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Xae
Jan 19, 2005

I'm disappointed with the AdMech ships. They feel like bad versions of Imp Navy ships.

They lose a ton of damage and EHP for not kick in return.


What am I doing wrong?

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Nickiepoo
Jun 24, 2013
iirc they're meant to be able to rely on their nova-cannons but that doesn't seem like it'd be overly effective.

pedro0930
Oct 15, 2012

Xae posted:

I'm disappointed with the AdMech ships. They feel like bad versions of Imp Navy ships.

They lose a ton of damage and EHP for not kick in return.


What am I doing wrong?

Here's my current build, it works well against fleet that's slower or the same speed as you. Though I think it'll not work against any of the Eldars due to simply not having enough macro.

4 Dictators, 6 Nova escorts, and a Widowmaker. The idea is to use the Nova in groups of three to harrass the enemy until they are forced to commit with their maneuver skill then drop all the nova cannon fire on them. 4 Dictators combined offers the minimal amount of hangers that I feel is enough to protect yourself against the most extreme carrier builds. The combined strike group is also finally large enough to have a chance of recovering at least some bombers.

I really wanted to put at least an Ark in here, but it's just too expensive for what it does. I think it might be more viable with micro warp jump and to use it as bait, drawing the whole enemy fleet to follow it to a corner of the map then jump to the other side. Though Mechanicus' damage is low enough that I want to put more damage skills on it instead (my current choice is a combination of rad storm, stasis bombs, disruptor bombs, or cybernetic orb).

pedro0930 fucked around with this message at 04:23 on Jan 19, 2019

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Comrayn posted:

Interested in this but Battletech has been on my to-buy list for a long time and its only $24 right now. Not exactly the same but anyone have a strong opinion between the two?

Battletech is a mature game with one DLC expansion under its belt. A lot of bugs (though not all of them) have been hammered out and the game balance has been worked on for months. On the other hand, it doesn't have the new hotness feel to it anymore and the MP crowd are all going to be a lot better at it than you.

Armada II isn't even technically out yet. There are a lot more bugs, balance is somewhat wonky sometimes, and some promised features aren't going to be in the game at release (like co-op campaigns). On the other hand there's a lot of buzz about the game and the MP peeps are less likely to kick your teeth in and steal your lunch.

If you're looking for a single player experience then I'd grab Battletech and grab BFG:A2 in a few months when its had more time to bake. If multiplayer skirmish is more your bag then you probably want to tag into Armada II now while the MP community is still strong and hasn't been drained away into next month's new hotness.

Panfilo
Aug 27, 2011
Probation
Can't post for 25 hours!
Admech: What's worse for them is that recent price nerfs hit them too, so in 2v2 you used to be able to take 3x of some ships, now you can't because they're barely over 200 points now.

They really need to be buffed. I'm really surprised they don't get some kind of repair ability, honestly.

Mr.Unique-Name
Jul 5, 2002

Panfilo posted:

Admech: What's worse for them is that recent price nerfs hit them too, so in 2v2 you used to be able to take 3x of some ships, now you can't because they're barely over 200 points now.

They really need to be buffed. I'm really surprised they don't get some kind of repair ability, honestly.

I feel like their problem is they're basically IN ships with more Nova cannons and bombs and less armor. I think having more shields would probably benefit them a lot since the Imperium factions thing in general send to be better defenses. Make SMs armor based, AdMech shield based, and IN the mix.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

Magni posted:

Tooling around in the campaign chapter, Space Marine escorts are seriously nasty. Like, the Gladius is basically a slightly more expensive Sword, but it has the speed of a Cobra, tougher armor and the "Honor the Chapter" mini-boarding action that isn't limited uses. Had a squadron of three of them clown on enemy escorts and light cruisers just by being stupid hard to kill for frigates and piling on criticals through massed boarding strikes. A Hellbringer getting reduced to a single lance battery and then being slowly bullied to death by a bunch of dinky little rear end in a top hat escorts pelting it with their dinky little popguns is pretty funny to watch. :allears:

I dicked around with this in the campaign for a while and it's really goddamn mean. Enemy escorts have no chance in hell of even fighting a Gladius wolfpack and anything bigger up to a lone cruiser just gets outmaneuvered and slowly depopulated while the tiny little macro cannons slowly sandpaper them. They also act as fantastic force multipliers for their bigger brothers, since the larger marine ships can often knock an enemy ship nearly into the next tier of crew damage in one go and then the Gladii come in.

e: It's pretty goddamn hard to experiment in the campaign because your resource gain is a loving trickle, 2/3 of the planets you take provide no resource benefit, and the upkeep is ruinously expensive. Not really enjoying that.

Kanos fucked around with this message at 20:21 on Jan 18, 2019

Stanley Pain
Jun 16, 2001

by Fluffdaddy

dtkozl posted:

I've been gaming long enough to know when a game is so buggy that a release in 7 days won't be long enough to fix my problems I see. Plus as I said, the multiplayer feels unfinished and it isn't like they are going to add a poo poo load of stuff during crunch time. I don't think this is going to be worth buying until they do a free dlc or two and they seriously look at multiplayer.

I'm a little late to this party, but this is exactly what they did with BFGA. I had it pre-ordered played the beta and cancelled my pre-order because it was a bit of a buggy mess and the UI sucked.

Then the game launched and I watched a few streamers and was impressed enough to try it again. I don't remember the last time I played a game for over 300+ hours.

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


Kanos posted:

I dicked around with this in the campaign for a while and it's really goddamn mean. Enemy escorts have no chance in hell of even fighting a Gladius wolfpack and anything bigger up to a lone cruiser just gets outmaneuvered and slowly depopulated while the tiny little macro cannons slowly sandpaper them. They also act as fantastic force multipliers for their bigger brothers, since the larger marine ships can often knock an enemy ship nearly into the next tier of crew damage in one go and then the Gladii come in.

e: It's pretty goddamn hard to experiment in the campaign because your resource gain is a loving trickle, 2/3 of the planets you take provide no resource benefit, and the upkeep is ruinously expensive. Not really enjoying that.

Upgrade the hive and forge worlds you get, ignore the rest (except maybe for the listening post?). Also you get an event that gives +100 resources per turn, it is either after taking the bottom agriworld or taking the Cadia system, not sure. So the game is definitely aware of that resource scarcity.

NoNotTheMindProbe
Aug 9, 2010
pony porn was here
The devs put up a blog with a bunch of stuff they're changing for release and patch 1 https://steamcommunity.com/games/57...MOhtU6FfX6FkfdE

Mr.Unique-Name
Jul 5, 2002

NoNotTheMindProbe posted:

The devs put up a blog with a bunch of stuff they're changing for release and patch 1 https://steamcommunity.com/games/57...MOhtU6FfX6FkfdE



Well... Most of those percentages are reasonable.

I had a feeling Corsairs would look like that. All speed and nothing else isn't particularly good for fighting.

Stanley Pain
Jun 16, 2001

by Fluffdaddy
They have balance dialed in fairly well save for those outliers we see there. There was some reddit thread that showed the distribution of the top two ladder brackets. Pretty much showed the same except ever more pronounced outliers.

nnnotime
Sep 30, 2001

Hesitate, and you will be lost.

NoNotTheMindProbe posted:

The devs put up a blog with a bunch of stuff they're changing for release and patch 1 https://steamcommunity.com/games/57...MOhtU6FfX6FkfdE


From that linked Developer postin: it's nice the Devs will give the players the option to remove Domination mode from single-player. But its unfortunate they won't offer anything new gameplay mode it's place. Understandable since the game is so close to release.
Perhaps that's not a bad thing, as a few beta-players reported the AI is exploitable in Domination mode in a number of ways while it's busy capping points.

I wonder why they didn't make Domination mode more interesting by giving your fleet a bonus when the point is capped? Perhaps reward an extra use of a limited combat ability, or a restock of crew points. That would simulate the logistical and strategic reasons to capture particular areas.

Also good news to read they will bring back the feature in Skirmish to level up your factions, hopefully also for single-player skirmish. A lot of players were complaining about that feature missing since they liked it from the first BFGA.

IMO if you have a game feature that players really like, then don't remove it completely for the next game's sequel: just build on top of the feature that fans will already prefer, or offer any new gameplay mechanic as a side-option.

As far as having only Dominate and Eliminate modes in BFGA:2, I liked all the game modes from the first BFGA (maybe I'm just weird). I know some of the missions like Escort and the Orbital bombardment missions were annoying to play, but I found those challenging to master and satisfying when you would win them.

Plus those varied missions in BFGA 1 feel more immersive to me than capturing control points of empty space. Don't get me wrong: I'll play the Domination modes, but from an immersion perspective they just appear artificially imposed. I wish there was a better way to present them.

TheGreatEvilKing
Mar 28, 2016





So how do I Necron good?

I have far too many of the little guys hanging around my house to play anything else.

Stevefin
Sep 30, 2013

I have to say Ork Roks are amusing to use and it makes me sad you can not make one a flag ship

Panfilo
Aug 27, 2011
Probation
Can't post for 25 hours!
Lances for Imperials feel like they don't really do anything. The lance escorts for example just plink with their laser but barely do actual damage. I avoid taking the lance equipped ships as Space Marines because the alternative of having torpedoes or bombardment cannon is much more useful.

Azran
Sep 3, 2012

And what should one do to be remembered?
Just had a guy with 3 Hades cruisers who ordered all of them to disengage as soon as Tyranids ship got close. The ships weren't even damaged. Why would you even do that. :psyduck:

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

Azran posted:

Just had a guy with 3 Hades cruisers who ordered all of them to disengage as soon as Tyranids ship got close. The ships weren't even damaged. Why would you even do that. :psyduck:

To lure the Tyranis into a trap? At least that's what I would do

Perestroika
Apr 8, 2010

Mr.Unique-Name posted:

Well... Most of those percentages are reasonable.

I had a feeling Corsairs would look like that. All speed and nothing else isn't particularly good for fighting.

Yeah, Corsairs kinda feel like Craftworld except worse in a few ways. Same firepower, same speed, same skills, but worse armour and worse boarding (IIRC) without anything to really make up for it. Their one advantage is that they're a bit less susceptible to engine crits, but that's just about it, and really doesn't offset the paper armour.

Azran
Sep 3, 2012

And what should one do to be remembered?
I just had a match versus a Dark Eldar fleet that spammed fighters and bombers. I briefly glimpsed their ships while they ran circles around the map, sending fighters and bombers to destroy everything. It was really effective, what's the counter? Just "bring more ships with hangars?" We're talking about 6 or so squadrons of fighters going towards my ships.

Libluini posted:

To lure the Tyranis into a trap? At least that's what I would do

Disengage as in the Disengage command - after channeling for a few seconds, the units are removed from the game area. I was left completely alone and got teamed up by both players on the other team so it was relatively quick at least.

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

Azran posted:

Disengage as in the Disengage command - after channeling for a few seconds, the units are removed from the game area. I was left completely alone and got teamed up by both players on the other team so it was relatively quick at least.

Oh, they were on your side and just left? Maybe all three of them were friends and planned this to gently caress you over?

Azran
Sep 3, 2012

And what should one do to be remembered?
I just had a MASSIVE clusterfuck of a fleet engagement between a Merchant T'au swarm fleet and my all purpose Chaos fleet. Just 15 ships shooting at each other at close quarters, it was awesome. One of his bigger ships became a drifting hulk in the middle of that mess and the madman detonated it just to add to the chaos :allears:

Libluini posted:

Oh, they were on your side and just left? Maybe all three of them were friends and planned this to gently caress you over?

Yup, it was pretty bizarre. I mean the Tyranid had just used their rush maneuver, you could just speed away before you got rammed, but I guess people can be weird like that.

Perestroika
Apr 8, 2010

Azran posted:

I just had a match versus a Dark Eldar fleet that spammed fighters and bombers. I briefly glimpsed their ships while they ran circles around the map, sending fighters and bombers to destroy everything. It was really effective, what's the counter? Just "bring more ships with hangars?" We're talking about 6 or so squadrons of fighters going towards my ships.


More fighters are always good, as are bringing some more escorts. Point for point, escorts tend to carry more turrets than capitals, and they're mobile enough to intercept and follow enemy ordnance as they're on the way to their primary target. Additionally, try to use gas clouds, asteroid fields, and the Silent Running order to lose the Identified status of your ships. That way, your enemy will either have to close in to scout them, or risk sending a whole wave of ordnance at a cheap escort.

NmareBfly
Jul 16, 2004

I posted my food for USPOL Thanksgiving!


This is possibly a very stupid question, but where do I actually see weapon arcs and ranges? There's a tutorial note that I can press a weapon button but I don't actually see that on the interface anywhere.

NoNotTheMindProbe
Aug 9, 2010
pony porn was here
There's an up arrow in the bottom left that opens up the selected ship's details. Hover over the weapon icons and the arcs will reveal.

Azran
Sep 3, 2012

And what should one do to be remembered?

Perestroika posted:

More fighters are always good, as are bringing some more escorts. Point for point, escorts tend to carry more turrets than capitals, and they're mobile enough to intercept and follow enemy ordnance as they're on the way to their primary target. Additionally, try to use gas clouds, asteroid fields, and the Silent Running order to lose the Identified status of your ships. That way, your enemy will either have to close in to scout them, or risk sending a whole wave of ordnance at a cheap escort.

Good to know! I never played the first game so I'm still getting to grips with the ship variety and how they differ from one another.

pedro0930
Oct 15, 2012

Azran posted:

Good to know! I never played the first game so I'm still getting to grips with the ship variety and how they differ from one another.

Yeah, you almost always want some strike crafts of your own. I'd say 4 hanger is the very bare minimal in a 1v1. If you don't have fighters, or just not enough fighters, identify what the enemy ordnance is targeting and just run away. Ordnance, especially bombers and assault boats are pretty slow so running away from them will provide some extra time for your turrets to engage. The brace for impact stance also gives a decent bonus to your defensive turrers.

pedro0930 fucked around with this message at 17:13 on Jan 19, 2019

Flipswitch
Mar 30, 2010


This game looks so good, I picked up the last one really cheap but never played it. Any tips or advice for the campaign?

e: apparently this one is literally right about to come out!

Flipswitch fucked around with this message at 18:00 on Jan 19, 2019

terrorist ambulance
Nov 5, 2009
People losing to tyranids seem to be charging directly into them, losing all their troops, and then crying about it

Exhibit A: https://youtu.be/UwfRImToZzc

Maybe nids are too strong- the 79% win rate seems to indicate that - but I have to think that's not the way to bbn play that match up

Panfilo
Aug 27, 2011
Probation
Can't post for 25 hours!
Re: Strike craft- Fighters are a cost effective counter to enemy ordinance. While you technically only get 3 uses of them per ship, if they come back intact you get the use refunded. When you use them defensively, you're much more likely to get them back and the attackers will eventually run out of bombers.

When fighters get within a certain proximity of enemy strike craft, they have a little dogfight. This is good because even if they are terribly outnumbered they will stall the attackers-the ships are forced to basically fight to the death and can't disengage from the furball. The more strike craft bays your ship has, the more squadrons get deployed at a time. This is good too, because that means they are more likely to survive and come back. Targeting an enemy ship will make them strip off the turrets on the ship, and it appears the attacked ship can't actually use its turrets to damage the attacking fighters (not sure if it's a bug or intended)

Bombers will also get refunded if they survive coming back, but this happens less often because they get shot up by turrets and intercepted by fighters a lot. Sometimes it happens when the target is close by.

If you tap alt twice, not only does all the gas clouds and asteroid field boundaries get displayed, but health bars on strike craft also get displayed which lets you know just how much damage they are taking from turrets/fighters.

Perestroika
Apr 8, 2010

terrorist ambulance posted:

People losing to tyranids seem to be charging directly into them, losing all their troops, and then crying about it

Exhibit A: https://youtu.be/UwfRImToZzc

Maybe nids are too strong- the 79% win rate seems to indicate that - but I have to think that's not the way to bbn play that match up

The main issue is that with how fast and far their speed boost is, you have only a fairly narrow range band where you can put effective fire on them without also wandering into chomping range, particularly if you're playing something shorter-ranged like Orks or Space Marines. Doubly so if you actually want/need to contest objectives. And since you're basically SOL the moment Nid ships get into boarding range, there's also only a very small margin for error. So that basically turns into a dynamic where the other player has to be very cautious and on the ball the whole time through, whereas the Nid only needs to get lucky once to decide the engagement and possibly the whole game right there.

terrorist ambulance
Nov 5, 2009

Perestroika posted:

The main issue is that with how fast and far their speed boost is, you have only a fairly narrow range band where you can put effective fire on them without also wandering into chomping range, particularly if you're playing something shorter-ranged like Orks or Space Marines. Doubly so if you actually want/need to contest objectives. And since you're basically SOL the moment Nid ships get into boarding range, there's also only a very small margin for error. So that basically turns into a dynamic where the other player has to be very cautious and on the ball the whole time through, whereas the Nid only needs to get lucky once to decide the engagement and possibly the whole game right there.

Yeah I agree, they're tough. Balancing them is going to be tough. Can't go too far the other way because if they're too easy to kite that's just as bad

Pikey
Dec 25, 2004
Nids are pretty brutal as is right now. I've had multiple games where they send borders across the map and if they get through your point defense and score hits on your ships they can decrew you to zero in a single tick. I had a necron game where I was able to star pulse their first two waves and then the third one just wrecked me. I lost without even having a contact blip on the radar

marxismftw
Apr 16, 2010

Ive been having a lot of fun running Dark Eldar in multiplayer. 3x Falling Moons with a Flayed Skull is pretty effective against most things. I've found success running polarized void shields and void predator, with stasis bombs and an augur probe. I position on the side with the most environmental hazards and then spread the BBs out between different asteroid fields/gas cloud and then position the Flayed Skull in front and keep her moving so she doesn't show up as a blip. People usually dont bring many escorts, and the trick is to bait out the use of a scanner before it can get in range of your BBs. Ideally the moment your Flaying Skull gets spotted, you'll spot their escorts and be able to alpha it with your BBs. If the enemy fleet is spread out, look to concentrate on a small portion of it, and then disappear back into stealth, picking enemies off one at a time. If enemies are concentrated together, you want to be spread out and surrounding them, ideally getting behind them with 2 ships or so.

Generally I do pretty good with the above setup. I does die really easily to massed terminator strikes from Space Marines though.

Azran
Sep 3, 2012

And what should one do to be remembered?
Queued into 1v1, got dumped back to the menu. "Okay, I'll search for a 2v2 instead". I do that and I get a game. But when the 2v2 game loads in, I'm using my 1v1 fleet. :lol:

Stevefin
Sep 30, 2013

Is the capture point game mode the only one available in the multiplayer? cause its so bad its making me want to refund this game

Raged
Jul 21, 2003

A revolution of beats

Stevefin posted:

Is the capture point game mode the only one available in the multiplayer? cause its so bad its making me want to refund this game

Also is it the only mode in the campaign? Cause that's also a bit dumb.

pedro0930
Oct 15, 2012

Raged posted:

Also is it the only mode in the campaign? Cause that's also a bit dumb.

According to the dev, there's going to be a lot of scripted missions with different objectives. I guess each sector will have a couple of these.

nnnotime
Sep 30, 2001

Hesitate, and you will be lost.

Raged posted:

Also is it the only mode in the campaign? Cause that's also a bit dumb.
For the non-scripted campaign missions the only modes are Domination and Extermination. However due to the beta feedback the Developers said by at the release they will give players the option to disable the Domination mode in the campaign. Which leaves only Extermination for non-scripted missions.

I have no idea why the removed all the other mission types. Perhaps due to past player complaints of some of the mission types being unbalanced towards the attacker or defender. Personally I liked almost all of the mission types from BFGA:1.

Also the developers said they would give players the option to disable the "urgency gauge" from the strategic layer, which was putting pressure on players to complete the next campaign mission with in a set number of turns. But the disable feature for the timer may not make the release date, so will be patched in later.

nnnotime fucked around with this message at 08:57 on Jan 20, 2019

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Stevefin
Sep 30, 2013

Raged posted:

Also is it the only mode in the campaign? Cause that's also a bit dumb.

It really is even more so if they have defence platforms, time to kill ships seem to be longer, so unless you forget about fighting the campaign missions tend to be auto losses since the defender gets two free points at the start

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