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Perestroika
Apr 8, 2010

radintorov posted:

I disagree with the Dominator being a ship that needs to stay away from battle: 8 Macro-Cannons per side give it a lot of punch for its size.
Granted, up close the Nova Cannon is a bit unwieldy to bring to bear if the ship is in a duel, but in a normal battle, there will be a target that is outside minimum range that can be reached with a quick turn.

Edit: also yay, the Eldars are here! Time to murder them all! :black101:
(hopefully better than this last mission :v: )

Honestly, if there was a ship that had the Dominator's broadside but combined with regular torpedoes, I'd slam pick that fucker every time. I actually end up taking the Tyrant occasionally because it's such a delicious brawling combination, but loss of some dakka compared to the Dominator always hurts just a bit.

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HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


Bliss Authority posted:

Maybe ramming things with a big, spindly cannon that needs to fire at long range is a bad idea.

Or maybe I'm about to get executed for heresy against the Divine Ramming Maneuver.

I was overcome by the need to ram. I bought Micro Warp Jump explicitly to move away in order to fire the cannon, but instead used it for ramming purposes. Its like a mage having a choice between a variety of spells that can be used to create a fine balance of status effects that cascade upon eachother to dominate the battlefield. Alternatively, they can spec solely into explosions and just blow up the enemy.

JT Jag
Aug 30, 2009

#1 Jaguars Sunk Cost Fallacy-Haver
Yeah it seems like the Dominator is a ship you keep at punching range, using its broadsides, while firing off the Nova Cannon at other clusters of ships on the other side of the map whenever it comes off of cooldown. Something like the Micro Warp Jump shouldn't really be necessary for it: you shouldn't be using the Nova Cannon on the ship you're currently engaging anyway.

Shoeless
Sep 2, 2011

Perestroika posted:

Honestly, if there was a ship that had the Dominator's broadside but combined with regular torpedoes, I'd slam pick that fucker every time. I actually end up taking the Tyrant occasionally because it's such a delicious brawling combination, but loss of some dakka compared to the Dominator always hurts just a bit.

In the tabletop game, the Tyrant has similar broadside capabilities to the Dominator, but with some of them having better than average range for Imperials, as well as torps.

Of course if you really want a ton of dakka, you cooould go Chaos and try out the Carnage. The potential broadside when you factor in the forward weapon batteries is 20 battery factor, I think? 18 or 20. It's really high and if you're Eldar and manage to be bad enough to get a ship in range of that you're going to have a Bad Day. No idea how much of that translates accurately into BFG:A.

Veloxyll
May 3, 2011

Fuck you say?!

Shoeless posted:

In the tabletop game, the Tyrant has similar broadside capabilities to the Dominator, but with some of them having better than average range for Imperials, as well as torps.

Of course if you really want a ton of dakka, you cooould go Chaos and try out the Carnage. The potential broadside when you factor in the forward weapon batteries is 20 battery factor, I think? 18 or 20. It's really high and if you're Eldar and manage to be bad enough to get a ship in range of that you're going to have a Bad Day. No idea how much of that translates accurately into BFG:A.

You forget. Space Elves are jerks.

Veloxyll fucked around with this message at 05:15 on Feb 16, 2017

sullat
Jan 9, 2012

JT Jag posted:

Yeah, original complete STCs were sent with colonists to be their guide to how to set up a colony. None of them have been recovered. Even the slightest of STC fragments are considered priceless by the imperium: there is a standing order that if any non-Mechanicus member finds an STC fragment of any providence, regardless of what is on it, they are given a fortune and their own planet.

Are you sure? When Ohone found an intact STC, she didn't get a planet. Although she did blow up Earth, so maybe it evened out.

JT Jag
Aug 30, 2009

#1 Jaguars Sunk Cost Fallacy-Haver

sullat posted:

Are you sure? When Ohone found an intact STC, she didn't get a planet. Although she did blow up Earth, so maybe it evened out.
Ohone is a member of the Mechanicus, it's her duty to search for STC fragments, instead of getting a planet for finding something like that, they get promoted

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

Bliss Authority posted:

Maybe ramming things with a big, spindly cannon that needs to fire at long range is a bad idea.

Or maybe I'm about to get executed for heresy against the Divine Ramming Maneuver.

Use the right tool for the right job. To do otherwise is heresy. Because it's wasting time on repairs and avoidable damage that could otherwise be used to be killing enemies of the Emperor. Do you wish to waste the Emperor's time?

akulanization
Dec 21, 2013

Bloodly posted:

Use the right tool for the right job. To do otherwise is heresy. Because it's wasting time on repairs and avoidable damage that could otherwise be used to be killing enemies of the Emperor. Do you wish to waste the Emperor's time?

*in this sector the emperor's time is measured in grapefruit rotations.

Shoeless
Sep 2, 2011

Veloxyll posted:

You forget. Space Elves are jerks.

Oh they absolutely are. But Batteries are the most reliable way to hurt them. And if the player lets one of his big expensive cruisers get into a Carnage's broadside arc, especially with a favorable facing for the Chaos player, that ship's gonna get a hella damaged.

I really like the Chaos ships.

Fuligin
Oct 27, 2010

wait what the fuck??

Do we know if they have plans for more DLC than just Tau and Space Marines? I love me some BFG but I've been holding out for Tyranids.

Annointed
Mar 2, 2013

There are rumors. I would love to see a Necron ship for the players who want to RP a touhou boss and a tyranid fleet for a class that specs heavily into melee combat.

Perestroika
Apr 8, 2010

Yeah, to my recollection the devs have stated that they'd absolutely love to include all the remaining Tabletop fleets as well. The question is just whether whoever decides such things (The publisher, I guess? Or perhaps GW?) gives the go-ahead.

JT Jag
Aug 30, 2009

#1 Jaguars Sunk Cost Fallacy-Haver

Perestroika posted:

Yeah, to my recollection the devs have stated that they'd absolutely love to include all the remaining Tabletop fleets as well. The question is just whether whoever decides such things (The publisher, I guess? Or perhaps GW?) gives the go-ahead.
It's probably more a matter of whether the publishers are willing to spend the money to bankroll more expansions, and possibly pay GW for the privilege, than anything else.

Arashiofordo3
Nov 5, 2010

Warning, Internet
may prove lethal.
They did already get the Tau fleets. Which I'll admit was a bit of a surprise when there are other, more interesting fleets. Unless they're just simpler to program because all they do is shoot.

my dad
Oct 17, 2012

this shall be humorous
"All they do is shoot" is also what Chaos and especially the Eldar do.

Perestroika
Apr 8, 2010

Arashiofordo3 posted:

They did already get the Tau fleets. Which I'll admit was a bit of a surprise when there are other, more interesting fleets. Unless they're just simpler to program because all they do is shoot.

Yeah, I imagine the reason Tau were chosen is because they're a fairly conventional fleet. You don't really need a whole lot in terms of unique mechanics for them, just plug in the ships's stats and you're more or less good to go.

By comparison, Tyranids are quite a bit more exotic, having a number of unique mechanics that would need fine-tuning for the adaption. Stuff like giant claws to hold enemy ships in close contact or the whole thing with the instinctual behaviour. Not to mention that they'd probably need a whole lot of effort in the graphical department to convey the whole biological thing. And Necrons would probably just need a major conceptual overhaul and rebalancing to make them not an utter chore to play against.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Perestroika posted:

And Necrons would probably just need a major conceptual overhaul and rebalancing to make them not an utter chore to play against.

And a chore to play as. Trust me, the Necron player's probably not enjoying it any more than you are.

Arashiofordo3
Nov 5, 2010

Warning, Internet
may prove lethal.

Cythereal posted:

And a chore to play as. Trust me, the Necron player's probably not enjoying it any more than you are.

Really? I've never played the table top game. Was it as difficult playing 'Crons as people said it was playing against them?

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Arashiofordo3 posted:

Really? I've never played the table top game. Was it as difficult playing 'Crons as people said it was playing against them?

Not so much difficult as tedious. Yes, Necron ships are absurdly maneuverable, incredibly resilient, and have a host of special abilities, but playing as the Necrons, any mistakes on your part or simply getting unlucky are punished severely. Each Necron escort is worth more than many race's cruisers, so the Necron player is encouraged to play them in the most conservative and, for the other player, obnoxious way. There's no incentive for a Necron player to take risks or get stuck in because the costs are so high. What other people mentioned, that the normal way things go is the Necrons dance around the edges until the moment they've inflicted enough damage to come out ahead, isn't simply the Necron player being a dick but the way the rules are set up for the Necron player to act.

Put another way, the Necrons can trade one of their escorts for three enemy cruisers and come out as a decisive defeat for the Necrons. The Necrons therefore have no reason to risk even their escorts.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
I traded 3 Slaughters (Chaos cruisers) and a Styx (Chaos battlecruiser) for a cripple on a Tombship and still won despite his entire fleet being essentially untouched.

paragon1
Nov 22, 2010

FULL COMMUNISM NOW
Wow.

The Door Frame
Dec 5, 2011

I don't know man everytime I go to the gym here there are like two huge dudes with raging high and tights snorting Nitro-tech off of each other's rock hard abs.
It's basically the only way they could think to nerf the unstoppable Necron threat while still having them be overpowered in combat. I remember monkeystomping my brother's Catachan IG army in the 40k tabletop, but he'd kill just enough Necrons to force me to warp out and lose. It was so frustrating to instantly lose a battle that I was clearly winning

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

The Door Frame posted:

It's basically the only way they could think to nerf the unstoppable Necron threat while still having them be overpowered in combat. I remember monkeystomping my brother's Catachan IG army in the 40k tabletop, but he'd kill just enough Necrons to force me to warp out and lose. It was so frustrating to instantly lose a battle that I was clearly winning

Not nerf, it's how the Necrons were designed from the ground up originally. They were conceived of, in gameplay terms, as being the super-elite army fielding small numbers of powerful soldiers but at the cost of not being able to handle losses well.

I blame the bad gameplay design, and Dawn of War: Dark Crusade's extremely simplistic writing of the Necrons, for why the old Necrons got tossed in the garbage.

Perestroika
Apr 8, 2010

The Door Frame posted:

It's basically the only way they could think to nerf the unstoppable Necron threat while still having them be overpowered in combat. I remember monkeystomping my brother's Catachan IG army in the 40k tabletop, but he'd kill just enough Necrons to force me to warp out and lose. It was so frustrating to instantly lose a battle that I was clearly winning

Yeah, the whole "overpowered but extremely cautious" approach may seem unique and lore-appropriate at first, but in practice it usually just encourages tedious or frustrating gameplay. I'd rather they just found another gimmick for them. Which might be something of a struggle, since most of the obvious niches in BFG are already occupied. Their main deal is incredible resilience, but that's kind of difficult to balance in a way that's still fun for all involved.

Disproportionation
Feb 20, 2011

Oh god it's the Clone Saga all over again.
While I like the idea of one faction having almost overwhelmingly powerful ships (oldschool Necrons were portrayed as being a very Borg-esque threat, particularly their tombships), I gotta agree that Necrons would need a very heavy rework to make that kind of David v Goliath setup fun, possibly more work than just rebalancing the for parity with the other factions.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Disproportionation posted:

While I like the idea of one faction having almost overwhelmingly powerful ships (oldschool Necrons were portrayed as being a very Borg-esque threat, particularly their tombships), I gotta agree that Necrons would need a very heavy rework to make that kind of David v Goliath setup fun, possibly more work than just rebalancing the for parity with the other factions.

Here's the general lowdown on how Necron ships worked, leaving aside that they were generally better at everything than their counterparts.

1. Necron battery-equivalents have no weapon arcs. They have a set total weapon strength that they can fire each turn, and divide that total weapon strength between shots in their four arcs - or fire the whole strength in one shot.

2. Necrons have no ordnance - no torpedoes or strike craft.

3. Necron ships are absurdly maneuverable, especially their big ships relative to their size.

4. Large necron ships carry a nova wave, a point-blank shockwave that emanates from the ship and deletes all enemy torpedoes and strike craft hit no questions asked and no friendly fire. The nova wave does have a cooldown.

5. The tombship can be upgraded with a device that makes an enemy ship take a penalized leadership test or panic.

6. Necrons have extremely heavy armor and a chance to, on top of that normal armor, simply nope any hit regardless of strength. Lances bypass this armor.

7. Necrons are very powerful at boarding actions (not as strong as Tyranids, though) and their teleporation (i.e. lightning strike) hit twice every time.

8. Necrons have a different critical hit table than everyone, most effects temporarily or permanently reducing the strength of their battery-equivalents or permanently reducing the ship's leadership.

9. As Necron ships are damaged, they have to take leadership tests or phase out immediately.

10. When the Necron fleet takes a certain amount of total damage (not even necessarily destroyed ships), the entire fleet phases out no questions asked.

11. Completely undamaged Necron ships award 10% of their points to the enemy as VP, and the % goes up the more heavily the ships are damaged.


Of these traits, I think points 1, 2, 4, and 6 are the most likely to make it into this game in some form should the Necrons ever be added.

aphid_licker
Jan 7, 2009


Does the game have enough of a player base to warrant an expansion?

JohnOfOrdo3
Nov 7, 2011

My other car is an asteroid
:black101:
Well they brought out both the space marines and the tau post launch, so they must be doing well enough for that at least

JT Jag
Aug 30, 2009

#1 Jaguars Sunk Cost Fallacy-Haver
One way they could bring players back to the game would be to do an offline expansion alongside adding a new race. One possible idea: the Tau vs. Hive Fleet Gorgon, guest starring the IG.

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


Chapter 1, Part 6 contains the fourth and final enemy faction: The Eldar. They may be the most overpowered fleet in the game thanks to their overwhelming speed and their AI's inherent advantage in void combat. Good luck beating them if you're playing along!

Aumanor
Nov 9, 2012
Have you considered seeing a specialist about your ramming addiction?

JT Jag
Aug 30, 2009

#1 Jaguars Sunk Cost Fallacy-Haver
The Eldar could really use a rear-arc weapon, considering how easy it is for them to outspeed someone and get them to start chasing you. A short-range mini-stasis mine of some sort, or something.

Samovar
Jun 4, 2011

When I want to relax, I read an essay by Engels. When I want something more serious, I read Corto Maltese.

Aumanor posted:

Have you considered seeing a specialist about your ramming addiction?

HerpicleOmnicron5? More like Ares-icleOmnicron5!

...


...because, Ares was... uh, the Greek god of war. And... uh, was associated with rams... and you have Mars-class battleships... and...


...


nevermind.

The Lone Badger
Sep 24, 2007

JT Jag posted:

The Eldar could really use a rear-arc weapon, considering how easy it is for them to outspeed someone and get them to start chasing you. A short-range mini-stasis mine of some sort, or something.

Like some kind of backwards-utilised tracking torpedo?

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


The Lone Badger posted:

Like some kind of backwards-utilised tracking torpedo?

Replace Archenemy with The Ultimate Evil and we can call it a day.

radintorov
Feb 18, 2011
Of note is that, once again, the game gives actually good advice: the main tactic with Eldar (which we will rarely see since the AI is terrible at using them) is to rush in, Pulsar a single target and rush out; as such keeping a close formation will allow most ships to fire on them (and given the way holofields work volume of fire is essential) and to maneuver them so that a ship that was hit can be shielded by others on subsequent attacks.
Keeping a tight formation also allows turrets to overlap to deal with their bombers and torpedoes, and makes it easier for multiple ships to Lightning Strike at once since unlike void shields, holofields provide no protection.
Finally Eldar ships have the Fragile trait which halves their ramming damage (as Herp demonstrated) while doubling the critical chance of enemy attacks that get through the holofields.

Shoeless
Sep 2, 2011
So Pulsars are utter bullshit. Dunno about the game, but in the tabletop they're crazy. They function like a Lance- one shot per point of strength, always hit on a 4+ regardless of enemy armor. But, if you hit, you get to roll to hit again. And again. Maxing out at 3 hits per point of Pulsar strength. This is, as you might imagine, quite swingy in terms of effectiveness, but can lead to a ship with 3 Pulsars potentially dealing 8+ hits, enough to destroy an enemy Cruiser assuming its shields are down and they didn't Brace. Or you could only get 1 hit and flub the second die roll. Who knows! Game design!

NHO
Jun 25, 2013

Sorry, seeing you ramming yourself to death on escorts... That's "You get what you deserve" kind of stupid right here.

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cokerpilot
Apr 23, 2010

Battle Brothers! Stop coming to meetings drunk and trying to adopt Tevery Best!

Lord General! Stop standing on the table and making up stupid operation names!

Emperor, why do I put up with these people?

HerpicleOmnicron5 posted:

Chapter 1, Part 6 contains the fourth and final enemy faction: The Eldar. They may be the most overpowered fleet in the game thanks to their overwhelming speed and their AI's inherent advantage in void combat. Good luck beating them if you're playing along!
Herp: "As you can see the Eldar a clearly bad at ramming even again escorts."

Proceeds to turn his ship around and try it again. All but killing his first light cruiser.

Two minutes later into the video tires it again with his other light cruiser.


God drat it Herp.

Or as my fellow posters have said.

Aumanor posted:

Have you considered seeing a specialist about your ramming addiction?


NHO posted:

Sorry, seeing you ramming yourself to death on escorts... That's "You get what you deserve" kind of stupid right here.

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