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Author Topic: Battlefleet Gothic - Armada. RTS.  (Read 40057 times)

Mech#4

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #120 on: March 25, 2016, 09:33:31 pm »

They've also mentioned that people who either pre-ordered the game or do so during the 2 months after release will get another fleet on top of the Space Marine one. No mention what faction that will be as of yet but it's a nice gesture.
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Kot

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #121 on: March 28, 2016, 03:57:18 pm »

It says a lot about your game tech support when only answers to apparently very common problems you can find are coming from pirate sites instead of official forum. :S
Meanwhile nothing worked so I remain unable to play because the game is stuck on loading screen forever.
EDIT:
Finally got it to work, it took like 20 minutes loading for first time. It gets better though.
« Last Edit: March 28, 2016, 10:34:28 pm by Kot »
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Beggars` Sect

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #122 on: March 30, 2016, 06:27:10 am »

The mindboggling art of Battlefleet Gothic is probably what got me into that whole WH40K thingy. Now there`s a mindbogglingy beautiful strategy being made...and judging by the comments it doesn`t suck?

What is this, we`re in the Nineties  again?
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Greenbane

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #123 on: March 30, 2016, 07:58:34 am »

The mindboggling art of Battlefleet Gothic is probably what got me into that whole WH40K thingy. Now there`s a mindbogglingy beautiful strategy being made...and judging by the comments it doesn`t suck?

What is this, we`re in the Nineties  again?

The combat, a fundamental pillar in this kind of game, is solid. We've yet to see how the strategic aspect works out. Judging from the tutorial, it doesn't appear to be very deep. Whether that'll be a problem or not, time will tell.
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Mech#4

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #124 on: March 30, 2016, 09:00:00 am »

From what I understand, the campaign will take shape as a "hold planets against enemies" type. Due to various factors, planets can come under attack from different factions and you have to choose between missions which ones you will combat. Planets will have different bonuses that affect the rest of the Gothic sector and the end number of planets is, I think, around 50.

On the factions, while I'm not sure what Chaos would be doing exactly, I remember the developers mentioning that the Orks work in a snowball effect where once a planet is conquered they gain larger forces. Put off dealing with them and they might become too powerful to stop.

In a video done with Angry Joe, the developers mentioned that you won't be the only fleet protecting the Gothic sector, which might put in the potential for teaming up with allies to combat threats. It would be neat to see a system where if you help one captain you can later on call in a favour. From what I remember, the Gothic sector is split up into about 5-6 separate areas that open up the higher in rank your captain becomes. Imagine that each area has about 10 planets each.
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ZebioLizard2

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #125 on: April 07, 2016, 03:29:44 pm »

https://www.youtube.com/watch?v=7O74nSsaZ9Q The Eldar Trailer has arrived.

Quote
On the factions, while I'm not sure what Chaos would be doing exactly, I remember the developers mentioning that the Orks work in a snowball effect where once a planet is conquered they gain larger forces. Put off dealing with them and they might become too powerful to stop.

Probably Heresy, and the Arrival of Abbadon eventually.
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Kot

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #126 on: April 07, 2016, 03:53:37 pm »

I am going to saturate the shit out of them with torpedoes. Sure, you guys are fast, but you can dodge only so much.
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Wiles

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #127 on: April 13, 2016, 08:11:39 pm »

The Eldar are out today! I have played quite a few solo skirmishes as the Eldar and they are pretty fun to play, if a bit tricky.

Something weird was happening though - every battle I went into was against other Eldar so I never got to test them against other factions.
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Majestic7

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #128 on: April 14, 2016, 12:36:48 am »

I fought with them in skirmish as well, got to face all the factions. Orks demolished me, I demolished imps & chaos, against other pointy ears it was a challenge but won. They are interesting to play, being such glass cannons. Basically I think orks and eldar require the most micromanagement skill from the player to win, orks for ramming and eldars to keep moving while avoiding ramming. I don't think I'd ever have the patience to play eldar in multiplayer tho, since the amount of micro would just be too much.
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Mech#4

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #129 on: April 14, 2016, 12:42:48 am »

It's funny looking at some of the Eldar ships. The escort frigate "Aconite" has 15 shuriken launchers stuck all over the front.

They are fiddly. The prow pulsars are especially difficult with the ships waving back and forth meaning the beam can clip the end and run out before you can readjust heading. I've been basing around the Saim-hann craftworld bonuses, so sneaking around gas clouds and keeping the enemy blind. The upgrades "Polarized Field", "Reinforced Holofield" and "Void Predator" look nice for this.
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Majestic7

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #130 on: April 14, 2016, 12:54:52 am »

I just ran circles launching bombers and torpedoes, eldar are the first faction where I only got one cruiser because the light ones are better for my tactics. We'll see what their heavy cruisers are like once I progress there.
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Mech#4

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #131 on: April 14, 2016, 01:04:42 am »

I also mention, I've found fires breaking out on ships to be a big problem for Eldar. The constant damage and long cool down on repair with low health means I have been losing escorts to fires I can't put out.
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Majestic7

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #132 on: April 14, 2016, 02:18:29 am »

Well, escorts are expendable. I only find them useful as transport killers and to create sensor blips. It is annoying to lose a cruiser to multiple fires you can't put out, tho. Makes me wonder if the fire suppression system is worth it for eldar, never considered it for others.
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Greenbane

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #133 on: April 15, 2016, 09:55:19 pm »

I just discovered you can right-click on commands to have them activate automatically if a given ship is engaging enemies or otherwise automated. Is that new?

And I've been wishing for a while that they'd implement a way to set ship standing orders, so to speak, like engagement range and options (and auto commands now) and save them so I don't have to redo the same thing over and over at the start of every single battle. I'd be content with the game merely remembering a vessel's settings from the last battle, really.

As for the Eldar, I've been surprisingly successful with them in the skirmish pseudo-campaign, with near constant victories where I often failed playing as the Imperium, mainly due to ships warping out before I could finish them off. I had too many assassination and data recovery missions on the higher levels. But the space elves are great damage dealers, and thinking a bit like a fighter pilot and staying on your targets' tail, there's great success to be had. Enemies rarely get to escape into the warp. Though they perhaps require more micromanagement, since forgetting about a ship in battle can be far more punishing than when playing as the other races.
« Last Edit: April 15, 2016, 09:58:53 pm by Greenbane »
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Mech#4

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #134 on: April 15, 2016, 10:28:56 pm »

The right clicking of abilities isn't new, at least it was in a few previous versions, but there wasn't much reason to use it. The pulsars for the Eldar are probably the better use for it as they're so fiddly but actually getting the A.I. to use them automatically is rather difficult. Something to do with being in range around 3,000 or so.

Going from the Eldar back to the Imperial Navy is very jarring. Imperial Navy is so slow compared that the whole circling and firing broadsides feels clumsy. I haven't played as Imperials vs Eldar yet but I imagine getting in and trying to trap the Eldar into ramming you accidently would be fun. It also brings to light the big battleships are really not as useful as you'd think. A huge, slow ship vs the Eldar is really just a bigger target. Possibly better to try and clutter things up with lots of smaller ships.
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