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TheDeadlyShoe
Feb 14, 2014

nnnotime posted:

On the temporary subsystem critical damage, do they have some indicator to tell you whether it's critical or temporary? If you don't observe your ship being attacked, how will you know if the subsystem critical was from which attack source?
Temporary crits are in yellow in the ships status bar. I don't know about permacritting already tempcritted systems.

Yukitsu posted:

I didn't use the +3K range. If you're within shorter ranges, you get winged by a few macro shots and then be gone pretty soon after so it doesn't really matter. You'd take like, 80 damage or so and then be gone, no one really ever needed it.

????

if you dont think the +3k range made a huge difference fighting a super kitey faction that like to do tremendous burst from the rim of sensor ranges i dont know what to say. The fact that it wasnt even necessary for eldar to be competitive is kind of a case in point.

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Raged
Jul 21, 2003

A revolution of beats

Thanqol posted:

Man, I had four different 700-point fleet compositions and every single one of them got nerfed into the ground. I hardly know what to do with Orks now.

At least the game gave me loving 24K renown to rebuild, that was nice of them.

You're lucky. I did not have any spare renown so unless i wanted to get curb stomped for days I had to start my Ork fleet over. After 10 matches I have to say they are now total crap. There is not one single thing they do that Imp navy can't do better now.

Unusual
Nov 12, 2013

Raged posted:

You're lucky. I did not have any spare renown so unless i wanted to get curb stomped for days I had to start my Ork fleet over. After 10 matches I have to say they are now total crap. There is not one single thing they do that Imp navy can't do better now.

I am completely with you, The zap kannons might be interesting if you could back them up with kannons, I don't know why they just didn't remove the savage gunship instead of nerfing the gun so hard. They seem unplayable against any fleet thats based on getting close, I beat a chaos lance fleet with the new zaps but it seems like orks only real damage up close is just to ram people.

Yukitsu
Oct 11, 2012

Snow=Yuki
Fox=Kitsune
Snow Fox=Yukitsu, ne?

TheDeadlyShoe posted:

if you dont think the +3k range made a huge difference fighting a super kitey faction that like to do tremendous burst from the rim of sensor ranges i dont know what to say. The fact that it wasnt even necessary for eldar to be competitive is kind of a case in point.

Yeah, it's almost like I keep advocating for using things with way more than 12K range as their counter where it doesn't matter at all whether the Eldar have 9K range or not. Players that aren't doing that, that still believe Eldar should be countered by macros at 6K range will still lose. It will simply take them longer and it went from being bad to impossible now that you can no longer chain together taunts.

Nickiepoo
Jun 24, 2013
What was the best way to counter Eldar pre-patch without Nova Cannons as imps?

TheDeadlyShoe
Feb 14, 2014

IME? Sensor fuckery. Using running silent, nebulas or even asteroid fields to constantly break locks. As long as you have a sensor sat you can usually beat the Eldar at the sensor game; even if they have sensor sats they will usually burn them to try and scout a nebula rather than take the risk of getting close enough to attach it to one of your ships.

You have to be cautious if you try to surprise them with a silent running ship though; it won't have Brace anymore, and so it'll be very, very vulnerable to pulsar bursting. If they have khaineaports you could also take tons of crits. Ideally you get shield overcharge to limit both problems

Yukitsu
Oct 11, 2012

Snow=Yuki
Fox=Kitsune
Snow Fox=Yukitsu, ne?

Nickiepoo posted:

What was the best way to counter Eldar pre-patch without Nova Cannons as imps?

Dauntlesses with Mezoa drives and space marines if I can get them is what I do prior to getting the nova cannons. They have a chance of catching up with Eldar ships and their damage is pretty good, if you blow up their generators or engines, the Eldar are stuffed. (though I never get those crits)

Yukitsu fucked around with this message at 20:04 on Jun 10, 2016

DogsInSpace!
Sep 11, 2001


Fun Shoe

Thanqol posted:

Man, I had four different 700-point fleet compositions and every single one of them got nerfed into the ground. I hardly know what to do with Orks now.

At least the game gave me loving 24K renown to rebuild, that was nice of them.

They gave renown back? Nice. I've been gone a bit as Total War sucked me in hard. Can anyone not filtered at work c+p the changes here? I would be most thankful. I'm dying to find out how changed Orkz are. Please tell me they brought back the bloody 10 pop to Goff favour. Still irritated that got nerfed.

Whatever goon it was that did a carrier based battleship, thank you. It was a ton more fun that I thought and something different to try. Freakin Total War became like crack and I just have trouble stopping.

Xarn
Jun 26, 2015

Von_Doom posted:

Please tell me they brought back the bloody 10 pop to Goff favour. Still irritated that got nerfed.

haha, no.

Also enjoy:

Changelog posted:

Features
Subsystems Temporary critical damages have been added to the game. Subsystems temporary critical damages disable the parts just like permanent critical damages, but they can be repaired with Emergency Repairs. Only Weaponry, Boarding Actions, Pathfinder Assault and Avatar of Khaine can deal subsystems permanent critical damages. All other assault actions (Lightning strikes and affiliated (excepted Avatar of Khaine), Shokk-Attack Mega Kannon, Boardin’ Torpedoes, etc…) can only cause subsystems temporary critical damages.
Added : Russian language
An option allows you to select a specific region to prioritize researches of an opponent in PvP.
The chat in the Battle Report is now available.
The “Co-op versus AI mode” is now available in Skirmish.


Bug Fix
Fixed a bug causing a multiplayer custom game to switch to the “Set your Fleet” screen directly from the Lobby if the player played a classic matchmaking multiplayer game before.
Fixed a bug allowing the host of a custom game to delete AI opponents by switching players’ places.
Fixed a bug displaying the wrong speed for Ork ships in their shipyard.
Fixed a bug keeping two Escort ship slots empty in the “Set your Fleet” and duplicating them when the “Ready” button is clicked on.
Fixed a bug making Commodore Vandez immortal in the Gethsemane mission.
Fixed a bug setting the Ork Escort ships in the “The Hunt” Campaign mission to a different elevation than the rest of the fleet.
Fixed a bug which didn’t counted the Prow Lance Turret of the Retribution Imperial Navy Battleship as critically damaged when it destroyed
Fixed a bug forcing the game to consider a custom Lobby as Multiplayer once an invitation sent, even if the player ultimately does not join the lobby.
Fixed a bug in multiplayer custom lobby: The guest wasn’t seeing the AI fleets in the right slots.
Fixed a bug on “generated profile” causing the choice strip to stay as “With/Without skills”.
Fixed a bug causing a Freeze during a loading screen if the player returned to the main menu through the Escape menu and pressed the “Escape” key anew.
Fixed a crash occurring during the appearance/ disappearance of Tooltips.
Fixed a bug causing the Ork Docks background to prevent the player from click the “Add” button of the shipyard.
Fixed a bug allowing a player in Space Station or Breakthrough Defence missions to have Space Stations and Defence Platforms of other factions.
Fixed a bug in the Hull percentage calculation which sometimes did not trigger an insubordination test if the ship had less than 30% hull.
Fixed a bug allowing to use the “Grot Assistants” Skill when the Engines were critically damaged.
Fixed a bug displaying a ship as a Wreckage if it was identified while disengaging.
Fixed a bug preventing the Overlay Warnings “Hull Breach!” and “Fire Onboard!” to be displayed for the Guest players of a multiplayer match.
Fixed a bug giving the Missile Pod, Heavy Missile Pod and Super Heavy Missile Pod the wrong damage value. It is now 10 instead of 3.
Fixed a bug giving to the Nurgle Desolator the wrong battery weapon to the left side.

GUI
Fixed a bug displaying the Armour and Detection Range values in the wrong colours once in a mission.
Fixed a bug duplicating a ship’s newly written name on every ships of the fleet in the Stat Panel.
Fixed a bug removing the Warp Jump Cooldown display if the Generator was critically damaged.
All skills now display an updated value for their cooldown if modifications are applied to them.
Fixed a bug allowing the LVL 8 Experience Gauge to be filled a bit.
Fixed a bug in multiplayer docks while in a group, preventing a warning message asking to wait the ally’s arrival, to be displayed.
Special assault actions now display their specific overlay message upon success or failure.
The weaponry critical damage icon on a ship now appears and display a number indicating the number of weapons damaged rather than appearing once all weapons are critically damaged.

Graphics
Fixed a bug causing the Eldar Space Station to have a wrong mesh set on its starcannons.
Chains texture modified on the Hellbringer and Hellbringer Mk II’s decks.
Relocation of a Nurgle Tentacle of the Nurgle Favour that was colliding with a turret on Chaos Battleships.
High Energy Turn FX for Imperial Escort ships added.
Chaos ships Engines FX reworked.
Ork ships Engines FX reworked.
New FX added to the “Phantom Disruption” Eldar Favour skill.
Fixed a bug giving to the Ork Cruisers a Chaos token instead of an Ork one.
Visual scroll bars added to the Pregame and the shipyards.

Optimizations
The short Delay between two clicks on Escort ships in the “Set your Fleet “screen has been removed.
You can now skip the Tutorial missions of the campaign. You will be sent after them with the renown you would have earned.
A new tutorial window has been added indicating the defeat conditions of the campaign.
Ship Captains now have names and can be renamed, up to 23 letters.
The Game’s version is now taken into account to match players in matchmaking. It is now impossible to play against players that do not have the same game version.
In Campaign mode, once you have at least 50 lost worlds, a warning message is displayed to prompt you to go under the 50 worlds lost threshold or it will be a Game Over.
Saves are now set in chronological order.
The “General” settings modifications after an auto-detection is now saved and kept.
Multi-selecting an allied ship and an enemy ship at the same time is now impossible, a multi-selected destroyed ship is now deselected from the group, and using tab in the Deploy screen now select the first ship of the line rather than the last.


Gameplay
General


Escort ships can no longer use the “Emergency Repairs” skill while heavily damaged.
Accuracy calculations modified: Now all bonuses/penalties are a raw improvement/decrease of the Accuracy score excepted for the Eldar Holofield that stays a percentage reduction.
The Radius of the Plasma Engine Surge has been improved from 2.500 to 3.000

Eldar

Eldar Pulsars now deal 15 damage per pulsar per instance (3 instances per skill use) and have their cooldown reduced from 30 second to 20.
The Eldar “Rune-Assisted Targeting” upgrade has been reworked. Rather than its old effect, it now does: “While on “Lock On” Special Order, Starcannons switch from a 90° angle of fire, to a 270° angle of fire.”
The Eldar “Phoenix Sails” upgrade has been reworked. Rather than its old effect, it now does: “If Sails are critically damaged, the speed penalty is divided by 2”
The Eldar “Dragon Sails” upgrade has been reworked. Rather than its old effect, it now does: “Gives +25 speed to the ship”
The Eldar “Ambusher” favour upgrade has been modified, its bonus reduced from +50% damages while furtive to +25%.
The Eldar “Maelstrom” favour skill has been modified, it now deals 0 damage to shielded ships, but 10 damage per second to ships without shields.
The Eldar “Wraithbone Shift” Special Manoeuvre cooldown has been improved from 20 seconds to 25 seconds.
The Eldar “Phantom Disruption” favour skill has been modified, it now affects an area of effect of 3.000 units around the given location instead of a lone ship.
New Eldar upgrade replacing “Enhanced Crystal Focusing: Pulsars range improved by 3.000 units.” by “Guided Fire: While on Reload Special order, Starcannons reduce their firing rate by 2% per second as long as they attack the same target continuously. Maximum reduction -50%”
New Eldar upgrade replacing “Wraithguard: Raises the Troop Value by 10 against Cancel Warp attempts.” by “Solar Accumulator: Reduce the Wraithbone Shift Special Manoeuvre’s cooldown by 5 seconds.”
Two new Eldar ships models, the Shadow Cruiser Kurnous Pattern and the Eclipse Battle Cruiser Vaul Pattern are now available.

Orks

New Ork Trait “Looted Ship”: Fire Durations on this ship are doubled and Hull Breaches causes double damage.
New Ork Upgrade replacing “Heavy Gunz: Under 3.000 units, Gunz and Kannonz reduce armour to 25%” by “More Dakka: While on Lock On, all Gunz fire the maximum number of shots.”
New Ork Upgrade replacing “Big Mek: Raises the Troop Value by 10 against Cancel Warp attempts” by “Bonkers Big Mek: Upon Dying, the ship always triggers a Plasma Engine Surge, Exploding violently. The damages dealt this way are doubled.”
The Ork Trait “Squigless” has been removed. The players can now execute Ork Captains without the Chained Squig upgrade. The Chained Squig crew member is still locked and needs the affiliated upgrade to be unlocked.
The Ork Upgrade “Mork-blessed Scannurz” has been removed, replaced by the “Chained Squig” upgrade.
The vacant space in Hull left by “Chained Squig” has been filled with “Cleva Mekboy: The ship can still use Boarding action and Emergency Repairs once heavily damaged, but the Emergency Repairs cannot heal the ship for more than 15% of its max hull points.”
The “Shokk-Attack Mega Kannon” Ork Favour skill now deals 2 assault actions instead of 1.
Orks Kannonz are no longer affected by upgrades.
New Ork upgrade replacing “Kustom Generator: While on Lock on Special Order, Zzaps have a +300% chance to deal critical hits.” by “Disrupta Zzap: Each hit on the enemy ship’s hull by the ship's Zzap slows the target by 50% for 2 seconds. Stackable.”
The Ork upgrade “Sheeld-breaker Shot” has been reworked. Rather than its old effect, it now does: “Each Zzap shot has a 50% chance to bypass shields and holofields.”
New Ork upgrade replacing “Kunning Plans: Special Manoeuvres do not reveal the ship.” by “Turbo Boosta: Gives +25 speed to the ship, but each Big Red Button Special Manoeuvre has a 20% chance to cause a temporary Engine critical damage.”

Skills and Favors

The “Disruption Bomb” Technical skill’s cooldown is now 180 seconds.
The “Stasis Bomb” Technical skill’s cooldown is now 300 seconds.
The “Plasma Bomb” Technical skill’s cooldown is now 180 seconds. Additionally, they only deal 50 damages (instead of 100) if the enemy ship distant of more than 50% of the area of effect compared to the epicenter of the explosion.
The “Micro Warp Jump” (and faction equivalent) technical skill has been reworked: It now starts in Cooldown, and shares its Cooldown with the Warp Jump. If the player uses one of those two skills, both will be set on the used skill’s cooldown.
The interdiction zone for the Micro Warp Jump has been reduced from 3.000 to 2.000.
New Technical Skill replacing “Taunt: Force the targeted ship to attack the ship, respecting its set behaviour.” by “Rally: Cancel the targeted ship’s insubordination without triggering the Mutiny effect.”
Unfitting a Skill, an Upgrade or a Favour now gives back 50% of its initial price.
The Servitors (and faction equivalent) now affect all skills excepted the Warp Jump (and faction equivalent).
All additional Troop Values granted through a Favour upgrade are divided by 2 (Examples: Nurgle now only gives +10 and Space Marines now only give +5)

DogsInSpace!
Sep 11, 2001


Fun Shoe

Zaphod42 posted:

Possible, but I think this ship:


Has no favor. Unless that's Imperial Fists?

I really hope they aren't favors. You should be able to have a whole fleet that's Ultramarines or whatever. Combined fleets do happen in the lore sometimes but not like 1 ship from 4 different chapters and then a bunch of vanilla ships next to them.

Also if one of them like fists is the default, it'd be weird to have like 5 fists ships and then 1 ultra ship and 1 blood angels ship.

I know, I know, "who cares about the fluff" (I do :smith:)
I do as well. I figured Space Wolves and Smurfs were 100% considering they are the most popular. Kinda hoping for Fists and Blood Ravens. BR to tie into my DoW love. Wouldn't mind others but, like you, don't want favour based. Would be nice if you could choose a commander and chapter and get some small buffs to something or the other. My dark horse choice is Black Templars. Would love to see that.

Xarn posted:

haha, no.

Also enjoy:

The Eldar change might be cool but the Ork change... I'm not so sure. I guess its good Zzap got a buff. Still irritated Goffs didn't keep the +10 as the rest of the Klan choice is kinda meh. Still hate the pathfinder assault ability that is so long ranged is still perm crit/disable. Micro Warp tied to warp jump is kinda cool and maybe a bit fluffy so yay. Sucks for play but it does engage the warp engine so makes sense... kinda. No taunt irritates me. My Ork fleet has a ton of renown. Good thing as my ships got nerfed/upgrade and skill cleared.

DogsInSpace!
Sep 11, 2001


Fun Shoe
I know fires last longer and do more damage which I don't mind. I can imagine Orks seeing a ship fire and deciding its purty or wanting to roast marshfellows, but I swear Orks just take far more damage since this patch. Like in general. I get dropped far faster than I used to. The 25 speed upgrade with the chance to break when boost isn't so bad. Still paying for the chained squig regardless. Funny enough when they reset from last version it kept the crew point in the chained squig so if I didn't take it again it would just sit there in a greyed out slot. My one Zzap ship did more damage than before. Orks still get out manoeuvred by pretty much everyone and with the added damage I'm taking it is... less fun. Orks got ramming and ... well ramming. Good thing is that one Goon's idea about Battleship full Fighta wing (called Kan Fulla Gitz) is doing quite well with speed increase. It can still take a ton of damage and bash nicely. I traded out the semi useless Goff Klan for a traktor beam. Feels cheap getting yet another traktor beam but Shok Attak seems less useful and tired of Nova Kannon spam.

Glad to see Eldar using starcannons. They seem to be doing alright. Pulsar's stil hurt but not nearly as bad as they used to. Only guy that used it effectively had that skill that decreased sensor range and also smartly hugged this sweet spot before Nova cannon range but still far enough away to avoid rams and IN manoeuvres. Definitely far less cheese eldar players and far more pro players. Don't mind that at all as I likes killing Elves. That grot on a rock/ sticky probe is still the way to go for anti eldar outside Nova Cannon.

Orkz aint perfect but still viable and things will change. I still hope they bring ram ship upgrade to Orks and change Goff. +10 troop value, extra boarding attack and maybe like extra 15% ram damage would be not overpowered. Hell I'd take the ram and 10 troop anyday. Nurgle gets damage DOT and +10 troop. If you wanted insane ramming ship of death it would be favour + upgrades. Dedicating yourself hard to one trick is as much of a weakness as a strength.

To any newbies or BFG curious- get the game. Campaign and multi are tons of fun and eldar cheese has been lessened without making them gimped. ALSO SOON SPESS MAHREENS!

Nickiepoo
Jun 24, 2013
So what's the consensus on the Imperium Battleships? I tried out the Emperor in 2v2 last night and just couldn't get it to work that well.

My buddy was running with a very new fleet so it could have been a screening issue more than the ship itself being bad but it would be good to get some perspective.

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

The Emperor is one of the best battleships in the game, the Retribution is one of the worst.

If you take an Emperor, slap better sensors on it to really capitalize on it's range, then use it as a long range gunboat and poo poo bombers on important targets. Don't treat it like a brawler. Of course, this is common knowledge by now, so in MP people tend to bumrush it, since it's relatively easy to crit it into submission.

Nickiepoo
Jun 24, 2013
Sensor upgrade, good point.

But yeah, that was basically what was happening so I guess it's just a question of learning to make it work now. I did notice that a lot of people were sensor-jamming me so that I couldn't MWJ away so it all fits.

Honky Dong Country
Feb 11, 2015

What makes the Retribution so bad? I just killed the single player so I'm considering getting into MP. That thing was a beast in my campaign but I know poo poo is way different against a human opponent.

Alchenar
Apr 9, 2008

Honky Dong Country posted:

What makes the Retribution so bad? I just killed the single player so I'm considering getting into MP. That thing was a beast in my campaign but I know poo poo is way different against a human opponent.

I don't think it is :colbert:

So it's DPS is a bit bad if you ignore the fact that actually plasma-macros got a buff post beta and that you are never actually doing full bomber damage because of turrets. Also it is Tanky. As. gently caress. Which means you win any long range duel while still being able to poo poo out potent volleys at close range.


e: also sensor range is irrelevant, your companion escort should always be a widowmaker with a sensor upgrade plus some survivability and that can basically see 1/4 of the map and should never die so long as you are paying attention.

Alchenar fucked around with this message at 16:51 on Jun 14, 2016

rockopete
Jan 19, 2005

I think it's more that the Emperor is considered better, not that the Retribution is bad. The Emperor gets loads of fighters and a massive sensor range which can be further expanded and which makes MWJ very powerful, so long as the map and enemy haven't sensor hosed you. But if the Retribution suits your playstyle better, have at it.

Arglebargle III
Feb 21, 2006

Oh the thread did another 180 on that huh?

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

Honky Dong Country posted:

What makes the Retribution so bad? I just killed the single player so I'm considering getting into MP. That thing was a beast in my campaign but I know poo poo is way different against a human opponent.

It's not really *bad*, because there aren't really any bad battleships in this game, it's just near the bottom of the totem pole. The primary issue with it is more maneuverability than anything, since if you want to make the most of it's guns you need to close, and it's one of the slowest ships in the game. Human players will run rings around it. But yeah, flipside, it is much, much harder to render a retribution combat ineffective than it is an Emperor.

DogsInSpace!
Sep 11, 2001


Fun Shoe

rockopete posted:

I think it's more that the Emperor is considered better, not that the Retribution is bad. The Emperor gets loads of fighters and a massive sensor range which can be further expanded and which makes MWJ very powerful, so long as the map and enemy haven't sensor hosed you. But if the Retribution suits your playstyle better, have at it.


Yeah the retribution is a massive tanky beast and can be great BUT also a giant target. Every Ork is drawn to ramming its sweet, sweet flanks and making it go boom. Upgrading gun's range can help but really the Emperor's flight deck is just too nice to overlook. The Emperor also has some decent gun's on top of the fighter/bomber bay. Like the consensus: Retribution is good but Emperor is a solidly amazing swiss army knife of awesome. As one would guess with such a holy moniker. <makes the sign of the Aquila like a Commissar>

One other little thing that has won me games as IN: Navy favour. You wouldn't think being able to summon a cobra frigate a minute or two in the match would be that much of a game changer but it is. Almost my entire fleet is Navy. I do mostly co-op game sessions in multi. Two ships popping a buffed cobra each. Buffs are sensor range, gun range and voss shield. Even buffed they won't be able to match the windowmakers sensors (nothing will) BUT they do alright. The range increase means they can go and plink at a dude at a distance enough to be mostly ignored. Set default AI Face front and set a torp at autocast. The voss shield means they can survive far longer than they would normally. The enemy either focus and kills the destroyer which lets you do whatnot or they dish out hits which can and will build up. Its not a guaranteed win but it's an effective and deadly weapon in your arsenal. It also makes the guys focus on you, as a player, as anyone smart knows you will keep popping them out all match every few minutes or so. Makes a guy hurry to end you, and a hurried opponent often makes mistakes. Timid Eldar players who don't press you will find themselves drowned in a venomous tide.

I love my Cobras. My final mission the Chaos flagship was at the tiniest sliver of health. It was taken out by a Cobra that shot it missiles and went full ahead to ram. It died gloriously in the Emperor's name.

Voss pattern is so nice on anything. Yeah its only 25% of the damage but that will add up. The Widowmakers range is so bloody nice. Makes me kinda wish most frigates has better sensor range. Not 100% as I like the idea of a dedicated sensor boat giving up its main guns in trade. Just wish all the races had it. Except Orkz as there is no way any proppa Ork would give up dakka for sensors. A big giant gob fer rammin maybe but not for sensors.

rockopete
Jan 19, 2005

That does sound pretty good, I hadn't thought in terms of an entire IN-specced fleet. You could make it 3 or even 4(? can't remember the exact points values) ships instead of 2 for maximum cobrage and just drown them in frigates and small torpedoes. Is the favor skill affected by generators or otherwise disable-able?

DogsInSpace!
Sep 11, 2001


Fun Shoe

rockopete posted:

That does sound pretty good, I hadn't thought in terms of an entire IN-specced fleet. You could make it 3 or even 4(? can't remember the exact points values) ships instead of 2 for maximum cobrage and just drown them in frigates and small torpedoes. Is the favor skill affected by generators or otherwise disable-able?

In a 1 vs 1 it will pop a Cobra for every ship that has IN favour. Fast Cruisers and above. So yeah.... in a 1 vs 1 match I can pop 3 to 4 or more Cobras. I like doing 2 vs 2 tho. Is it affected by disabling? Hasn't happened yet. It might one day but so far no. Had a fast cruiser about to blow and nothing worked but it still popped the cobra right before kaboom. Again not a guaranteed win and takes minutes between summons. Biggest difference maker I saw was one game of timid eldar and chaos. My partner was almost dead but they took too long and 2 became 4. They tried to kite and then it became 6. They ran out of places to run between my nova cannon and cobras. Best bit was if they just stopped running as fast and concentrated they would have killed the frigates quick. Intimidation won that game. An experienced Eldar player just kills them with pulsar or bombers.

A fun thing if you can do the micro take both frigates and space them out a little while charging the eldar. He will take one more than like but the second one becomes a missile and rams right after he does his torps at min effective range. Won't kill an undamaged eldar battler but it will mess them up and hopefully freak him out enough for you to nail him with your main ships gun. If he dodges the frigate it still freaks him out as Eldar hate ramming. Natural animal instinct is to attack and kill the thing that hurt or almost hurt it. Applies to most gamers as well. He turns to deal with the frigate and your capital ship creeps closer to macro or ram. If he dodges that then he still is dancing from your fast frigate and your capital ships. Push him into asteroid fields or corners this way combined with torps and bombs. Eventually he will run out of room. This and grot on a rok/sticky scanner are the way to take out eldar. Nova Cannon is also nice but not as challenging.

I still love my orkz but Imperials are just so much bloody fun. Manoeuvring thrusters are my favourite thing about them. Strong prow armour, torpedoes and thrusters make Imperials amazing at short range. Chaos just seems too easy and straight forward. Eldar are a lot of fun as well but... I hates elves. Tried out the new starcannon eldar for a bit and they do fairly well. Still hit and run but if you get that nose shield upgrade and keep em moving they hit fairly hard and seem to last. Still don't get rammed. At all. Unless you are fighting an Ork named Cap'n Teemojin then let him give you lots of hugs.

Yukitsu
Oct 11, 2012

Snow=Yuki
Fox=Kitsune
Snow Fox=Yukitsu, ne?

Honky Dong Country posted:

What makes the Retribution so bad? I just killed the single player so I'm considering getting into MP. That thing was a beast in my campaign but I know poo poo is way different against a human opponent.

A lot of players IMO over value versatility in this game, and the retribution despite appearances is only any good at close range with upgraded macros, abusing the relatively decent torpedoes and long range poke to convince enemies into getting close enough to kill it. A lot of players also underuse the manuevering thrusters that are crucial to dealing a lot of damage with the thing. Personally I rate it currently higher than the deathdeala by a little and more than the chaos desolator by a decent amount.

Personally prefer it in multiplayer, it crushes Imperials that assume dominator focused fleets will beat things like the retribution mixed with overlords and currently easily clears out orks. If Imperial carriers weren't as crap as they are, I'd say the Emperor would be great in a carrier fleet, but as it is, if I see an Emperor, I just rush the enemy Imperial, they can't outgun you if you do so since so many of their points are tied up in a carrier, or if I'm chaos, the Styx is so much more efficient all around, that 2 of them will make the Emperor completely useless.

TheDeadlyShoe
Feb 14, 2014

One reason the emperor has such a good reputation is that it's gun turrets are competitive with the retributions broadside; never count out the emperor as being just a carrier. Bum rushes still work because battleships are designed around tt game play assumptions that do not apply - certainly it's not very strong per pt, imo.

nnnotime
Sep 30, 2001

Hesitate, and you will be lost.
Bah, from the official forums a developer said they won't be adding a game recorder/playback feature :smith:

It boggles my mind they didn't build a playback feature in from the beginning. It would be nice to playback a fight and be able to zoom up close to look at all the detailed graphics and animations they put together, like from what was demonstrated in the original game's preview trailers.

Also having a playback recorder would save time trying to track down bugs and issues since players should show evidence of what occurred. Plus you could create content for your own tribute videos from various combat segments.

Ah, well, still enjoying the game...

Lord Koth
Jan 8, 2012

Psycho Landlord posted:

It's not really *bad*, because there aren't really any bad battleships in this game, it's just near the bottom of the totem pole. The primary issue with it is more maneuverability than anything, since if you want to make the most of it's guns you need to close, and it's one of the slowest ships in the game. Human players will run rings around it. But yeah, flipside, it is much, much harder to render a retribution combat ineffective than it is an Emperor.

Retribution is the same speed as an Imperial cruiser, at 150, though it does have turning issues(as do all non-Eldar BBs). That puts it at far faster than an Emperor and Deathdeala, and tied with the Chaos BBs.

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

Lord Koth posted:

Retribution is the same speed as an Imperial cruiser, at 150, though it does have turning issues(as do all non-Eldar BBs). That puts it at far faster than an Emperor and Deathdeala, and tied with the Chaos BBs.

Was this something done in a recent patch? I could have sworn the Ret was the same speed as the Emperor, but I also haven't played since before the big Elder nerf patch.

Lord Koth
Jan 8, 2012

Psycho Landlord posted:

Was this something done in a recent patch? I could have sworn the Ret was the same speed as the Emperor, but I also haven't played since before the big Elder nerf patch.

It was changed in the very first or second patch after release. Well before the Eldar nerf.

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

Welp :downs:

That makes it quite a bit better, though I'd still take an Emperor.

rockopete
Jan 19, 2005

Adeptus Mechanicus is almost mandatory for the Emperor too, that way you can be sure of both mezoa drive to compensate for the speed and the sensor increase to enhance MWJ while still having enough slots for voss shields, fighter/ordnance buffs, and so on.

pedro0930
Oct 15, 2012
Space Marines fleet trailer is out.
https://www.youtube.com/watch?v=3pxdtigmeDY

Zaphod42
Sep 13, 2012

If there's anything more important than my ego around, I want it caught and shot now.

Oh poo poo, is that Dante? Has to be.

rockopete
Jan 19, 2005

Unless Balthasar Gelt magicked his way onto an Imperial cruiser, that's definitely Dante.

pedro0930
Oct 15, 2012
Apparently that's just a Sanguinary Guard since Dante doesn't have wings.

bij
Feb 24, 2007

pedro0930 posted:

Apparently that's just a Sanguinary Guard since Dante doesn't have wings.

Dante's also got an axe rather than a sword. Regardless, Blood Angels getting some play in a game is cool.

Zaphod42
Sep 13, 2012

If there's anything more important than my ego around, I want it caught and shot now.

pedro0930 posted:

Apparently that's just a Sanguinary Guard since Dante doesn't have wings.

I was thinking that as a possibility, but a dev on the forums seems to have referred to him as Dante so :iiam:

I've seen a ton of conversions of Dante with wings so who knows.

CommissarMega
Nov 18, 2008

THUNDERDOME LOSER

Holy gently caress this is awesome! I hope the other Chapters get their own special characters in the game as well, though.

Blinks77
Feb 15, 2012

CommissarMega posted:

Holy gently caress this is awesome! I hope the other Chapters get their own special characters in the game as well, though.

Looks like the Dark Angels get the Rock. So, yeah. I'll take that.

Yukitsu
Oct 11, 2012

Snow=Yuki
Fox=Kitsune
Snow Fox=Yukitsu, ne?
Gonna have to go full deathwing with those guys. It's only a shame you can't bring The Rock with you.

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Zaphod42
Sep 13, 2012

If there's anything more important than my ego around, I want it caught and shot now.

Ravensburg posted:

Space Marine chapters will not be favors. At the profile creation you will be able to choose which Chapter you want to play with.

PRAISE THE EMPEROR!!!!

quote:

Also, Chapters have different ship's skin and portraits but not the gameplay.

Regarding the favors system I prefer to keep the surprise but it will be something a little bit different from the other factions

Zaphod42 fucked around with this message at 20:30 on Jun 17, 2016

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