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Author Topic: Battlefleet Gothic - Armada. RTS.  (Read 40014 times)

Kot

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #195 on: April 27, 2016, 10:35:39 pm »

BTW, speaking of bugs. Planetary invasions are super duper bugged right now. Instead of you flying all the way over to a point to activate the objective, all you have to do is click on your micro warp jump and hover your ship's marker over the location. So you can sit in the middle of the map and activate the objective NBD.
The exact bug was said to have been fixed in the last update.
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Majestic7

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #196 on: April 28, 2016, 12:15:23 am »

How do you operate all those Cobras? Isn't that micro management hell to launch all the torps correctly? I tend to have only four cruisers max in my fleet so I can control them all, more than that and it becomes tedious. Plus just on with torps since they require more micro management, at least bombers etc can be left on auto launch.
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umiman

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #197 on: April 28, 2016, 01:17:17 am »

How do you operate all those Cobras? Isn't that micro management hell to launch all the torps correctly? I tend to have only four cruisers max in my fleet so I can control them all, more than that and it becomes tedious. Plus just on with torps since they require more micro management, at least bombers etc can be left on auto launch.
I put the extended range macro batteries on them. Then put the one that increases their accuracy. Lastly put the increased torpedo speed.

Then in battle I set them to face forward, range 9000, automate. Then I set the torpedoes and special orders on automate as well.

80% of the time they're fine like that as at range 9000 they're usually too far away to be targeted. However, if they get engaged on I use the cogitator and micro them away. It's actually quite difficult to kill them when they use the boosters as they can outrun almost anything including bombers. They also hurt quite a lot if left alone. They're like mini sentries from TF2.

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Edit:

I got curious to see how a good player would play the Eldar since the AI is garbage at it. I came across this: https://www.youtube.com/watch?v=rENfk70891c

Wow, that looks lame as fuck. It's like horse archers x41000. I can't imagine fighting that. I'd need like 4 nova cannons or something just to make them come to me. Even then I can't even target them as they're invisible.

Greenbane

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #198 on: April 28, 2016, 08:39:01 am »

I got curious to see how a good player would play the Eldar since the AI is garbage at it. I came across this: https://www.youtube.com/watch?v=rENfk70891c

Wow, that looks lame as fuck. It's like horse archers x41000. I can't imagine fighting that. I'd need like 4 nova cannons or something just to make them come to me. Even then I can't even target them as they're invisible.

Can't watch the video right now since I'm at work, but I've had a great deal of success against Eldar using a combination of taunts and ramming. I suppose that could work against human opponents, but I also guess the space elves could abuse small craft and stay out of taunt range...

Anyway, another obscure question: is there any point in using a lightning strike if the conditions are given for the close range boarding action? Close range boarding theoretically provides more assault actions, but I had this strange feeling that lightning strikes were more effective at stopping warp sequences. That might just be an illusion, but it would be a critical difference in certain missions, like assassination and data recovery types.
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dennislp3

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #199 on: April 28, 2016, 08:53:56 am »

Unless you have upgraded lightning strikes the regular boarding is always superior simply on the fact that it does the same thing with multiple actions...so if it fails to cancel warp it has multiple tries...regular boarding can also bypass shields. Lightning strike boarding is pretty good when upgraded and/or when you need to make an emergency boarding action from a distance to stop warping and you have no other options.
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Majestic7

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #200 on: April 28, 2016, 09:33:02 am »

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.
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Burnt Pies

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #201 on: April 29, 2016, 09:48:38 am »

http://forum.battlefleetgothic-armada.com/viewtopic.php?f=1&t=2967

A list of what's coming soon, and the big reveal of the 2nd pre-order fleet: Tau!
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Kot

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #202 on: April 29, 2016, 10:08:29 am »

Awwwwwwwwwwwwwwwwwwwwwwwwwwwwww, that sucks.
I though the 2nd pre-order fleet would be something fun like Mechanicus Explorator Fleet (Secutor-class yes please) or Rouge Traders, but instead it's just Tau? Meh.
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Drakale

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #203 on: April 29, 2016, 10:11:07 am »

I feel like the orcish fleet in the campaign mode are the hardest to deal with. Sturdy, fast, deadly at close range... I can't really seem to be able to kite them effectively and they are good at boarding too. My current strategy is to put the asteroid protection upgrade on a few of my cruisers and just pelt them from the relative protection of the field, but that feels like an exploit since the AI is very bad at dealing with that.
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Burnt Pies

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #204 on: April 29, 2016, 10:14:12 am »

Tau are pretty fun. Fragile, slow and unimpressive looking... until you realise their carrier decks are horrifically cheap and the cruisers have surprisingly good firepower for their weight class from the front. Plus the escorts are great and the Messenger class allows for some really effective long range shooting along with making ships rather resistant to ordnance. I'd have preferred Nids, personally, but Tau are still a somewhat interesting fleet.
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Kot

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #205 on: April 29, 2016, 10:18:25 am »

Orks are the hardest to deal with at all as Imperial Navy IMO. All other factions you can just get close and win because you're the second most amazing faction at close range and properly used you can tank and deal more damage than Orks, but playing against them you have to keep your distance and that basically requires a change in mindset... and you don't always have ships kitted out to deal with that.
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Burnt Pies

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #206 on: April 29, 2016, 10:22:21 am »

with the heavy nerf to microjump and the lack of high energy turn on the ork ships, I find brawling them down and outmaneuvering them still works out. The combo of torps and fast turn on an imp ship means you can put a very scary punch into someone at a very short range. Plus you can usually boost out of the way of their rams if you're watching for them.
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Kot

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #207 on: April 29, 2016, 10:30:07 am »

The problem with torpedoes is their minimal range. My close range brawls are usually so close that the torpedoes won't have time to activate. :/
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Re: Battlefleet Gothic - Armada. RTS.
« Reply #208 on: April 29, 2016, 10:44:39 am »

A second or so of boost followed by a high energy turn will give you enough range for that, and the turn should let you get your broadside guns back into the fight pretty quickly too
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Sirus

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #209 on: April 30, 2016, 01:33:11 pm »

Awwwwwwwwwwwwwwwwwwwwwwwwwwwwww, that sucks.
I though the 2nd pre-order fleet would be something fun like Mechanicus Explorator Fleet (Secutor-class yes please) or Rouge Traders, but instead it's just Tau? Meh.
There are already two Imperial fleets though, so adding two more would just feel like a cop-out. 40k has plenty of other factions to draw on.
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