Pretty sure I may end up trying to refund this at this rate.

Dark Eldar or whichever faction can cloak, is bullshit. Yes bullshit, they have stupid range, stupid speed and I literally cant catch them. Ever. It is not fair, not fun and I pretty much just insta surrender the moment I come across a player playing one

Necrons, are bullshit weak, in more ways then one, but seriously need a buff to firepower at most. they simply cannot keep rate of fire up compared to other factions.

Tyranids are an instant loss, you play against them you lose.
this ties into strike actions, its just..not fun getting gutted in a single pass.

combined with the stupidity of domination map modes, and really small fleets in MP, this is not the game I was promised. Good luck with Battlefleet 3.

Against Tyranids the following have been successful for me:

  • Build a fleet of scythe harvesters, multiple units with unstable pulse cores
  • Keep your distance. Necrons have a particularly long range with heavy damage. You should be able to pick off smaller ships.
  • Don't forget your pulse core. Upon activation any nearby ordinance is immediately destroyed. This leaves Necrons with an ordinance advantage.
  • Tyranids are just as slow as Necrons. They have those fast jumps, but you have the inertialess drive, which is better than any all-ahead full command in its flexibility.

As for Drukhari, I've personally never had to much trouble with them. It's there stealth rather than their speed that is troublesome. I would suggest a canoptek probe to latch onto the Drukhari ships. Once spotted, they can't really shoot beyond the range of a Necron ship.

I hope this helps.

Good constructive feedback - how can your issues be fixed?
If they cant, why are you here.

Better -
"Cloaking and speed are hard to deal with, but the factions seem to have mostly sane win-rates, can someone suggest how to deal with them?"
"I find I'm not able to deal with enemy firepower when I drive Necrons, what do?"
"I can never beat 'Nids, halp"
"I dont like the game-mode, and I dont like not being able to play with massive fleets in MP"

Besides the obvious "Git Gud" response -
To counter people kiting you, herd them into a corner, use your escorts to make them visible, and focus on their engines, let your automatic fire finish whatever loses engines first, and stay on target to herd them.
For Necrons, get in close, focus gunfire on one target, use your abilities to beat carrier spam, and focus a single damage type onto each enemy vessel - your win condition seems to be morale damage, so use that, break big ships out from the enemy fleet first, then bully the little ones with your guns as they try to kite you.
For 'Nids, find a way to kill the synapse vessels and you win.

If you cant cope with strike actions, dont let the enemy land them - kite, use fighters against troopships, call out where theres specific issues on this forum.

For the game mode - call out to the developers that you have an issue with it. They heard us already for skirmish, with enough talk they'll change more.
For the fleet size... well, deal, this is UE4, and some people have potato computers - I'd personally like to see some kind of "Grand Battle" 5v5 as a "fun" option once the game has been released and patched, but its not easy to do.

@squirem said in Pretty sure I may end up trying to refund this at this rate.:

Against Tyranids the following have been successful for me:

  • Build a fleet of scythe harvesters, multiple units with unstable pulse cores
  • Keep your distance. Necrons have a particularly long range with heavy damage. You should be able to pick off smaller ships.
  • Don't forget your pulse core. Upon activation any nearby ordinance is immediately destroyed. This leaves Necrons with an ordinance advantage.
  • Tyranids are just as slow as Necrons. They have those fast jumps, but you have the inertialess drive, which is better than any all-ahead full command in its flexibility.

As for Drukhari, I've personally never had to much trouble with them. It's there stealth rather than their speed that is troublesome. I would suggest a canoptek probe to latch onto the Drukhari ships. Once spotted, they can't really shoot beyond the range of a Necron ship.

I hope this helps.

Point one is correct. And only point one. Necs can fight at long range, but have very poor DPS. Its one of their most complained about features. Its why they had to rely on starpulse in beta one. Even worse these lower than average DPS ships (so lower than average their escorts lose to ork ones that are 30pts cheaper in max range shootouts) are going to be much fewer in number than enemy ships due to pricing. Of course they won't have a shootout problem v the nids, but they won't be killing them before they close in. For point three, pulse core is great, but if your fleet has say 4 scythes, the enemy could easily bring 6-10 carriers. They send the boats in staggered, and you'll be out of pulses way before they are out of ord, and there goes a ship, meaning even less pulses next time. This has always been a problem for them. For point four, while nid ships are just as slow, they are also stalthed, letting them close in, and have extreme range with their carriers. You can't outrun those assault boats, and jumping reveals you while their dashes don't, so they can close easily. I believe their cooldown might be shorter too. You can't fight back while running, so you just run forever and they just kill you with assualt boats. And that bit bout AAF is hilariously wrong, as not only can you keep it off cooldown forever by just leaving a little bit at the end and using it in small bursts once their, but it comes with a turn and has doesn't get used all at once. As for druhkari, the issue is speed. Since necrons are so slow. They can just run around forever and cap all the points if they start loosing. And you won't be catching the, so either you split to hold 3 points and the isolated ships are murdered, and you lose, or you let them cap all the points, and you lose.

@novastar I felt the same way at first, with the cloak specifically, but that's because I focused a lot on having the most powerful ships, which in turn at most gives me one augur probe at times to use and detect them... Which in turn gave me a hard time... But most of the time, they just depend on the fact that they aren't detected, other races often have stronger weapons in general, so if utilize one less line ship, and 2 - 3 more escorts, you'll have multiple ships that can detect but also harass a little.
Those ships will be your fastest, and if you don't keep them in a single group, they can:
1- be an annoyance to the DE ships.
2- constantly keep them unstealthed, allowing your other ships to continuously attack them effectively.

Also, this game is all about making mistakes, if you're playing, say, space marines, and the enemy gets a little too close, don't hesitate to ram your ship into their flank if at all possible, try to push them to use up their speed boost in order to catch them with your own. Their ships are pretty weak, and so they will more easily get smashed to bits or are left hurting a lot.

It also helps to target their engines, with a lucky hit or two, you can decrease their speed greatly, allowing you to pick them off one by one.

At least, that's how I feel about it.