlock, ship health is double layered.
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Simply staying in range and pounding away at the target might eventually get you the result you want, but it's extremely inefficient.
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Firstly, the relative positions of your ships to the enemy ships is absolutely crucial.