400 pts is actually the one moment that equation becomes wierd. Necrons have no combination of two that can fit a reaper and a second ship, not even an escort. But then again, you cant even build reapers with only 400 pts, so that point is moot.
Lemme be clear, I too want a swap in and out feature. But lets switch up your example real quick. Say 500 pts. Thats still more than 290+350. You can, however, still get your reaper flagship. You have to buy a cheaper ship, promote that to flagship, sell the old harvester, buy the reaper, and then sell the cheap ship you just bought in order to get the reaper at all. It's bullshit. But it is feasible.
- Fleet managment in single player: Inability to exchange ships between fleets and swap the current flagship for a new one (because buying a new flagship can often exceed the point cap of the entire fleet). Inability to completely disband fleets.
You can absolutely swap out your flagship. Click the fleet, click the ship you want to be flagship in the left side fleet panel, click promote to flagship, right above disband the ship. The annoying part comes in counting the points to build the fleet.
Say your fleet is two Khopesh's. And you want a sythe harvester and a shroud. You gotta disband one Khopesh, hire the shroud, make the shroud the flagship, then disband the other khopesh, and finally hire the harvester. Then make the harvester the flagship if you so choose. And this is just for necrons, who have less options than the rest. Could absolutely be streamlined though.
@Hellhound you said something about faster egen when not moving. Where is this stated? Also, the lightning arc pull ability?
Necrons are capable of reparing heavy crits and are the only faction capable of doing so, Prymordial Reconstruction (sorry if spelling is wrong).
Final question, you also said something of upgrading the lightning arc to drop armor and then go in close range to 4500. Where is this described or detailed that it is required? I thought the lightning arc and gauss weapons are the same damage at any distance as long as they are in distance.
A lot of the stuff I said only applies in Campaign. In Campaign, there's a tech that lets you regen quicker when not moving at all. Its merely 1 point more, but it stacks with everything else. The gas nebula regen does exist in MP though.
Notice I put you don't regen heavy crits naturally. That ability is not guaranteed in Campaign, and taking it in MP is only truly necessary against two factions. Albeit they are powerful ones. Don't lean on regen heavy crits like its a guarantee. At least not yet.
The lightning arc pull and armor pen is likewise, just a campaign buff in their weapon tree.
If what I put down doesn't have function in MP, assume its a battle tip and trick for SP. I only seperated out campaign map stuff.
Some good overall advice and one really good trick.
- Stasis Bomb and The lightning Connection ability.
Both last 20 seconds, and the lightning connection ability does 60 unmitigated damage a second. That's enough to kill a light cruiser in one go....if it all connects. Now the ship link ability hardly ever lands for long. Even the AI knows to stay away, and a player sure as hell isn't staying in it. Enter the Stasis Bomb.
Tag an area with a stasis bomb, and just as it starts to pop jump a ship to the other side of theirs. You'll get stuck in it with the enemy, unable to move. Now jump your leader ship with the lightning connect into the stasis field opposite to the first ship to jump in. All three ships are stuck unable to move for the better part of 20 seconds now, with the enemy stuck in between your two ships. Turn on the lightning connection. Also feel free to starpulse for giggles. Anything stuck in between your two ships may as well never have been fielded.
If you really, really want to be an asshole, make sure the ship you connect to is another leader who has scarab swarms. Between the scarabs, the lightning connect, the starpulse, and the incoming post stasis cannon fire, you 100-0 enemy Battleships. And you can do this three times a fight. This one actually works in MP too, albiet without the scarabs. Caught more than one uncautious IN player with it.
- Tips and Tricks
Rapid fire list of things to remember:
Doomscythes are mediocre fighters, and mediocre bombers, but they are both. Tell them to circle around your ships and use your defensive turrets to back them up, or send them after escorts and damaged ships. While one stack won't do much, 4 of them around one ship can actually remove that ship on their own. 3-4 on one escort will actually kill an escort without needing backup, and defend themselves doing it. Finally, they also act as probes. Send them to an area and you can actually see their detection radius. All line ships have them, so basically all line ships have a built in canoptek probe.
Starpulse is better for defense than offense. It'll knock out fighters, torpedoes, bombers, assault boats, anything small. Double tap alt so that you can see when fighters are in range. Stagger it out so that between your ships you always have at least one Starpulse available to wreck their fighters.
You can fix light crits naturally, not heavy crits. The AI tend to focus on one ship at a time, as do players. If your ship starts getting damaged systems, warp out into a gas cloud and cut engines. This will also massively increase your regen if you have the nebula regen ability, and the not-moving regen upgrade. Turn on hull cauterization to regen back up in mere seconds while recouping light critical damage. Come out of the gas cloud as if they'd not hit you at all.
The dispersed lightning arc has great utility. You need hit only three ships with it for it to be more effective than reload stance. But your ships default to 13500 range, not the 9000 needed to make use of it. Always set your engagement distance. When your lightning arcs are upgraded to drop armor by 25, set your engagement range to the required 4500. Also, the pull ability for lightning arcs can keep opposing ships in range for the armor pen effect. Combine all three of the above for comical effectiveness against fleets that are desperate to fight at a distance or hide, like any of the three Eldar.
Should go without saying but only warp offensively if you have a plan. Like the lightning combo in point one. It, like most Necron abilities, is better used defensively.
Never underestimated Transdimensional Bolt. It has unlimited uses, it has an extremely fast Cooldown, you can aim it to hit the enemies whole fleet if lined up properly, and it does as much damage as a starpulse wave while ignoring armor and shields. It's a god send early game, able to wipe out the escorts and LC you fight against. It's also the best 2v2 ability. IT CAN HURT YOU AND YOUR ALLY, aim carefully.
Scarab Swarm nets you the largest overall benefit to any of the Necron abilities, with the catch being that it's pretty easy to see coming. The game hands you Mass Recall+Scarab Swarm at the beginning though, so that ones easy. You really want to put out hurt though, warp into the center of an enemy fleet, mass recall, and then scarab swarm. Combine with all on dispersed lightning arc and the lightning arc upgrades. Kill everything they fielded that isn't bigger than a C while regenerating your own fleet.
Don't forget that Necrons do not suck at boarding. Even before upgrading it they have good troop efficiency. They have two leader upgrades that make it stronger and cause fires, and four upgrades to make it stronger in your tech. Their boarding abilities can hit a ship from across the map, light that ship on fire, and kill their engines all in one go. Use it.
Warp always points your ship in the direction needed to get to that point. Most of the time, this is annoying as sin. Necrons don't rotate quick enough so always take facing into account. That being said, you can use it to straight up run down a smaller ship without any chance of a reaction.
Avoid asteroid fields like the plague unless you have a leader cutting out their damage. Yea you'll regen through the damage just fine. Every second spent in there is another hull point you'll never regen again. Stay away.
- Campaign Advice
Most importantly, time is on your side. Even with the urgency gauge on. Always ALWAYS take control of as much of each sector and maximize evolution of each point of interest before you press ahead to the next main objective. Each objective resets the urgency gauge. So take your time, stock up on resources, top off your fleets, and max out your planets. You've got all the time in the world.
Enemy assaults take time to reach you. A lot of time if you have mines. Even so, leave your last Fleet slot open. Sometimes its quicker to build a fleet and have it react for you.
If the fleet is invading you from out of sector, you don't need to win. They just need to lose on points to lose everything. The first time a 2500 point Ork fleet show up in Seculus you'll be thankful for this.
Defense structures have fighters. Use them.
READ YOUR PLANETS! Some of them require you to station a guard at them or suffer horrific consequences. The Sons of Malice will wake you up to this real quick.
If you cant crack an enemies defense, defense is better than offense. It's very easy to simply wait for the enemy to cut themselves off at the knees by suiciding half their fleet into your focused fleet. Or wait for the AI to kill each other. Then counter attack. You can move through systems without stopping at the first uncontrolled one.
Keep an active eye on your ships state before sending them to a fight. Just because it has near full hull, if it has no guns, no engines, and no deck, the damn thing is still just dead weight. Dead weight you can't recall either. Same goes for troops, especially when dealing with tyranids. Dont pick fights with the nids if you only have 11 dudes left across six ships. You will get hulked.
Simple one, but make sure the ship you want to bring to bear from each fleet is the flagship of that fleet. Most of the time this just means switching your commander to the biggest ship. If that ship is a smoldering wreck though, switch him to something still mostly intact.
You can't tech everything. Have a plan.
Ship veterancy matters a lot. Possibly consider keeping some of the LC's around even after you could cycle them out.
Shrouds. Never leave home without a god damn shroud. Between it's stealth and identification range, it will quickly pay for itself before firing a single shot.
Battleplans are necessary to be rid of the annoying Eldar. Hang onto them, build mines instead of using the delay. At least until your Battleplan planets are all up and running.
Lastly get comfortable with disengage. If you've got ready and able healthy ships waiting in the wings, and one ship that suffered 27 crits and has nothing but engines, disengage that guy. Bring up the ready crew. If you know you'll lose the fight, leave. Preserve your ships.
Lances could certainly use a damage bump for the massive hit they took to their ability to rend through armor.
I'd be even more on board with a bigger damage bump for lances if their god damn crit rate took a hit. I've about had it with having near full hull ships with no deck, no engines, half their weapons, etc. The ship is fine. Shit just keeps breaking to crit. Lower crit, buff damage rates.
Also everyone wants better lances, but personally I want better missiles. They're on practically every chaos ship, yet really aren't very effective. They should get a much better accuracy at longer ranges, right now they have the same accuracy as macros. Which makes no sense to me. Just take anything past medium range up to 60% as the lowest missile accuracy goes.
One more thing in response to the chart vs favorite faction thing mentioned above. That isn't entirely true. Drukhari are by no means that popular because people like the faction. They sit that high because they've yet to come down from their perch they've been on since the betas. Still evaporating ships with hardly a fight back.
You also can see the LDS value before a fight begins. Right smack dab in the middle of the screen. That's the total points limit you can field at one time.
Do note that it will usually be higher than you can load one fleet up with. So if all you have is one fleet there, you'll pretty much get all your ships.
Now if you bring a second fleet, that's when things get wierd. It will try to field as close to max LDS as possible, but it will do so while prioritizing flagships. To make sure your best are brought forward, make sure you use the promote to flagship features of your fleet. Failing to do so can mean the game forwarding an almost dead ship to a fight you wanted his healthy ship in fleet for. Had one Khopesh show up with broken engines and 100 hull points once when I wanted the scythe harvester. And I had the LDS to do so...he didn't make it.
As far campaign goes, Nids being outnumbered in certain sectors has much less to do with their fleet costs and much more to do with their "Threat Level". There are a couple of sectors they run rampant through though, and they're a bitch to get rid of once they're in. The troop damage they do means you cant just chain one invasion into the next. There's quite a bit of downtime regenerating troops so as to not risk getting hulked constantly. Especially as Necrons.
If the complaint is the player being outnumbered that's on the player.
To answer the OP, balance changes will affect the Campaign I'm sure. There's no reason to ever believe they wouldn't.
So playing through Necron campaign and something hit me.
In campaign you are forced to play around with the LC and C class ships in conjunction with your escorts far more than you'd see in a typical skirmish battle. And even as the LDS starts to get half way there, in the 700s and so, you'll still see escorts and LC/C in pretty good number. Hell you'll still be using them yourself.
In these particular fights, Necrons fucking rule. Scarab Swarms, static bombs combo'd to the lightning connection ability. The ball lightning ability. Star bomb. They get a ton of ways to deal with hordes of ships, outnumbering the Necrons by a fair margin is actually quite detrimental. And last but not least, the dispersed lightning arc stance. Have three harvesters in detection range of 6 enemy LCs and watch them cut an enemy fleet in literal half.
But Necron damage output against a single target is the problem. It's as if they were given a million tools to answer hordes and too few to deal with Battleships. Funny considering no Battleship has ever survived the main gun of a Cairn...but you know balance and all that...
I brought up the dispersed lightning arc stance in particular because it's a fun, thematic, and very effective stance. They could replace reload with a stance causing the opposite effect of dispersed lightning arc to try and overcome Necron problems with single targets. Instead of reload, they could have:
Focused Lightning Arc:
- Weapons range -3000
- Weapons and Maneuver skill reload speed +25%
- Standard Weapons reload speed +40%
- Weapons Damage +33%, increased to +50% below 3000 range
In some ways it's identical to the current reload effect. The difference being instead of getting combustion gauge reload speed, they lose weapons range and get added damage. The idea being that when dealing with smaller numbers of really big ships, the Necrons want to get right next to them to maximize their damage. It's only a slight buff really considering how armor works, but it would help a bit.