I will try to be as clear as possible with the following list. Its split into two sections: Bugs and Balancing (or General). With this list I will provide some questions for the developers to consider if they find them to be relevant in continuing their work on the game for future release. Let's help Tindalos make BFG2 the best it can be!
- Tau Protector Fleet is bugged - when using a Custodian with its Gravitic Hooks, it brings in 3 Wardens. Those Wardens seem to be saved into your fleet build thus increase the cost of the fleet to over 1200. Hence in the next battle I would have 3 Wardens + 3 more from the Custodians Gravitic Hooks. In essence, the free escorts carry over from battle to battle. Is this supposed to work this way?
- UI tooltips for firing arcs are either unclear or don't reflect weapon arcs. E.G. Necron Scythe Harvester Cruiser. It says on the tooltip 180 front/side, yet in actuality they only fire to the side.
- The developers have discussed in their stream that they would like to increase the size of battles, hence the increase to 1200 points. However, it seems that several factions and a number of ships have also had their cost increase to the point where fleet builds now don't seem to be much different in size compared to BFG1. E.G. a common Eldar build in BFG1 was Voidstalker + 2 Eclipses. In BFG2 you can take the same ships + 1 escort. Is this what Tindalos intended? Could ships be better balanced in their cost so that battles are truly larger?
- There seems to be a disparity between large ships and small-medium ships. BSs and GCs seem to overshadow most ships of lower classes even though Cs, BCs, and LCs seem to have more specialization on a cheaper chassis. Would it make sense to rebalance point costs or introduce numerical class limitations so that BSs and GCs are not always the most dominant? What would be an effective way to entice players to employ Cs, LCs, and BCs as their workhorses in support of their larger ships?
- The current system or balance of victory points in battles does not seem to be as beneficial or effective enough as killing the enemy outright. It seems that the Time to Kill versus capping all points is lower. Moreover a lot of abilities that focus on killing ships (Nova Cannons and etc.) help increase the incentive to target enemy ships rather than go for points capping. Is there a way to entice the player and various players to either go after enemy ships but still consider victory points?