Same here. In addition, these abilities and upgrades get reset even when changing subfaction (when maybe one just wants to change the colors of their ships).
Also, it would be really nice to get a warning when no abilities/upgrades have been selected, or there are unused slots for those.
Certainly having only Capture&Hold makes the game repetitive, but only having Cruiser Clash would have the same result, even if we're getting awesome battles meanwhile. As @Demoulius said, having a nice rotation with a variety of game modes would keep things spicy and give a chance to every faction (i.e. a faction that's too slow to be super effective in one mode can shine in another). It even allows for things like King of the Hill, with a single large cap area in the center of the map, for example. Or the "Blockade" mode (or whatever the name was) where the attacker had to get to the other side of the map.
Oh, and I'd love to see:
- Random space hazards in MP. They're in the game, why not use them outside of SP?
- Dedicated servers, if possible. It would massively help the MP longevity of the game. DoW2 still has players in MP (outside of Last Stand) for this reason...
I'd be happy with some nerf to Star Pulse damage and its upgrade (maybe reduce damage in both by 25-35%) to reduce the spam (having flashbacks of BFGA1 Eldar lances...) as long as other areas are buffed.
Necron ships get critted very easily due to no shields, so like @Nemesor-Xanxas said Pyramidal Reconstruction is pretty much a must. Can we get some increased resistance to them, or them being self-repaired faster than they currently are?
More about durability, passive HP regen feels too low. I think its base value is 1 HP/sec; can we get it to around 3-4 HP/sec, so that at least Time-To-Kill increases? A bit more maximum HP would help too.
Given that Inertialess Drives are their only real way of repositioning, can we get a reduced cooldown? Someone in the Steam forums also suggested tying the cooldown to distance travelled, in the same way other factions have a Combustion Gauge. I'm not sure if right now we can choose the orientation of the ship when it reappears (like in BFGA1's Jump), but if we don't I hope we could because it can help with the reorientation (due to having no High Energy Turns).
With these changes, maybe Necron ships become more worth their huge point cost. We'll see though; it might still be needed to reduce it. Also, can we get more ship variety? Doesn't have to be much; some more variants with different armaments would be enough to provide ar least 4-6 more line ships, especially on the heavier departments.
They should probably decrease the rate of fire gained per second and/or the maximum possible total increase. I run 2 BB's (the torpedo ones) and 4 LC's (I don't remember which, but they're all identical), with Kin Crewed Batteries and the extended weapons range one, plus stasis bomb and troop killing bomb. It works pretty well, although it isn't invincible (not something I'm looking for anyway). As @Hellhound said, I believe DE should focus more on burst damage than in DPS. I do however like their stealth; all Eldar have it I think? Perhaps they should be a bit squishier to further punish mistakes, and put more focus on inflicting morale penalties as @Hellhound said.
I hope they can find a sweet balance spot for this and all other factions, because these OP-UP situations can wreck a community. I only recently started playing DE and it feels very bad to have so many players either inmediatly quitting when they see they'll play against DE, or some even throwing personal insults at me for using "an OP faction", or both. C'mon, I just want to play the factions I like, not ruin anyone's day. An unhealthy community is a short lived one.
Agreed on all points. I will only add that adding more ships to the roster shoulnd't require much brainstorming, as other factions that used to have customizable ships (Dark Eldar, Tyranids, Orks) now have one ship for each possible combination. I believe the same treatment would work very well on Necrons too: just add variants of already existing ships with different armaments. Hopefully with more weapons to choose from, too.
Also, if the Inertialess Drive is going to remain as the only movement option, then its cooldown should be reduced, and it would be great to be able to choose the orientation of the ship as it reappears, like we were able to in the teleport ability of BFGA1. Would essentially combine Ahead Full and High-Energy Turn into a single ability.
Same here! I really enjoyed playing the first beta and now I've got this unscatchable itch for a nice space tactics game. I don't want to let the balance/tech issues become more than just minor "meh" 's to me; this is a 40k space battles game, and I need it now!
Gotta totally agree with @Ashardalon here. 40k is not just the Imperium, despite what many people (not necessarily here) seem to think. They're not even the protagonists; there are no protagonists in 40k. They tend to be referenced the most because they are the humans and we tend to pay attention to those first, but that doesn't mean there is not a LOT of depth in ALL other factions. I am of the firm opinion that 40k is made what it is by the sum of its many factions and subfactions, and removing and ignoring or trivializing just a single one of them would be in detriment of the beautiful complexity of this whole fictional universe.
About the campaigns, I'm glad they went with something different. We finally have a campaign that integrates the Imperium factions as the single entity with a single goal (the Imperium and its survival), which is greatly in accord with the lore. And then we have campaigns for Xenos factions that usually don't get them: the Necrons and the Tyranids. It is just not possible to have narrative campaigns for all 40k factions from release, so they had to make a choice. No matter who they chose, someone would be bummed their favorite factions did not get one, but that was bound to happen; they should be glad fans of other factions that don't usually get campaigns got them this time. I'm all for additional campaigns to be added in the future though: the basis for that is there now, it just needs funds and time.
+1. An alternative could be to allow players to gain XP no matter if they're playing SP or MP. So that whether you play exclusively SP, or exclusively MP, or a mixture of both, every time you play a certain faction you'll earn XP and unlock stuff just the same.
+1 from me too. While they might have benefitted a bit from the most recent balancing pass, they still feel... somehow artificially capped, if that makes sense. Sure, they can't be hyper-destroyers like in the lore for balance reasons, but right now they could use some more help. My most wanted buffs would be:
Inertialess Drive cooldown. It's super long even with Reload stance, to the point I wonder if it's bugged and it just doesn't get reduced by the stance as it should. Taking away 5-10 seconds from it would make a great difference, other fleets have mobility abilities more readily available.
Weapons cooldown. Damage per shot is nice, but those guns could shoot a teeeeny bit faster. I'm always in Reload stance for this and the ID issue, and they still feel sluggish.
Crit self-repair. Pyramidal Reconstruction really feels like a must-pick, and that goes against the tactical variety that abilities are designed to give. I'd love Necron ships to self-repair crits of all kinds slowly over time, even those that would be permanent for other factions.
Ships costs. It's hard to even be able to field just 4 ships sometimes. A teeny reduction would be welcome. Or, apply the previous buffs to make the ships more worth their current cost, and don't change said cost.
Also, please please please consider adding more ships to the roster. Other factions have several variants of the same ship with different armaments. It feels sad to see the Necrons roster and have about half of the variety of any other faction, or even less, for no apparent reason (if other factions get variants, why not the Necrons?).
I am also very sad about the current state of Necrons. Having one single OP tactic while all others are very subpar calls for an urgent rebalance, because c'mon, Necrons are the most advanced and probably the most powerful faction in 40k. I wouldn't want them to be completely OP either because then there's no game, but I believe there must be a sweet spot and I want to help find it.
In my opinion, it should be possible to strengthen them by improving the areas where they lack right now, with straigth numerical buffs over completely new additions. I have been playing around with a fleet loadout designed around plugging the holes they have and making use of some of their unique abilities (while avoiding just resorting on the Star Pulse Generator), and I must say I'm having some actual success. Here it is: I will use it as reference to the buffs I propose.
The main holes I had to plug were the easiness with which Necrons can get critted and losing troops due to lack of shields. I maximize the amount of largest ships to have loads of HP, and I use their special terror tactics to gain an edge. I don't focus my tactics on using the Star Pulse Generator as a weapon, although I will if given the chance. However, I have to completely ignore the offensive capabilities of Doom Scythes and the passive HP regen because right now they do absolutely nothing (ok, they do something, but it's negligible compared to other factions), and use a single Stance for line ships so they can use their mobility a tad more often. Given that I get some measure of effectiveness by using these tactics, it appears plugging those holes does help indeed, so I believe Necrons should be buffed in the following way:
- Increase passive HP regen. Right now it's just too negligible. It doesn't have to be enormous, but it should increase the Time-To-Kill of their ships. I think it's 1 HP/sec right now; could it be let's say 3-4 HP/sec?
- Slightly increased HP across all ships could also help make them feel tankier.
- Reduce the cooldown of the Inertialess Drive. Even with the Reload stance, it's too large and removes a lot of necessary mobility. Someone in the Steam forums had suggested to, additionally to this, tie the cooldown to distance travelled (a bit like the Combustion Gauge in other factions).
- Increase or add resistance to critical hits, or allow them to self-repair after some time, since they have no shields. I'm not sure how the mechanics work here, but I think it would be nice for Necron ships to be harder to crit, or that they naturally get rid of any crit after some time (so enemies have to focus fire, which is exactly what they should be doing).
- Increase damage of Doom Sctyhes. Right now they seem to only be able to act as spotters, and they're the only craft Necrons have...
- Reduce (yes, nerf) the damage of Star Pulse Generator and the additional one provided by the special upgrade. It doesn't have to be 50% of their current damage, but for example dealing only 65-75% would still allow for using them as weapons, without risking having another BFGA1 Eldar lance problem.
I second this. I think it's nice to level up to unlock both abilities and portraits, but tying them to a single game mode is not a good design in my opinion. Not everyone wants to play that game mode, epecially when it's competitive MP we're talking about.
I vote for gaining XP in any game mode equally. So, if I play faction A, I will get XP with faction A no matter if I play SP or MP with them, Ranked or not. The first example I can think of is the sci-fi racing game GRIP: Combat Racing, in which you level up as a player by playing all game modes (Campaign, vs AI, vs other players) and said levelling up unlocks more vehicles and customization options. No game mode provides more XP than others: only your performance is important, so if you don't want to play MP or you don't want to play SP you can still get all the content, and if you play all modes (like I do) you'll also get all the content.
@imptastic Sorry to jump into the conversation, but anyone who buys the game (or any game) expecting certain content for certain faction and then gets upset that it isn't there and refunding is hardly the devs fault. One must do some research before buying a product.
About your Eldar example: I'm a huge Necrons fan, but I still bough Dawn of War 2 when it first came out and thoroughly enjoyed it. Then I bough Chaos Rising. And then I bough Retribution. And many months after that, the Necron Overlord DLC for Last Stand came out. I was thrilled and got it inmediatly, but never was I upset over the lack of playable Necrons; I was just enjoying the game as it is and hoping for it to get more content, and eventually it did. Same story with the T'au. Heck, I'm a Dark Eldar fan too and they got nothing, yet I love the game. Does that make me a hypocrite?
Coming back to BFGA2, I love the fact we have another and bigger 40k space battles game. I have enough with all factions being in and playable in all game modes, and that we have narrative campaigns for more than just the Imperium or just the Imperial Navy. It's a great start and allows to add more campaigns in the future, which I hope they do.
I would recommend to change the point system to the one of DoW1/2 and Company of Heroes 1/2: The points only tick if one side controls the majority of points.
Also, go down the way Star Wars: Empire at War went with their space skirmish maps, set up asteroid mining stations...not to mine credits as they did in SWEaT, but to add some more meaning to the point placement. You could also use derelict ships, space stations and space hulks. They would also provide cover for damaged ships and add some more tactical depth to the maps besides asteroid fields and nebulas.
I like your ideas. In addition, I don't think outright removing this game mode would do any good because it reduces the variety, but it needs tweaking. Just removing it would seem like a lazy and unimaginative solution to me.
I have been wondering whether the Reload stance might be bugged for the Necrons. According to the tooltip, its effects include a significant reduction in the cooldown of both Intertialess Drive and weapons... but even when using this stance, they both still feel tremendously sluggish when compared to other factions.
I use this stance by default (I set it before pressing Ready at the start of a match), and I rarely change it during the match because I feel it's a must. It's not that other stances might not be interesting to use, but it really does feel like the cooldowns of those 2 things are so gigantic that not using Reload is like imposing a huge handicap on myself (on top of other difficulties the faction already has right now).
But, even when the Reload stance is active, they still feel way too sluggish. So I see it as 2 possible situations: either it is bugged, or working as intended. Neither paint a favorable situation for the Necrons.
If it's bugged then it can be fixed, but will still feel like a must-pick, which removes the tactical options that stances are supposed to give (if you absolutely need one particular stance to be able to compete, then there's no choice).
If it is working as intended, then those cooldowns are naturally even longer than I've experienced, which also removes the choice of stance (these cooldowns are barely viable with the current Reload, having them being even higher under other stances gives no reason to use those stances at all).
Whatever the case, those two cooldowns feel too large and in my opinion they're some of the most important handicaps of the Necron faction right now, and one of the reasons they're so low in the tier list. Having an inbuilt teleport in all ships is nice, but that being the only propulsion ability (that also, despite the tooltip, does not allow you to choose the orientation of the ship when it reappears; is that a bug too?) and with such a long cooldown in ships that are naturally so slow to move and turn does not feel enough at all. Having all weapons with 100% accuracy, fairly good volley damage and 270º is nice too, but not when they shoot once every solar eclipse. I believe both cooldowns should be reduced; not necesarily by much (we don't want them to go from UP to OP), but maybe a 10-20% reduction in all these cooldowns would make a long way to help the faction without breaking it in the other direction.
Finally I have my laptop back from the dead. Nice idea of a topic @Nemesor-Xanxas , it's already filled with great advice! I had no idea how to use the Transdimensional Bolt, thank you @Aram_theHead !
I have just seen the new patch notes. Inertialess Drive cooldown is going to be reduced from 90 s to 75 s, which albeit a small reduction, it is a step in the right direction. Cairns will surely benefit from the scalable crit resistance (will become 0.2 chance of crit, not bad), and Gauss will have their crit chance doubled along most lances. Let's see how this all performs, but it looks like small steps in the right direction IMO.
To add to the pool of advice on how to play the faction and tactics, I tipically have good results with 2 Cairns and 1 LC. Now, I know not using any escorts is a huge risk when capture points are involved and sometimes I've lost matches due to this; replacing the LC by a few escorts would probably work better and I'm going to test that now. However, 1 Cairn does have some firepower and tankiness... and 2 of them becomes something not to be underestimated. I usually send them together, on the dispersed arcs stance (or Reload on the admiral one if I'm using the Nightmare Shroud), while the LC goes alone in Silent Running to capture other points; it will join the fight after contact has been made. I always bring Pyramidal Reconstruction (I also agree it should be in-built into admiral ships), and the other ability is usually Transdimensional Bolt or Stasis Bomb (I'm not max rank yet). For upgrades, the extra deck one is always useful; the other is usually the gas cloud regeneration, Nightmare Shroud or Shards of Nyadra'zatha.
Needless to say, good use of ID is essential. I tipically use it to rotate my ships when one is taking too much damage and to keep them right behind enemy's engines, in their blind spots. The nice things about Cairns are that they have their morale ability (which is pretty versatile) and so much armor they can survive ramming pretty well; ID'ing in front of an Aeldari ship (especially when they're boosting) is fun.
Unable to return to the ship, meaning they can only ever have three uses.
That's incorrect, they do that perfectly fine.
Are you sure? Everytime I've used them and they survive to come back to the mothership, they do not give back an attack craft charge. Other factions do.
For example: at the start of a battle, my ship has 3 charges for Scythes. I use one to send a squadron to scout ahead, so now I have 2 charges left. They survive the run, and after some time they return. When they finally get inside the ship, I still have 2 charges left. I seriously wonder if this is a bug...
- Really think that Necrons should have very slow troop regeneration to make up more for their super hard counter issue against boarding and emphasize durability
It seems we're getting exactly that! According to the beta patchnotes for the next update:
- Necrons will be back as they now have the joy to regenerate 1 crew point every 60 seconds. Also their squadron benefit an extra doom scythe!
While it is a slow regeneration, it's still there and I think this is another step in the right direction. Necrons will also be able to use the new Transfer Crew skill to reinforce ships that are losing too much crew, and with the passive crew resurrection, the donating ship won't remain undercrewed for too long either. If they also get the new Call To Arms, resistance against boarding might improve too. Plus, the new boarding mechanics seem pretty neat. I just wonder if that passive resurrection can un-hulk a ship by itself... would be awesome.
Glad to see that extra Doom Scythe too. It's just 1, so a small buff, but it will improve the performance of those squadrons.