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Author Topic: Battlefleet Gothic - Armada. RTS.  (Read 39471 times)

Greenbane

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #135 on: April 15, 2016, 10:48:52 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.

I found it to be quite useful. Practically every command can be automated like that, even torpedoes, special orders and emergency repairs. It really cuts down on the micromanagement. Especially when it comes to the Eldar, which I can't fathom how they could be controlled entirely manually without spending whole battles in slow-mo. Personally, I prefer to automate most of my ships and occasionally give out orders while maintaining full control of my flagship.

I do keep the boarding actions and lightning strikes on manual for emergencies, in case an important enemy attempts to warp out and I need to spam it with interruption chances.
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Majestic7

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #136 on: April 16, 2016, 03:54:48 am »

Well, I think the automation just plain sucks with area effects like the psionic eldar attack and bombs. It never seems to use repair either, unless the ship is on fire. I've never seen it activate shield boosts. I just automate attack craft and boarding, the rest seems to do little good.

What comes to fighting against the eldar, at least in tabletop you'd typically try to box them in between torpedoes and big ships, so they'd have to choose between taking a torpedo hit or getting boarded eventually. Of course, you could get a lucky lance strike disable their holo field after which that ship would be toast. I suppose when fighting them here you should always pick generators as target.
« Last Edit: April 16, 2016, 03:57:49 am by Majestic7 »
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Kot

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #137 on: April 16, 2016, 05:53:41 am »

I wonder if they fixed the Imperial Navy favour bugs, like unupgraded Cobras and random insubordination happening for whole fleet at once.
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Greenbane

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #138 on: April 16, 2016, 03:26:11 pm »

Well, I think the automation just plain sucks with area effects like the psionic eldar attack and bombs. It never seems to use repair either, unless the ship is on fire. I've never seen it activate shield boosts. I just automate attack craft and boarding, the rest seems to do little good.

What comes to fighting against the eldar, at least in tabletop you'd typically try to box them in between torpedoes and big ships, so they'd have to choose between taking a torpedo hit or getting boarded eventually. Of course, you could get a lucky lance strike disable their holo field after which that ship would be toast. I suppose when fighting them here you should always pick generators as target.

Yeah, well, to be honest I can't confirm they automatically execute every command well enough, but overall I've had a positive experience.

As for fighting the Eldar, they seem to be extremely vulnerable to ramming, too. And targeting the engines is also a good choice.

On the topic of favours, Kot just reminded me: do lightning strike favour effects stack properly with the generic upgrade ships can get (i.e. Extra Teleportarium)? It'd mean such upgrade and a specific favour effect (i.e. Khaine or Terminator strike) brings the action to 3 strikes. But I'm getting the impression the favour "overwrites" the upgrade, so you're capped at 2 strikes. Am I right?
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Kot

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #139 on: April 16, 2016, 04:37:55 pm »

Also, IIRC, if you used Mechanicus favour on Battleship you didin't get the additional skill simply because it didin't fit on the command panel (there is room for only 4, the 5 could proably be where Imperial Tarot and Imperial Navy Cobra are).

BTW, I just had the most clusterfuck game ever. Like, 6 transports and I took the lower-leveled part of my fleet which was all IN favour and mostly lower-rank ships.
At one point I had 6 fucking Cobras warp in in middle of clusterfuck of 6 transports (I couldn't really spread them out very efficently since whole map was asteroids so I just guessed I could go close to side and make a wall of cruisers between that and rest of map) and all the ships clumped together and then the Orks red buttoned in and it was like 30 ships enclosed on one screen and everything happened at once...
THANK GOD EMPEROR IT WAS SINGLE SO I COULD JUST COGITATOR MY WAY OUT OF IT.
« Last Edit: April 16, 2016, 04:40:21 pm by Kot »
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lordcooper

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #140 on: April 16, 2016, 07:34:53 pm »

As for fighting the Eldar, they seem to be extremely vulnerable to ramming, too. And targeting the engines is also a good choice.

I go for the generators first, they have paper thin tank after you destroy their Holo-fields.
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EnigmaticHat

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #141 on: April 17, 2016, 02:11:02 am »

Watching an LP of this.  So I know the 40k universe isn't big on humanism and the value of life and all that but ah... do your boarders have any plan to get off the ships that they're sabotaging?
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Mech#4

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #142 on: April 17, 2016, 02:52:30 am »

I don't think so. Maybe some might be able to teleport back but I kind of assume that they all die either achieving their goal or not. Lightning strike teams could probably teleport back since those can be terminators and the like but boarding parties I think are usually made up of soldier chaff.
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Ghazkull

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #143 on: April 17, 2016, 03:03:45 am »

Mechanics wise? No.

Fluff wise? Well depends if you really want to capture the enemy ship and not just use the boarders to keep the enemies guns from firing. While Navy Armsmen are usually not held as expendable as the common Guardsman, i wouldn't be surprised if there are some Imperial Admirals who use their boarding parties as yet another kind of armarment without considering them coming back.
As for Orks and Chaos, they don't give a shit either way.
Space Marines simply can teleport back because they have their teleporters strapped to themselves and for eldar its the same.

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EnigmaticHat

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #144 on: April 17, 2016, 03:48:02 am »

So I'm considering getting this game, but the stuff where your ships carry over/upgrade/get rekt between matches has me concerned.  No disrespect to people who like that kind of thing its just not my idea of fun.  How much of an effect does that have?  And how much of a grind is getting renown or whatever?
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Majestic7

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #145 on: April 17, 2016, 04:32:17 am »

Ships are not permanently lost when they are destroyed, they are simply unavailable for a few matches as they are salvaged and lose progress towards the next level. However, they retain the level and upgrades they had. Plus you can spend renown to get the ships back immediately. Escorts (smaller ships) are expendable and their deaths cost nothing, so they are fine to use as kamikazes and scouts.
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Mech#4

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #146 on: April 17, 2016, 04:49:27 am »

A small, cosmetic feature of the game is that it keeps track of how many battles/wins a ship has been a part of. This, along with the ships name, gets reset if it is destroyed.


Also note that you can always unlearn abilities of skills on ships, you do not get refunded the points for them though. Click the icon in the shipyard screen.

Another thing to note is that Ork ships can be custom outfitted regarding the side and prow guns. Click on the "Replace" button and you will get a window open with the available choices shown. Things like lots of guns, bigger guns or hanger bays.
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Majestic7

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #147 on: April 21, 2016, 12:56:09 am »

Release date is today, isn't it? Give us your first impressions, boyz.
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Silent_Thunder

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #148 on: April 21, 2016, 02:46:36 am »

It should be noted there is an Ironman mode where destroyed ships are gone for good. Upgrades, crew, everything. No word on if that mode exists for MP as well or if it's only for the campaign.

Kot

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