@kilroywh78 Good ol' wargame chat, It sure was fun. I could sometimes just sit there with people and shitpost for quite a while. Which is a good thing, it gives the feeling of always coming back to a lively place no matter what time, you'll see some people talking and you can easily just join conversation if you feel like it.
The game does some MASSIVE file shuffling when doing updates. You are going to need a few GBs on your disk for steam to be able to update it. Most of the time an update that takes up 50MB can take up to an hour to reshuffle all the files. It does depend on your drive though, SSD should do this fairly fast.
Navigator shields could also make the ship harder to hit if inside the asteroid field, 20% or so.
IIRC, this is how the fields worked in the first game but the tooltips make no reference that this property made it to BFGA2. And it would make sense being harder to hit inside the fields.
This is what really surprised me, I think the asteroid field also didn't require your ships to stop in order to get stealthed. They really should consider buffing the asteroid fields somehow.
The Kastelan robots upgrade is something that really annoys me, who would think this upgrade is going to be good with just +1 boarding action for battleships? I honestly would turn this upgrade into a whole-fleet boarding upgrade where lightning strikes are as good or almost as good as normal boarding attacks. This would fit in nicely with the general kiting strategy of admech fleets.
I'm not sure if you've noticed but necron fighter are in fact FIGHTER-BOMBERS. And they deal good DOT to ships. 10 fighter squadrons will bring down a battleship to half HP in one launch, over 60-90 seconds or whatever is the time that they go back. I've done this several times and unlike bombers, necron fighter-bombers can take out both fighters and ships. Instead of bothering "I wonder how much fighter escort is good enough" you just launch them all at once.
A 2x GC and 2x sekhem LC fleet can field 12 squadrons at once. Only the tau and perhaps tyranids can oppose against that, all the other factions usually don't field as many fighters. Scythes will overpower the enemy airfleet and proceed to decimate both the turrets of targeted ship and it's HP in a long but effective process.
The only problem for such a fleet are orks and tyranids, as they are very difficult to counter. But tbh I honestly consider these to always be a harsh matchup against slower fleets that won't benefit from close contact with them like necrons or admech. These fleets come with great numbers and especially great HP points spread among the fleet, they have great means to control large portion of the map while also dishing out respectable damage at long range (either tyranid ordnance spam or ork pew pew lasers) all the while being way deadlier at close range. Not to mention how foolproof the idea of playing these fleets is. But balance of these factions is a whole different story.
The necron are fairly easy to play, perhaps not as easy as some other factions but I would hardly say that they are weak or that some of their ships are useless.
I'm not sure if the update with bigger crit modifiers for large ships was reversed or not, but I do believe if we were to go for full multi-stage criticals then the crit modifier should be reverted to old value. This way crit chances would be again more in-line for all ships BUT getting critted wouldn't mean as much for large ships since they have a few backup generators.
But overall, I very much like this idea.
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.
In BFG1 there was an ability called "Overload generator" which increased crit chance 300% when in lock on. Admitted I'd be hesitant to increase critical chance further as in considering the change to how critical hits are calculated now in relation to armor values.
I also remember an upgrade for energy weapons that buffed their damage against shields, I would like to see this instead of the measly +10% for all weapons.
Tindalos has something against lances anyway. No upgrade, one of the stance don't benefit lance at all. Hell Pulsar don't take avantage of any stance. XD
It's a bit on the ridiculous side.
This exactly, some pulsar ships are just better off with brace for impact, cause what are you gonna do? Go reload and out of all things, only get your speed boost reload shortened?
I have some boost related ones:
-why do eldar ships that are in full stop when boosting do not switch to "cruise speed" after they have finished? it's such an annoyance, I've learned to pay attention to this most the of times but it still should be: full stop->boost->cruise speed, especially annoying for big ships like void stalker
-"boost to location" for boost gauge factions: nothing is as annoying as having one your ships ordered to boost away from combat while managing some important close combat stuff and after you've delivered your torpedo salvo or whatever you notice that the ship you've ordered to move away has actually reached it's waypoint and moved way past it wasting all of it's boost. Some could argue that this would ruin the skill part of managing your fleet's boost meters but my point is to have an another, perhaps yellow colored waypoint that means the ship will use booster until it reaches the waypoint. You still have be careful about not going overboard with it, but the ship will follow your plan instead of boosting away into space if you just let your eyes off it for a few seconds
In terms of mutiny: I kind of wish that mutineering ships would keep firing on targets (albeit with lower efficiency), using fighters protectively and fire their defence turrets. Not only that, since Tindalos wants to redo the boarding, why not make it that so mutinies get stopped with small losses when execute goes off but can also be stopped with large losses by boarding actions from other ships - if enough men board the ship, they menage to bring order onboard.
In terms of boarding, ships with full boarding parties could be "full to the brim" with troops, but if you decide to use boarding actions you are going to lose some of your troops. Making it possible to transfer troops from one ship to the other would also be nice.
Original Admech rules say:
- Mechanicus can use Emperor, Retribution and Oberon battleships;
- cruisers (no l.cruisers) can take a nova cannon instead prow torpedoes;
- Retribution can take a nova cannon instead prow torpedoes;
- batteries with a range 30 cm (9k in Battlefleet Gothic: Armada II), can be improved to plasma batteries with a range 45 cm (13,5k in Battlefleet Gothic: Armada II);
- Endurance and Endeavour l.cruisers can take a single dorsal lance with a range 30 cm (9k in Armada II) instead prow torpedoes;
- Skitarii may conduct hit and run raids normaly (lightning strike in Battlefleet Gothic: Armada II);
- Mechanicus have access to Short Burn Torpedoes, Guided Torpedoes, Seeking Torpedoes, Melta Torpedoes and Vortex Torpedoes.
Mechanicus vessels have not only additional turret but also advanced repair critical damage and opportunity to get one of the six "Gifts of the Omnissiah" for each capital ship in your fleet which include:
- Emergency Energy Reserves;
- Advanced Engines;
- Advanced Shields;
- Fleet Defense Turrets;
- Gyro-Stabilized Targeting Matrix;
- Augmented Weapon Relays.
And "Quest for Knowledge" gives even more opportunities for customization you ships.
Do you understand why Mechnicus is so ... strange faction in Armada II? This is because Adeptus Mechanicus was transferred from the board game very carelessly.
Yes, Admech have their ships ... most of them (looking at the battleships)... but there are almost no features that make them interesting. + 1 lance turret, +2 defence turret, Nova cannon everywhere and crews/boarding penalty? Just look at the list above. What of this we have in the game?
This whole post is what I really wish we had. There's been many people complaining about "muh customization", well, if the game worked closer to what board game had and TAKT described this would not only sate these type of people but also would allow for more ways to build your fleet, helping factions like mechanicus that are based on pretty much one gimmick which are nova cannons.
And by the way, I can build a nova cannon fleet as IN just as well as I can with admech, but with added bonus of better boarding.
Currently, the way to play admech for me is nova + engine crit focus OR hoping that stasis bomb will catch my opponent. Some "boost" factions like orks,'crons and eldar are also prone to focused nova fire after boosting, but that's about it.