Things I would personally change in BFG2

1: Boarding. Revert it back to BFG1 style boarding, get rid of the crew killing factor altogether. In the tabletop and in BFG1 boarding would be the surefire way of getting critical hits and quickly crippling opposing ships and likely dealing some extra damage along the way. Perhaps you can even keep the crew brackets after so much boarding the crew goes down to the yellow bracket and then down to red but can never reach hulk status, just take huge penalties on cooldowns and effectiveness. At the moment hulking a ship or an enemy fleet with dedicated boarding spam is so easy it actually does not take any skill whatsoever. You can run in with marines or Tyranids and just Instahulk the enemy fleet or you can casually point click delete with carrier fleets and boarding craft. For races with no massive drive for boarding or any boarding defense you may as well just throw the game when such forces show up. It also makes no sense for some boarding parties to slaughter their way through hundreds of thousands if not millions of crew, unless your probably Tyranids.

2: Morale. At the moment morale seems to be highly unstable, on the one hand I've seen fleets being decimated and having morale abilities thrown at them and they don't even remotely seem to loose morale, while I've also seen some ships just break morale in the opening engagement. It doesn't help that I've noticed several morale recovering abilities only seem to work half the time (Ancestral Terror, Rally, Inspiring Speech), sometimes not even doing anything. The whole option to execute as well seems to work sometimes, while other times the ships will just flee and there's nothing you can do to stop them. Again I would bring back BFG1 morale system, if a ship looses morale it will mutiny and attempt to warp out, you can execute and bam, done, the ship then looses a chunk of its effectiveness and takes a critical hit but can continue fighting.

3: Capture points. I've seen a lot of arguments for capture points stating how factions absolutely cannot kite and have to engage or loose in capture point mode, where in cruiser clash they can kite and never have to engage. Its strange I seem to be encountering far more kiting in capture mode than ever in cruiser clash even by Aeldari/Drukhari, chaos and even marine fleets, where they will quickly and overwhelmingly cap zones and then kite around, only engaging when using escort scouting screens. I would give perhaps a voting system when the game begins as to what type of game people want.

  1. Fleet listing. In BFG1 you got paired with your opponent or opponents and its revealed what faction your both playing, you both then built your fleets and took what abilities you wanted, trying to tailor them to the particular fight. In BFG2 this is non existent and purely and totally revolves around meta generic fleets or just hoping that your general take all deck is sufficient, then suddenly you get thrown to the wolves against a boarding heavy fleet and get hulked within 3 minutes of the game. I would bring this feature back from BFG1 and I believe it would really help.

5: Lobby kicking. When playing with a friend after every match it kicks them from the lobby, also deselects all your upgrades and fleet choice. This quite frankly needs to be fixed.

  1. Space Marines and CSM in the Novels were able to board, escape the firing range, and just wait for the ship to be taken over. For instance, ADB's Throne of Lies. This needs to be present in the game, so I would wait what Tindalos have planned instead of reverting it to BFG1.

  2. I agree that an additional option of stopping Mutinies would be nice. The problem with execute is that it is only possible when the deck isn't crippled. I would also prefer if the ship decided an Emergency Warp instead, but it could influence the points system.

  3. I disagree. You need to control 3 points at most and the opponent needs to engage you. Use escorts, don't suicide them and spread your fleets. It's a long discussion, but you can checkout AirSickHydras video on YT about this topic. I think he gets it.

  4. I disagree. This could lead to certain fleets never seeing certain ships on the battlefield. I prefer trying to create all-round fleets, and balancing aspects of the game. I believe stopping ship SPAM and a Force Organisation chart (like in the Tabletop) would solve the issues much better.

  5. I agree. Also, switching the subfaction should still maintain your upgrades etc.

@lothair88 I agree with some of this, but boarding and capture points are dumb. Since we are talking boarding from a lore standpoint, it’s literally impossible lorewise to hulk a nid ship, the “crew” doesn’t do anything besides fight intruders and protect stored things. Boarding Necron vessels is likewise almost impossible, and usually ends with the death of multiple companies of marines. You identified the biggest flaw with cap points in your own arguement, to use them you need to spread, which leads to the high mobility factions anihilating about a third of your fleet with all of theirs and the taking that third point, and at that point they don’t even need to kite, winning a brawl should be easy.

@emperormyric

  1. Disagree. Don't necessarily like the current system, but the idea they've proposed to replace it with (Troop damage over time) sounds better than what we had in the first game.

  2. Yeah, morale is currently annoying as all hell. Agree with you completely on this one.

  3. Yeah. At least they've given us the option to not play it now.

  4. Don't play multiplayer, so I don't have a dog in this fight, but I'd be tempted to agree. I suspect part of why they no longer do that is because fleets are no longer drawn from specific, customized ships, but instead are just "pick what's best", and they probably don't want people hard-countering certain enemies.

  5. Yeah, that sounds annoying.

@nemesor-xanxas said in Things I would personally change in BFG2:

@lothair88 I agree with some of this, but boarding and capture points are dumb. Since we are talking boarding from a lore standpoint, it’s literally impossible lorewise to hulk a nid ship, the “crew” doesn’t do anything besides fight intruders and protect stored things. Boarding Necron vessels is likewise almost impossible, and usually ends with the death of multiple companies of marines. You identified the biggest flaw with cap points in your own arguement, to use them you need to spread, which leads to the high mobility factions anihilating about a third of your fleet with all of theirs and the taking that third point, and at that point they don’t even need to kite, winning a brawl should be easy.

I agree that the Tyranids should be unhulkable (Just suffer progressive issues when their troop count runs down), but hulking ships makes perfect sense to me: If the defenders to kill invaders are all dead, the invaders are free to run through the ship and murder the crew.

last edited by Romeo

you can't hulk nid ships in the game, if you kill all troops on a nid ship, the ship is destroyed.

hulking a ship does not necessarily mean that the whole crew is slaughtered, it makes more sense to treat it like precision strikes against the command structure of the ship. similar to how in "Know No Fear" the ultramarine flag ship was dead in space without somebody getting access to the reserve bridge. sending a boarding strike to repopulate a ship can be seen as sending enough troops to retake vital ship infrastructure (of which some is destroyed by the enemy boarders represented by the crits you suffer by getting hulked).

about the capture points: the game would improve by having less random point placements, but most of the time you can take three defendable points and force an engagement against a faster stealthy opponent, instead of trying to find him on a big map (that does not mean, that the other player has to fight in a big brawl or whatever you want when you complained about "escort scouting screens). in a cruiser clash mode, you would get people hiding ships to wait for the time to run out to get a win after doing more damage to your fleet with skills like mealstrom.

last edited by Fosil

@romeo I mean theoretically but even on imperial ships that’s hundreds of thousands of crewmen, the battle would be over before they killed them all. On all other ships, the defenders and the crew are one in the same. The weakest Necron you’ll find is a warrior on a ship for example, and all the Eldar are combatants for another. You’d have to kill hundreds if thousands of soldiers on the non nid ships in other words, and in the case of the Necrons not only do those troops ressurect but more just come in from home.

@Fosil even in that case guns can still shoot, engine still drive, albeit without steering, and so on. In real life, gun crews would keep firing on Cruisers and such during the world wars even after the bridge was lost, and steering can be rigged from engineering.

last edited by Nemesor Xanxas

@nemesor-xanxas w40k is not a realistic setting by any stretch and there is no consistent fluff how their ships and technology works. I can live with a big fat power button on the bridge that shuts off everything. 🙂

last edited by Fosil

@fosil said in Things I would personally change in BFG2:

@nemesor-xanxas w40k is not a realistic setting by any stretch and there is no consistent fluff how their ships and technology works. I can live with a big fat power button on the bridge that shuts off everything. 🙂

There is some consistency, and none of it involves a big red button. What I have read is mentions compartmentalization, just like in real life, so that guns can keep firing despite damage or, in this case, bridge loss. And that is, again, just imperial ships. I could go about all the fairly consistent detail that make hauling impossible for non imperial/Tau ships lorewise, but I don’t think that would actually get us anywhere so weekly just have to agree to disagree I suppose.

@nemesor-xanxas
In the engine-world, one marines chapter destroyed the whole moon of the necrons, although they themselves died and destroyed the awakening of the ktan. So, the boarding of the necrons is not something impossible, and yes of course in the codes they always write as one faction overcomes, therefore the codes are

@nikof135 said in Things I would personally change in BFG2:

@nemesor-xanxas
In the engine-world, one marines chapter destroyed the whole moon of the necrons, although they themselves died and destroyed the awakening of the ktan. So, the boarding of the necrons is not something impossible, and yes of course in the codes they always write as one faction overcomes, therefore the codes are

The world engine novel is pretty clear in that they couldn’t actually do anything. They just got massacred until they gave up and released a C’tan shard which cored the planet, dropping its shield. To even get to that point, they had to be saved by a Necron Overlord twice. And they were (almost) an entire chapter. Compared to a couple of 5-10 man assault pods...
I am not saying it’s impossible to board Necrons. I am saying it’s impossible to depopulate the ship. The world engine, since you used it as an example, had the marines trying to sabatouge things. Which is how boarding is supposed to be. Go in, plant charges, get out. Entire companies have been shredded trying to take the bridge before, never mind the whole ship. That’s why it was crits in bfg1, and in TT
Well, I only brought up lore because people were already talking it. Gameplay wise a hulked ship use useless once restored anyways due to low crew and crits, which means it’s out of the fight. That’s dumb. It means that factions with good boarding can just delete enemy ships without having to fight them, and will continue to do so even after the change.

In terms of mutiny: I kind of wish that mutineering ships would keep firing on targets (albeit with lower efficiency), using fighters protectively and fire their defence turrets. Not only that, since Tindalos wants to redo the boarding, why not make it that so mutinies get stopped with small losses when execute goes off but can also be stopped with large losses by boarding actions from other ships - if enough men board the ship, they menage to bring order onboard.

In terms of boarding, ships with full boarding parties could be "full to the brim" with troops, but if you decide to use boarding actions you are going to lose some of your troops. Making it possible to transfer troops from one ship to the other would also be nice.

It's not depopulation. Hulking - does not equal killing 60-200k. It's killing key personel and destroying key areas/consoles etc. Honestly, the Night Lords trilogy by ADB really does this mechanic justice, and is one my favorite aspects of BFG2 when compared to BFG. If only we had some proper CSM vessels from the HH era 😞

This is a game, so some mechanics have to be streamlined. In addition, try out the new 'nextpatch_beta'. Maybe you will like it more.

@nemesor-xanxas "There is some consistency, and none of it involves a big red button."
What are you, some kind of lame git? Da Big Red Button is the most important part of any ship if you ask me!

@furmano said in Things I would personally change in BFG2:

In terms of mutiny: I kind of wish that mutineering ships would keep firing on targets (albeit with lower efficiency), using fighters protectively and fire their defence turrets.

Agreed. It kinda blows my mind that after a mutiny, the ship simply becomes a moron. If I just took over a ship and were trying to flee, my first order wouldn't be "Stop defending ourselves!"

Looks like your connection to Focus Home Interactive - Official Forums was lost, please wait while we try to reconnect.