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Aumanor
Nov 9, 2012

Third World Reagan posted:

Yep. Listened to people in the balance group who were bewildered by the change.

The timer for your launch bays don't count down until the planes return.

Launch bays across the board have had their cost reduced but this doesn't make them better.

Also, Light Cruisers now only have two charges of each type.

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Perestroika
Apr 8, 2010

There's also a bit of a weird duality going on with launch bays, where they're quite strong on factions with good boarding (Nids, Marines, Orks), but pretty mediocre bordering on overcosted on those that aren't. I've tried carrier-focused fleets with Chaos and Tau, and a full fleet-wide wave of bombers usually tended to deal like a third of a cruiser's HP in good conditions. Decent, but not drastically better than a well-placed torp salvo. Meanwhile a full Nid boarding pod wave will put down enough stacks to decrew a cruiser twice over, so they can gently caress your poo poo up even when only a fraction of them slips through your screens.

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬
Yeah, I've run a IN carrier fleet to see if it was worth it. The problem wasn't the ships themselves, which are fine, nor is it the strike craft (whose stats are comfortably average) but just that they aren't cost effective for what they do compared to the meat and potatoes strategy of macros, torpedoes and ramming.

The useful carriers are either particularly cost effective (like the Ork Battleship variant) or very specialized like Tyranids carriers. In other words, a carrier needs a gimmick to be worth taking over a standard gunship.

They probably should've had more variety in terms of cost /launch bays/number of charges a carrier that launches fewer but bigger waves of bombers is going to have a distinct role compared to a carrier that can repeatedly launch a small fighter group. For some factions the only counter to enemy carrier spam is more carrier spam instead of just defensive, cost effective carriers.

Meme Poker Party
Sep 1, 2006

by Azathoth

Third World Reagan posted:

The timer for your launch bays don't count down until the planes return.

Holy poo poo what.

Third World Reagan
May 19, 2008

Imagine four 'mechs waiting in a queue. Time works the same way.
Dear devs,

smaller ships have less hangar bays and less charges while bigger ships have more hangar bays and more charges

pick one of these and get rid of the other

EDIT: there are more and more unlisted changes poping up

dying sun has more impalers now
Some craft world eldar have more torp charges now

Third World Reagan fucked around with this message at 21:02 on Mar 21, 2019

Aumanor
Nov 9, 2012
Holy gently caress, this change is so dogshit. Using interceptors on anything other than a short-ranged suicide mission effectively disables your launch bays for at least half of the battle.

Meme Poker Party
Sep 1, 2006

by Azathoth
I haven't had a chance to play yet, but if the change to squadrons is what it sounds it like then lol it's beyond lovely. Like so bad I'll probably just not play until the inevitable roll back.

Groetgaffel
Oct 30, 2011

Groetgaffel smacked the living shit out of himself doing 297 points of damage.

Third World Reagan posted:

The timer for your launch bays don't count down until the planes return.
Wow, that's real dumb.

E: there's a new button that recalls strike craft. That at least makes sure you won't have a flight of interceptors circling bumfuck nowhere til their timer runs out.
Still bad that you're locked out til the planes returned though.

Groetgaffel fucked around with this message at 01:46 on Mar 22, 2019

nnnotime
Sep 30, 2001

Hesitate, and you will be lost.

Aumanor posted:

Also, Light Cruisers now only have two charges of each type.
Wow, for the campaign that's also a bad surprise change, especially for torpedo-boats. Does the charge reduction also apply to Escorts? The smaller ships already had fewer weapon banks so this nerfs Escorts and LC's pretty hard.

EDIT: Yes, this 2-charge change also applies to Escorts. I'll check the game files to see if this can also be modded back to three charges for the campaign.

The fact the developers did not give an overall explanation for the drastic balance changes tells me either 1) they don't know the overall reasons themselves, or 2) one of the Dev or Design leads signing off on the changes are not good a communication, with the community or themselves.

Groetgaffel posted:

Wow, that's real dumb.

E: there's a new button that recalls strike craft. That at least makes sure you won't have a flight of interceptors circling bumfuck nowhere til their timer runs out.
Still bad that you're locked out til the planes returned though.
Hmm, at least a Recall button was added. I'll have to check the game's CSV files to see if the new behavior can be modded or not (at least for the campaign).

nnnotime fucked around with this message at 03:47 on Mar 22, 2019

Third World Reagan
May 19, 2008

Imagine four 'mechs waiting in a queue. Time works the same way.
I heard that the balance team is saying that the publisher pushed this out, not the developers, but my uncle works and nintendo so who knows.

On a side note, the official discord has gone through some chaos recently and apparently has a furry moderator who just calls everyone toxic. This is apparently run by the publishers as well.

nnnotime
Sep 30, 2001

Hesitate, and you will be lost.
It appears the ability Charge Load amounts are controlled in the Weapons.csv file (encrypted file). I tried to override the charge amounts but the modded files did not have any impact. I assume the Escort and Light Cruiser charge load counts are hard-coded, unless there is an unnamed override parameter I'm not aware of.

For the launch-craft nerf, I did not test any modding, but the only compromise I would try for the campaign is to try to remove the launch-bay cooldown. But the craft-usage during Multiplayer this change will probably kill any Carrier meta, if not remove the usage of carriers altogether.

EDIT: I tested changing the cooldown for fighter craft from 60 to 1 second and it works: so if you recall your fighters or your bombers get destroyed your next charge would be immediately ready to deploy, in a modded campaign game. The cooldown (or CD) times are found in the Weapons.csv file.

nnnotime fucked around with this message at 05:11 on Mar 22, 2019

Third World Reagan
May 19, 2008

Imagine four 'mechs waiting in a queue. Time works the same way.
There is a recall button for carriers now when you launch your craft but it is missed by apparently everyone and it doesn't make carriers better.

nnnotime
Sep 30, 2001

Hesitate, and you will be lost.

Third World Reagan posted:

There is a recall button for carriers now when you launch your craft but it is missed by apparently everyone and it doesn't make carriers better.
Yeah, the reason people are missing it is that the Recall button is placed way off to the right of all the action buttons, rather than next to the Ordnance control icons for some puzzling reason.

I think this change was a bad move, at least for the impact on the current player base.

Meme Poker Party
Sep 1, 2006

by Azathoth
It would maybe be ok it was just "squadrons don't have a cooldown, but you can only have one in flight at a time". But having the old 60s cooldown AND not even starting it until the craft die or return is just really retarded.

Azran
Sep 3, 2012

And what should one do to be remembered?
I'm having some random issues when it comes to deploying units in the deployment area, at least in 2v2. Dragging a bunch of units won't actually do anything and it's annoying as hell.

Groetgaffel
Oct 30, 2011

Groetgaffel smacked the living shit out of himself doing 297 points of damage.

Azran posted:

I'm having some random issues when it comes to deploying units in the deployment area, at least in 2v2. Dragging a bunch of units won't actually do anything and it's annoying as hell.

I noticed a bit of that in the campaign too.
Most notably, it doesn't let me deploy as close to forward edge as before, and not all the way to the edge sideways. Strangely enough, the minimap shows the deployment zone being narrower than the battle field, but on the main screen the deployment zone still stretches all the way to the edge.

Azran
Sep 3, 2012

And what should one do to be remembered?
Oh, found the reason. It's a pivot now. If you try drag a number of units, it will try to deploy them in a slanted line pattern. Moving the mouse will rotate the line, not increase the spread of the units as it did before. So if the place you're trying to deploy them into is too small for the line, it won't let you place the units there. Geez, this is dumb.

nnnotime
Sep 30, 2001

Hesitate, and you will be lost.

Azran posted:

Oh, found the reason. It's a pivot now. If you try drag a number of units, it will try to deploy them in a slanted line pattern. Moving the mouse will rotate the line, not increase the spread of the units as it did before. So if the place you're trying to deploy them into is too small for the line, it won't let you place the units there. Geez, this is dumb.
The deployment area issue is recognized as a bug in the new patch, has been forwarded to the developers per posts on the Focus forums.

I had a problem in the campaign last night were the Reinforcements were not working properly during a battle. However quitting and restarting the game appeared to fix the issue.

Azran
Sep 3, 2012

And what should one do to be remembered?
I don't know if this affects any other race (honestly can't recall), but Necrons can't use their Call to Arms equivalent while they have fighter squadrons out, since they share a cooldown. This is one hell of a nerf to double Cairn builds, among others.

Meme Poker Party
Sep 1, 2006

by Azathoth

Azran posted:

This is one hell of a nerf to double Cairn builds

Good

Groetgaffel
Oct 30, 2011

Groetgaffel smacked the living shit out of himself doing 297 points of damage.
Hmm, that's odd. There's an achievement for unlocking all upgrades in a campaign. I just finished the Imperium campaign on normal, did all the side stuff, maxed out admiral rank. Am one upgrade short. :confused:

Does it differ how many upgrade points it gives you depending on how you chose between the Dark Angles and the Fallen and between Yvraine and Darkhammer?

Cobbsprite
May 6, 2012

Threatening stuffed animals for fun and profit.
If you chose the heretics or the xenos then you have failed the Emperor and deserve no better.

pnutz
Jan 5, 2015

Cobbsprite posted:

If you chose the heretics or the xenos then you have failed the Emperor and deserve no better.

normally I follow the trope of "the inquisitors know more than you and know better than you so do as they loving say" but the inquisitors in the last couple games have been complete asshats that gently caress around and either have no idea what they're doing or play into other race's strategies too easily

besides it made sense last time getting them to gently caress off from the gothic war

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Cobbsprite posted:

If you chose the heretics or the xenos then you have failed the Emperor and deserve no better.

Killing space Nazis is never a bad thing.

Technowolf
Nov 4, 2009




New Hotfix Changelog:

quote:

Battle
  • [General] Fixed an issue where deploy zones did not entirely fit the required area.
  • [MP] Fixed a rare crash when playing against Tyranids.
  • [Balancing] The cooldown of Ordnance skills will now be activated once used. The skill will not be usable until the return of the first Ordnance group.
Campaign
  • Fixed an issue sending players back to the main menu in the endgame of a co-op campaign in some rare cases.
Structure
  • Fixed a crash at launch linked with monitor displayed in some rare cases.

Aumanor
Nov 9, 2012

Technowolf posted:

New Hotfix Changelog:

Good of them to at least partially roll back that that terrible ordnance change. The nerf to the number of charges for Light Cruisers and escorts still sucks, RIP Cobra spam and my plans for a massed-Defiant-based joke fleet.

Lord Koth
Jan 8, 2012

pnutz posted:

normally I follow the trope of "the inquisitors know more than you and know better than you so do as they loving say" but the inquisitors in the last couple games have been complete asshats that gently caress around and either have no idea what they're doing or play into other race's strategies too easily

besides it made sense last time getting them to gently caress off from the gothic war

Just as a note in this case, Darkhammer in particular is known to be an extremist's extremist (he's a Monodominant, which is a tiny subfaction within the Puritan faction, and just as bad as it sounds), and has actually had another Inquisitor declare him Excommunicate Traitoris, which is exactly what it sounds like. The only reason he's not kill on sight in general is that he was prominent enough that the Inquisition in was uncomfortable with the possibility of sparking a large internecine conflict within their ranks, given who declared it.

Third World Reagan
May 19, 2008

Imagine four 'mechs waiting in a queue. Time works the same way.
Before, most carriers were not worth the cost.

Now, even more so.

nnnotime
Sep 30, 2001

Hesitate, and you will be lost.
A new big patch is out. The release features the previously announced 4,000 point skirmish mode with Titan-class ships.

https://steamcommunity.com/games/573100/announcements/detail/1643161387040675060

Also a bunch of buffs and nerfs. It appears some Imperium abilities were nerfed, like Micro-warp jump and Ramming Prow (WTF? why?), but macros and lances were buffed.

Here's a link to the recent livestream where the developers demonstrate the 4K point mode and answer some Q&A about the game.

https://www.twitch.tv/videos/415748949

nnnotime fucked around with this message at 04:44 on Apr 25, 2019

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

According to nerds far more into balance chat than I, Imp campaigns could be trivialized by ramming and this annoyed Tindalos. That seems nonsensical to me, though, because nerfing ramming spur in MP hurts real bad.

Cobbsprite
May 6, 2012

Threatening stuffed animals for fun and profit.

Psycho Landlord posted:

According to nerds far more into balance chat than I, Imp campaigns could be trivialized by ramming and this annoyed Tindalos. That seems nonsensical to me, though, because nerfing ramming spur in MP hurts real bad.

I don't know that I'd say it trivialized it, but ramming is definitely a solid and reliable source of damage, especially if you get to a spot where you can ram repeatedly. But with Imps getting about a 20-25% damage boost across the board, I'm gonna give Hard campaign mode a try.

Nickiepoo
Jun 24, 2013
Ramming is really good against the dumb AI yeah but wow is that the wrong response.

Cobbsprite
May 6, 2012

Threatening stuffed animals for fun and profit.
The AI won't tell a stationary escort to move when you spawn a plasma bomb on top of it. So yeah, AI is dumb dumbs.

Nickiepoo
Jun 24, 2013
I'm a particular fan of the static Chaos escorts that will just sit there while you CHOO CHOO a Battlecruiser through the entire swarm of them but gently caress it it's thematic and single player doesn't have to be balanced.

Though my coop partner is convinced that we're actually secretly an Ork crew that managed to capture an imperial ship and I can't say he's wrong (Ork Campaign when?!)

Meme Poker Party
Sep 1, 2006

by Azathoth
MP is dead at this point anyway. Even if you get a match you'll wish you hadn't. So sure do whatever you want for balance, it's a single player game now.

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

Yeah it's a dumb move if they're right.

Sure, I killed Abaddon by smashing Spire's Retribution into his Gloriana as hard as I could for ten seconds, but that was Warhammer as gently caress, why would you try to curtail that :black101:

nnnotime
Sep 30, 2001

Hesitate, and you will be lost.

Nickiepoo posted:

Though my coop partner is convinced that we're actually secretly an Ork crew that managed to capture an imperial ship and I can't say he's wrong (Ork Campaign when?!)
The Orks are a complete abomination that raise my blood levels to fury-like temperatures, but I am forced to admit: an Ork Grand Campaign would the best thing for Tindalos to implement next.

Eimi
Nov 23, 2013

I will never log offshut up.


nnnotime posted:

The Orks are a complete abomination that raise my blood levels to fury-like temperatures, but I am forced to admit: an Ork Grand Campaign would the best thing for Tindalos to implement next.

Can they use Kaptain Bluddflagg?

Samovar
Jun 4, 2011

I'm 😤 not a 🦸🏻‍♂️hero...🧜🏻



I noticed that this is on sale until the 20th, but... this thread has kinda petered out. Is it worth it?

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Hawgh
Feb 27, 2013

Size does matter, after all.
I got it at launch and felt that I got my money's worth out of the campaign. Never got into multi, but that was mostly because I only liked the 2v2 in the first game, and I didn't have any friends playing this one.

Single player is deffo more involved than the first game, but can drag a bit towards the end of the campaign

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