[Feedback] the carnage and the slaughter need to be toned down

when the dps per cost of a supposedly long ranged speedy skirmish faction is greater than that of imperial navy cruisers for a 200 speed ship... you know theres a problem...

last edited by Focus_Camille

@gbem please break the only ship Chaos cab use.

@gbem
Yep, there's a huge problem, in that Chaos is NOT AT ALL a "long ranged speedy skirmish faction" right now.
We frankly suck due to lances (especially chaos lances) being little more than overglorified laser pointers whose biggest strength is showing the player precisely who attacks who. At least in the current version of the game.

Sure, why not take away the literally 2 only decent ships that Chaos has.
And even if lances were good, why tone down the 2 ships that hold their ground in close quarters, when there are even more factions that can close in quickly than there were in the previous game.

last edited by Ahriman

lances are getting 2x crit in the next patch... although i do agree that lances need to be more powerful...
likewise chaos acherons are pretty good aswell and are far less cheesy than slaughter and carnage spams...

"And even if lances were good, why tone down the 2 ships that hold their ground in close quarters, when there are even more factions that can close in quickly than there were in the previous game."

when a skirmish factions short range assets have greater performance than imperial navy assets... a medium range brawler faction... u know something is wrong... note that the sheer dps of efficiency of the carnage and slaughter is approaching ORK levels... and orks with 200 speed is a bit ridiculous

last edited by gbem

Chaos lances go from 1 to 2% crit. Now look at the crit mod changes to weight class that is coming in the patch.

still one has to admit chaos shouldnt get more DPS than IN cruisers at medium range... it would be better off if they simply buffed chaos lances and nerfed chaos macros....

@gbem Yeah, all for that Chaos lance buff and can live with a macro nerf if the lances work.

Crit chance with Chaos lances from/to

LC: 1% / 2%
CR: 0.9% / 1.6%
BC: 0.8% / 1.2%
GC: 0.7% / 0.8%
BB: 0.6% / 0.4%

With the new patch Chaos lances are better, however those gains drop quite radically up to grand cruisers, and perform 33% worse against battleships.

In practice lances are still weak when taken as Chaos' main weapon due to the low DPS output.

tbh these are huge nerfs to both tau and chaos... likewise another thing that tau and chaos shares are ineffective battleships... i think a good start would be to buff the despoiler and the desolator to a usable state while lowering the macro dps of the slaughter and carnage by 10%...

otherwise chaos BC (acherons) perform relatively well for their cost and do hefty damage... its the BBs i feel that are underperforming badly...

same can be said for tau lol... emissary sacea seems too good when spammed while the custodian is desolator levels of meh without experimental thrusters....

@gbem the game is based of TT. The Carnage and Slaughter were better than their Imperial counterparts at brawling in TT. Here are the datasheets for reference:

0_1549820546131_Carnage.PNG

0_1549820557917_Tyrant.PNG

As you can see, the carnage can put out 16 damage per side (6 + 4 broadsides + 6 front/broadside), where the Tyrant can only put out 10 (6 + 4 broadsides).
The carnage is also faster (25 to 20cm) and cheaper in points (180 vs. 185).

The same applies for the slaughter vs. the lunar.

@lord-morteabo Correct. The balance was the additional armour on the front and the devastating torpedo launchers...

interesting information for the TT version... although i will argue by saying the prow torpedo launcher is difficult to use against a fast target like the carnage in BFG2... what about in TT? how is it used?

Actually the way it panned out for me when playing TT was always that the Imperial Navy is the better teamfighter, and Chaos the better duelist.

In a single engagement, Chaos cruisers would usually come out on top if fighting 1v1, they're faster and more powerful, and the imperial armor is only useful while closing in and ramming. The Imperial Navy would usually have the upper hand when fighting as a cohesive group, kinda like the Roman legions. Closing in like a steel wall showering you with torpedos, to scatter you and pick you off in 2/3v1s.

Torpedoes in TT depended a lot of being used in that manner. If a wall of torpedos came your way, you'd be hard pressed to dodge, but one single salvo would be pretty useless, that's why all (most) of the Imperial vessels had them, so that no matter what you picked, you'd always complement that strategy.

If you ask me, torpedoes need to be faster in BFG Armada 2. In TT they could close 30cm in one turn if I remember correctly, which is quite a lot.

well the problem is in BFG2 attempting to catch chaos ships is almost an impossibility thanks to their high speed allowing them to dictate the terms of the engagement... how about increasing the crit chance of IN critical strike to allow better critting of engines?... one must admit that IN is sort of an underperforming faction as of the moment...

@gbem said in [Feedback] the carnage and the slaughter need to be toned down:

well the problem is in BFG2 attempting to catch chaos ships is almost an impossibility thanks to their high speed allowing them to dictate the terms of the engagement... how about increasing the crit chance of IN critical strike to allow better critting of engines?... one must admit that IN is sort of an underperforming faction as of the moment...

Can't agree with that. Imp are in a good place, however they're not the new player friendly faction many think they are.

the only 2 competitive IN builds i have are the daunt + avenger + MWJ + AP build
and the dominator + avenger + disruptstasis + AP build... INs bread and butter of ram and torp doesnt work

I run retrI, 2× overlord, 2× tyrant and 3 escorts with fast burn torps. It works very well

I find a battleship build without micro warp jump hard to believe at higher levels...

I use MWJ on the BB, it's mandatory. 🙂

@bosie said in [Feedback] the carnage and the slaughter need to be toned down:

I run retrI, 2× overlord, 2× tyrant and 3 escorts with fast burn torps. It works very well

I have ran a very similar setup quite a few times. Its really fun and actually hard to make work since managing broadsides and torps with HET takes a lot of effort, but its decent if played well. Its definitely harder to play than Eldar ^^

I had the most problems against Carnage spam and CW/Corsairs.

last edited by CowGoMoo