BFG:A 2 Feedback/Bugs (Beta 2)

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

General Bugs:

  • 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

General Feedback:

  • 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)

Necrons

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.

Bugs:

  • (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

Feedback:

  • 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.

Tau:

Bugs:

  • 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.

Feedback:

  • 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
last edited by Heavy

@heavy said in BFG:A 2 Feedback/Bugs (Beta 2):

Bugs:

(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)

That right there annoys me the most. i cant see if my Kin crewed batteries really do anything anymore. the Difference is too small to really notice without it being shown.

@heavy said in BFG:A 2 Feedback/Bugs (Beta 2):

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

Both fleets have gravitic hooks in TT BFG. It makes no sense to remove them in Armada. But yes, a few more ships would help Tau; for example, the game is missing the Demiurg Citadel (a Light Cruiser)

@vectorstrike Hm, i don't played any TT and i am not super familar with Tau Lore.

But i really do like the general theme/faction mechanics of the Tau. I just don't wanna have to control 1-2 dozen of ships. It's just unnecessarily stressful for me personally.

Maybe if they bring the slow time mechanic from first game into the game again.(Like every player in the match can slow down time for X seconds). Now when i think of it, that is some Feedback i forgot to put in there (i will put it in the Main post)

in the starter Campaign you cant Enter the Final Sector for last Missions !!!

@avitus_22

I don't think that's a bug. I think they chose both those points to end the campaign demos.

I was just watching Chapter Master Valrak streaming, and the enemy Nid player launched 2 consecutive waves of squads at him before they got in range. As soon as the second one was launched, the icons for the first ones just disappeared.

That is why so many people tell me their ships just get hulked without anything happening. People cant actually see whats happening unless they happen to be following the 3d models.

Has that been reported yet ?

What I think the game needs after release in this order for the future:

-new game mods
-replay even if corrupted, transmissible
-roomchats + custom games
-new campagnes
-3v3
-more ships

Balance will be done in parallel I guess. Such as bugs fixing.

@aram_thehead Ah ok, good to know, than the Tooltip is just bugged as mentioned in the post you mentioned.

I got kinda used to it the way the necron Inertialess Drive works, its tricky but it has alot of "skillcap" to it, to know when and where to use it and how to position your ships.

Thanks for the info on that

@karaya-1 well now when you are mentioning it, this could actually already happening to me without really noticing. I most of the times thought that i didn't had enough awareness, but if icons for some Ships(especially assault boats) start to disappear. (And i just play with permanently displayed icons, when you double tap alt)

I mainly play Necrons and have lot of tools to my disposal counter assault boats, but if im not even aware of a bunch of assault boats coming to board my ships i cant even react.

@tiffman Well for me personally a good balanced game would be enough to keep me engaged for a couple of weeks/months.

I personally disagree with 3v3, not sure why so many wanna have that but well, i guess especially with that kind of feature together with "more ships" its even more important that the game is somewhat balanced.

Replay system is a great tool for making nice Videos and even improving/learning, especially when you wanna play ranked and wanna get very high skilled.

  • Lore description for planets and factions is a little but appreciated detail
  • Would be cool to have additionnal soundtrack in campaign menu. The current one is cool but get a bit repetitive
  • Need to save skills and perks
  • Also a warning when going for battle with missing skills would be good
  • A bit disappointed by the lack of subfaction specific skills (only the 4 main Chaos have unique perks)
  • Unless you stack a lot of them, the bombers/assault ships seemed a bit weak (when I used them at least)
  • Warp jump is useless for now outside of the campaign
  • Is it possible to change the click behaviour on the minimap ? I would prefer left click to move the cam on the map while keeping the ships selected and right click for a quick move order to the location (usual behaviour in RTS)
  • 25% larger maps

Not sure if its known yet, but the range increase upgrade for Tau ion cannons on the Protector fleet does not actually increase the range.

@karaya-1 I'm pretty sure it works(at least at the BS)

You know it only affects the Flagship.

@heavy I literally clicked through all my 3 cruisers in the 2v2 match. One of them had the extra upgrade icon slot telling me it ahd more range. But it had the same 18k as all the other ones in lock on stance all of them.