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Author Topic: Battlefleet Gothic - Armada. RTS.  (Read 39395 times)

Frumple

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #240 on: May 13, 2016, 06:32:17 pm »

... okay, this is bugging me. Is it just me, or does one of the voice actors in this thing sound like Tim Curry? It's intermittent, but there's a few captain responses that are just about spot on to me, which is really kinda' twigging me out.
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Aedel

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #241 on: May 14, 2016, 02:58:46 am »

Okay, so... been trying to find an nice campaign LP o'this. Unfortunately all of the ones I've checked so far, uh. The players kinda' suck. Hard. Would any of you kind folks happen to know of one where the recorder is actually competent? I... I'd like to watch a run where there's not a loss within the first 2-3 missions.

E: Go figure, an hour or so later I actually find one. Commentary is sparse, but at least the actual playing isn't painful to watch. Mostly. I still don't quite grok why folks don't set boarding actions (and a few other things, like those aiming commands or whatev' if they're not intended to swap between some) to auto. I've yet to see a situation where it wouldn't have done what they ended up doing anyway, faster, and with less distraction from more important things. Don't have the game and almost certainly couldn't play it if I did, but some things appear to be just... painfully obvious?

Masterofroflness' playthrough is competent.

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« Last Edit: May 14, 2016, 03:01:42 am by Aedel »
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lordcooper

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #242 on: May 14, 2016, 01:14:47 pm »

Frumple: There are situations where it might target a different sip to what you wanted.  They also have a decent chance to preventing warp offs, so having one or two to call on at all times can get you a kill you'd otherwise miss.
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Rolepgeek

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #243 on: May 14, 2016, 05:31:14 pm »

Lightning strikes are only good for the range and the fact you are not limited to 90 degree angles at the sides. Otherwise boarding is just superior. I miss proper boarding action from the miniature game, though.
Also they ignore turrets. So they're better against large ships as compared to boarding (which makes sense). And with the appropriate upgrades, Light Cruiser Lightning Strikes are as good as their Boarding for every faction save Orks.

Would I be correct in saying that for Chaos and Eldar, the defensive troop Favours are more useful on big ships, and the aggressive troop Favours are more useful on small ships? The same sortof applies to Orks (I think) save that really it's just about pairing up Goffs and Evil Sunz, and size is less important as long as you're ramming correctly. Imperium only has Space Marines, which, again, seems more useful on small ships than on large ships. Easier to catch up that way.
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Mech#4

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #244 on: June 22, 2016, 12:27:21 pm »

The Space Marine faction has been recently released, featuring 5 different chapter themes of the Ultramarines, Imperial Fists, Dark Angels, Space Wolves and Blood Angels. Space Marines focus on boarding actions, ramming and lightning strikes to specific subsystems on enemy ships as well as having low insubordination chance and high armour (75) on all points.

There's no actual difference between the various chapters beyond visuals but Space Marines still have four different favours to purchase for each ship.

So far I've found the Space Marines to be quite fast, good survivability but low on damage with their macrocannons relying very much on boarding. Eldar are tricky since their weapons can ignore armour and Space Marines have low base health, but being good at boarding and Eldar lacking shields means there is a way to deal with them though it's quite difficult.
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nenjin

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #245 on: June 23, 2016, 10:18:34 pm »

Finally got this. Might be a contender for having the dankest 40k flavor of recent years. The dialog is so overwrought, it's great.

Super frustrating though to spend 5 minutes blasting away at a light cruiser, disabling its generator in the first minute of the fight, only to have it warp jump out with a sliver of hull left.

I feel like the game should have run at tactical cogitator speed like, all the time. The computer may be able to make course corrections every second for an entire fleet, but I can't. Also the autosave system is dumb, lost two battles to it not actually autosaving.
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Mech#4

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #246 on: June 23, 2016, 10:40:08 pm »

When a ship is trying to warp out, you can use a boarding action or lightning strike to try and cancel it. I think this also works with boarding torpedoes.

When in doubt, hit ramming speed with a prayer to the Emperor on your lips and fury in your heart.
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Rolepgeek

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #247 on: June 23, 2016, 11:15:58 pm »

As someone who's been on the opposite side of that spectrum, nenjin, I've got to say that having my generator disabled in the first minute and getting wrecked while trying to let myself escape as soon as I hit 30% is far more frustrating.

Losing worse tends to be more annoying than not winning more :P But you're probably talking about campaign anyway
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Mech#4

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #248 on: September 10, 2016, 09:58:23 pm »

The beta for Tau is available to opt in for and play around with. The Tau fleet excels at long ranges with ion cannons and rail guns, as well as drone support for anti-missile. Interesting as well is the fleet is not only comprised of Tau ships, including the Kroot Sphere and some Demiurg ships (Demiurg being dwarf-like aliens. Kind of a reimagined Squats from my readings).

The Tau also get to choose between two tactical doctrines before battle, Mont'ka or Kauyon. Mont'ka focusing on critical damage X4 chance instead of the usual X2. Kauyon focuses on ambush with bonuses applying as long as your ships are undetected. The buttons for this choice are next to the Commence Battle button when placing your ships. One on either side.
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Sirus

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #249 on: September 10, 2016, 09:59:33 pm »

Is this worth the 40% off Steam's currently selling it for?
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Mech#4

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #250 on: September 10, 2016, 11:06:36 pm »

I enjoy the gameplay and spectical of it all. Having large ships firing broadsides, launching fighters and ramming into each other with large, firery explosions is very fun. All of my time playing the game has been in skirmish mode with very little on the campaign. I do not play multiplayer so I cannot give an opinion on that.

I find it very enjoyable as a singleplayer game. Leveling up fleets can be a bit tedious but I play other games in the meantime so I come back to this every now and then. The variety and strengths of the diffferent factions means a fleet built one way may be good against one faction but not so good against another.
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Kot

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #251 on: September 11, 2016, 05:29:15 am »

If only the game load times weren't so fucking long for me I would play a lot more of it. :V
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Mech#4

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #252 on: September 11, 2016, 08:33:45 am »

The Tau ships are interesting. Good at long range but they don't have a large detection range so you have to use augers or scout ships to take advantage of the long range rail guns. Demiurg ships are great tanks; slow and no fast turning but good health, torpedoes, lances, turrets all over and a prow beam cannon that gets up to 7 seconds firing length after the ship has mined charges from nearby asteroids or wreakage. Wide frontage makes it great for ramming as well.
The Kroot Warsphere is... very amusing and wierd. It cannot turn and has no breaks so it goes straight forwards from where you deploy it. The only way to control it's direction is by using the "Full Speed Ahead" manuever that fires thrusters to push it in a new direction. It has missile bays all over it and 360 degree assault angle so it's great to get in the middle of an enemy fleet.

The favours for the Tau are pretty neat as well. Fire Caste makes assault actions start fires on enemy ships, Water Caste gains a Nicassar Dhow escort along with either +1 to all crew for Tau ships or removal of a Mercanary trait for Demiurg or Kroot ships (Makes them more likely to flee at 30% health). Earth Caste gains a long range railgun that ignores armour and shields as well as an extra upgrade slot while the Air Caste increases ship speed and turn speed.

Some of the abiltiy combos are nice too. There's one that makes defence turrets fire missiles at nearby (3k) ships, dealing 1 damage every second. Coupled with extra turrets upgrade and some to increase defence turret range to 6,000 would be nice damage over time.
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Retropunch

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #253 on: September 11, 2016, 09:03:14 am »

Is this worth the 40% off Steam's currently selling it for?

Whilst I've not played the expansion, I do really like the game itself. It's got some quirks and there's definitely some unfulfilled potential, but overall it's great fun if you like fleet combat.

My main problem is the scale - don't go in thinking this will be large scale fleet maneuvers, its small scale skirmishes. Imagine the ships like 'hero' units in another RTS, and a mode where you fight between them, but with more tactics.
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Kot

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #254 on: September 11, 2016, 09:13:06 am »

TBH, I think the scale is actually okay up until you start getting Battle Cruisers. It scales pretty well, you slowly get better and bigger ships and more point battles and then... then you don't really have enough points to field both the biggest ships and proper escorts, so it either ends in lone Battleships or a lot of weaker Cruisers and Light Cruisers. This can be somewhat helped with Imperial Navy favour but this way you lose out on dat +1 upgrade/+1 skill or spying on enemy/+1 crew points or Space Marines, and Cobras aren't that great even, it would be much better with Swords or even Firestorms.

Imperial Navy Favour is fucking insane in prolonged games though (mind you I haven't played against Tau yet). Torpedo Saturation gets even Eldar because WHERE ARE YOU GOING TO RUN AWAY IF EVERYWHERE IS TORPEDOES.
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