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DogsInSpace!
Sep 11, 2001


Fun Shoe

Yukitsu posted:

Actually I'm pretty sure that the orks really are the strongest faction right now. I've never played a faction other than them that can force an opponent to capitulate after just getting within 9000 or so range.

Zzaps?

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Yukitsu
Oct 11, 2012

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

6 stasis bombs, 1 disruption bomb, 6 nova cannons, belt armour, torpedo spam. They sort of rage quit after the fourth consecutive stasis bomb that keeps them stuck in the same spot while torpedoes are moving on to them and when they lose a ship to the nova burst at point blank where they don't miss.

DogsInSpace!
Sep 11, 2001


Fun Shoe

Yukitsu posted:

6 stasis bombs, 1 disruption bomb, 6 nova cannons, belt armour, torpedo spam. They sort of rage quit after the fourth consecutive stasis bomb that keeps them stuck in the same spot while torpedoes are moving on to them and when they lose a ship to the nova burst at point blank where they don't miss.

Jesus... that is a a true epicurean of all matters limberger. That is the exception. Sorry man. That's also a very un-orky player. I do like Blood Axe and looted kannon but only on some of my fast krooserz. Too many ships with that is just.... not Orky. Bigger ships are made for ramming so I take the Traktor Kannon. Its just more fun and the range isn't overwhelmingly cheesy. It can add so much blissful chaos. Used to take Goff but it just isn't worth it anymore. Also not nearly as much fun.
Looted ship is really a nasty nerf to Orkz. 100% burn damage and any damage that breaches the hull are an extra 100%. Add in sup-par morale and a horrible turn radius, speed and lacklustre fighta/bomba's (which pull double duty) and they are still not as easy as chaos or Imperial. I have no idea about Space Marines as I kill them easy enough and they don't interest me in the slightest. I actually don't mind the fire damage as its fluffy as hell and you can take an upgrade that cuts that to 50% extra. Still worse than other guys but it should as what do Orkz care if their ship is on fire. The critical damage on top of that is a bit much. If I play Imperial I can melt their ships with melta torps and out ram them. If I take that imperial only upgrade for extra ram damage it gets even sadder as that is the orkz main trick. Chaos just needs to try and stay at max range and blast. I've done it with them so it can still be done. Also use those manoeuvring thrusters as you can dodge Orkz a good amount of time. I'm not worried about Tau as I kicked them around fairly easy. Their ships have a wonderful built in weakness: their design. They are just so broad and made for ramming and tossing about.

Good and still not cheesy skills for ork ships.
1) grot on a rok. My favourite. Stick on an eldar ship and you or your partner will keep spotting him. Hope they never nerf that as its not cheesy. If other race comes around just use to spot him so your zzaps can soften him up a lil.
2) stasis bomb - don't cheese like that one guy but it can save your game. Think area denial/obstruction as much as sticking your enemies in a tar pit.
3) ork songz - the skill that make the opponents detection 1k. If you go in and ram then hit that as you circle about it can help prevent you getting shot while your ship slowly comes about. Also helps an ally blast away in 2v2.
4) waaaaagh - helps boarding and assaults and your big ship should have this as he's the flagship of an ork army.

I don't mind the ap nerf as improved zzaps help and they look wicked. Still wish Orkz had the improved ram and extra armour upgrade back. I miss Taunt but I can see why that's gone for good. I wouldn't even remove the extra burning from looted ship.... just get rid of hull breach +100% damage. Or do +50% burn damage and 25% hull breach damage. That and bringing back +5 or +10 to troop value to Goff Favour are my top gripes. My dream add for Goff is +10% ram damage (stackable with the returning extra ramming gob ram damage bonus), extra assault action when boarding and +10 troop value. That's not nearly as nasty as the other favours. Increase troop value and assault actions while removing ramming damage bonus if ramming damage bonuses couldn't be programmed to stack. The only other thing I might change is fighta-bombas. They are supposed to suck so I don't mind that they don't keep up with the other guys... I just wouldn't make them cost as much to put on ships. Also give Orkz an auto bonus to be able to use them again (like refuelling station). Them sucking is fluffy but so is Orkz being able to toss out a ton of crappy jerry rigged craft. Again, make the refuelling station skill stack so they could make that their thing if they wanted to spend the money on the upgrade.

DogsInSpace! fucked around with this message at 03:14 on Sep 28, 2016

Yukitsu
Oct 11, 2012

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

Von_Doom posted:

Jesus... that is a a true epicurean of all matters limberger. That is the exception. Sorry man. That's also a very un-orky player. I do like Blood Axe and looted kannon but only on some of my fast krooserz. Too many ships with that is just.... not Orky. Bigger ships are made for ramming so I take the Traktor Kannon. Its just more fun and the range isn't overwhelmingly cheesy. It can add so much blissful chaos. Used to take Goff but it just isn't worth it anymore. Also not nearly as much fun.


Yeah, but I play ranked so it's a matter of doing what it takes to win. I still use a mix in persistent. Besides, it works great for Orks. Terrifies the piss out of anyone that thought they'd stay at 12K range which lets me pound them with all the ships kitted out with heavy close range guns when they are forced to close. It's just that only the best players survive long enough for me to get close enough to do it. The stasis bomb spam I have to admit probably isn't the most orky, but people really need to learn that they're counterable. 6 aren't but no one ever blows up my first one anyway.

I should also point out, I've beaten someone that uses this composition. You can't just blindly cheese with the comp, it still requires some knowledge and skills.

Yukitsu fucked around with this message at 03:26 on Sep 28, 2016

Verranicus
Aug 18, 2009

by VideoGames
Can anyone suggest some good Battlefleet Lpers on youtubre?

DogsInSpace!
Sep 11, 2001


Fun Shoe

Yukitsu posted:

Yeah, but I play ranked so it's a matter of doing what it takes to win. I still use a mix in persistent. Besides, it works great for Orks. Terrifies the piss out of anyone that thought they'd stay at 12K range which lets me pound them with all the ships kitted out with heavy close range guns when they are forced to close. It's just that only the best players survive long enough for me to get close enough to do it. The stasis bomb spam I have to admit probably isn't the most orky, but people really need to learn that they're counterable. 6 aren't but no one ever blows up my first one anyway.

I should also point out, I've beaten someone that uses this composition. You can't just blindly cheese with the comp, it still requires some knowledge and skills.

and in my case... lots of luck and booze. Had a guy try that with me earlier... he fergot me uvver ship was also 'ard. He learned. Also...Persistent plaing buddy! Thinking of trying some chaos later. Need to redo my skills on my chaos fleet. I played them a little yesterday and realized its been a bit.... there were still empty slots from taunt. Thinking about playing some Eldar now that my Ork ships are mostly maxxed and sometimes even I must take a break from ramming and making enemies ram into each other. Eldar seem like a decent challenge and there's not many around. I'd say Marines but the heat seeking torps are a little too cheesy for my taste. Navy is also maxxed so that's right out. I always like going against Chaos brawlers... nice to see people stray from the easiest course. Chaos brawlers are dead nasty and often underestimated.

As far as Lpers... there were some from aeons ago someone posted but I'm weird and like to learn by beating my head against the wall.

nnnotime
Sep 30, 2001

Hesitate, and you will be lost.

Verranicus posted:

Can anyone suggest some good Battlefleet Lpers on youtubre?
I liked the single-player play-through from FilthyRobot. However it's a few months old so does not cover the gameplay changes since then. I picked up some decent builds from his videos for single player, (i.e., the torpedo-boat heavy "brawler build").
https://www.youtube.com/watch?v=iMHRPmQwl7M

EDIT: Note FilthyRobot does not finish the campaign and winds up losing it. But I thought the series was good to learn gameplay tactics and ship builds.

EDIT: Wow, this FilthyRobot guy plays a ton of Civ5. Not to derail, but is Civ5 a pretty replayable game?

nnnotime fucked around with this message at 06:07 on Oct 3, 2016

Verranicus
Aug 18, 2009

by VideoGames

nnnotime posted:

I liked the single-player play-through from FilthyRobot. However it's a few months old so does not cover the gameplay changes since then. I picked up some decent builds from his videos for single player, (i.e., the torpedo-boat heavy "brawler build").
https://www.youtube.com/watch?v=iMHRPmQwl7M

EDIT: Wow, this FilthyRobot guy plays a ton of Civ5. Not to derail, but is Civ5 a pretty replayable game?

To answer your question, yeah it is. Unfortunately Filthy is the one guy I've already watched play a ton of Battlefleet so I was hoping for other people. If you enjoy his stuff his Darkest Dungeon LPs were also really good, and the Civ 5 LPs he keeps in the 'Filthys Favorite Few' playlist are all very entertaining. He's the grumpiest LPer and when you contrast that to how calm Civ 5 is it can be pretty great.

Phrosphor
Feb 25, 2007

Urbanisation

From what I can gather online play at the moment is mostly about ordinance and long range abilities to decide most fights. How do imperials fare in this? Are you sort of 'forced' to take Nova Cannons (I hate Nova Cannons), do you need heavy fighter screens and extra turrets as a basis for a fleet?

I have been out of action since shortly after the game came out and back then it was primarily kitey chaos as the meta.

DogsInSpace!
Sep 11, 2001


Fun Shoe

Phrosphor posted:

From what I can gather online play at the moment is mostly about ordinance and long range abilities to decide most fights. How do imperials fare in this? Are you sort of 'forced' to take Nova Cannons (I hate Nova Cannons), do you need heavy fighter screens and extra turrets as a basis for a fleet?

I have been out of action since shortly after the game came out and back then it was primarily kitey chaos as the meta.

Last Imperial Force played: 2 days ago despite my love of Ork. Many IN go Nova Cannon heavy but you don't have to and it can be boring. Versus Eldar I will go more NC as it scares the poop out of them (still) and takes them out quick. Don't depend on Nova Cannon versus the rest of the races though. Navy can do brawlers with the best of them. Sadly, most of the wikis and LP are a little outdated, but medium and short range are perfectly fine for Imperials. Battlecruisers: I love the Mars and that is where I might bring a Nova Cannon. Flight bay is beautiful. Imperial lances melt Ork and Marine ships so the Gothic cruiser class is good for them but avoid the lunar due to split upgrades. Tyrant is a good brawler with its plasma macro cannons also decent against ships short and medium range. People also tend to forget Imperial ramming and front armour is bloody beautiful. Get in close and ram ships. You are merely "ok" at boarding but if you ram then board on top of a nice broadside then the enemy ship is either nunka or really hurt. Power ram upgrade on the ship adds 50% to ramming damage and if you are going to ram often then take this. Best ramming damage faction in the game. Manoeuvring thrusters are amazing and can easily help you out ram my beloved Orkz with some practice. Fast cruisers: dauntless with prow lance or dauntless with torpedoes. That lance can be nasty versus Ork and Marines but I really love torpedoes so tend to do that version (mk2). Escort called Widowmaker has 10k detection which is so bloody nice it cannot be overstated. Add on the extra detection range and you have 12.5k detection that beats everyone.

Upgrade talk:
Voss pattern shields + extra shields are what I take ob every ship. Voss pattern is 25% chance for damage ignore on shields. Those two upgrades will give you survivability to get in close, brawling and ramming to your heart's content. Take that. The rest play around with and see what you like. You have increased range for your weapons, ap ammo and a bunch of other things that can and will let you be viable against all other dudes. See what you like.

Favour talk: All four are good but Adeptus Mechanicus and Imperial Navy are my favourite. Adeptus Mechanicus lets you take an extra upgrade slot, skill slot and paints your ship red and white. Good for your brawler. Imperial Navy paints your ships a lovely blue, gets rid of insubordination and lets you summon a cobra escort every 180 seconds. I cannot state how often this upgrade has saved my hide. Cobras are so-so on paper. Take voss pattern shields, extra detection and extra range on those bad boys and let them sit at max gun range. Set their torps to auto, frontal facing for auto attack and let them plink away. They are going to (if played right) just sit a distance away from an enemy and whittle their health slowly with macro and the occasional torpedoes. They will be ignored and that will cost the enemy; plus, you can move them close so they detect when you need them to. You keep summoming them so an enemy that leaves you alone for too long will find themselves with multiple copies of that cobra chasing them around. Had a game a while ago where this annoying elf (back when they were OP as fuq) kept dancing around and trying to kite me and my buddy. That lasted for a bit until he found himself running out of room to dodge. 4 cobras on top of 4 other larger ships will do that. Take Navy favour on almost every ship in my opinion. Forces the opponent to kill you now and is a great counter to super cheese kiters. Plus your ships are really nice to look at. Imperials are my second favourite class in the game and still drat good, the jack of all trades type force that has far more than just nova cannon. Nova cannons are a thing of beauty be warned and possibly addictive but don't think anyone worth their salt will let you stand back and nova cannon. If going against a nova cannon heavy guy be sure and spread your ships out and keep escorts behind the bigger boyz.

Yukitsu
Oct 11, 2012

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

Phrosphor posted:

From what I can gather online play at the moment is mostly about ordinance and long range abilities to decide most fights. How do imperials fare in this? Are you sort of 'forced' to take Nova Cannons (I hate Nova Cannons), do you need heavy fighter screens and extra turrets as a basis for a fleet?

I have been out of action since shortly after the game came out and back then it was primarily kitey chaos as the meta.

I don't actually think that long range abilities or ordinance are what decides games personally, I've actually got a higher rating with my ranked Space Marines than with that ork fleet I mentioned. Short range brawling can be extremely effective as long as you use good movement abilities and can catch up to long range ships. Most compositions that I use with Imperials don't bother with turret upgrades and I don't usually take fighters. It's stupid to not take nova cannons out of principle however as they're what you use to fight Eldar and the Dominator is by far the best brawling ship in the cruiser tier.

Yukitsu
Oct 11, 2012

Snow=Yuki
Fox=Kitsune
Snow Fox=Yukitsu, ne?
Tau got released without too many alterations. May have missed this but they removed water caste from the Auxiliaries which makes a bit of a difference and I didn't see that change in the patch notes.

No real changes otherwise in terms of balance to the gameplay.

ZearothK
Aug 25, 2008

I've lost twice, I've failed twice and I've gotten two dishonorable mentions within 7 weeks. But I keep coming back. I am The Trooper!

THUNDERDOME LOSER 2021


Haven't played pretty much since the Space Marines and I just saw the Tau announcement. How are the Tau and Space Marine fleets? Any other huge changes since... Uh... July?

Yukitsu
Oct 11, 2012

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

ZearothK posted:

Haven't played pretty much since the Space Marines and I just saw the Tau announcement. How are the Tau and Space Marine fleets? Any other huge changes since... Uh... July?

Since then, I think people have been complaining orks aren't viable but they're mostly zap users, I still think they're too strong. Space marines came with some adjustments, the armour piercing macros aren't as powerful as they used to be, taunt got removed, Eldar don't deal any damage. There were a few rudimentary changes to bombs but nothing major. They reduced the incidence of permanent criticals adding in temporary criticals. You can only get permanent crits with weapon fire, boarding actions and a few other special rules like Biel Tan lightning strikes.

Floppychop
Mar 30, 2012

I stopped playing about the time they kneecapped Orks' ramming and heavy gunz and made them almost worthless in brawls. Have they been tweaked since then?

Yukitsu
Oct 11, 2012

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

Floppychop posted:

I stopped playing about the time they kneecapped Orks' ramming and heavy gunz and made them almost worthless in brawls. Have they been tweaked since then?

No, but I haven't been losing brawls with them either with my heavy gunz spam so it was probably warranted, especially since without the nerfs they'd auto kill space marines harder than they already do.

Phrosphor
Feb 25, 2007

Urbanisation

I need help, I am trying to play as SM and I can't hurt Tau. They just wreck me at long and close range. What is their weakness? I can't even get good results out of ramming.

Yukitsu
Oct 11, 2012

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

Phrosphor posted:

I need help, I am trying to play as SM and I can't hurt Tau. They just wreck me at long and close range. What is their weakness? I can't even get good results out of ramming.

Flanking and bombard cannons are how you deal with them, but it's ludicrously hard before you get battle barges. In a perfect world, ramming them from the side is worth a considerable amount of damage but isn't realistically possible.

Bombard cannons can deal good damage through their 75 front armour and get good criticals. Flanking around their side lets you deal damage to their 50 armour and 0 armour shields. A single battle barge on lock on with capped gunner upgrades and a capped chapter master can shred through the Tau one ship at a time and it's tough enough that the Tau won't kill it quickly enough in many matches. Stick to about 6000 range or just within it if possible.

Don't try to win with ordinance. They'll have good fighters or more often then not just tear apart torpedoes with upgraded turrets. By contrast, their bombers are the best in the game and their torpedoes will absolutely destroy space marine fleets as they lack good turrets and good fighter screens.

Phrosphor
Feb 25, 2007

Urbanisation

What I have been trying to do is run with 4 Strike cruisers, with all the shield upgrades, fighter skill and turret upgrades +maxed out space marines crew and chapter relics so I can really punish them when I get in close. The hope was the turrets and fighters could control the ordinance and the shields could help get close but in a lot of games I see the first strike cruiser to get focused just completely melt.

I will try and use some battle barges instead but to me if felt they were just a big slow target to get kited and focused down.

Yukitsu
Oct 11, 2012

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

Phrosphor posted:

What I have been trying to do is run with 4 Strike cruisers, with all the shield upgrades, fighter skill and turret upgrades +maxed out space marines crew and chapter relics so I can really punish them when I get in close. The hope was the turrets and fighters could control the ordinance and the shields could help get close but in a lot of games I see the first strike cruiser to get focused just completely melt.

I will try and use some battle barges instead but to me if felt they were just a big slow target to get kited and focused down.

Space marines are more vulnerable to ordinance than any other faction in the game while the Tau output the most ordinance in the game. It's completely impossible to control Tau ordinance with space marine turrets and their one fighter squad sadly. I wish the number of fighters launched with that skill scaled with ship size, one fighter for lights, 2 for strikes, 4 for the battlebarges but they don't. If you're seeing a strike completely melt then you're likely seeing the mantas tearing the ship apart.

Strikes are sadly pretty much complete garbage for the space marines, they really rally around their battle barge to an almost silly extent. The Space Marines just don't do any DPS until they get their battleships and for better or worse, enough weapons bypass armour that you can't simply get into long duration slugging matches and tank out fights, especially not with 600 HP cruisers. The barge on the other hand has crazy high DPS, crit rate and HP values making it able to get into punching fights with any ship in the game. You simply need to be really careful on using your micro warps at the right times and using your boost meter as well as using probes to keep LOS.

Phrosphor
Feb 25, 2007

Urbanisation

Yukitsu posted:

Space marines are more vulnerable to ordinance than any other faction in the game while the Tau output the most ordinance in the game. It's completely impossible to control Tau ordinance with space marine turrets and their one fighter squad sadly. I wish the number of fighters launched with that skill scaled with ship size, one fighter for lights, 2 for strikes, 4 for the battlebarges but they don't. If you're seeing a strike completely melt then you're likely seeing the mantas tearing the ship apart.

Strikes are sadly pretty much complete garbage for the space marines, they really rally around their battle barge to an almost silly extent. The Space Marines just don't do any DPS until they get their battleships and for better or worse, enough weapons bypass armour that you can't simply get into long duration slugging matches and tank out fights, especially not with 600 HP cruisers. The barge on the other hand has crazy high DPS, crit rate and HP values making it able to get into punching fights with any ship in the game. You simply need to be really careful on using your micro warps at the right times and using your boost meter as well as using probes to keep LOS.

Gotcha, I will take this into account. Cheers.

Edit: OK, pimped out Battle Barges are monsters!

Phrosphor fucked around with this message at 23:50 on Sep 29, 2016

DogsInSpace!
Sep 11, 2001


Fun Shoe

Yukitsu posted:

Space marines are more vulnerable to ordinance than any other faction in the game while the Tau output the most ordinance in the game. It's completely impossible to control Tau ordinance with space marine turrets and their one fighter squad sadly. I wish the number of fighters launched with that skill scaled with ship size, one fighter for lights, 2 for strikes, 4 for the battlebarges but they don't. If you're seeing a strike completely melt then you're likely seeing the mantas tearing the ship apart.

Strikes are sadly pretty much complete garbage for the space marines, they really rally around their battle barge to an almost silly extent. The Space Marines just don't do any DPS until they get their battleships and for better or worse, enough weapons bypass armour that you can't simply get into long duration slugging matches and tank out fights, especially not with 600 HP cruisers. The barge on the other hand has crazy high DPS, crit rate and HP values making it able to get into punching fights with any ship in the game. You simply need to be really careful on using your micro warps at the right times and using your boost meter as well as using probes to keep LOS.

Heya. You always have good advice about Marines. Curious: what would you add if you could to them? I played Tau for a bit and just walked over Marines. Now that I think of it I tend to do that with most races. Are marines a bit weak? Only race that gives me pause are Orks and thats only if I don't flank them. I still wish Pulsars had the old range and they just cut it down by one pulse. New Pulsars just dont seem to cut it at all versus Tau. Feeling sorry for Eldar.... I must be going soft in my old age.

I like a challenge so I might actually be playing smurfs or Fists. Thinking about Eldar as well.

Yukitsu
Oct 11, 2012

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

Von_Doom posted:

Heya. You always have good advice about Marines. Curious: what would you add if you could to them? I played Tau for a bit and just walked over Marines. Now that I think of it I tend to do that with most races. Are marines a bit weak? Only race that gives me pause are Orks and thats only if I don't flank them. I still wish Pulsars had the old range and they just cut it down by one pulse. New Pulsars just dont seem to cut it at all versus Tau. Feeling sorry for Eldar.... I must be going soft in my old age.

I like a challenge so I might actually be playing smurfs or Fists. Thinking about Eldar as well.

I'd change their cruisers and light cruisers so they've got 600 and 800 HP and give space marines some resistance to crits. Even more ideally, I'd change torpedoes and bombers to deal significantly more damage, possibly double but have them all susceptable to armour. So a torpedo hit to the front armour of an Imperial or ork ship would bounce off 75% of the time while any torpedo or bomber hit to a space marine ship is likely to bounce. It'd give armour more reason to exist and stop people from spamming torpedoes off the table edge into the 75 front armour of ships.

I'm OK with space marines having fairly low DPS compared to every other faction but they need to have something else in place to compensate for it. That's supposed to be high durability but the game simply has too many AP weapons to really call Space Marines durable.

That said however, I'm ranked 10th as Space Marines, they can certainly beat other factions in this game.

DogsInSpace!
Sep 11, 2001


Fun Shoe

Yukitsu posted:

I'd change their cruisers and light cruisers so they've got 600 and 800 HP and give space marines some resistance to crits. Even more ideally, I'd change torpedoes and bombers to deal significantly more damage, possibly double but have them all susceptable to armour. So a torpedo hit to the front armour of an Imperial or ork ship would bounce off 75% of the time while any torpedo or bomber hit to a space marine ship is likely to bounce. It'd give armour more reason to exist and stop people from spamming torpedoes off the table edge into the 75 front armour of ships.

I'm OK with space marines having fairly low DPS compared to every other faction but they need to have something else in place to compensate for it. That's supposed to be high durability but the game simply has too many AP weapons to really call Space Marines durable.

That said however, I'm ranked 10th as Space Marines, they can certainly beat other factions in this game.

Thanks for the info. Weird glitch btw.... somehow I kept magically getting like 1k money when I played any other faction but tau... bought the hell out of favours I am not too ashamed to admit. Hope someone else enjoys some free money. Did some Marine and I did alright. Not really experienced but I like your ideas. My pitiful fighter squad did not keep up with torps and only did well by dancing about and backstabbing. Marines seem fairly fragile. Did some eldar as well and cried a little. Not just to get more in character either. Haven't tried them since pre-nerf when I only played them to learn how to kill them. I survived but did very poor damage. Chaos definitely no longer is king of the roost. They seem do fare better at range than as brawlers for the obvious reasons. Orkz and Imperial absolutely were the easiest for me against Tau.... course those are the main two I've played so smidgen of salt and all of that.

Yukitsu
Oct 11, 2012

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

Von_Doom posted:

Thanks for the info. Weird glitch btw.... somehow I kept magically getting like 1k money when I played any other faction but tau... bought the hell out of favours I am not too ashamed to admit. Hope someone else enjoys some free money. Did some Marine and I did alright.

Funny, the glitch I got was all 26 of my admirals got deleted.

Nickiepoo
Jun 24, 2013

Yukitsu posted:

Funny, the glitch I got was all 26 of my admirals got deleted.

Someone got a visit from the Inquisition.

DogsInSpace!
Sep 11, 2001


Fun Shoe

Yukitsu posted:

Funny, the glitch I got was all 26 of my admirals got deleted.

Sorry man.

Every non Tau faction I had got the glitch so I favoured EVERYTHING I could. Also fixed skills and upgrades on all my guys. If I can ask some advice for Marines:
Seems assaults and rams are where the damage comes in with Marines. Hit and run Orkz with more manoeuvre in trade for armour (especially front). Strong vs macros but weak from lance and torps. Is that a fair assessment? Hows their guns and thunderhawks? Their guns, even buffed, seem weak and their Thawks seemed to be avoided by a basic fighter screen. Is that accurate? I took Voss pattern shields and extra shields for first two favours and that gave them some survivability so any recommendations for next upgrades? Last question: Prow Lances versus Bombardment cannons. How is the damage between the two compare in general? I really like the visuals of lances but splitting upgrades is not fun. That one favour helps but overall just not fun. It is amusing when someone cries hax when they see how many upgrades you can get. I now see your point about Ork play being easier. I played Eldar for quite a few rounds and the damage I would contribute was gently caress all. They have interesting favours though. Not particularly strong but interesting. Eldar fighters seemed to be the main way to do any damage. Pulsars are ok but they just don't have that much punch. Again, I think they should have that old range back.


http://www.bfgawiki.com/wiki/Battlefleet_Gothic:_Armada_Wiki
I wish you and I had access to that site as its the only one I found for this game but its descriptions and tacticae are ancient and out of date.

Nickiepoo posted:

Someone got a visit from the Inquisition.

teehee

Yukitsu
Oct 11, 2012

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

Von_Doom posted:

Sorry man.

Every non Tau faction I had got the glitch so I favoured EVERYTHING I could. Also fixed skills and upgrades on all my guys. If I can ask some advice for Marines:
Seems assaults and rams are where the damage comes in with Marines. Hit and run Orkz with more manoeuvre in trade for armour (especially front). Strong vs macros but weak from lance and torps. Is that a fair assessment? Hows their guns and thunderhawks? Their guns, even buffed, seem weak and their Thawks seemed to be avoided by a basic fighter screen. Is that accurate? I took Voss pattern shields and extra shields for first two favours and that gave them some survivability so any recommendations for next upgrades? Last question: Prow Lances versus Bombardment cannons. How is the damage between the two compare in general? I really like the visuals of lances but splitting upgrades is not fun. That one favour helps but overall just not fun. It is amusing when someone cries hax when they see how many upgrades you can get. I now see your point about Ork play being easier. I played Eldar for quite a few rounds and the damage I would contribute was gently caress all. They have interesting favours though. Not particularly strong but interesting. Eldar fighters seemed to be the main way to do any damage. Pulsars are ok but they just don't have that much punch. Again, I think they should have that old range back.

I don't mind that much, I had 26 admirals because I like leveling fleets.

The macro DPS on most space marine ships is modest but not often enough to make up for them having 2/3rds the health of other ships. Even the Battle Barge with its 12 DPS isn't exactly shabby on that department but that's rarely going to win you fights. That 12 DPS comes on a frame that costs way more than anything short of the Custodian.

Hawks you use by flinging torpedoes past enemy ships then launching fighters. It'll cause the fighter screen to chase giving your assault craft a fighting chance. They're not great but fighter screens tend to erode over long fights as people tend to favour bombers, so they can deal OK damage past the first few engagements. Yes, fighters wreck thunderhawks but that shouldn't be a huge concern as the battle progresses, you just need to avoid getting burst down too badly.

My upgrades on Space Marine ships goes Extra shields, Voss Pattern shields then advanced cogitator linkages. Those are mandatory for Space Marines due to their chapter master perks. After that is a bit loose but I like things like boarding torpedoes and improved shield recharge rates. On the battle barges, I sometimes like automatic refueling stations. In most fleets, I get the boarding torpedoes first, then additional void shields, then improved cogitator linkages, voss pattern and finish off with improved shield recharge.

Forward lances are slightly higher DPS because of accuracy but the point of Space Marines is causing criticals to stop your opponent from fighting back effectively which the bombards are the best at. Splitting upgrades shouldn't be an issue for Space Marines since I don't think it's worth getting weapon upgrades on Space Marines, no weapon systems on them benefit that much from upgrades and most are low enough DPS that it doesn't make sense to upgrade them but I'd still recommend the bombards in every case.

I don't think Eldar should have their old range back, it promoted a 0 risk playstyle that didn't allow for counterplay unless their opponent knows how to deal with Eldar. I think it's better for Eldar to be forced to come into close combat as they currently are, but their damage should be reverted to when they were able to inflict meaningful casualties to enemies using pulsars.

Helion
Apr 28, 2008
Can someone advise me on how to win the second campaign mission, where you need to escort the unarmed vessels? The orbs always devastate me :(

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer

Helion posted:

Can someone advise me on how to win the second campaign mission, where you need to escort the unarmed vessels? The orbs always devastate me :(

I think I did this by sending 1 transport unescorted to the bottom edge and then everything else to the top edge. Have your escorts go out and meet the enemy well your transports are always gunning it for the other side. This mission is super annoying.

pedro0930
Oct 15, 2012

Popete posted:

I think I did this by sending 1 transport unescorted to the bottom edge and then everything else to the top edge. Have your escorts go out and meet the enemy well your transports are always gunning it for the other side. This mission is super annoying.

I don't think any special deployment plan is needed. Just fight the Ork fleet as normal, the only thing you need to do is to boost and dodge the Ork ram (they'll 100% do this) at the transports. The Ork ship on this mission even on Heroic difficulty only has the standard gunz, which is extremely bad at killing even your transport, so there's little chance of them shooting you to death. You can use Brace for Impact on your transport, it'll make Ork gunfire even more useless. Once you dodge it, the Ork should be completely out of position and you can finish them off fairly easily.

Elukka
Feb 18, 2011

For All Mankind
Did they ever do anything to make plasma macrocannons not terrible? At first glance they're still the same they always were, which is a shame because any ship with them kinda sucks. The issue is weirdly obvious too - it's like they only looked at the accuracy rating on paper and forgot they have hit detection where projectiles need to actually connect.

pedro0930
Oct 15, 2012

Elukka posted:

Did they ever do anything to make plasma macrocannons not terrible? At first glance they're still the same they always were, which is a shame because any ship with them kinda sucks. The issue is weirdly obvious too - it's like they only looked at the accuracy rating on paper and forgot they have actual physical hit detection where projectiles need to actually connect.

They upped the damage since one of the early patch, that's about it. Everything else indirectly nerfed it (such as the AP nerf).

Panfilo
Aug 27, 2011
Probation
Can't post for 20 hours!
I feel like Space Marines have a very weird combination of weaknesses that make them much worse than they should be.

-Good armor just doesn't make up for HP. There are too many things that can mitigate it, and many/most AP weapons are also fairly long range on top of this. I wish they got some Hull Armor upgrade that offset the effect of lances and torpedoes (maybe not completely but at least significantly).

-The removal of permanent crits also really hurt Space Marines since their primary strength is boarding. I would've made the Lightning Strike upgrade count the target ship as having 25% less troop value Vs factions like Eldar this wouldn't make a big effect but vs say a Chaos Nurgle ship it would be better.

-They provided art assets for many different Space Marine chapters. Something else that would've made Space Marines particularly fun is if each faction had a slight bonus tucked in there somewhere (+2 troop value/faster repair/slightly faster strike craft/etc)

-I find it strange that Space Marines are even more vulnerable to ordinance than even Orks. They can only have 1 squadron of strike craft up at any given time, and need to purchase it as an upgrade. High armor/low HP also makes them pretty vulnerable to torpedoes and bombers.

nnnotime
Sep 30, 2001

Hesitate, and you will be lost.

pedro0930 posted:

I don't think any special deployment plan is needed. Just fight the Ork fleet as normal, the only thing you need to do is to boost and dodge the Ork ram (they'll 100% do this) at the transports. The Ork ship on this mission even on Heroic difficulty only has the standard gunz, which is extremely bad at killing even your transport, so there's little chance of them shooting you to death. You can use Brace for Impact on your transport, it'll make Ork gunfire even more useless. Once you dodge it, the Ork should be completely out of position and you can finish them off fairly easily.
Stasis bombs are also good for pinning down Orks after they boost (or sometimes before). I would take stasis bombs on every Transport Defense mission in single-player.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Panfilo posted:

-Good armor just doesn't make up for HP. There are too many things that can mitigate it, and many/most AP weapons are also fairly long range on top of this. I wish they got some Hull Armor upgrade that offset the effect of lances and torpedoes (maybe not completely but at least significantly).

It generally hurts armor a lot that all the armor piercing is by setting the armor to a specific value regardless of the original value. If they were flat removal or percentage based then high armor would still be an advantage, but "treat as 25" is just bad design or at least extremely narrow and limiting design.

DatonKallandor fucked around with this message at 20:31 on Oct 1, 2016

DogsInSpace!
Sep 11, 2001


Fun Shoe

Panfilo posted:

I feel like Space Marines have a very weird combination of weaknesses that make them much worse than they should be.

-Good armor just doesn't make up for HP. There are too many things that can mitigate it, and many/most AP weapons are also fairly long range on top of this. I wish they got some Hull Armor upgrade that offset the effect of lances and torpedoes (maybe not completely but at least significantly).

-The removal of permanent crits also really hurt Space Marines since their primary strength is boarding. I would've made the Lightning Strike upgrade count the target ship as having 25% less troop value Vs factions like Eldar this wouldn't make a big effect but vs say a Chaos Nurgle ship it would be better.

-They provided art assets for many different Space Marine chapters. Something else that would've made Space Marines particularly fun is if each faction had a slight bonus tucked in there somewhere (+2 troop value/faster repair/slightly faster strike craft/etc)

-I find it strange that Space Marines are even more vulnerable to ordinance than even Orks. They can only have 1 squadron of strike craft up at any given time, and need to purchase it as an upgrade. High armor/low HP also makes them pretty vulnerable to torpedoes and bombers.

Yeah after two days of playing Eldar and Spess Mahreens I am rather surprised at how weak they seem. I had no idea they were this... underwhelming. Against other races I do alright but against Tau its a waste of time. Even chapter master battle barge just goes down way too quick for a capital ship. Chaos brawls better and seems to ram better than marines and can do alright versus Tau... though their range mastery aint what it once was. Orks zzaps are cool and they are the masters of the ram despite their speed and turning handicaps so they do alright. Orkz can take a hit even if not like in the old days. I actually did fairly well versus Tau. Imperials did fairly well with ramming, macros close combat and Nova seeming to be their way to combat. Eldar are fairly terrible and, while I can run away from Tau to survive, they don't do that much damage that isn't healed by repair drones if there is damage at all. Marine? I don't do much appreciable damage and end up losing every or almost every ship that comes into combat. I think I remember BFG TT the Marines being far nastier. I dunno, as if it aint Ork or Imperial my attention span is lacking. Really Marines are kinda lacklustre and I will get better at them but the only reason I am going to try them and Eldar are because they are so weak. Hopefully when they rebalance the Tau they do a little multi-faction tweaking.

Also Demiurg just knock Space Marines about like they are toddlers. Torps, their own air corps and that melta beam just manhandle the poor Marines.

DatonKallandor posted:

It generally hurts armor a lot that all the armor piercing is by setting the armor to a specific value regardless of the original value. If they were flat removal or percentage based then high armor would still be an advantage, but "treat as 25" is just bad design or at least extremely narrow and limiting design.

Absolutely. I like that idea. Yukitsu had some great ideas as well. Making armour nastier and the anti armour a little more reasonable might be a step in the right direction. One thing i would like is upping the nastiness of marines boarding, lightning strikes and anything that goes off their impressive troop value. I got that upgrade to lower the refresh time and that is cool but maybe make it 20% instead of 10. In my mind I would think Marines would be less than Orkz and Imperial Navy with ramming (around chaos strength maybe) but add in more ranged dakka and double down on the boarding and assaults. Whether increasing the actions themselves, decreasing defensive troop value, adding crit damage to actions automatically..... no idea as I'm new to Marines, but they need something and that feels fluffier.

One other thing is it feels weird if my Imperial Navy favoured ships won't run that Space Marines will. Maybe take away that and instead turn it into 40k fall back rules. They don't auto run and you don't have to cancel the mutiny/execute but, instead give them the mutiny penalties. The only difference this makes it doesn't reset the warp out timer when you cancel. Minor change but it would have helped me win a capture data mission.

Still loving the game and the Tau aren't nearly so unbalanced as back in the day Eldar but maybe cut down on Tau armour a bit. They are way too Tanky versus Marines. They seem to be not much more fragile than Navy or Orks. They shoot the piss out of you but that is what they are supposed to do. Earth Caste beam of death is really fun to use so don't nerf that bitte.

hard counter
Jan 2, 2015





nnnotime posted:

I liked the single-player play-through from FilthyRobot. However it's a few months old so does not cover the gameplay changes since then. I picked up some decent builds from his videos for single player, (i.e., the torpedo-boat heavy "brawler build").
https://www.youtube.com/watch?v=iMHRPmQwl7M

Just a warning here he loses the single player campaign because he's got no idea how to manage his planets so it's like watching a super slow motion car wreck.

Yukitsu
Oct 11, 2012

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

Von_Doom posted:

Yeah after two days of playing Eldar and Spess Mahreens I am rather surprised at how weak they seem. I had no idea they were this... underwhelming.

Space marines kind of come into their own if you get them to high levels, or at least I usually win with them when I've got my battlebarges, but Eldar basically don't exist right now. There's simply no reason to play them as they are.

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Panfilo
Aug 27, 2011
Probation
Can't post for 20 hours!
In multiplayer I've been running a pair of Mk2 Strike Cruisers. Since I already gave my Battle Barges the two 'good' favors, these two get the other ones.

Chief Librarian at the very least can trigger the enemy to override a mutiny very early on, permanently debuffing the ship. Master of Sanctity is really situational and the few times it shines is when you're up against Orks, they've just popped waaagh and have boarding on auto-activate; you keep this ship in the front and watch as they blow all their boarding actions on a ship immune to being boarded.

Chapter Master is obviously the best by far (primarily because it affects all your ships) and Master of the Forge is pretty decent. However I'm kind of curious if the Marine abilities scale properly based on the fact that you need to dedicate crew to improving them. While this is unique to Space Marines, it feels like a weakness more than anything.

Stuff that would make Librarian/Sanctity better:

Librarian make the psychic attack an AoE that charges up quickly (like Nova Cannon speed) and affects all the ships in the radius. With sufficient range you could at least blind-fire it and if you got lucky could nail two cruisers with one shot, making it particularly nice vs Orks.

Master of Sanctity, instead of boarding immunity (which is situational and getting boarded isn't a huge weakness for Marines) have it buff your armor (preventing AP weapons from affecting it) and give crit resistance for a short amount of time. This at least means you could pop it right before you're about to get focus-fired to give the ship some much-needed toughness.

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