|
I'm not sure hot dropping necron cruisers into enemy fleets and hitting the SCARABS BUTTON wi ever get old.
|
# ? Jan 25, 2019 00:40 |
|
|
# ? Jun 10, 2024 17:36 |
|
Third World Reagan posted:Campaign co-op works but it may soft lock if someone disconnects. How do you start one up?
|
# ? Jan 25, 2019 01:14 |
|
Warbadger posted:How do you start one up? Just use steam invite
|
# ? Jan 25, 2019 01:22 |
|
I'm glad I have my invasion day weekend to get a good chunk into the campaign
|
# ? Jan 25, 2019 01:22 |
|
On an incredibly annoying note, as far as I can tell the Listening Post upgrade isn't working. That's the "Every x/x/x turns, gain a battleplan" one (there's one in the Cadia sector in the bottom right area). Which seems like a huge issue, since acquiring them otherwise is somewhat iffy, and you need them to reach the locked sectors (4 each, so far at least). Reducing threat with them seems mostly pointless since it's 1 battleplan per single tick, rather than an entire section, but being unable to reach the locked sectors is kind of a problem.Azran posted:Good to know it just wasn't me being bad, I lost two of my flagships and I misread the instructions and extracted with the Lunar cruiser, leaving a few escorts and two light cruisers to deal with four damaged light cruisers. Somehow got a win but ugh, it was rough. Also EVERY ship that abandons the battlefield got hit with a warp effect, is that intended? As far as I can tell, I think it's random. I've had a retreat where one fleet had both members get hit with it upon retreat, while only one ship in the other fleet did (it was two fleets retreating together).
|
# ? Jan 25, 2019 01:33 |
|
Does anybody else have problems with the controls not working in the first mission of the Imperium campaign? I can't direct my ship to go anywhere on the map. Full speed ahead works but that just means I can move to the edge of the map in a straight line and that's it. The tutorial worked fine.
|
# ? Jan 25, 2019 01:44 |
|
Minor warning, Auto-battle is incredibly broken, so make sure to take advantage of that autosave that's done before a battle to possibly roll it back afterwards. Occasionally it has worked out, but more often than not I'm finding myself somehow having every single ship at 50% damage (or worse) after doing so, no matter what the fleet I'm using it on. Case in point, I dropped two fleets with total fleet strength 850 or so (two cruisers, two light cruisers, and an escort, mostly lvl 4) onto a planet with a single fleet of strength 31 (a single Khopesh at 20% health) and defense platforms. Magically I ended up with a heavily damaged fleet across the board, two ships with Gellar Field damage presumably due to auto-battle retreating them, and nearly 200 in repairs.
|
# ? Jan 25, 2019 03:31 |
|
I had a similar experience. I tried an auto-battle with 3x300+ fleets vs 1x200+ in the Imperial campaign, and almost all my ships took roughly 50% damaged and had multiple warp effects. I replayed it, and my initial deployment of 2 cruisers and a light cruiser wiped the floor without any damage.
|
# ? Jan 25, 2019 03:49 |
|
Auto battle killed Spire's flagship despite a good 300 point lead which was hilarious Also don't use auto battle
|
# ? Jan 25, 2019 04:17 |
|
The Iron Rose posted:Auto battle killed Spire's flagship despite a good 300 point lead which was hilarious This is what happened to me too the very first time I tried to use it. Just turn speed up to max and right click the enemy for steam roll battles I guess.
|
# ? Jan 25, 2019 04:44 |
|
How does the Necron/nid campaign go with limited ship selection compared to the Imperium? I'm a little puzzled why there isn't a ynead? campaign with eldar craftworld/corsairs and the dark eldars
|
# ? Jan 25, 2019 04:48 |
|
Horsebanger posted:How does the Necron/nid campaign go with limited ship selection compared to the Imperium? DLC
|
# ? Jan 25, 2019 04:54 |
|
I really dislike that you can only take 2 passive abilities. Having that limit on active abilities is fine, but passive abilities don't contribute enough for many factions. I'd attribute this to a few reasons: Flagship-only skills that don't give enough bonus to justify being on one ship.. - 20% cooldown on nova cannon or big red button is nice but it would make more sense if it applied to more than just the flagship, especially when players tend to move the flagship in a group alongside other ships. Situational passives aren't worth the opportunity cost of a passive slot there's too many passives that just don't proc over the course of the battle, but taking them meant you didn't take another passive. To me, the more situational an ability, the stronger that ability should be since it'll happen so infrequently. Not enough synergy. There's very few combos of ships and passives that all work well together. Even stuff that combines well is often limited to the flagship. My solution? Have each race get X Command/Weapon/Defense/Maneuver /Hangar related passives. Some might have Flagship its own category so the flagship could take 2 entirely separate passives aside from the rest of the fleet. The number of actual slots in each category could vary based on race, so that race had more variations of playing to their strengths.
|
# ? Jan 25, 2019 04:58 |
|
Flagship only buffs are mainly for certain fleet compositions some of which are only good for 2v2.
|
# ? Jan 25, 2019 05:36 |
|
And the problem with that is that the nature of Domination maps and boarding mean that taking a battleship (to get the most bang for your buck in terms of range or boarding buffs) in 2v2 is kind of a liability. Easier to get hulked/mutinied and not have any other ships on hand. And in 1v1 even though you have twice the points that just means twice as many ships don't benefit from the passives. The should've been an 'aura' effect that ships near the flagship benefit from - at least that way it encourages you to take a balanced fleet.
|
# ? Jan 25, 2019 06:12 |
|
They just need to do a pass on all the abilities to make them interesting and competitive, but most factions has enough that's interesting or useful to pick from already.
|
# ? Jan 25, 2019 06:37 |
|
Yah. I'm not seeing a problem with most of those abilities.
|
# ? Jan 25, 2019 07:16 |
|
So looking through the trophy list, there certainly are some interesting ones there. Yes, there's a trophy for acquiring the Macragge's Honor, as well as another for destroying the Vengeful Spirit - just the Planet Killer isn't enough for the campaign this time around (though yes, there's another trophy for destroying that... again). Also one for destroying the Phalanx, which seems... odd. At least if that's part of the Imperial campaign, and its location is among a bunch of other Imperial trophies. Also three different Imperium "Side with..." trophies, but I don't think they're mutually exclusive - one at least is canonical to GW's post-Destruction of Cadia story I know, and might be related to getting your Gloriana-class (it's joining up with Yvraine). Still, given what some of those trophies give away, I'm rather curious what the actual hidden ones are.
|
# ? Jan 25, 2019 07:22 |
|
Where is the setting to change from domination? I did not change anything but my first 3 or 4 Imperium campaign fights have all been elimination.
|
# ? Jan 25, 2019 11:19 |
|
It is at the start of the campaign near the difficulty setting. Not sure if you can change it after that. Also right now, repairs for cash only work in easy mode. At least I think they are supposed to work in normal.
|
# ? Jan 25, 2019 11:25 |
|
Only works in easy, even says when selecting the difficulty mode for a new campaign
|
# ? Jan 25, 2019 11:29 |
|
My normal difficulty campaign is on random so I get a mix.
|
# ? Jan 25, 2019 12:33 |
|
Is it just me or is the campaign difficulty incredibly inconsistent? Average fights are agains fleets worth 300-400 strength, then story missions pull no punches and invasions are just mean. I didn't notice 1 skull was Easy (thought it went Normal - Hard - Very Hard or something) and I'm up to the third sector, now I'm getting a 1300-strength Eldar invasion on a system that's at least 6 turns away from my main fleet. Plus, no confirmation for right-clicking a ship while on the fleet viewer, which destroys the ship Also no way to transfer them between fleets as far as I can see?
|
# ? Jan 25, 2019 13:49 |
|
There's some not great fleet management in the campaign for sure. I'd find it shocking if they didn't at least let you transfer ships between fleets though. Also rip I started my campaign on hard - and it's actually very hard! I'm an... Okay enough player and I pulled out three wins by the skin of my teeth in the first map alone. As in fighting a battle with light cruisers at 30% health skin of my teeth. Still only ever lost one ship though!
|
# ? Jan 25, 2019 17:17 |
My usual partner and I have pretty high tolerance since we've been jumping through hoops to play coop since the dark ages but we didn't get far last night. Round 1, Tyranid campaign, in the middle of the first battle I set one of my ships to charge and it shoots right through the enemy target and keeps going, zipping right off the screen and back to its home galaxy. Guest crashes then the host does. Round 2, swapped to Imperial. I sit on skype while the host does all the enforced tutorial missions, he'd overwritten his autosaves from beta with the necron campaign. Once I finally get in we attack the first chaos planet. Goes great but at the end screen it says DEFEAT for me (guest). Host hits end turn and I drop out to the menu. A few seconds later it drops him to the menu too. When he reloads and we get back in, we're at the VICTORY screen and it does say Victory for me this time. He's pretty sure we got double the points, once for each time he saw the screen, but I wasn't paying attention. We end turn again, buy a few more ships and then attack the next planet. It's difficult because it doesn't give us the ships we expected but host figured out later how that works. First big problem comes when reinforcements show up. Host can see them, guest can't. He had a near dead escort and the marine cruiser, I had spire's ship and an carrier that had already used everything except the assault fighters which were unusable since I couldn't see the enemy. We had a bit of fun where I turn my ship and he shouts NOW and I blind fire torpedos at nothing but it still took way too long. Once the fight finally ended, it shows the splash screen and the "loading" wheel spins... and spins... and spins. 5 minutes later I alt F4'd to go watch Critical Role. The host restarted, had to redo the mission, and went on to have fun as single player. He's loving the challenge on normal after playing the beta on easy. I checked steam discussions and saw a bunch of other people complaining about guests always seeing DEFEAT and never seeing enemy reinforcements. So hopefully they can get a basic patch in soon while they continue to work on polishing it up the overall coop experience. edit: we didn't play enough to get things completely sorted but the host can assign ships once in the mission. The first game we didn't notice the big window for it in the corner of the screen and just shared control of everything. It seemed like when I set a control group (ctrl+1) it overwrote his in that case but we didn't notice until just before it crashed. For all the imp games he just took all the space marine ships and gave me the rest and control worked great. bagrada fucked around with this message at 17:32 on Jan 25, 2019 |
|
# ? Jan 25, 2019 17:29 |
|
Now that you can unlock stuff by playing single player, it's possible to just fight the AI on the easiest difficulty setting, set your own ships to AI mode and go take a dump or something. You'll win after like 5 minutes and it's an easy 100 points. Still takes a while to get to level 10 but it's probably much faster than multiplayer.
|
# ? Jan 25, 2019 18:49 |
|
... You can speed up the battle to save time. If your faction has any leadership reducing abilities, this issue it even faster.
|
# ? Jan 25, 2019 18:52 |
|
Yeah I only bought the game for the coop and to have it so loving broken on release is gutting.
|
# ? Jan 25, 2019 20:51 |
|
That they're fully aware and actively working to fix it is a good thing ... not to praise releasing buggy unfinished poo poo, but, you know, there are much much worse alternatives
|
# ? Jan 25, 2019 21:18 |
|
Elendil004 posted:Yeah I only bought the game for the coop and to have it so loving broken on release is gutting. It's gutting that you're too cowardly to play the true mode, 2v2.
|
# ? Jan 25, 2019 21:28 |
|
I'm sticking to singleplayer so far and I'm actually loving the Imperium campaign. I'm finding it nicely varied and I feel stretched thin on the metagame level, with lots of different things demanding my attention and making me re-arrange my fleets constantly.
|
# ? Jan 25, 2019 21:32 |
|
caedwalla posted:It's gutting that you're too cowardly to play the true mode, 2v2. You'd probably crash out of that too anyways
|
# ? Jan 25, 2019 21:45 |
|
Necron campaign is super cool too. Fleet management leaves a little to be desired, and the special missions are hard as hell, but in a good way. Space Marines are the worst opponents. They just gut every ship and crew loss is persistent. There's a mission where you've got to hulk a Marine ship and I had to send in a cruiser to re-crew all my hulks so I could warp them out so I could actually get my reinforcements to show up.
|
# ? Jan 25, 2019 21:52 |
|
I really do like this game, but seriously, 3 multiplayer battles in a row, combustion gauge abilities are improperly greyed out. I'm really surprised they couldn't solve that bug from the beta.
|
# ? Jan 25, 2019 22:59 |
|
If you use the keyboard shortcuts it clears them and makes them work like normal again.
|
# ? Jan 26, 2019 00:39 |
|
I'm still on the fence about this game, but the Tyranid campaign is what I'm most interested in. Should anyone find (or start) an LP with a decent player and not incredibly irritating voice overs, I'd appreciate a link.
|
# ? Jan 26, 2019 00:52 |
|
Cythereal posted:I'm still on the fence about this game, but the Tyranid campaign is what I'm most interested in. Should anyone find (or start) an LP with a decent player and not incredibly irritating voice overs, I'd appreciate a link. I'm probably doing one in a month or so, just got to get to grips with the changes and the campaign map.
|
# ? Jan 26, 2019 02:34 |
|
Is there an easy spot that explains the different races? Like I don't know what each is good at. Also do the sub factions do anything? It seems like it's just the same ships?
|
# ? Jan 26, 2019 03:24 |
|
appropriatemetaphor posted:Is there an easy spot that explains the different races? Like I don't know what each is good at. Imperial Navy- Average ships with good front armor. Astartes- Excellent armor, leadership immune, good mobility, and boarding, but very expensive. Admech- Lots of nova cannon and cheap light cruisers, but bad in assault. Chaos- Fairly versatile with more emphasis on range/carriers. Orks- Close in brawlers, good at assault with inexpensive ships but poor leadership and speed. Craftworld Eldar- Fast and pricey ships that are hard to hit. Corsair Eldar- Glass cannons to the extreme but less expensive than Craftworld Eldar. Necrons- Very durable with neat teleporting abilities but pricey ships. Tyranids- Excellent boarding and ramming but lousy guns. Tau Protector Fleet- Focus on long range firepower. Tau Merchant Fleet- Emphasis on lots of carriers.
|
# ? Jan 26, 2019 03:58 |
|
|
# ? Jun 10, 2024 17:36 |
|
Right now only Chaos and Ork sub factions get anything different - at level 10 they get a different passive ability you can pick (among the 2 total). Not sure about Chaos but the Ork options are pretty decent - More boarding, more troops, silent running, or better boost.
|
# ? Jan 26, 2019 04:01 |