So i played quite a bit of Beta 2 now(and Beta 1 too)
In the current state of the game i'm pretty positive about it.
I just played Necrons and Tau so far and don't plan to play any of the other Factions. (So all my Feedback/bugs go towards those two Factions
So here is some of my Feedback regarding Balancing/Faction "Uniqueness" etc. I will keep updating this Post.
And feel free to comment/suggest stuff towards my feedback or give your own
Unrevealed ship selection: You can click unrevealed ships(red dots) and can set Priority Targets/modules already. Some ships that don't have certain Modules(For Example the Big Rock from the Orkz, it don't have Engines and a Deck to Target) you can just select the Modules that this ship has, though you can already guess what kind of ship it is without being revealed to you.
Chaos Augur Probe Infinite Duration: One time i played against a Chaos Player with used 3x Despoiler + 1 Ironclast (not sure if ship setup is related to the actual bug) and he used the Augur Probe to scout the Cap Points. But when they were deployed the lasted the entire match.
At the end of the Match i lost due to ALL Cap Points had a Augur Probe in it scouting.
EDIT: It happened again, a Chaos player with a LC only fleet did had Augur Probes on every Cap Point, they lasted for ever and i couldn't find any upgrades/skills that allow that.
Weapon Tooltip White Box Sometimes(seems to happen more often in Multiplayer 2 v 2) if you click a ship ingame and Open the Tooltips in the bottom left some of the Weapons are missing and there is a white boxing with "[XY123]_error_error" kinda stuff
Fleet Selection prior Matchmaking: So in case you didn't played BFG:A1, in that game you were matched against a Player and can see what Faction he plays and THEN you could select your Fleet. Upgrades and Skills worked a little bit different in that game but still.
What this means is basically both Player (or in 2 v 2 all 4 Player) will know which Faction they are playing against. So you could choose your upgrade/skill based on your enemy. This means both Sides need to be very mindful what they pick but you already have some kind of strategic element before the game even starts.
I will use very different Fleets, especially Skills/Upgrades against certain Factions.
For Example when i play Necrons in the current state and select some of my favorite Upgrades (Nightmareshroud), which drains enemy morale slowly and i get matched against a Space Marine(which don't have any Morale). I basically have one of two upgrade Slots wasted, they don't have any effect.
Which puts me in a pretty bad disadvantage, especially because Necrons are really weak against heavy boarding Fleets/Factions, like the SM. (which brings me to one of my Necron Feedback Points, see below)
Don't get me wrong, i'm totally fine with SM don't have any Morale.
Slowing down time in Multiplayer, was one of the very cool things that you could do in BFG:A 1. Every player could slow down time for X seconds (i think every individual player had a certain "pool" of X seconds that he could use slow down time over the whole course of the match, so the feature couldnt get abused.. Would liek to see that back in the game (especially with some of the more micro-management orientated Fleets, like Tau(dozens of escort ships)
Disclaimer: If any of this Feedback would make Necrons stronger(maybe even to strong) increase the Points of some/most affected ships, because i want Necrons to be the "Strong but few Faction".
As the Devs mentioned on one of their first Livestream Necrons would be like "half as many ships" but very powerful. As long as you keep the cost of the Cairn under 600 so you can use it in 2 v 2.
- (not 100% sure here) But Reload Stance don't reduce all/most of the Cooldowns properly (In the First Beta you even saw the Tooltip Numbers in Weapon Rate of Fire change, this is no longer the case)
- Inertialess Drive(Teleport/Blink) always let the ship "face" straight away from the ships initial positions and you cannot reorient the ship
No Shields: So Necrons have no Shield, that's one of their "Race flavour", which is totally fine and separates them from other Factions together with their repair/hp regain. This Makes Necrons extremely vulnerable to Lighting Strikes(which also on top of the troop damage make Morale Dmg x10 the Troop damage inflicted(for pretty much any Factions as far as i know). This brings me to my next points(Troops and Morale). My main point here is maybe lessen the effect of Lighting Strikes against Necrons, either causing less Troop damage(i come to Troop feedback below) or less Morale Damage(i come to Morale Feedback below)
Troops: I think Necrons should have some more option to regain troops, give them(at least the bigger ships) 2 or 3 charges with a medium cooldown on Engrammic Regeneration(counter part to Call to Arms, which regains troops for the ship using it). You may reduce the number of troops regained, but it would also make sense lorewise, since Necron can Recall to their Tombs, bigger Ships could recall troops to regain Troops.
-Some other ideas would be a 2nd skill that regains Troops once per match for the selected ship(cast from Flagship), or make it and select-able skill and make it 2 or 3 times per match.
-Or even one more Idea, let Necrons regain X Troop every Y Seconds/Minute(at least the bigger ships). This could also be made as an upgrade for Line ships if made powerful enough
EDIT: I totally forgot to mention, that of course Necrons have one chooseable skill that gives 1 Troop Back to every ship in range(Resserection Orb). This skill is really fitting Lorewise and underlines the Factions "Uniqueness", but still this skill is way to weak. It has 180 sec cooldown and just gives back 1 troop per ship. Either the cooldown needs to go down or the skill needs to replenish like ~3-4 Troops.
Morale: I know Morale is a big mechanic and its and important part of the game and we already have a Faction which have use Morale (SM). But Necrons even having Morale seems off lorewise. (Yes they would maybe retreat or recall if damaged to heavy). My Ideas for this would be one of the following:
-Let Necrons slowly regain Morale/sec so an enemy needs to focus down one Target at the time in a burst window to actually do Morale damage.
-Let Necron be very very resistant(even more than 50 Bravery) while above XY% HP, so the enemy first needs to damage the ship a bit before causing any morale damage/mutinies
-Let Necron don't Mutiny, instead let them randomly teleport away(away from all revealed ships)
-Let Necrons be able to end a mutiny without losing troops(together with my Troops category i mentioned, Necron already have a hard time with Troop Value) but instead always cause a light or heavy critical strike on any module
Maneuverability: Especially the bigger ships feel very clunky, because their turn rate is super low. I understand that you have to balance everything and cant make Necron super strong in every aspect and maybe when the Inertialess Drive Reorient works as intended this become less of a problem, but still i would suggest some kind of upgraded Maneuverability. Maybe even just increase the turn rate when the ship is in "Burn Retros" Mode, so that you just can turn faster while mot moving at all(which would make them a better target for enemy fire and ramming while they are turning.
- Gravity Hook(Extra Escort Ships) On the Tau Protector Fleet the Battleship "Custodian" has 3 Warden Escort ships but the Weapon Tooltips doesn't indicate how many.
- Gravity Hook Mechanic: even though its a cool and uniques mechanic i dislike it, because it makes Tau very "micro management intense, because they tend to have ALOT of ships.
Either give one of the Tau Factions no Gravity Hooks (i prefer the Protector Fleet not having Gravity Hooks) and compensate with lower Points costs or other weapons.
Or Give us some more ships variety without Gravity hooks.
I know this is very subjective and just my personal opinion, but i really like Tau and their Mechanics, i just dislike having like 10 ships in 2 v 2 and like 20 ships in 1 v 1