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|power recharge = 10
 
|power recharge = 10
 
|firewall = 100
 
|firewall = 100
|dradis range = 3000}}The Maul is the third choice of escorts-class ships after the fast-moving [[Scythe]] and the Command-type [[Glaive]] that you can purchase at lvl 10+. As an assault ship, it has the most starting health of all the escorts and can accomodate the most hull plates with a total of 4 (5 when advanced). This makes it the obvious choice for tank warriors, absorbing damage whilst the other ships do their thing. There is a vast number of weaknesses however, that a Maul commander has to be wary of. Due to its enormous bulk, slow speed, and poor manueverability, strike crafts, while weaker, are also smaller and faster, and can use that against the larger ship. With a particularly large blind spot in the rear, and limited weapon flexibility, it is best not to travel alone, and have the support of faster escorts and/or strike crafts to keep fast-moving enemies off while the Maul targets the larger Cylons, where its deadly assortment of weapons work best. To play it safe, keeping some rapid-firing weapons would be helpful if the Maul is without any kind of support and faced with swift enemies.
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|dradis range = 3000}}The Maul is the third choice of escorts-class ships after the fast-moving [[Scythe]] and the Command-type [[Glaive]] that you can purchase for an affordable 600,000 Tylium (it's not as expenssive as it sounds, really!) at level 10+, and with only 45,000 cubits to upgrade, it's virtually a steal. As an assault ship, it has the most starting health of all the escorts and can accomodate the most hull plates with a total of 4 (5 when advanced), and 4 weapon slots (6 when advanced) just so that no one thinks this ship is all armor only. This makes it the obvious choice for tank warriors, absorbing damage whilst the other ships do their thing.
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There is a vast number of weaknesses however, that a Maul commander has to be wary of. Due to its enormous bulk, slow speed, and poor manueverability, strike crafts, while weaker, are also smaller and faster, and can use that against the larger ship. With a particularly large blind spot in the rear, and limited weapon flexibility, it is best not to travel alone, and have the support of faster escorts and/or strike crafts to keep fast-moving enemies off while the Maul targets the larger Cylon ships, where its deadly assortment of weapons work best. To play it safe, keeping some rapid-firing weapons would be helpful if the Maul is without any kind of support and faced with swift enemies.
   
 
All in all, while a seemingly difficult vessel to command due to its slow and cumbersome design, the Maul, in the hands of an experienced commander, is capable of wrecking untold havoc in the ranks of Cylon fleets. With its sheer firepower and ability to absorb obscene amounts of damage to reach its goal, it is without a doubt, an excellent choice. Just remember to treat it with love and respect.
 
All in all, while a seemingly difficult vessel to command due to its slow and cumbersome design, the Maul, in the hands of an experienced commander, is capable of wrecking untold havoc in the ranks of Cylon fleets. With its sheer firepower and ability to absorb obscene amounts of damage to reach its goal, it is without a doubt, an excellent choice. Just remember to treat it with love and respect.

Revision as of 10:29, 12 March 2012

Template:Ship Infobox colThe Maul is the third choice of escorts-class ships after the fast-moving Scythe and the Command-type Glaive that you can purchase for an affordable 600,000 Tylium (it's not as expenssive as it sounds, really!) at level 10+, and with only 45,000 cubits to upgrade, it's virtually a steal. As an assault ship, it has the most starting health of all the escorts and can accomodate the most hull plates with a total of 4 (5 when advanced), and 4 weapon slots (6 when advanced) just so that no one thinks this ship is all armor only. This makes it the obvious choice for tank warriors, absorbing damage whilst the other ships do their thing.

There is a vast number of weaknesses however, that a Maul commander has to be wary of. Due to its enormous bulk, slow speed, and poor manueverability, strike crafts, while weaker, are also smaller and faster, and can use that against the larger ship. With a particularly large blind spot in the rear, and limited weapon flexibility, it is best not to travel alone, and have the support of faster escorts and/or strike crafts to keep fast-moving enemies off while the Maul targets the larger Cylon ships, where its deadly assortment of weapons work best. To play it safe, keeping some rapid-firing weapons would be helpful if the Maul is without any kind of support and faced with swift enemies.

All in all, while a seemingly difficult vessel to command due to its slow and cumbersome design, the Maul, in the hands of an experienced commander, is capable of wrecking untold havoc in the ranks of Cylon fleets. With its sheer firepower and ability to absorb obscene amounts of damage to reach its goal, it is without a doubt, an excellent choice. Just remember to treat it with love and respect.

In-game Description

Sturdy and solidly built, the maul is the largest of the three classes of abandoned escorts that the colonial fleet has managed to recover and retrofit for service. Its reinforced hull and heavy armor plating make it ideally suited to close escort and guard duties.

As an Assault ship, the Maul can be equipped with more hull systems than other escorts, further increasing its toughness and defensive capabilities.


Pre-installed systems

The Maul is installed with these systems when bought:

  • HD-M50 "Thunderbolt" Medium Missile Battery × 3