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John Charity Spring
Nov 4, 2009

SCREEEEE

pedro0930 posted:

Well, Tau does need some screen ships to help with spotting and the Nissacar escort is quite tanky against gunfire due to perma brace for impact. The armament on the LC with escorts is also more uniform, though I am not sure if Tau LC actually needs any weapon upgrade to be deadly.

I like the Nicassar Dhow escort upgrade on those light cruisers and have specced the dhows to have extended sensor range and stealth alloy hulls. I use them as scouts to spot for my long-range weapons on the line ships and they're tough enough to stay in the fight once the actual battle is joined.

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Nickiepoo
Jun 24, 2013
Ah, I misunderstood that that's the only way to actually get those ships, and that otherwise you're stuck with the weak messengers or the pricy Torpedo guys, right.

I guess that works better in 1v1 where you can build more balanced fleets, vs 2v2 where points are always a struggle.

Yukitsu
Oct 11, 2012

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

Nickiepoo posted:

Tau firepower is crazy huh, in 2v2 a friend and I had a Chaos BB charge our level 1 light cruiser fleet and simply melt.

Granted that was the wrong way to use any Chaos ship but I was amazed at how fast those HP went down even to the lightest Tau fleet possible.

Question though, are the light cruisers that bring their own escorts really worth it? I'm not really seeing the point given that you still have to pay for those Escorts through the added price of the ship. Do they need the escort upgrade to make them worthwhile or what?

The Da'Lyth or whatever variant can be worth it. You would want the carrier and Nicassar upgrades on it, you use the Nicassar as a long range scout and keep it close enough to the enemy to guarantee vision while your deploy your bombers from long range. The torpedo variant doesn't do damage as quickly and if you want the torpedo ship, the Sa'Cea is more economical since you can take it with 1 messenger.

If you are going water caste anyway, you don't need to take gravitic hooks or the upgrades though. Simply start the game and run rapid reload to get out the dhows before you could even engage. If you're playing earth caste however, it can be pretty worthwhile.

Nickiepoo
Jun 24, 2013
So earth-caste rail-gun carriers are the way to go for that. Gotcha.

I get the feeling that earth and water are the only two castes worth using, though I haven't actually tried any of them yet. The idea of Tau boarding seems niche at best and while the air bonuses seem nice enough they're not freaking railgun/extra ships nice given that Tau seems to be all about sitting still and killing fast.

Yukitsu
Oct 11, 2012

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

Nickiepoo posted:

So earth-caste rail-gun carriers are the way to go for that. Gotcha.

I get the feeling that earth and water are the only two castes worth using, though I haven't actually tried any of them yet. The idea of Tau boarding seems niche at best and while the air bonuses seem nice enough they're not freaking railgun/extra ships nice given that Tau seems to be all about sitting still and killing fast.

Air carrier works pretty well. The problem with Air is that the Tau are already pretty immune to macro weaponry meaning they don't have to worry about those weapons to begin with.

I've played fire caste as well and they can work pretty well. They definitely don't want the escorts though since they want to just run in there, they rely more on the Tol'ku IMO.

Tanith
Jul 17, 2005


Alpha, Beta, Gamma cores
Use them, lose them, salvage more
Kick off the next AI war
In the Persean Sector

Yukitsu posted:

I've played fire caste as well and they can work pretty well.

Could you describe those matchups? I'd be interested to hear.

Yukitsu
Oct 11, 2012

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

Tanith posted:

Could you describe those matchups? I'd be interested to hear.

It's not. Anyone that tries to break your poo poo by getting in close gets all their stuff lit on fire while you play exactly like you normally would. Hypothetically, a fire is worth as much damage as the railgun and it comes back up way faster so only idiots get close to these ships but you kind of can't get into a shooting match against the Tau. You just give them seeker missiles and make your opponent either try to fight you at gun range or fight you up close, either choice is super dangerous unless they're playing Lance Chaos or Eldar.

Yukitsu fucked around with this message at 16:46 on Oct 6, 2016

Nickiepoo
Jun 24, 2013

Yukitsu posted:

The problem with Air is that the Tau are already pretty immune to macro weaponry

How so? Does this require an always-take upgrade or is there a mechanic I've missed?

I'm only just at fleet level 2 with Tau, so parts of this are still a total mystery.

Yukitsu
Oct 11, 2012

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

Nickiepoo posted:

How so? Does this require an always-take upgrade or is there a mechanic I've missed?

I'm only just at fleet level 2 with Tau, so parts of this are still a total mystery.

Tau have 75 front armour and fight front to enemy. Because unlike the tabletop, this game doesn't have minimum speed and minimum distance before turn, it's impossible to force a Tau ship to fight you broadside to broadside since they can just spin in place meaning they pretty much always have 75 armour.

By contrast, while the Imperial Navy can do the same thing, most of their DPS is located on side batteries that have 50 armour making them easier to hit with macros.

Nickiepoo
Jun 24, 2013

Yukitsu posted:

Tau have 75 front armour and fight front to enemy. Because unlike the tabletop, this game doesn't have minimum speed and minimum distance before turn, it's impossible to force a Tau ship to fight you broadside to broadside since they can just spin in place meaning they pretty much always have 75 armour.

By contrast, while the Imperial Navy can do the same thing, most of their DPS is located on side batteries that have 50 armour making them easier to hit with macros.

I get you. I take it that the 75 armour to shields upgrade + shield boost is generally a good pick then, or will anyone with any smarts simply ram through you before it becomes relevant?

Yukitsu
Oct 11, 2012

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

Nickiepoo posted:

I get you. I take it that the 75 armour to shields upgrade + shield boost is generally a good pick then, or will anyone with any smarts simply ram through you before it becomes relevant?

It is a really strong upgrade for them, yeah. A good player may find a way to ram into them before they take too much damage but it's always dangerous since the Tau will probably shred down a ship as you're advancing and you won't be firing much as you run in, it requires some tricks to succesfully close without getting burst down too much.

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬
I played orks after a break from them trying to get space marines and they are so much more fun than space marines in my opinion. Even though they have a lot of weaknesses their ships are dirt cheap and you easily outnumber everybody else. I'll miss megakanon spam but I guess they make up for it with zzaps +wierdboy tower.

Red sunz is still king, goffs seem like the worst favor right now.

DogsInSpace!
Sep 11, 2001


Fun Shoe

Panfilo posted:

I played orks after a break from them trying to get space marines and they are so much more fun than space marines in my opinion. Even though they have a lot of weaknesses their ships are dirt cheap and you easily outnumber everybody else. I'll miss megakanon spam but I guess they make up for it with zzaps +wierdboy tower.

Red sunz is still king, goffs seem like the worst favor right now.

Yeah Evil Sunz is da best. The Traktor Kannon plus a 25% boost to big red button is just the best choice. To not cheese I tend to take it only on the big guys and let the little guys do other favours. Blood Axe looted Nova Kannon is still good as it scares the piss out of people plus you can go sneaky. Bad Moon is ok. Another upgrade is nice and but the Shokk Attack assault, while nice, just isn't the fun + devastating combo as Traktor nor the intimidation and damage of the Nova. I took one ship with it just to say I did. Goff sucks. Better when it had the troop plus but it was never the fun option. Still irritated that Orkz dont still get a ramming damage upgrade like Imperial Navy.

Versus Tau: Big ships take weirdboy towers, zzaps, 1 flght bay, boarding torps. Flight bay helps against tau torps from long range since you aren't stealthy. Two ships with fightas can keep you alive to close up. When you get into range brace just as they focus fire on you. Tau like gunlines so use traktor to move one tau into his mate and then ram. Tau tend to be sticky when it comes to ramming so fairly easy to make two Tau ships collide then stick to them while you push em about. Second vessel closes in and zzaps+boards+also rams. Toss in boarding torps at some point. If you want to un-stick one of your ships try stopping and giving them a second. If nogo you can also use your other ships to break you apart with its traktor kannon. Tau versus Ork are easy. Chaos and the rare good eldar are the hardest to beat with Orkz due to speed and range. Had an eldar I let live so he wouldn't have to repair his blown up or heavily damaged ship. Everything else was dead but this one guy and he was down to nothing and running away so I backed off to let him warp. He proceeded to kite bomber me until my terrible morale kicked in. My ship was almost full health when we started and still over half health when my boyz got bored and decided to leg it. I chuckled.

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬
Yeah I put blood axe favor on my bashas for Max spammyness also if they blow their face off no big deal (on the flip side this means giving the favor to your Deathdeala is a horrible idea unfortunately).

Goffs are just left in the dust now. I'd give them some kind of fun active ramming ability (like a second, brief big red button that causes the ship to home into its target)

Tanith
Jul 17, 2005


Alpha, Beta, Gamma cores
Use them, lose them, salvage more
Kick off the next AI war
In the Persean Sector
I am trying to level a space marine commander in skirmish, and I think for the first time ever, I had two ork cruisers warp out simultaneously with half or more health and at least ten minutes remaining, netting me a planetary defense victory. :psyduck:

Arghy
Nov 15, 2012

Doing skirmish to get used to the new fleets and holy poo poo SM's can be loving fun but is their counter the tau? I've been winning only by killing their escorts first then slowly circling their cruisers shooting them in the butt with bombard cannons. Also tau is loving hilarious because their torpedoes do more damage to their own fleet then yours if you rush inside their formation.

SM's vs chaos is so loving fun haha dear god i did a 550 battle with 1 CR and 4 LC's. I rushed my ships as a blob towards 2 chaos LC's and it was endless boarding as every chaos ship that came within range lost its components at an insane rate haha.

The tau on an assassination mission is just loving retarded. Oh yeah they spotted you and you can't break that enjoy your endless tracking torpedo spam. Their durability is loving absurd also, every battle is me desperately trying to kill a single loving CR with overwhelming firepower.

DogsInSpace!
Sep 11, 2001


Fun Shoe

Panfilo posted:

Yeah I put blood axe favor on my bashas for Max spammyness also if they blow their face off no big deal (on the flip side this means giving the favor to your Deathdeala is a horrible idea unfortunately).

Goffs are just left in the dust now. I'd give them some kind of fun active ramming ability (like a second, brief big red button that causes the ship to home into its target)

Goffs were on the right track before. +10 troop, extra assault on boarding and 50% ram. I'd bring back the troop (even if only +5) but cut the ram damage a little. If it the value could be stackable I'd say +15%. Bring back the +50% ram upgrade that Imperial has. 65% ram upgrade is nasty but not overwhelmingly so and the extra boarding with troop wouldn't be too nasty. If we were throwing out other ideas maybe bring back the + armour upgrade for max customability but that is taking to account the Ork looted ship disadvantage with +100% damage from hull breaches and fires. Some hate the looted ship fire disadvantage, but I l dont mind, since the idea of Orkz not caring if their ships are on fire is fluffy and amusing to think about.

Tanith posted:

I am trying to level a space marine commander in skirmish, and I think for the first time ever, I had two ork cruisers warp out simultaneously with half or more health and at least ten minutes remaining, netting me a planetary defense victory. :psyduck:

Hah - yeah that is typical Ork. You might run away at the drop of the hat or stick it out to the end. You can take chained squig but honestly, as a rabid Ork player, I hope they never change this. A very Orky disadvantage. Good thing is if you take weirdboy to get the extra zzaps you will leg it faster and have a good chance of surviving.

Arghy posted:

Doing skirmish to get used to the new fleets and holy poo poo SM's can be loving fun but is their counter the tau? I've been winning only by killing their escorts first then slowly circling their cruisers shooting them in the butt with bombard cannons. Also tau is loving hilarious because their torpedoes do more damage to their own fleet then yours if you rush inside their formation.

SM's vs chaos is so loving fun haha dear god i did a 550 battle with 1 CR and 4 LC's. I rushed my ships as a blob towards 2 chaos LC's and it was endless boarding as every chaos ship that came within range lost its components at an insane rate haha.

The tau on an assassination mission is just loving retarded. Oh yeah they spotted you and you can't break that enjoy your endless tracking torpedo spam. Their durability is loving absurd also, every battle is me desperately trying to kill a single loving CR with overwhelming firepower.

Yukitsu brought out many good points about Marines. They are way too vulnerable to lance and lance type weapons. Another goon brought up the problem is the root way lances to damage at treating armour at "x" value. You move that value up then it nerfs lances. Move that down and you nerf armour dependent navies like Marines. Bombarding their asses and moving around behind Tau are one way to nail them. Also assaults and lightning strikes. I have played around with the Space Marine ramming gitch and HA. Overall both ships and wreck collision is a little wonky post Tau release. But yeah the high rate of lance type fire from Tau just melts marines. The front Tau armour is 'ard enough to take the hit so you got to flank or hit from the rear. Also the demiurg lance/plasma cutter is still really nasty versus Marines so watch that. That thing seems to be able to turn on a dime so don't get too close when its facing and targetting you.

Yeah maybe a slight lowering of their armour might work but not too much. They aren't as manoeuvrable as eldar so need to be able to stick it out. I really like their built in design being a flaw. I find it hilariously on point that a race new to space and space combat wouldn't even contemplate that another intelligent race would willingly ram his ship into another. A ship that is surrounded by a freezing endless void and protected by a fragile metallic or platic eggshell. You'd have to be downright daft yeah? Makes me giggle. The one thing I wish they would do is take more damage from boarding assaults or lightning strikes as Tau are rather known to be a weedy folk. Would make Marines even nastier to them and might be a step in the right direction. Possibly.

Yukitsu's advice on the Battlebarge favour and upgrades was beautiful. Master of the Forge on my BB gave me voss pattern, extra shields, extra range, extra boarding and terminator assaults and have made this thing a BEAST. I'm level 5 so haven't even gotten to the max upgrades. That extra range paid for itself a few times over as I've seen how the extra hits with macro and bombard have won out over similar large vessels. Had a nurgle battleship lose as I stayed out of his rot rage and tossed out some dakka. Next upgrade I will probably get that chapter relic for the extra troop add. Thanks again Yukitsu.

Arghy
Nov 15, 2012

The favor thing for SM's seems really retarded--you either don't buy a favor til BB's or your forced to eat a 400 req loss. You should be able to buy the favor multiple times just not field it at the same time.

I'm running the strike cruiser with 2 launch bays as my CM ship atm and i've been doing pretty good. Thunderhawks are pretty drat awesome and have an absurdly short cool down.

I'm tempted to reroll the admiral and go either all torpedo or all lance as bombard cannon seems meh and SM ships are amazing for getting into torpedo position.

Yukitsu
Oct 11, 2012

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

Von_Doom posted:

Yukitsu brought out many good points about Marines. They are way too vulnerable to lance and lance type weapons.

Actually I didn't really complain much about lances, lances aren't too bad as they are except as Space Marines vs. Chaos sans at the very early levels. All lance weapons have pretty low DPS compared to their macro counterpart, so they aren't going to really quickly tear SM ships apart anyway.

The problem was more other weapons that act as lances that shouldn't, the torpedoes, the bombers in particular shouldn't ignore armour like lances since their DPS is usually rather high and they're almost impossible for the SM to counter since they don't get enough fighters.

Yukitsu fucked around with this message at 21:56 on Oct 7, 2016

xthetenth
Dec 30, 2012

Mario wasn't sure if this Jeb guy was a good influence on Yoshi.

Yukitsu posted:

Actually I didn't really complain much about lances, lances aren't too bad as they are except as Space Marines vs. Chaos sans at the very early levels. All lance weapons have pretty low DPS compared to their macro counterpart, so they aren't going to really quickly tear SM ships apart anyway.

The problem was more other weapons that act as lances that shouldn't, the torpedoes, the bombers in particular shouldn't ignore armour like lances since their DPS is usually rather high and they're almost impossible for the SM to counter since they don't get enough fighters.

Tabletop rules as written handle bombers in a pretty good way. They don't ignore armor, they hit the weakest armor, so that all-round space marine armor gives good protection against macros, torpedoes, and bombers, and is only weak against lances.

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬
I don't mind the looted ships property of orks. On paper it seems bad but look at how inexpensive ork ships are. They also have decent HP which kind of offsets the extra damage. Also they have an upgrade to be extra explodey when they die!

Arghy
Nov 15, 2012

I wonder how effective the old chaos tactics are, i had so much fun kiting everything around the map.

Yukitsu
Oct 11, 2012

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

Arghy posted:

I wonder how effective the old chaos tactics are, i had so much fun kiting everything around the map.

It's still good but more people tend to take fighter screens than they used to and it's impossible to use assault boats to win games on their own anymore. It'll lose more often more because now people take more fighters, especially Tau, and you can cut out 2 hangers worth of bombers with 1 hanger worth of fighters, so you need to usually have 3-1 carrier advantage to win that way. To beat even one Mars, you pretty much want double Styx. It's pretty much impossible to beat a Custodian with ordinance.

Toalpaz
Mar 20, 2012

Peace through overwhelming determination
Wow! I just read the OP, and I've seen the game around on the internets had so I was gunna complain that the game didn't have a Tau fleet, much less the Forgeworld Tau fleet ships I own IRL. Whelp. I was wrong. The FW tau fleet treated me ridiculously well irl, I hope they're pretty much just as silly in game. (We didn't have any eldar players in my local game store.)

I might just buy this game now.

DogsInSpace!
Sep 11, 2001


Fun Shoe

Yukitsu posted:

Actually I didn't really complain much about lances, lances aren't too bad as they are except as Space Marines vs. Chaos sans at the very early levels. All lance weapons have pretty low DPS compared to their macro counterpart, so they aren't going to really quickly tear SM ships apart anyway.

The problem was more other weapons that act as lances that shouldn't, the torpedoes, the bombers in particular shouldn't ignore armour like lances since their DPS is usually rather high and they're almost impossible for the SM to counter since they don't get enough fighters.

Sorry to misquote you Yukitsu. I've gotten the groove with Marines now, thanks to you, and am enjoying them.

xthetenth posted:

Tabletop rules as written handle bombers in a pretty good way. They don't ignore armor, they hit the weakest armor, so that all-round space marine armor gives good protection against macros, torpedoes, and bombers, and is only weak against lances.

Now that's a nicer way and I had forgotten. Been aeons since I played anyone in TT. TT was always a blast though I didn't have a perfect win-lose ratio. Guess which faction I did?

Arghy posted:

I wonder how effective the old chaos tactics are, i had so much fun kiting everything around the map.
Go Tzeentch favour. Had this one guy show me how and it was amazing. He has a full Tzeentch fleet and he was a a kiter that hung around the back sniping from his own generated clouds. Very effective. I went with mixed chaos and can kite but not like back in the day. I always feel Slaaneshi favour needs to pop up during eldar and Nurgle looks wicked, the 10 pop increase is nice for boarding and the DOT cloud has served me well if I'm brawling. Khorne looks neat but nothing is more tactically fun than Tzeentch. Summoning a cloud to prevent visual lock is beautiful and I've seen that same guy use warp signature echo so well I swore it was heretical magic. That one Admiral showed me the light of Truth and I cannot look away. Try it if you want to kite.

I agree with Panfilo. I'm happy with Orkz other than Goff favour and wanting extra ram damage upgrade back. Also wish Orkz had a natural 10% decrease in cooldown of fighta bomba bays. Like a natural cheap version of automated refuelling systems with other races. Make it stackable with upgrade as Ork flight team are kinda shite but there should be a lot of them, represented by you being able to toss em out faster. Slight increase won't mean much but it would add a little something. Didn't TT have this or was this one of those unofficial rulesets?

Glad to see this thread come back a little and that more people are playing. No, I don't work for anyone involved in the game.

edit:

Toalpaz posted:

Wow! I just read the OP, and I've seen the game around on the internets had so I was gunna complain that the game didn't have a Tau fleet, much less the Forgeworld Tau fleet ships I own IRL. Whelp. I was wrong. The FW tau fleet treated me ridiculously well irl, I hope they're pretty much just as silly in game. (We didn't have any eldar players in my local game store.)

I might just buy this game now.
Do it! The single player game is so much fun and the multiplayer is a blast. Don't get frustrated if you start out in multiplayer. Try 2v2 to get the hang of it and be patient with yourself. Do some campaign first to get the general instructions on play.

DogsInSpace! fucked around with this message at 01:12 on Oct 8, 2016

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬
With ork fightas an idea I had was to just have any escorting fighters automatically engage enemy ships within 1500m of them and do the bombing attack, since they're identical to bombers and probably are using the same weapon based on the profile (I'm assuming they are strafing enemy line ships). Fighters don't last long when you get that close to enemy turrets anyway but it would be a nice bit of extra damage and if you timed it right you could have a fighter escort, then send bombers at the target, then close in to let the fighters join in as well.

You pay a premium to make an ork ship into a carrier so it might as well be worth the price.

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬
Comprehensive SM changes to make Space America Great Again (long)

An unpleasant weakness of Space Marines is that even though they have 75 armor, so many things utterly ignore our that it is effectively useless. My main idea is to change some things to let you actually make the most out of it. These changes would increase the ship's MINIMUM armor rating. So instead of attacks treating the armor as being 25,it might not be able to get it lower than 45. By maxing out these, you could have a ship barely affected by ap weapons, but it would come at the cost of other upgrades.

The other part of this is re-working the way some favors work to be a little more worthwhile.

Chapter Relic- Now increases the ship's minimum armor rating by 10.
Techmarines- Each point of crew also increases the minimum armor rating by 5.
Master of the Forge- Portrait replaces tech marines, and each point of crew in the slot benefits both.
Chief librarian- Portrait replaces astropaths , yadda yadda.
Master if Sanctity- portrait replaces space marines, each crew point increases minimum armor rating by 10 when the boarding immunity is active.
Storm hawk squadron- Each crew point you put in Squadron Sergeants gives you +1 squadron, max extra squadrons based on number of bays on the ship.

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬
Chapter bonuses :

Ultramarines: Jack of all trades- Special orders last 10 sec longer
Imperial Fists: Legacy- +10 minimum armor rating
Dark Angels: Deathwing- lightning strikes deal 2 attacks, count enemy troops as - 10 (has the upgrade baked into all ships)
Space Wolves : Wulfen-each Successful conventional boarding permanently reduces enemy ships troop rating by 3%
Blood Angels: Death Company - Thunderhawks get +1 boarding each.

Arghy
Nov 15, 2012

Boarding torpedoes that home are loving hilarious, made another admiral with all torpedo ships and i just send a single escort to spot everything while wave after wave of homing torpedoes spout from the clouds.

SM's just need more loving weapons--i've noticed it so much lately that their lack of prow mounted weapons is retarded, if you gave every SM ship another dorsal macro cannon you'd totally change the game. The fact that they don't get BC's is also huge--strike cruisers need to punch way above their class.

So many times battles devolve into spins where i'm literally only bringing 1 broadside to bear because all my other weapons simply can't pivot enough.

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬

Arghy posted:

Boarding torpedoes that home are loving hilarious, made another admiral with all torpedo ships and i just send a single escort to spot everything while wave after wave of homing torpedoes spout from the clouds.

SM's just need more loving weapons--i've noticed it so much lately that their lack of prow mounted weapons is retarded, if you gave every SM ship another dorsal macro cannon you'd totally change the game. The fact that they don't get BC's is also huge--strike cruisers need to punch way above their class.

So many times battles devolve into spins where i'm literally only bringing 1 broadside to bear because all my other weapons simply can't pivot enough.

Well, the thing is that space marines main source of damage is supposed to be boarding. Treating enemy troop value - 10 and 4x the chance to crit the system you targeted makes it pretty reliable. Combined with thunderhawks and homing boarding torpedoes you'll get a lot of opportunities. But their low HP is painful.

Arghy
Nov 15, 2012

K definitely regretting my choice in LC's now that i got my battle barge, bombard cruisers all the way. You need the raw DPS and you gotta look at the point costs. The BB itself feels like kind of a let down, oh yeah 3 thunderhawks! Torpedoes are also overrated since their absurdly hard to MM.

Going to play the tau next to check them out. As IN i still don't see a reason to not just go all NC's as before. Their just to goddamn flexible compared to all the options. Dominators with AP macros supported by a mars or emperor and you still have the same jack of all trades fleet.

The simple fact is that most fleets will simply dodge your torpedo spreads making 90% of all cruiser/BC options moot.

Yukitsu
Oct 11, 2012

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

Arghy posted:

K definitely regretting my choice in LC's now that i got my battle barge, bombard cruisers all the way. You need the raw DPS and you gotta look at the point costs. The BB itself feels like kind of a let down, oh yeah 3 thunderhawks! Torpedoes are also overrated since their absurdly hard to MM.

Going to play the tau next to check them out. As IN i still don't see a reason to not just go all NC's as before. Their just to goddamn flexible compared to all the options. Dominators with AP macros supported by a mars or emperor and you still have the same jack of all trades fleet.

The simple fact is that most fleets will simply dodge your torpedo spreads making 90% of all cruiser/BC options moot.

If your BB is feeling underwhelming, you're probably not gonna be able to play Space Marines very well. Usually I expect it to solo at least a battleship and a battlecruiser tier ship. The important part of it is the 3 bombard cannons which lets it deal a perma crit just about every 16 seconds. I also just leave boarding torpedoes on automatic if I feel like I'm too lazy to micro manual fired normal ones, but even then they can be set to auto cast and work pretty drat well.

DogsInSpace!
Sep 11, 2001


Fun Shoe

Arghy posted:

K definitely regretting my choice in LC's now that i got my battle barge, bombard cruisers all the way. You need the raw DPS and you gotta look at the point costs. The BB itself feels like kind of a let down, oh yeah 3 thunderhawks! Torpedoes are also overrated since their absurdly hard to MM.

Going to play the tau next to check them out. As IN i still don't see a reason to not just go all NC's as before. Their just to goddamn flexible compared to all the options. Dominators with AP macros supported by a mars or emperor and you still have the same jack of all trades fleet.

The simple fact is that most fleets will simply dodge your torpedo spreads making 90% of all cruiser/BC options moot.

Yukitsu is the Space Marine master and brings up their thang but I'll help with Imperial Navy. Dominator really is the best cruiser in multi. The amount of macro on top of the nova cannon just makes it the best. If you are taking anything else its because you are doing it on purpose. Lately I've been seeing quite a few Gothic pop up for their lances. I tend to go Mars as the foundation for my fleet. Always. Nova Cannon, Flight Bay, lance turrets, 4x macro? Please and thank you. The Emperor does do fairly well in 2v2 multi due to wonderful 10k detection but the speed will grate on your nerves. Mars and Dominator are a fairly solid choice but if you get bored you can choose to do something different. Again, don't do Lunar as its shite. Taking Navy favour lets you summon cobras to add in some numbers.

Torpedoes are good but you have to learn how to use them. Long distance? Its about herding the enemy in a direction. Area denial. A pattern I've noticed playing this game as mainly Orkz and Imperial that spamming torps tends to force them in a direction you want. Also can split up a group as the more skittish and newer players will move and sometimes separate from their more experienced buddies. One you get closer its still area denial and pushing them where you want until you get within the fun ramming distance. Imperial is even more fun as you ram, boarding then use thrusters to turn behind them and unload a nice volley of torps. Orkz don't get thrusters but you can still get the torps off with the right timing. I don't set them to auto as I am a masochist. I love Torps but they do take a bit to learn how to use them. Melta torps are nasty versus Orkz so give that a go versus them. Yeah, torps have been a nice source of damage for me.

As an aside the only way I could see the Lunar being a viable choice is if they get an upgrade that mixes macro and lance upgrade but that would have to be a ship specific upgrade and a bitch to put in the game. I wouldn't bet on that ever coming out. Maybe changing the armour or detection but still... even upgraded it will never have the survivability or damage of anything else on the board. Hate that as I really wanted to have a Lunar in my fleet so it can land the final killing blow to the Chaos World Eater.

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬
I think most of the ships with mixed armament suffer in the upgrade department. You're getting much less bang for your buck and I tend to avoid the weapon upgrades all together on those ships.

Torpedoes are always solid in my opinion. Unlimited range means you can constantly use them the entire battle. Ork ships are so cheap you can get some very impressive torp walls. With orks I use boarding torpedoes early on hoping for a lucky crit. Even just forcing them to waste emergency repair early on is worth it.

Panfilo fucked around with this message at 20:17 on Oct 9, 2016

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬
I just recently found out a ship can mutiny multiple times and the debuff stacks. Makes me wish I could take more than one librarian! I had a Bastion with 2 stacks of the debuff lit up and eating a constant stream of homing boarding torpedoes.

Yukitsu
Oct 11, 2012

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

Von_Doom posted:

As an aside the only way I could see the Lunar being a viable choice is if they get an upgrade that mixes macro and lance upgrade but that would have to be a ship specific upgrade and a bitch to put in the game. I wouldn't bet on that ever coming out. Maybe changing the armour or detection but still... even upgraded it will never have the survivability or damage of anything else on the board. Hate that as I really wanted to have a Lunar in my fleet so it can land the final killing blow to the Chaos World Eater.

While I still don't like the Lunar, the way you favour it is with Space Marines, upgrade the three shield upgrades, Mez drives and ramming.

It's a decent enough frame, and Imperials specced for ramming are actually really good at it. The reason you'd do this with Lunars is that unupgraded macros are OK at shredding shields and the lances are better DPS vs. Hull when unupgraded. The problem with the Gothic is that it needs another ship to take out shields before the lances start working the hull down and any of the pure macros that you'd want don't do much damage against hulls if you don't upgrade them with AP macros.

Arghy
Nov 15, 2012

Eh they already broke the seal with tau torpedoes i'd love to see IN/eldar/chaos getting some limited homing ability. The problem with torpedoes is i easily thread the spreads with my ships so i know my opponent can also which is why i really only use them with a smaller number of ships.

It doesn't help that you go from the NC to torpedoes also they just don't scale at all.

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬
I'm just drooling at the idea of Widowmakers with upgraded sensors+homing torpedoes on your bigger ships.

DogsInSpace!
Sep 11, 2001


Fun Shoe

Arghy posted:

Eh they already broke the seal with tau torpedoes i'd love to see IN/eldar/chaos getting some limited homing ability. The problem with torpedoes is i easily thread the spreads with my ships so i know my opponent can also which is why i really only use them with a smaller number of ships.

It doesn't help that you go from the NC to torpedoes also they just don't scale at all.

I like both kind of torps and it would make me sad if all torps became homing. I would rather homing missiles do less damage than the old style. From a "realistic" standpoint you could say they offer less payload in trade for complicated homing systems. That would be nice for tau since they are new at all this space combat thing at point. Old school unguided missiles just have straight massive payload or a bunch of boyz crammed in there. Good news is I have routinely auto cast torped my teammate to death... well ok several times. There was one time my poor Tau buddy was in perfect health until my two strike cruisers nailed him with their full payload. I did say I was terribly sorry. Good thing he didn't hear me giggle on my end.

After playing Tau and as well as against them I have pretty much come to the conclusion they should lessen their torp damage and armour. If Tau have the healing drones one multiple vessels it is a severe pain to kill them with anything not Ork. Just a few suggestions if any game reps are reading. Also no giant changing suggestions like reworking torp damage (thought I wish we could).

Eldar
Default increase starcannon range to 9k. Anything other than the Void class is a pain to get any starcannon damage going. Its not like the starcannon is that overwhelmingly powerful so a little extra range shouldn't hurt. Keep the starcannon upgrade in (that could set it to 12k) and the ROF upgrades around for possible purchase.
Increase Pulsar range to 9k but lessen the pulse by one (mainly thinking of pre-Void class Pulsars). Yeah this is controversial but one less pulse will lessen the damage but a little extra range will give them something. Too often getting to that 6k range kills anything not the Void. Anything without Pulsar is just not that good outside of spamming drive by bombers. If a player is even close to good me getting in range with non Void Pulsars is almost a death sentence. I do ok if an opponent is involved with another player but Eldar are just so drat fragile for anything remotely coming close to a regular engagement. Eldar just don't do the damage to compare with their fragility. I don't want them to be less fragile.... and I love their style of play. Just a slight range increase would at least make them doable versus the other guys. Back pre-nerf eldar my main complaint was how much damage from outside my visual not that they did it before I could see them.
Weirdly after playing Eldar for a bit I really have come to enjoy play playing their gimpy asses. Been a fun challenge.

Space Marines
Health increase Just a little at least. Almost every marine guy I play has been wanting this. Especially on their strike cruisers and fast cruisers. I kill them way too quickly. I'm starting to feel bad.
Default 10% off boarding and assault actions Like the upgrade but comes free now. If it could be stacked maybe leave the 10% purchasable upgrade in there as well for a stackable 20%. That would be deadly but still in theme with the best drat ship to ship assault faction in the game.
I'll leave anything else up to Yukitsu as that guy knows Marines. But some ideas I had while killing them/ killing others as them.

Tau
Lessen their armour. Just a little. Not too much as I like their theme and build but a little less would be nice. That demiurg pulsar is a marine killer but other races do alright by it so it might be helped by a little marine health increase. Maybe no armour decrease on that Tau Battleship as that thing is just so squishy as it is. When that battleship gets a bombing run it is indeed nasty, but still.... every time I see that battleship its like free candy. Demiurg stronghold seems to outperform it every time.
Lessen homing torp damage Let regular torps have a nice clear cut advantage over homing. As I said before trade a little damage versus the ability to home. Played a few games back in the day that had this and it worked great.
Big Tau Battleship buff Its squishy but it can do decent damage if you let it. Still outperformed by Demiurg Stronghold BUT maybe toss in an escort summon like water caste favour/Imperial Navy favour? Leave it on refresh at the beginning like the favours. Would give it something.

Just my 2 bits. I could do this for every race as I've been maxing them all to get a good feel, but this post is big enough and don't want to spam the thread.

DogsInSpace! fucked around with this message at 00:37 on Oct 13, 2016

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Arghy
Nov 15, 2012

Playing the Tau now and their a loving joke holy poo poo just sit at range with absurdly powerful guns and survivability and i roll with all carriers with multiple repair auras that i stagger so you can't even kill me through attrition.

I just can't imagine what the IN is going to do against them besides maybe synchronized ramming.

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