Posts made by Greg_G
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@romeo You have a point. Given how huge the modding scene is, this seems like a massive oversight from the developers. Give gamers the chance to mod, and fan made campaings set during the Horus Herey or even the Great Crusade seem likely, along with plenty of options to mod versions of the other campaigns that GW will release going forward, such as the Vigilus War of Beasts happening right now over on the tabletop side of the hobby (though that is mostly a planet side fight in the current lore). Why not give the fans the chance to do that, since it can only serve to extend the life of your game?

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The take and hold mission system isn't ideal. It isn't as though there is even debris fields, dormant orbital weapon platforms, or wrecked space stations to form some kind of indicator of what makes that area strategic - it is just a blank expanse of open space. It makes little sense in the campaign, and doesn't seem to work well in the multiplayer, encouraging spamming as many stealth frigates and light vessels as possible, and perversely disinsentivising actual ship to ship combat, which is surely the point of the game.

In all honestly, I was very glad of the auto resolve option in the campaign, sicne it let me dodge out of endlessly playing take and hold missions.

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The issue with 'currency' is a pressing one. Even when you start upgrading the systems you hold, you still don't recieve much in the way of a resource generation buff, and you are looking at investing 250 resources to get 60 per turn back, so it takes a while for an upgraded system to start paying for itself. That doesn't include the cost of system defences, and upgarding ship yards to gain more construction points and the capacity to build larger ships is extra, and then there is the cost of maintaining your fleet and purchasing new ships. Add in the timer effect of the urgency system, and the current level of resource generation feels woefully inadequate.

More generally on the timer, I undertand why the developers inculded it, to stop players turtling up, building up a huge fleet, and then steamrollering everything, and to add a sense of urgency to the conflict, but I still can't help but find it annoying, because it stops you from platying the way you want to and feels inappropriate for some factions.The Imperium being stretched fits the scenario of the 13th Black Crusade, but the implacable Necrons who have been in stasis for 60 million odd years? The Tyranids who operate on time scales of hundreds of millions of years and travel between galaxies over the course of millennia? Why would they have the same kind of timer mechanic?

I also second your point about the power of system defence platforms not being added to the strength of enemy fleets in system. It is misleading, and can cause you to commit forces to an assault while being unaware of the true strength of the forces present. It would be a simple matter to display system defence strength alongside fleet strength to avoid this issue.

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Agreed. You shouldn't be forced into ranked PvP just to unlock skirmish upgrades. That scene isn't for everyone.

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I think everyone can agree that the Tyranids are one of the factions that need work and rebalancing. Part of that can be done by fixing the boarding and other assault actions system and lowering scuttle damage/reworking how scuttling works, but even after that the faction itself probably needs a bit longer in the developer's geno-organs. I hope they have enough time left before release

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@demoulius Eat your opponent's troop strength to replenish your own forces? I like it - very approppriate for the Gereat Devourer.

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@formosa You are right that marvel's Collector (from the comics at least) is more comparable in power to a C'tan, but the Collector and Trazyn share a similer, lets just say somewhat kleptomanic quirk of personality.

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@ashardalon All true. This is the kind of thing the Beta was set up to determine in any case, so it is all helpful to the developers either way.

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For myself when using Tyranids, I like to start on run silent orders and then send out a harpy brood or two toward any opposing fleet blips to see what I am dealing with. Once I get some idea of the opposing fleet's disposition, I try to pick out isolated ships where possible to avoid massed turret fire from multiple ships, and then supress a target ship's turrets with a few broods of harpies before sending the brood carriers in, and then follow up with Feeder Tendril attacks and boarding actions to seal the deal, though that runs serious risks with scuttle damage.

Even though it is risky, boarding an opposing ship and eating its crew alive just feels like the most Tyranid way to go about things.

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@demoulius I have heard tell that Assault boat AI is not all that good (fighting ordinance ratehr than heading toward the target) and that Tyranid ether swimming brood carriers are among the slowest assault boats in the game, meaning it is quite possible for many ships that have access to orders like all ahead full to just outrun them and wait for the ship turrets to do the job. Has that been your experience?

As for low troop strength on recrewing, have you tried using abilities like the Imperial Navy's Call to Arms that lets you recover lost troop strength? That seems like it could quickly boost your troop value back up if used judiciously.

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@ashardalon So there is no Feeder Tendril bug at all? Good to know. At least it is one less thing for the developers to worry about when they get around to fixing the boarding and scuttling systems.

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@ashardalon So you can't find the FeederTendril bug? I wonder if it only happens in very specific circumstances?

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I agree that PvP shouldn't forced upon the gamer in order to level up their fleet abilities. The PvP scene just isn't for everyone, and people who want to play PvE in order to explore different fleets without having to grind PvP should be catered for.

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@mystic_taboo Poor old Admiral Spire gets lost in the Warp fro a couple of centuries, and just look what happens...

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@ashardalon You are right on that - in the recent retconn we learn that Abaddon's plan has been unfolding over millennia rather than decades, and as you say the earlier Black Crusades only appeared to fail, all actually being part of a cunning plan to render the galaxy vulnerable through destroying Pylons... that and GW got tired of people calling him 'Fail-baddon'.

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The Feeder Tendril issue does seem to be a bug (an amusing bug for Tyranid players, less so for everyone else) and should be reported often enough to get the devloper's attention so they can deal with it. It doesn't happen all the time though - I have used Feeder Tendrils myself and seen them work as they are supposed to, so the issue seems to be intermittant or might only effect some fleet matchups.

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@mystic_taboo 'GeeDubs' is a (not entirely) affectionate knickname for Games Workshop (often abbreviated to GW by wargamers, which is the source of the GeeDubs term), the tabletop wargaming company that owns the Warhammer 40,000 IP, created the original tabletop Battlefleet Gothic game this game is an adaptation of, and wrote the Gathering Storm narrative that included the Fall of Cadia and provided the plotline that was used for the prologue to this game.

As someone who follows GW's own publications I am in a better position to know what is going on, so I hope I can help. The 'Mechanicus chap' is Belisarius Cawl, a senior Archmagos of the Mechanicus who has been around for 10,000 years since the days of the Horus Heresy and is associated with Roboute Guilliman, the Primarch of the Ultramarines Space Marine chapter (Cawl created the Primaris Marines, thiough that is a spearate topic). Cawl has many areas of interest, but one is trying to understand the workings of ancient Necron technology, including the Pylons mentioned in the cutscene.

The 'scarecrow' is a Necron called Trazyn the Infinite. He is a collector of sorts, obsessed with collecting abnd catologuing artifacts and living 'specimens' - heroes and important personages from the various other species of the galaxy who he holds in status in his personal vaults at Solemnace (think Marvel's Collector, only with more advanced technology, a more sarcastic attitude, and being an uploaded alien personality in an android body).

While these two would normally be enemies (the Mechanicus considers Necrons tech-heresy abominations and the Necrons consider the Mechanicus vermin that seek to steal secrets not meant for them), here they share a common goal - neither wants the Eye of Terror to consume the galaxy. Cawl still doesn't understand the Pylon's true nature, but Trazyn was there when they were built and is able to use them to drive back the expanding Eye of Terror. Indeed, the whole reason behind Abaddon's actions over the last several decades before the events in the prologue was to destroy the Pylons in order to remove them as an obstacle to the spread of the Eye and the dominance of the Ruinous Powers.

I hope that helps.

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Tyranids and Necrons might get an advantage in this situation, since their troop replenishment skill reflects the use of spawning pools to literally breed more trops on the spot/teleport more warrirors direct from the Tomb World respectively. On that topic, I also think Tyranids should have an ability that allows them to spawn more ordinace to replace lost charges, since in the tabletop game Tyranids weren't subject to ordinace limits specifically because launch bay equipped ships could spawn more Tyranid ordinance mid-battle.

Perhaps a separate ability that shares a cool down with this one (so you can only ever employ one at a time) might allow them to recover boarding charges, for the same reason of being able to mass produce more bioconstructs on the fly. It would make the Tyranids much more effective when it comes to assault actions once the issues with boarding are fixed, but they were always the most dangerous boarding force in the tabletop game as well, and it fits their lore exactly - having your ship invaded by engineered killers that outnumber your forces many, many times over would be a dire propect for any warship.

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@ashardalon I hadn't considered using spore cloud for that. Interesting.

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@ashardalon I think the idea of going over max troop strength is that the value is troop strength, not crew strength - troops normally reflect ship board security forces, marine (not astartes, marine as in its original seaborne naval meaning), and other dedicated direct ship board combat personnel, whereas Call to Arms reflects pressing ordinary crew members into the same role, essentially shoving a shot gun/whatever weapon is nearest into the hands of a rating and pushing them in the general direction of the fight.

What if Call to Arms was a one use or charge type ability which increased troop value but had negative effects on other ship functions, since crew pressed into service as counter boarding personnel aren't available for their usual role and are likley to get themselves killed quickly, being neither trained nor equipped propeprly to act as counter boarding forces?