Second Update Beta Feedback and some bugs

I really liked the boarding system and assault actions, but there are a couple of questions, the most important thing is that the transfer of troops to 1 position is too low, the explanation now was playing chaos against the Marines and there were moments when I had almost all the ships without troops but two escorts, and when you return drifting hulk with 1 unit of troops, any fire, or any crit on troops from firing or abilities immediately returns the ship to drifting hulk that does not give you anything, but it works when you have 3-4 ships from which You can transfer troops, but when 1 is near and they are shooting at you, your shields are reloading because you are drifting Hulk, but when 1 is nearby and they are shooting at you, you are reloading shields because you are drifting the hulk, you almost instantly lose the ship again, so I would increase the number of troops transferred, maybe 3-5 units would be enough? Yes, the system is good with the transfer of troops, I really initially thought that your boarding actions will affect the number of troops on the ship, well, you sent your entire team to the boarding and reduced the number of your troops, I thought it would work so when you just announced the new system crew before the release of the game, it would allow for careful attention to the boarding, although we have a limited amount so I think, and so normal

Then I really like the new effects and the grav canon, it gives you the opportunity to catch the enemy and then release a full volley of Nova. The only thing I would do here would be to make them interconnected as torpedoes, but now you can throw 5 gravity shells and 5 Nova, I think you need to link them so that you choose which ships to shoot with

Now the new Lens with armor 25 are beautiful, I would just slightly increase the recharge rate of the imperial, Eldar pulsars are very good, but about Eldar the decrease in the number of torpedoes to 1 in my opinion too, because it does not give you a margin for error, you can accidentally press a button and half of your power flew away, if you do not want to change the amount of damage from them or the number of torpedoes in the salvo because I like that Azuriani has 8 torpedoes, this is their trick. I think 2 charges would be a compromise solution and I would add an improvement that instead of canceling the position would cause damage to the crew, you know, vibro-topreds and Eldar doesn't have many ways to harm the crew it would be nice to give them one. More about torpedoes imperial melta with 10 fires ... aaaaa burn The Heretics is excellent only it seems to me that necrons should also cause damage

A couple of bugs with a description of new abilities and it seems for some reason that all ships in the preview are indicated incorrectly for the shields and the hull I write 75 for all the races. Screenshots attached
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And I also think that you need to pay attention, dear developers, please add more love to AI I know that he will not be as good as a player, but he does frankly strange things, still goes to the column for slaughter, now it was that Ork I could not capture the points because I flew past it on the red button and circled, as in the video with Eldar who also posted in Steam, the departure of the ship by the point will not lead to dropping the capture instantly maybe? Then the tyranids love to ram and wound themselves, even ships without fangs, why they do it, squeak them a ban because they let 3-4 ships into one mine and die instantly, and their escorts love to die from a jerk when colliding, maybe you less damage from friendly collisions ?? This will help players when their ships encounter due to AI errors, especially the Eldar is very easy to die with their increased ram damage. Can the enemy ram 100% and 50% friendly. I hope my review was helpful and maybe some ideas will come in handy for you. Excellent work with these patches, the game only gets better for me.
And one more bug or not, I'm not sure I rammed the Imperial ship with a ram and improved upon it a ship of tyrants with fangs and didn’t bear any damage to it, but this may be because I rammed right in front, and these ships are immune to the ram from the front.
As always, I apologize for bad English

P.S.
And the most recent battleship Oberon is his prow, I don’t know why they removed the Nova, too many for one ship, but we have Demiurges who have both a cutter and hangars and torpedoes all on one ship. Oberon without Nova, he looks somehow ugly and cropped, could not either return Nova or add some antennas to show the increased detection radius as on the Emperor, and then some kind of unfinished

last edited by Nikof135

I know what you mean about the transfer troops thing, you just lose the troops instantly again to fires etc, i think however this is a good thing, what the mechanic isnt there to just let you avoid hulks constantly, it should be used as a way for ships to reclaim a hulk when its safe to do so, think of the number of times you fight space marines, and they hulk your ship but just leave it to come continue the fight since they dont have great firepower and cant kill it remotely quick enough most of the times, you can send an escort to go re-crew it when its safe.

Even a an eldar main, Corsairs for the vast majority, i already suggested/commented on reworking the pierce weapon system, i did not like that as an eldar with 50 armor, i was at zero disadvantage considering all lances/ordnance etc count armor as 50 anyway, and everyone uses AP rounds so even macros do as well, It didnt feel right to be that i could take AP rounds as eldar and shave 33 armor off a battleship while he, even with ap rounds, got zero benefit on me. High armor should have benefit and low armor should have a downside, i like this change, even tho it realy hurts my main faction.

I also believe a nerf on Asuryani was merited, however i feel like the pendulum swung too far, they needed a nerf to their torpedoes, but nerfing to 1 charge is too much, and doesnt necessarily fix the issue. Players dont like losing 1/2 ships in the opener, that will still happen with 1 charge. I would have much rather seen it reduced to 6 per volley and a price icnrease to 251 or higher, so you can only have 4 in 1v1 and only 3 in 2v2.

I also feel like the reason asuryani torp spam in particular was such a thing, is because there were zero other options for a cwe player. Launch bays for them are way too expensive for their worth, lascannons are too good not to take, since pulsars occupy the same slot for most ships, eg you either get lascannons with launch bays/torps or you get pulsars with torps/launch bays, are no ships with only pulsars and lascannons. The torpedo ship is also the cheapest so why not. If they nerfed the torps in a less brutal fashion and made other options more viable that would been much better imo especially more ship options since currently even with the 1 charge, the torp cruisers are still going to be all you will see on asuryani players which is just boring for both sides.

Pulsars, +5 damage.. i mean come on damage was not the problem, while sure ill take it, the issue with pulsars was targeting, and not seeing the cooldown making them pure guess work and random chance most of the time, thats what needs to be fixed on them to not only make them more enjoyable to use, but also give a viable alternative to torpedo builds. Plus, pulsars feel wasted to me a lot of the time, none of the stances give them benefits, if you take one of the light cruisers for example that have pulsars and torps, you get zero benefit from runic stance, and just the normal cooldown reductions on the torpedoes, reload stance should apply to pulsars IMO, or at least do something to them to make them not feel like they are missing out. AFIK they are the only weapons in the game that dont benefit from any stance whatsoever.

Overall, fix the pulsars targeting, and add a cruiser option that just has starcannons and pulsars on it, yes there is the eclipse etc but its too expensive but it has ordnance as well, i mean a ONLY star cannons and pulsars, a pure firepower non ordnance type like the Dark Eldar have.

Which brings me to my next point.

The Dark eldar, you can take one minute to search the forum and you will see that no faction has been complained about more than them and yet they got ZERO nerfs.

People complained about the CWE torps being OP, and thats true, well you know DE have the same torpedoes on their battleship? which is still fast, isnt much more expensive. Has better troop efficiency with a higher assault crit chance than space marines(surgical strike +frenzy), and last but not least has stealth.. I mean sure the CWE torps were ridiculous and needed a nerf, but at least you saw their ships coming. DE can blindside you from nowhere with the same amount of damage. If your gonna nerf CWE torps to 1 charge the same needs to be done to DE, and in general DE need a price increase for all their battleships except the carrier (why are aeldari launch bays so damned expensive??) an increase to at least 380, so they can still get 3 of them in 1v1 with little left over, but not 3 in 2v2.

General comment, before you smack stuff with the nerf bat so hard our heads spin, please consider why people only take those builds in the first place, make other options more viable. I dont play enough of the other factions to comment on their changes.

I do not agree with you about the fact that it is good. Look, I had two escorts with a full crew, but I can only transfer one unit, and this doesn’t give the crew to die immediately and not from a fire, but from the fire of ordinary guns they also cause damage to the crew and marin abilities they immediately kill 1 crew without any alternatives. and the return of the crew does not give you anything, very rarely when you can fly away and leave the hulk and then return it, they will simply shoot him and get points for him, and an increase of up to 3-5 units will allow him to at least some more time and be able to survive the ability of a Marine and a lightning strike without instantly returning to the drifting hulk

As for Azurian torpedoes, I think they need to give 4 ship hangars on Phoenix Ship, like Voyd Stalker’s, this will improve its combat characteristics and not 2 as it is now like all other cruisers, because with 2 hangars it’s too weak to consider a flagship cruisers, and yes in the first game of the Eclipse was a battle cruiser, it is not clear why he became just a cruiser here so he is so expensive

I agree with the rest, I need an improvement or orders that would affect the pulsars, we need new types of ships, well, in the sense of a different set of gunbot weapons, there could be something in the Grand Cruiser slot. About DE is not sure, but it seems that their fields do not work as Holo-fields and do not block the damage received, therefore they are cheaper in price category

last edited by Nikof135

DE have the same armor nerfs like corsairs, AP weapons do double damage and AP ammo has a 20% damage increase against them compared to before (at the same time DE do less damage against 67 armor with AP ammo). I have not done any calculations or played enough in the beta branch, but brawling with them must have gotten alot harder. I agree that it is a bit silly to nerf from all eldar fleets only craftworld torpedos.

last edited by Fosil

And one more thing that I would like from developers, more devilish music, one battle melody? Bring back at least from the first game for a change, and you also had epic beautiful music in the company's trailer from beginning to minute. It would be nice to hear her in the game.
In general, for a new company, I would like something more narrative, like in the prologue, the prologue is very interesting, so that the story missions happened not only to destroy the faction, and return some modes from the first game, for the multiplayer there may be some modes and bad ones, but at least give us the opportunity to choose them and this will solve the problems with the negative associated with them, and for the single player game it is not so critical that you cannot catch up with the eldar in the mission with an attempt on the admiral, besides you can rather because AI is not human. Plus the rollers on the engine of the game in the spirit of the Silver Dawn in the prologue, I at least liked them. Maybe something related to the plague wars on Ultramar, or it looks like Guilliman do Terra. Or Vigilus? What is happening is the current company. And for everyone else, make a conquest mode with all races. I'm really not sure that you have enough resources, because then you will need to think through each race's abilities and reality on the global map of their goals and stuff. What is more close to the nearest patches in the company to give the opportunity to put the stations and gun platforms on our own on the battlefield where we need

last edited by Nikof135

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