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Let's share more gif of ships crashing into each other.
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# ¿ Mar 14, 2016 12:18 |
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# ¿ May 19, 2024 09:29 |
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I think just making nova cannon start on cool down will help with a lot of issues.
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# ¿ Mar 16, 2016 22:30 |
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Bloody Hedgehog posted:Where does this rate on the RTS difficulty chart? I've never been particularly good at RTS's, but I love anything Warham, and this game looks serious fun. Is this something that can be played by anybody, or is it more for the hardcore strat crowd? I'd say around Men of War or Total War level, so...not that difficult. You only have a handful of units to control at a time, there's no resource gathering mechanic. The game is still in the pre-order stage, so you can just refund it if it's not to your liking.
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# ¿ Mar 26, 2016 12:46 |
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Anyone knows how Augur disruptor actually works? Does it completely shutdown enemy's ability to identify new blip if they are hit by the pulse or while they remain in-range or what?
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# ¿ Mar 27, 2016 23:06 |
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UP AND ADAM posted:This game crashes way too much. And is there a list of the hotkey commands anywhere? They aren't in tooltips and they removed the rebind control screen to fix a bug or something, apparently. After the last patch I haven't crash once in MP myself. I used to crash after every game last patch. I'd love to know how to use hotkey as well, really difficult to manage a big fleet at the moment unless you put half your stuff on auto.
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# ¿ Mar 29, 2016 09:15 |
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Yep, it does, and with max leveled slaves, your cooldown for special order is only ~100 seconds as well. You can pretty much stay cloaked 90% of the time. I am thinking of ways to counter chain taunt, perhaps chain dropping a few stasis bombs can minimize damage taken, especially if they start taunting from further away. Why did they increase the cd on stasis again? pedro0930 fucked around with this message at 13:35 on Mar 29, 2016 |
# ¿ Mar 29, 2016 13:03 |
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Hm, if projectiles use actual collision to detect hits, I wonder if it's possible to block hits with another ship, preferably with supercharged void shield on.
pedro0930 fucked around with this message at 12:30 on Mar 30, 2016 |
# ¿ Mar 30, 2016 08:03 |
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Arglebargle III posted:No I mean what button do you press? Select an enemy ship, look at the panel on the button left. You should see buttons to set priority target and subsystem to target.
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# ¿ Mar 31, 2016 06:00 |
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Ragingsheep posted:Is there single player skirmish in the current beta? Yes there is.
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# ¿ Apr 3, 2016 10:50 |
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What does a Gothic bring to the table if you can close to brawling range in the first place? Wouldn't another dominator do more damage in a brawl and adds more to the nova cannon alpha strike? Or whatever that adds more firepower for the fleet points. I feel Gothic probably needs to do about 25% more damage for it to make sense. pedro0930 fucked around with this message at 04:48 on Apr 9, 2016 |
# ¿ Apr 9, 2016 04:42 |
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Derakarsis posted:Makes sense, any thoughts on Favors for the long range ships? None of them really scream "standoff ship" to me. Maybe Tzeentch just to be a teleporting dick? Upgrading range to 15K also used allowed you to out range the starbase, before they also gave the station 15K range anyways. For a faction that's all about long range combat, you don't really have any favor to further your range edge. I guess they figured Chaos don't really need to specialize for even more long range power.
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# ¿ Apr 11, 2016 03:42 |
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Dandywalken posted:Assassination and Data Retrieval both loving suck in the campaign, god drat. Nope, both sucks in MP, especially if you are the slower faction.
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# ¿ Apr 24, 2016 07:19 |
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Got a few questions regarding to eldars/holofield. How does bomber and assault boat fare against eldar ships? I hear they have trouble keeping up with them, therefore giving eldar ships more time to shoot down the aircrafts. Does holofield protect against torpedo and bomber attack?
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# ¿ Apr 24, 2016 16:32 |
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Xae posted:Voss Pattern and +Shields on Sword (gunship) escorts with either Macro AP or Range. I normally take 3 ships of the line and then fill in the rest with Swords. How does the improve shield regen upgrade stacks up with the other shield upgrade? Is it worth taking if you have all the other upgrades already?
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# ¿ Apr 25, 2016 04:04 |
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Yukitsu posted:How exactly are you avoiding them? The only ships in the game that are fast enough to get out of a nova cannon circle with a bit of lead on it are the Eldar with a boost, Eldar without boost can't move from one end of the circle to the other before it detonates so unless they have vaul's manuever it hits them as well.
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# ¿ Apr 25, 2016 05:17 |
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Galaga Galaxian posted:I still wish they'd done the solar wind movement system. Another funny thing is, in Tabletop, the Eldar can't use All Ahead Full, Burn Retros, or High Energy Turn. The dev mentioned on the forums that in one iteration they did put a solar wind mechanic with sun direction effecting speed. However, they feel the mechanic is confusing and unsatisfying to use so removed it.
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# ¿ Apr 27, 2016 05:02 |
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Michaellaneous posted:Why the gently caress doesn't this game have shortcuts, or am I missing something? I need shortcuts to enable Move-over-Attack and all the abilities. Do you mean hotkey? There is hotkey but they don't appear on the tooltip. Flying ships with hotkey is different world level stuff.
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# ¿ Apr 27, 2016 08:19 |
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Raged posted:Uggggh. Whelp looks like I'm screwed then. No CC and no renown to spend. Would not be bad if the AI didn't cheat. Yeah, the key to convoy mission is just ramming and counter ramming. If you are the defender, put your finger on Q and E (the hotkey to special maneuver) and get ready to boost when the Ork (or whatever) starts boosting. Against the AI just turning on all ahead full would cause the Ork to miss their charge. The Ork can literally fail to DPS your transport down if you don't get rammed.
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# ¿ Apr 28, 2016 14:24 |
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Famethrowa posted:New to the game, is there ever a reason to not have your ships keep their target lock when you move them? It fucks up Eldar auto aim for their pulsars, but otherwise not really. You can just set priority target and get similar result though.
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# ¿ May 16, 2016 12:17 |
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Space Marines fleet trailer is out. https://www.youtube.com/watch?v=3pxdtigmeDY
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# ¿ Jun 17, 2016 16:18 |
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Apparently that's just a Sanguinary Guard since Dante doesn't have wings.
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# ¿ Jun 17, 2016 17:44 |
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Von_Doom posted:But at least Imperial Fists are in. Fists, Smurfs, Blood Angels, Space Wolves and Dark Angels. I'm hoping they add some more campaign in with a future DLC if not this one. Adding a massive Tau force like they will I can't imagine they wouldn't toss in something for the next single player DLC. I must bring the Emperor's light to more foul Xenos. Ravensburg (the lead developer) mentioned something along the line that this is not the last we see of Spire, so maybe another campaign is in the work.
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# ¿ Jun 19, 2016 05:52 |
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Alchenar posted:Trip report: for obvious reasons everyone is playing SM and their ships are all 75/75/75. SM ships even have 200 less base health to make them extra easy to kill with lance. Lance , AP round, and torpedo kill them fast.
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# ¿ Jun 21, 2016 20:20 |
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Arghy posted:Wait is SM's just weak against pulsars or have eldar yet to be balanced? Had time so i started the game decided to check out SM's and watched as a single eldar LC used his pulsar and made my LC go from 100% to 25% before i could manually hit shield transfer. SM ships have 200 less health than normal (except the battle barge) and instead relying on heavy armor to be durable. Unfortunately, 75 armor is useless against pulsar. Pulsar is already nerfed 3 patches ago when they cut pulsar damage by half, got rid of the range upgrade but reduced cool down for a bit to compensate.
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# ¿ Jun 27, 2016 09:19 |
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Nickiepoo posted:It's almost like the SMs aren't actually a real navy and are going to struggle against the big boys.. They are pretty great with a IN ally who can shadow the enemy fleet with a widowmaker early in the game. Rain boarding torpedoes on their fleet all game!
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# ¿ Jun 28, 2016 14:01 |
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MooCowlian posted:Does anyone have any advice for escort missions? The orks just rush my transports ignoring and I don't have enough firepower to stop them before they get there. Counter ram them away from your transport. The only way they can easily kill your transport is by ramming you. Save some fuel gauge on your transport so you can boost out of the way.
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# ¿ Jul 15, 2016 12:18 |
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Ranked game sounds very interesting and it kind of fixes the problem with having to level your fleet up to max level in order to have a competitive footing. However, I am afraid it will split the already kind of small MP community. Hopefully by the time the Tau fleet comes out it would rejuvenate the player base.
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# ¿ Jul 28, 2016 21:37 |
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That's some good news. Anyone know how the MP scene is faring these days? Is anyone playing the new rank mode or is it a dud?
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# ¿ Sep 7, 2016 19:01 |
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And it's out! Lots of Unique upgrades and systems: -You can choose between Mon'ka (Killing Blow) or Kauyon (Patient Hunter) at the beginning of a battle. Mon'ka givess you better boarding and crit chance while Kauyon give you better accuracy as long as you are not detected. -Instead of battlecruisers, Tau get Auxiliary ships, including Kroot Warsphere and Demiurg stronghold and fortress, each has some unique weapon and movement rule. -They have a lot of unique upgrades, including one that gives frontal shield 75 armor, one that allows all defensive turrets to deal damage, and another upgrade that increases defensive turret range to go with that. -Their standard torpedo is heavy seeker missile, which is a tracking torpedo that has a limited flight time. pedro0930 fucked around with this message at 20:08 on Sep 8, 2016 |
# ¿ Sep 8, 2016 17:42 |
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Von_Doom posted:Its a really fun single player campaign and very kind to fluff. I bought this game almost at release and haven't regretted my decision. Very much worth my silver. Also skirmish is there for more solo play. I was able to get into games in seconds. Needless to say, everyone's playing Tau right now.
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# ¿ Sep 8, 2016 20:13 |
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OctaMurk posted:The Tau upgrades that increase turret range to 3K and make turrets do 1 DPS are a bit ridiculous right now. Basically 9 or 12 free DPS, omnidirectional, on all your light cruisers and cruisers. Either the enemy stays at range and gets eaten by railguns and mantas or they get close and die to the turret aura. Ah, I notice a bunch of targeting drones flying around between my ships, but not sure if that's just an visual effect or actually doing something. That must be it then. Any idea how much accuracy increase it actually does? I am thinking about making a stealth fleet that fights at 12K or even 15K with the stealth alloy upgrade. Using one ship as a lure while the whole fleet fly around with stealth alloy then focus fire to melt a ship or two while the lure ship try to disengage with silent running. After firing two to three volley the stealth fleet re-position then do the same thing again. For favor anything beside fire caste should work well. Air caste for more speed, earth for extra upgrade slot, water caste for free escort since hit and run tactic will naturally lengthen the game. Edit: I looked it up, and apparently what it does is that it allows each of your defensive turret to roll again if it misses. pedro0930 fucked around with this message at 09:17 on Sep 9, 2016 |
# ¿ Sep 9, 2016 09:08 |
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I played a bunch of games with IN today, all vs Tau of course. Tau ship's forward fire power is pretty strong, especially their alpha as you charge in. My Dauntless with brace for impact could barely close in under the combined firepower of 2 LC and a crusier. Tau's wide ships are very vulerable against tropedos though. They are sitting duck at close range. I landed more full spread of tropedos than I could count. I recommend boosting with an escort or LC that's a bit apart fron your main fleet a few seconds before you get in range. This will draw the enemy fleet's torpedos since most people put it on auto-cast. You can dodge heavy seekers with a LC or escort of most races pretty easily. Once you get into melee range, IN ship out ram Tau fairly easily.
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# ¿ Sep 9, 2016 22:30 |
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Had a fun planetary invasion mission earlier. At first I was expecting to be running around avoiding combat to get to the bombardment markers. This caused my fleet to be completely out of position in the first fight. But thanks to ramming and torpedoes I still came out on top, destroying the entire Tau fleet with the loss of all my ships except an LC at around 300 hull. With nothing except the weapon platform to stop me it should be an easy win. Then I decided ramming a nearby platform on my way to the next objective is somehow a good idea. This ram caused heavy damage to my LC and the weapon platform triggered an engine surge and blew up my engine. I lost that game within 5 seconds to the objective and the last LC blew up during the ending camera pan.
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# ¿ Sep 10, 2016 09:57 |
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I don't think this will work that great honestly. Especially when you immediately listed a bunch of things that might force you to abandon this strategy yourself...
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# ¿ Sep 12, 2016 11:56 |
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The Dhow also has a 90% up time for special order with some upgrade. That's a good bonus. A braced escort is super hard to kill with macro fire.
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# ¿ Sep 13, 2016 17:06 |
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DarkAvenger211 posted:I kinda wish higher level ships cost more points to deploy in some way. That way I feel like it'd be a bit more balanced for someone just starting off facing off against max level dudes. That'd be a nightmare to balance. I wish more people play ranked mode. It solved a bunch of problems with presistent mode while maintaining the same stake (ship preservation mostly).
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# ¿ Sep 13, 2016 22:41 |
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If running silent is not a thing it'd be quite powerful. I think the ability should have much longer force spot duration, THEN it'd be a very nice ability to help counter stealth fleet.
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# ¿ Sep 17, 2016 04:37 |
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Popete posted:I think I did this by sending 1 transport unescorted to the bottom edge and then everything else to the top edge. Have your escorts go out and meet the enemy well your transports are always gunning it for the other side. This mission is super annoying. I don't think any special deployment plan is needed. Just fight the Ork fleet as normal, the only thing you need to do is to boost and dodge the Ork ram (they'll 100% do this) at the transports. The Ork ship on this mission even on Heroic difficulty only has the standard gunz, which is extremely bad at killing even your transport, so there's little chance of them shooting you to death. You can use Brace for Impact on your transport, it'll make Ork gunfire even more useless. Once you dodge it, the Ork should be completely out of position and you can finish them off fairly easily.
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# ¿ Oct 1, 2016 09:57 |
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Elukka posted:Did they ever do anything to make plasma macrocannons not terrible? At first glance they're still the same they always were, which is a shame because any ship with them kinda sucks. The issue is weirdly obvious too - it's like they only looked at the accuracy rating on paper and forgot they have actual physical hit detection where projectiles need to actually connect. They upped the damage since one of the early patch, that's about it. Everything else indirectly nerfed it (such as the AP nerf).
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# ¿ Oct 1, 2016 10:05 |
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# ¿ May 19, 2024 09:29 |
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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. 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.
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# ¿ Oct 6, 2016 10:51 |