Patch 4 Hotfix

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Thanks to your excellent feedback, we’re releasing a hotfix with some bug fixes and balancing changes for Season 2 of competitive!

Campaign

  • Fixed an issue with Necron troop regeneration
  • Fixed the Pyramidal Reconstruction skill for Necron leaders, not being one anymore (That was not replaced by another one)
  • Fixed an issue in the Tyranid campaign with the repair rate bonus in the Cadia sector

Battle

  • Fixed an exploit allowing the use of 1v1 fleets in 2v2 for the guest
  • Fixed psychic scream inflicting morale damage to the guest’s own ships
  • Fixed fleet name display not working properly when switching from skirmish to ranked in the battle menu
  • Fixed the control menu not working as intended when a key binding was assigned to two elements at the same time
  • Fixed game ending without a vote when a player refuses to capitulate in the pop-up vote and then capitulates by themself
  • The Vengeful Spirit now has the proper torpedoes
  • The Blackstone Fortress no longer has the wrong tooltip for burn retro
  • Fixed localisation key for the skill Wrecking Biomorph Ball
  • The seasonal rewards portraits no longer reset when leaving the battle menu
  • Fixed some sub-faction specific upgrades not being locked properly in the deployment phase

Balancing Changes
Orks

  • Rotation Speed Bonus of the "Red Wunz Go Fasta!" Ork upgrade has been reduced from 5° per second to 2° per second.
  • Ork Traktor Kannon cooldown has been raised from 40 seconds to 45 seconds.
  • Ork Shokk-Attack Mega Kannon assault action has been reduced from 4 to 3
  • Ork Nova Kannon has been heavily modified:
    • It shoots 5 times instead of 3
    • Dispersion speed has been increased from 200 to 260 units per second.
    • Its damage has been increased from 50 to 125 minimum damages, and 100 to 250 maximum damage

Necron

  • Necron Escort and Light cruiser HP regen increased from 0.35 to 0.5
  • Necron Battle Cruiser HP regen increased from 0.75 to 1
  • Necron Grand Cruiser HP regen increased from 1 to 1.25
  • Necron Battleship HP regen increased from 1 to 1.5
  • Necron Pyramidal reconstruction is no longer tied to the deck
  • Necron Sekhem Light Cruiser cost has been increased from 140 to 151
  • Necron Scourge Grand Cruiser cost has been decreased from 402 to 380

T’au

  • T’au Ion Cannon Coaxial damage has been increased from 4 to 6
  • T’au Escort Nicassar cost has been decreased from 59 points to 45
  • T’au Escort Messenger cost has been decreased from 32 points to 27
  • T’au Merchant Cruiser Larshi Vashya cost has been increased from 185 points to 200
  • T’au Merchant Cruiser Larshi Tolku cost has been increased from 182 points to 210

Chaos

  • Siren Cannon upgrade morale damages have been increased from 2 to 3
  • The Blackstone Fortress in the massive fleet mode, using separate balancing values from the campaign’s version, now deals Damage upgraded from 160 to 800

Adeptus Mechanicus

  • Ark Mechanicus no longer has low maneuverability (can now use high energy turn), without cost augmentation
last edited by Jellyfoosh

Will we be able to use the planet killer in massive battles down the line?

Do you ever intend to restore the ramming mechanics? Literally the fact that you can reach the enemy and ram him with a 40km long ship should be rewarding.

@jd751
*10 km long
But I agree, ramming got dulled too much in this game.

There is an idea to fix Nova (Ad Mech and the Imperial Fleet). The Tyranid has the mechanics of the "Spore Field", when the projectile first flies, then an area appears for 5 seconds before it hits. Why not transfer this mechanic to the Nova cannon? The gun would become not so useless in multiplayer, at the same time it would be more logical than teleportation of a shot. In addition, there is already such a mechanic in the game.

last edited by yaBATMAN

Its not as if ramming was hard to achieve with AAF and please this game needs more possibility to play like real naval warfare with ships shooting at them at different ranges not guys ramming/torpings/boardings because macros/lances are less efficient than dong alpha strike runs

I found a bug.

"T’au Ion Cannon Coaxial damage has been increased from 4 to 6"

Tau cruiser "Vior`La" and the battleship "Custodian" on the Ion Cannon Coaxial does not have 6 damage, but still 4 damage. Please fix it.

@ahriman
Maybe they are talking about the Ancient One, that thing is 40km in length.

@ahriman i think ramming needs to be more volatile for both sides.

@beernchips said in Patch 4 Hotfix:

Its not as if ramming was hard to achieve with AAF and please this game needs more possibility to play like real naval warfare with ships shooting at them at different ranges not guys ramming/torpings/boardings because macros/lances are less efficient than dong alpha strike runs

I agree. Ramming was too powerful (could be exploited as well) with no risks involved its also not really lore accurate except for orks and nids. Imperials got tools for it but even than it was a last resort deal.

ImO the excessive ramming that was present in BFGA made the game look more like a bumper car match than naval warfare.

I still remember the times when a dauntless could rear end and meme a battleship to death.... Those were not fun times.

last edited by CANNED_F3TUS