One players input regarding non-balance issues within BFG:A 2

Hello good people of Focus

First off, wonderful work so far. It’s also very refreshing to see your continued support of your product.

I’ve a few observations to share. In the interest of full disclosure I’ll state that I’m an older player that has played quite a bit of the first game as well as through the various betas. I enjoys all factions, though I do prefer Chaos, Tau and Eldar Corsairs at the moment. I won’t be addressing and balance issues, your data would certainly be of more value than my anecdotal experiences.

With that out of the way, lets get stuck in...

Quality of Life improvements :

Hot keys:
Would it be possible to have the order hot keys bound to specific orders (or faction equivalent) rather that order position? It’s rather frustrating when you order a lock on or brace rather than silent running or reload etc.

Faction ability’s such as Nova cannons/Feeder tendrils/Homing torpedoes would befit greatly from a hot key binding. Boarding torpedoes already have this and make the absence elsewhere all the more glaring.

The ability to hotkey targeting subsystems on opposing ships would also be very useful.

Would it be possible to pre set orders during deployment in a manner similar to the first game?
I also noticed functionality for setting stances was removed as of the last update. This seems a very strange decision to me. Was it deliberate? What was the reasoning behind this change?

Fleet Selection:

In campaign it is possible to set various pre-set behaviors (engagement range/Front/broadside etc.) to your fleets, could this not be also enabled to multiplayer fleets?

User interface:

With the current layout there exists a strange dead zone at the bottom of the screen where you can see and even highlight vessels but not select or interact with them. In my case this has often led to my scrolling to target a ship for various reasons only to waste precious time failing to select a highlighted ship before returning to scrolling the screen a little further.

I was surprised to see the revised GUI in BFG:A 2. You have several beautiful faction specific UI in the previous game and now use a generic and very utilitarian interface. Aesthetics aside the new UI has a few other issues of note. The pop up information window is an invasive block taking up far to much of the valuable lateral screen space. This information was previously nicely integrated into the much less valuable lower screen space. Admittedly it was and continues to be difficult to read its persistent availability allowed for quick reference and hover over availability. If you decide to keep the current information panel setup a hotkey for quick expansion/reduction would help mitigate its worst effects.

The placement and Labeling of the “Cruiser clash” option strikes me as bizarre almost to the point of deliberately misleading. This option hidden away in the settings sub screen and so poorly labeled I doubt many players are even away that they can play cruiser clash should they so wish. Labeling the option “Victory through domination” is not helpful as what “domination” is is not explained. As this option is the only toggle on this particular screen the white or black block does not give any indication as to what is on and what is off. Perhaps an simple X or check mark? Additionally having the toggle not default back to "allow victory through domination" between every match would be appreciated.

Gameplay features:
Chat block/mute seems to be a must have online these days. While a thankfully rare occurrence, toxic behavior online is inevitable and sadly contagious. Anything that can pre-empt this course of events will be a welcome addition.

How do turrets work in this game? Can they be overwhelmed or do they function as in the previous game? What is their range? New boarding mechanics?

Though it took a great deal of time the FAQ for BFG:A was a great resource for explaining many of the mechanics and features not explained in the game. BFG:A 2 appears to be even more complex. Will such a document be forthcoming?

Tool tips have improved greatly (keep it up!)

I see in the patch notes you are once more considering persistent fleets, an idea I am not opposed to Though please take into consideration the player behavior you incentivize. In BFG:A fleet building incentives favored destroying as many of your opponents ships as possible. This resulted in a lot of “punching down” wherein stronger fleets smashed weaker ones to build themselves further while the repair cost and other costs of failure prevented the loser from ever improving their fleet, while at the same time their admiral level continued to increase pitting their anemic fleet against stronger and stronger opponents. This made the game extremely hostile to new multiplayer participants.

The most recent update has increased the 2v2 fleet size to 1000. While certainly welcome by many I must say I played 2v2 specifically for the smaller fleet size. I prefer tight control and maneuver of my fleet and its abilities (exacerbated by the lack of hot keys as above). Now with both 1v1 (my preferred match up) and 2v2 (my preferred fleet size) both favouring larger fleets I find myself with nowhere to play save against the...... questionable AI.

I know splitting your player base is generally a no go. But perhaps some ability or option to opt for smaller games could be offered if community support is sufficient?

Thanks for your time and keep up the good work!


last edited by Crooked

Just a quick addendum

The problem with the ship order hotkeys (Brace, lock on etc) could be easily resolved if "running silent" were moved to the forth position thereby leaving the other three orders in permanent positions and keybindings.


Many good points in your post.
I've also liked the small 2v2 more, but for different reasons - mainly due to the fact that current 2v2 can suffer from overcrowding: maps seem to be the same size and some fleets can exert control over almost entire map just by virtue of the sheer amount of line ships and escorts scouting for them. I would honestly consider going down to 800/900 points mainly because of that. Current high amount of points allows for some more interesting fleet setups though and that's cool.

yea the dead zone above the buttons is really annoying
i also waste a lot of time on there sometimes

about your question about turrets
all turrets fire over 3 seconds at the squad that was in range first until its dead then move onto the next
so yes you can overwhelm turrets with high dodge interceptors so that bombers get past unopposed
turrets have 4.5k range

I very much agree with a lot of Crooked's suggestions. All good!

As for the persistent fleets idea, I wouldn't mind if it was a separate mode or whatever. I think the current setup is, while not entirely fair for new players, reasonably fair. It also encourages more experimentation whereas in the first BFG you were dissuaded from swapping ships in your persistent fleet early on due to costs.