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posted in BFG - General Discussion read more

Lance are standard weapon that's why before, reload stance effected lances but due to multiplayer balancing they nerf it so it only effects macro weapon now but forgot to update the tooltips.

posted in BFG - General Discussion read more

Lol ok I guess I'll concede with urgency timer =p, reworking it probably would take a lot of work and turning the option off is a better substitute right now. I love conquering all the planets and getting all the buff and I'll be planning to play it on hard mode in the future for those achievement and turning it off would definitely help ease the difficulty curve. Originally I was gonna play hard with urgency on but after seeing some people's campaign on hard and Mystic_Taboo's words, it will be more enjoyable for me with its off probably.

But I do hope they consider my suggestion on admiral skill and upgrade. I really want to build my fleet with some of the specific skill and upgrade like multiplayer and it would make the campaign 10 times better.

posted in BFG - General Discussion read more

Hello, so I just wanna give my feedback regarding single player campaign as I've been playing it for few days now and I wanted to give my input to the campaign to help improve the experience.

Note: Currently I'm playing in easy mode on cruise clash with urgency timer on.

  1. Admiral skill and upgrade

Right now in campaign, your admiral skill and upgrade are preset whenever you try to recruit them so you are unable to choose your desire skill and combination you want for your fleet play style. The thing that I love about the first BFG was the freedom you have to choose any skill and upgrade for your fleet. This is gone in campaign while in multiplayer you are able to choose the 2 admiral skill and upgrade you want in any combination. May I suggest that you give us the freedom and option to choose our skill and upgrade like multiplayer. Put in the option to click on the campaign, maybe above the add new ship option or click on the admiral portrait to have you edit the admiral skill and upgrade, make it have to pay a cost to reset/replace skill and upgrade like the first BFG, make the cost high, I don't mind but just give us the option to choose the skill and upgrade we want for our admiral.

  1. Invasion Balancing (Cruiser Clash/Domination)

I heard issues with people in steam forum getting invasion number as high as 3000 point. In my scenario I have only encounter invasion as high as 1600 point currently, while I don't mind it but playing on two different battle mode does give different difficulty. In domination you can easily win the invasion battle without having to deal with all 3000 point of ships but in cruiser clash you will definitely have to deal with all the ships. I don't have any idea how to balance invasion between this two mode unless you reduce the point in cruiser clash or put in a timer but I just wanna give my input that there is a different on balance issue regarding invasion on cruiser clash and domination.

  1. Some sectors evolution upgrades

I don't have a lot issue regarding this but some upgrade I do find unsatisfying, specifically on death world upgrade and some training outpost. Their description says they increase critical chance by 0/5/10% etc on ship created in the sector. This provide a problem in that ship that have been created before obtaining these evolution upgrade will not get the % and it force the player to revoke old ship just to build a new one with better critical chance stat on that sector. I hate that it encourages you to destroyer your old ship which you may have gotten it to rank crew 4 already in order for a new one rank 1 ship. I suggest the bonuses should also be given on previous build ship as long as you own the death world system.

  1. Urgency timer

A bit too late for me to say about urgency timer since you added the option to disable it, but i think urgency timer should have been tweak rather than entirely remove the option. It would have been better that instead of game over once it reaches full gauge that a special defending mission would occur at the end much like the exterminatus mission in BFG. That a huge enemy forces would attack on 1 random system to destroy it and if fail to defend, the system planet world bonus would simply be destroy. You would still be able to claim a destroy system for link of other system bonus but that destroy system don't have any bonus anymore to give to other sector/system and the urgency timer would reset on either fail or succeed on the special defending mission.

  1. Guard position

I know that this option doesn't have any functionality. That is why i wanted to suggest to give it a minor bonus whenever you put your fleet in guard position. I wanted to suggest that whenever you put your fleet in guard position that it would disable or consume its movement point but give some experience to ship crew rank like maybe increase a rank in 3-5 turn in guard position. The reason is I kinda have two different groups of fleet that gain experience differently. 1st is my main fleet that attack and do story mission and claim new system/sector and 2nd group to defend and station at previous sector. The 2nd group rarely have any battle to increase their rank while their is occasional invasion, they are too few for me to get them to level 4 and not all ship are able to participate in battle due to leadership limit therefore not gaining any experience. At most I was able to get some of my defending fleet at level rank 3. Having other way to level up ship rank would definitely help I think.

I think that is all the feedback I have currently. I still haven't finish my campaign so I may update this post with new ideas and hope dev at least read it. Also wanna give thanks for making this game, I have enjoy it for most part while I still miss some mechanic of the old game I still love playing the 2nd game. Cheers.