Posts made by Necroledo
posted in Battlefleet Gothic: Armada read more

This is great news 😃 And the extra content for Necrons is highly welcome! Thanks for listening devs 🙂

posted in BFG - Faction Discussion read more

@paravox said in Necron Meta Thread:

  • 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.

posted in BFG - General Discussion read more

@liberalperturabo said in Necron flyers:

@romeo
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...

posted in BFG - General Discussion read more

Same here! I have not had as much time as I'd wanted to play this awesome game and in particular the campaign (and of course I went for the Necron one first), but so far I'm loving the characters and the story. Kephrek is presence made manifest, and Amarkun feels like a real, loyal Nemesor. Can't wait to see where the story goes and more awesome characters and cinematics!

posted in BFG - General Discussion read more

@jellyfoosh Thank you for the pack! I would like to ask though, what happened to the missing subfaction logos (Tyranids are completely absent :<)? You said you could only put in the pack the ones you had access to; what do you mean? Maybe I'm just not getting it, but don't you have access to all of them in order for them to be in the game?

posted in BFG - Faction Discussion read more

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.

posted in Battlefleet Gothic: Armada read more

@netheos Awesome news and patch notes! I wish there were some balancing notes for Necrons; that said, just a couple days ago I got dev confirmation that their Reload stance was bugged, and was going to be fixed for the next build (which I'm guessing it's the Launch one). That will count as good news for me in regards of our favorite robot skeletons, for now (still hoping for more tweaks on them). Let's see how they feel with that fixed, and of course all the awesome new features and fixes! Congrats for the release guys, you rock! 😃

And a new campaign and new ships in the works you say?! Aw yessssss

posted in BFG - General Discussion read more

@romeo said in Necron feedback and why they are trash fleet.:

@lordprinceps

There's also the annoying issue that the Necrons cannot replenish their squads like literally every other faction can. If your fighters or bombers survive their run, they return and you don't lose a charge. But even if your Scythes live without a scratch on them, they disappear. A good carrier fleet can keep their squads going for a long time, but the Necron don't even have a chance to. Giving them infinite charges could be interesting, given how weak their squads are, and how slow their ships are (You don't have to worry about a Necron fleet kiting you, to say the least).

I am tempted to believe that must be a bug, like the Reload stance (on Necrons as well). Could you please make a topic about it, as a possible bug? It makes no sense for Necron squadrons to dissappear after returning, while every other faction gets them back. I've never noticed this happening but if it's true it makes no sense.

posted in BFG - General Discussion read more

Very good points raised. I agree with both sides of this discussion really: I don't see anything bad about Capture&Hold itself, but there are some things that should be looked at in my opinion:

  • If the match is even in terms of points scored, and one player decides to split their fleet and use their escorts to capture points and gain an edge that way, that's a valid tactic. Having a single escort left, losing badly by points, and still trying to capture a point or 2 in a futile attemp to revert the situation ends up with the other player very bored of chasing it all over the map until they win anyway by points, since they were ahead in points already, and understandably makes people despise this mode. I'm not sure how could this be avoided, but @Valrak had raised good points against this in his video.

  • Having Capture&Hold as the only game mode in MP, and most of the campaign missions, ends up feeling repetitive despite having lots of factions and ships and loadouts to try. Personally I feel Cruiser Clash should also be present at least: just make game mode randomly selected in MP and campaigns. Oh, and when player-run lobbies are in, allow the host to choose the game mode like in DoW2.

  • With the previous point in mind (random game modes), having more game modes would be very welcome too. Breaking a blockade of defense stations or a "King of the Hill" (a single, large area in the middle of the map, earn points only by keeping ships inside it (not capturing it)) would be awesome in my opinion. Random space hazards would also spice things up in any game mode.

I really don't think Capture&Hold needs to go. Removing it would only reduce the content of the game and increase the chances of corner-hugging and chasing escorts all over the map, like in BFGA1. It just needs some tweaking, and to be accompanied by more game modes.

Something that I like from Capture&Hold is that it introduces more tactical depth into the game than a "simple" Cruiser Clash, by adding more things to take into account. I've seen some people in the Steam forums claim "40k is about battles, anything that keeps me from just straight up fighting is bad", and I'd say that's very wrong. Rarely a tabletop 40k match is reduced to a mindless clash: there are usually capture points to claim, or objectives to achieve (assassinate this unit, extract this unit, keep this area for X turns, etc). The lore is also very explicit in this: while the general objective of a war might be to eliminate a foe in that region, in the "day to day" of said war there are endless objectives to achieve: keep and hold a beach-head, provide orbital support in specific areas, assassinate key officers, destroy specific devices, and a long etcetera. All factions do this, even Orks and Tyranids, in their own way. Wars can be won while inflicting less casualties and/or taking many, if important objectives are met: the lore is full of examples of vital last stands, cunning infiltrations and more by virtually all factions of 40k, and we all know them.

In BFGA2, Capture&Hold is just an abstraction to introduce this important aspect of 40k... but as I said before, in my opinion having more game modes would introduce more of these aspects of war. Without removing the awesome 40k battles we all love.

posted in BFG - General Discussion read more

+1 for all points. The way the minimap is interacting right now is quite counter-intuitive; I'm inclined to believe it's bugged somehow. In all RTS games, clicking the minimap does not count as clicking on empty terrain, and this is what allows you to use it effectively to issue long movement commands.

Being able to issue 1 single movement command in the deployment phase, like in BFGA1, would be great too. I wonder why was it removed, or is it a bug?

posted in BFG - General Discussion read more

@jellyfoosh Thank you! It is good to know that it will be fixed. Glad to help!

Since we're talking bugged tooltips, there are 2 more I can recall right now:

  • I've seen some weapons icons (at least for the Necrons) that seem to be bugged as well when in a match (not in the Fleet Creator): the icon is white instead of showing the symbol of the weapon, and its name is something similar to "ITEM_NOT_FOUND".

  • Also, last time I tried the Lictor upgrade for Tyranids, the tooltip for that Lightning Strike had no title when in a match (as in, the space reserved for the title was blank).

posted in BFG - General Discussion read more

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.

posted in BFG - General Discussion read more

Totally agree on all points. These can really increase the longevity of the game, perhaps more than any future additional content or update.

posted in BFG:A2 - Technical Feedback read more

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.

posted in BFG - General Discussion read more

+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?).

posted in BFG - General Discussion read more

@romeo said in Capture Points need to go, or at least give us an Annihilation alternative.:

@necroledo said in Capture Points need to go, or at least give us an Annihilation alternative.:

@beernchips Are you sure? They're equally unfair to everyone except for Solar Flare, with Tyranids and Craftworld Eldar being inmune to it. Remember all the space whales and explosive jellyfish, for example: those can create opportunities for clever players. They're all in the game to offer variety, and not having them in MP makes little sense to me, as it reduces the variety of the game mode even further.

Too much RNG guts the potential for strategy. You already have random map layouts, with random placement of objectives. Imagine starting a match with asteroid fields all over the place on your side, with all the objectives at centre or your opponent's side. Now throw in a random issue on top of that, making you waste even more time or start out with damage. You'd almost certainly lose, and you'd be pissed because it was outside of your control. Likewise, for the winning player, it'd feel like a garbage win, because it had nothing to do with you.

The unfair situations you mention, in which one deployment area is clearly inferior, can and are already dealt with by the current terrain generator. It did happen sometimes in the previous game, but in this one I've never felt my deployment area was an unavoidable mess of asteroid fields and/or stations, or that one player is clearly benefitted by the distribution of capture points (something that is also irrelevant in Cruiser Clash, which seems to be going to make a comeback in MP too).

Since the terrain is already being generated in a fair way, adding random space hazards that affect everyone equally should not create unfair situations, but simply introduce a greater variety of situations players would have to get creative with, while reducing the monotomy of it.

posted in BFG - General Discussion read more

@hjalfnar_hgv said in The Capture Point game mode needs to be Subjected to exterminatus:

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.

posted in BFG - General Discussion read more

@beernchips Are you sure? They're equally unfair to everyone except for Solar Flare, with Tyranids and Craftworld Eldar being inmune to it. Remember all the space whales and explosive jellyfish, for example: those can create opportunities for clever players. They're all in the game to offer variety, and not having them in MP makes little sense to me, as it reduces the variety of the game mode even further.

posted in BFG - General Discussion read more

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:

  1. Random space hazards in MP. They're in the game, why not use them outside of SP?
  2. 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...
posted in BFG:A2 - Technical Feedback read more

+1 I would also love to see a greater variety of game modes, be it in the Campaigns or in MP. Capture&Hold is not bad per se, but it gets old pretty quick and too often ends up reducing what should be awesome space battles into chasing smol ships. And when you have a fast faction vs a slow one... well, it feels even unfair.

Also, please enable random space events in Ranked too! They spice up the matches as well.

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