@wastesoftime Currently all ships in game are the ones necrons already possessed, which is somewhat infuriating as the other faction with a low ship count got 17ish new ships (druhkari). Also, a lot of the things about the ones in game are wrong, like for example the reaper BC is missing its sepulchre, the kopesh and cartouche are have incorrect models, and the energy drain variant of the Cairn doesn't exist, so the necrons are actually in possession of one less ship than they actually have.
They definitely need more ways to play. Currently the issue that they have is that they are, even with the limited equipment available, monobuild. You Build mass recall light cruiser+dps or you never catch anything because they have the worst mobility in the game. You take pyramidal reconstruction or you get annihilated by crits because no shield. And you take cruisers or higher for dps, despite the Jackal being the only ship even close to worth its points, because you need starpulse or you die to ordinance. On the matter of DPS, last I checked a Cruiser costs more than a apocalypse class battleship, while having lower DPS and regenerating slower when counting shields. Also an apoc has more Ap.
There are roughly 30 threads about necrons on this forum last I counted (the second most common after general balance threads) and none of the issues about them have been resolved yet. They still regenerate slower than shielded ships even accounting for armor and its capped for no explainable reason. They still can't turn or dodge anything due to no maneuver gauge, so you auto lose v nova spam. No shields means constant boarding and crits as well. They used to auto lose to lance sniping, but those got annihilated, which isn't really a fix and more of an "oops we broke the problem". they still have as mentioned no variety, they can't really jump ships out as they have no shields and thus a) wont survive when that low and b) can be boarded instantly due to again no shields, their pathing is still kinda weird and often won't turn when parked and ram each other, their can't vary their loadout because they have to fill the slots with mandatory admiral skills, they have no way to deal with staggered ordanace (ie if you fire it in waves you have more ord than they have starpulse and fleet numbers are low so less turrets), and their stats per points are much lower than other factions, a problem when considering their are always outumbered.
Anyways, on the matter of ordinance, during the orphean war, the only proper fleet battle against the necrons to date (ie an actual fleet being present, as opposed to one or two vessels), they used the hearts of dead stars as projectile weapons to break the IN battle line, rather like torpedoes, so that could work. On the matter of carriers, they have 4 kinds of void capable strike craft (2 fighters, 1 Bomber, 1 transport) so logically they should have carriers. i actually originally thought we would be getting one because of all the fighters in the first trailer, but it was not to be. There is a lot of potential for other kinds of ordinance and skills, like the weapons that can teleport things inside of other ships to destroy them like asteroids that was present in TWE, or the kind of solar stuff that ships known to eat stars could get up to, like firing solar pulses. Hell, most necron weponry lines aren't represented in space right now. Its just Gauss, particle, and solar (lightining arcs shoot solar energy, they aren't actually tesla). The kinds of weapons they haven't used are: Gravity/black hole weapons, transdimensional weapons, tachyon weapons, synaptic/lepton weapons, whatever a doomsday cannon is, thermal weaponry, death ray variants, chronal weaponry, psychomancer weaponry, tesla weaponry, ethermancer weaponry, alchemical weaponry, plasmancer weaponry, etc.
The stuff I personally want first is simple things, like correct color schemes for subfactions, emergency warp jump->phase out (in both name and function), and subfaction effects that actually do things (like maynarkh/thokt's special gauss).