军官指南

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Battlestar Galactica Deadlock
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军官有什么作用?他们的属性有什么效果?姿态从何而来? 简介 数据来自游戏内测试,【战役】模式,最高难度,所有测试结果供你参考,无需亲自尝试。 舰队容量 若没有军官,所有舰队的容量上限为4000点。新招募的军官其舰队容量上限同样为4000点。 要部署更大规模的舰队,军官必须投资【指挥】技能,该技能每投入1点技能点可增加1000点舰队容量,最高可增加4000点,即总舰队容量达到8000点。

Officers start out at LtCol (Rank 1). LtCol (Rank 2) can invest in Command I. This is highly recommend, as it allows bringing a 7th ship. LtCol (Rank 4) can invest in Command II. LtCol (Rank 6) can invest in Command III. LtCol (Rank 8) can invest in Command IV. There is no benefit to having a higher fleet cap than needed to use your desired ships. For reference, here are a few fleet compositions (not an exhaustive list): 4000 Points (No Command) 2x Adamant, 5x Manticore 5x Berzerk, 1x Adamant 5000 Points (Command I) 7x Berzerks (Technically 4550 points) 1x Atlas 6x Berzerk 6000 Points 3x Atlas, 3x Berzerk, 1x Adamant 2x Artemis, 1x Janus, 3x Berzerk 7000 Points I could not find any fleet combinations that were exactly 7000 points. 8000 Points (Command IV) 4x Artemis Battlestars, 2 Berzerks, 1 Manticore 2x Jupiter Battlestars, 1x Atlas, 2x Berzerk 2x Jupiter Battlestars, 2x Minerva Battlestars Auto Resolve Autoresolve seems to be based solely on Fleet Points. Autoresolve doesn't seem to care if your fleet composition has 5 Janus or 3 Celestra. Officer ranks, ship types, preexisting ship damage, and crew veterancy appears to be ignored. If you want the best autoresolve chances, you always want your fleet points to be at your fleet cap. That said, I highly recommend fleet compositions that can fight manual battles, to avoid losing ships when your casualty odds are unacceptable. Being able to win a battle with 0% casualties is a nice time saver, but attrition adds up quick if you're odds aren't at 100%. It is unknown if smaller ships are more likely to die, or if casualties are completely random. Note that ships carrying officers can be killed by autoresolve. The full autoresolve formula is not known at this time, but here are the rules of thumb: If Cylons outpower the Colonials 2:1, odds of victory will be ~%50, but casualties will be ~50%. If Cylons outpower Colonials by 10:8, odds of victory will be 99%, but casualties ~30%. If Cylons and Colonials are matched 1:1, odds of victory will be 100%, but casualties will be ~25% If Cylons are outmatched by 1:2, odds of victory will be 100% and there will be no casualties. Note that even without casualties, repairs may be needed. Raw Data: (Colonial Fleet Points) vs (Cylon Fleet Points) (Win%) (Casualty%) (Colonial FP/Cylon FP) 3250590062460.55 4400685085220.64 - Outlier, likely an error. More data needed. 3900590079350.66 3900495097280.79 3900485099280.8 32503950100270.82 45505500100270.83 45503900100231.17 45503500100211.3 6650395010081.68 45502700100151.69 Posture On the hardest difficulty, fleets with no officers or low ranked officers have only +4 posture. This can be increased by up to +8 from the following: +1 from Rank 3 (All Officers) +1 from Rank 8 (All Officers) +1 from CIC +5 (CIC Officer Fleet skill capstone) +1 from Posture +1 (CIC Captain skill capstone) Thus, +8 posture is only possible on a Rank 10 CIC officer that neglects the Command skill, but all officers can get to at least +6. The importance of posture, and therefore CIC officers, remains a highly debated subject to this day. I will refrain from adding my own thoughts, and instead settle for presenting the raw data. Negative posture indicated defensive posture, positive indicates offensive, and Boost is a special posture that is unaffected by posture/CIC bonuses. Note that these numbers may be higher in actual battles due to crew veterancy, ship bonuses, and officer bonuses. Posture-8-7-6-5-4-3-2-1012345678BOOST Engineering (Defensive) Damage Reduction333231302928272625242322212019181713 Subsystem Repair132128124120116112108104100969288848076726852 Squadron Repair140135130125120115110105100959085807570656040 Armory (Defensive) Marine Armor565452504846444240383634323028262416 Marine Strength2041971911841771701641571501431371301231161101039669 Tech Bay (Defensive) Dradis Range M680065756350612559005675545052255000477545504325410038753650342532002300 Firewall Regen /s8.27.97.67.47.16.86.56.365.75.55.24.94.74.44.13.82.8 Fire Control (Offensive) Turret Range727679838690939710010410711111411812112512858 Turret Accuracy606570758085909510010511011512012513013514041 Munition Salvo Size687276808488929610010410811211612012412813252 Navigation (Neither) Pitch6065707580859095100959085807570656059 Yaw6065707580859095100959085807570656059 Distance64697378828791961009691878278736964140 Hangar (None) Squardon Launch Delay (s)3 Squadron Evade65 Skill Points This is the last thing to cover before discussing specific officer types. All officers start at Rank 1, with a single Fleet skill unlocked. The maximum rank is 10. One skill point is unlocked at each level up, for 10 skill points total (including the starting skill). Each officer has 4 Command skills, 5 Fleet skills, and 3 Captain skills, for 12 skills total. No matter what, an officer will have to miss out on at least two of their 12 possible skills. The possible combinations are as follows: 200 Command 2 (6000 fleet cap) Fleet 5 (+5 to a subsystem) Captain 3 (3 captain skills) 020 Command 2 (8000 fleet cap) Fleet 3 (+3 to a subsystem) Captain 3 (3 captain skills) 002 Command 2 (8000 fleet cap) Fleet 5 (+5 to a subsystem) Captain 1 (1 captain skills) 110 Command 3 (7000 fleet cap) Fleet 4 (+4 to a subsystem) Captain 3 (3 captain skills) 101 Command 3 (7000 fleet cap) Fleet 5 (+5 to a subsystem) Captain 2 (2 captain skills) 011 Command 4 (8000 fleet cap) Fleet 4 (+4 to a subsystem) Captain 2 (2 captain skills) Note that most Captain skills (with the exception of the CIC Posture capstone) only affects the capital ship the officer is actually aboard. Thus, you will likely prefer to place the officer on a ship that greatly benefits from their captain skill, or sacrifice the captain skill in favor of fleetwide bonuses. Because having more ships and heavier ships is almost always useful, especially against larger cylon fleets, the best skill setup for officers is *almost* always 002. CIC Officer The CIC Officer is by far the most controversial, ranging from overpowered to useless depending on who you ask. I will attempt to refrain from adding my own opinion, and instead present the raw data. CIC Subsystem +1 per rank (or about +4% system strength). At CIC +5, gain 120% CIC strength, which grants +1 Posture. Captain I: 10% EXP Gain. (Officer only). Captain II: +5% Damage Reduction*. Captain III: +1 Posture Range (Entire fleet). *(All Captain bonuses affect the captain's flagship only, unless otherwise noted.) The CIC Officer can reach a maximum posture of +8, as opposed to +6 for other officer types. For reference, this is the difference between +8 and +6 posture: Posture-8-668 Engineering (Defensive) Damage Reduction33311917 Subsystem Repair1321247668 Squadron Repair1401307060 Armory (Defensive) Marine Armor 56522824 Marine Strength20419111096 Tech Bay (Defensive) Dradis Range M1361277364 Firewall Regen /s8.27.64.43.8 Fire Control (Offensive) Turret Range 7279121128 Turret Accuracy 6070130140 Munition Salvo Size6876124132 Navigation (Neither) Pitch60707060 Yaw 60 70 70 60 Distance64737364 In summary: Defensive gets +2% damage reduction, +8% subsystem repair, +10 squadron repair, +4 Marine Armor, +12 Marine Strength, +9% DRADIS range, +0.6 Firewall Regen. Offensive gets +7% range, +10% accuracy, +8% salvo. These bonuses (and penalties) might seem small, but they are comparable (and stackable with) veterancy bonuses. Making the most out of a CIC officer requires careful considering range, ship types, and engagement angles. NAV Officer Arguably the most universally useful officer. Although faster ships obviously benefit from the % speed bonuses the most, heavy ships can be saved by gaining enough turn speed to rotate their considerable armor effectively. Navigation Subsystem: Improve max speed, turning rate (Yaw), and elevation control (Pitch) for the entire fleet. Captain I: +50% Elevation Control (Pitch) Captain II: +50% Yaw Control (Turn) Captain III: +30% Max Speed A high level NAV officer can allow medium capital ships to outrun Cylon fighters, maneuver to outflank Cylons, and get in and out of danger quickly. ENG Officer The Engineer is inarguably the most useful officer, despite having the least glamorous role. Damage reduction across the entire fleet dramatically improves survivability and therefore crew veterancy. The heavier a fleet, the greater the benefit. ENG Subsystem: Damage reduction, subsystem repair, squadron repair rate. Captain I: +60% Subsystem Repair Rate Captain II: +5% Damage Reduction Captain III: +20 Armor It should be noted that, despite subsystem repair rate rarely mattering before a fight is concluded, the damage reduction and armor bonus stack multiplicatively. Assuming 100 armor to start with, +20 armor and +5% damage reduction is 120*1.05=126 armor. If you assume 100 hull, that's an effective 220*1.05=131 armor. By rotating to show at least three different armor sections, you go from (100+100*3)=400 to (100+120*3)*1.05=485 effective armor for a 20% increase (under best case scenarios). This is enough to barely survive attacks that would otherwise kill a capital ship, but won't make one invincible. HNG Officer The most specialized officer, whose effectiveness depends entirely on how well one makes use of squadrons. They can multiply the effective lifetime of battlestar and carrier squadrons, or make Berzerk Squadrons nearly untouchable. More than any other officer, they depend on the Command skill (to bring more fighters via Fleet Point hungry battlestars and Atlas carriers), and due to the quantity of fighters prefer Fleet skills to benefit the entire fleet. Their captain skills, by process of elimination, are of questionable utility. A bonus to repair rates and accuracy certainly won't do much in a fighter brawl if you're outnumbered by Cylon Swarms. Worse, the capital with the most fighter slots is the slow and vulnerable Atlas carrier. That said, the +40% speed bonus can turn an Assault Raptor into a hilariously effective scout/bomber, and any accompanying Viper Mk IIs into deadly ace pilots, provided that one focuses on outrunning Cylon fighters instead of holding one's ground. HNG: Squadron Launch Delay, Squadron Evasion Captain I: +30% Squadron Repair Captain II: +20% Squadron Accuracy Captain III: +40% Squadron Speed TEC Officer The Tec Officer is arguably the second least useful officer, but he is still specialized enough to shine in specific fleet compositions. Of particular note is the power of +40% DRADIS range on a Manticore scout. Combine with TEC+3 for a truly ridiculous Dradis Range, potentially enabling a missile heavy fleet to identify cylons, lock on, and launch missiles within the first seconds of battle. TEC Subystems improve DRADIS range and firewall regen. This is the least useful fleet skill, as a single manticore with the first Captain skill can single handedly ID an entire cylon fleet, rendering DRADIS range irelevant to the rest of Colonial forces for the remainder of the battle. The captain capstone skill is very helpful for ensuring that the captain - be he manning a Manticore Scout or a Jupiter Battlestar - survives a fair fight. If you have missile locks and the Cylons don't, the fight is unlikely to be fair. Captain I: +40% Dradis Range Captain II: +3 Firewall Regen Captain III: +25% Hull Points HNG Officer Inarguably, without question, the most useless officer. He shines the brightest when your capitals have been boarded by cylons, which requires you to first lose the fighter battle. Worse, boarding parties are easily fought off with a few minutes of defensive posture, regardless of the officer in command. I'll be the first to admit that there have been times I've wished I'd had an ARM Officer to repel boarders, but I'll also be the first to admit that a CIC officer could repel boarders just as easily, a HNG or NAV officer could have prevented the boarders from arriving in the first place, while an ENG officer could rapidly repair the damage. Even the lowly TEC Officer could turn the tides with timely intel long before boarders become relevant. Their capstone skill is the worst of them all. The aggression of the Cylons means that no battle is likely to stall long enough for Colonial fleet to run out of munitions. Even if munitions become a problem, a single Celestra brings more than enough backup munitions to win the fight. Even a Raptor heavy focused on boarding parties has no use for ARM officers, as the Raptors provided a redundant bonus against boarding, and their is no benefit to boarding multiple raptors (regardless of marine strength) on the same Cylon capital. It is impossible to take Cylon capitals, after all, as the Cylon ship and it's Cylon crew are one and the same. ARM Subsystem improves Marine armor and Marine strength across the fleet. Captain I: +25% Marine Strength Captain II: +4 Marine Armor Captain III: +40% Munition Salvo Capacity To Do To Do (ie, unlikely I'll ever do it, would you like to?) - Exact stat bonuses of each rank of the fleet subsystem skills for each officer. - Examples of fleet compositions that use officer capstone abilities well. This would require actually playtesting. - Better compromise between RP and raw data. - Test CIC versus non CIC officers against eachother.