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Battlefleet Gothic Armada, Release date: 4/21

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Dabbart
Posts: 2251

Re: Battlefleet Gothic Armada developer preview

Post#11 » Thu Mar 17, 2016 4:08 pm

Aye. Orcs seem like they're gonna be wickid to fight... from reading the forums though, it seems like the Devs have a bunch of idea's for rebalancing.

I'm just wondering wtf the Astartes are gonna play like... Between them and the Eldar meth powered engines, this could turn into one hell of a power struggle:P
Azarael wrote: It's only a nerf if you're bad.

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Secrets wrote: Kindly adjust your attitude to actually help the community and do not impose your will on it. You aren't as powerful as you think.

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TenTonHammer
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Re: Battlefleet Gothic Armada developer preview

Post#12 » Mon Mar 21, 2016 1:29 am

Hey guys so i dont know how many of you here follow the battlefleet gothic steam discussion page or how many of you browse the official subs

but i just wanted to post somethings here

first off the next major upcoming patch will have some serious reworks for chaos:
Spoiler:
Hey guys,

I'm Lord Admiral Ravensburg, game director on Battlefleet Gothic Armada.

First of all, Thanks for all your precious feedbacks regarding the game. This is so cool to see so mush passion from all of you. One important point, even if we're not answering all your posts one by one, be sure that we're reading everything that is said about the game and we consider almost every suggestions.

Our top priorities are bug fixing and balancing, and the fact that you guys continue playing is priceless for us. Thanks to you, we're confident we'll release the best possible game. But we won't wait for the release to fix some points, so please see what will be done in the next patch in terms of balancing, based on your comments:


Torpedoes:
- Now have armor piercing. (Reducing the enemy armor to 25%)

I persisted to keep them as in the board game despite all the negative comments regarding their effectiveness. But after testing them with this change i must admit they are more interesting, devastating and give more incentive to dodge them.

Nova Cannon:
- Minimal range increase from 5000 to 6000.
- Slightly increase the dispersion radius.
- Slightly decrease the epicenter. (Area that deal max damage)

I think this should decrease a bit the Nova Cannon spam without rendering it useless.

Chaos rework:
- Add more Chaos macro turrets variation in order to fit with the rulebook range stats.
- Add new heavy missile pods to the Chaos weaponry in order to fit with the rulebook firepower stats. (DPS: 3)
- Add a missile pod (range 6000) to the Slaughter/Devastation.
- Add a heavy missile pod (range 9000) to the Acheron.
- Add a super heavy missile pod (range 12000) to the Carnage/Styx.
- Add 2 heavy missile (range 12000) pod to the Desolator.
- Slaughter speed have been increase by 50.
- Light macro turret are now called Light missile pod.
- Missile pod rate of fire is now 6.
- Twin linked battery rate of fire is now 3.
- Iconoclast now have 6 missile pod instead of 9.
- Chaos heavy macro battery no longer have 12 attacks but 8.
- Chaos heavy lances battery no longer exist. All Chaos heavy lances occurrences are replaced by Chaos lances battery.
- Chaos heavy launch bay no longer exist. All Chaos heavy launch bay occurrences are replaced by Chaos launch bay.
- Add a prow launch bay to the Chaos weaponry that count as 2 launch bay.
- Add a prow launch bay to the despoiler.
- Replace the twin linked battery of the Devastation by a lance battery.
- Chaos macro battery rate of fire is now 5.
- Chaos heavy macro battery rate of fire is now 6.
- All point costs have been modified to fit with new stats values.

With those changes, Chaos will fit more to the stats of the TT. For most ship it's a up!
Most important thing is the addition of a new missile pods and the range variation on macro turrets that allow us to perfectly match the firepower and arc of fire of Chaos ships that you find in the BFG rulebook. Maybe some of you didn't noticed it but DPS of the weapons match the firepower of the TT. Only exception was some Chaos ships for various technical and complex reasons. this will be no longer the case in the next patch.

Retribution:
- Retribution speed have been increase by 50.

Well that's all for now. Next focus regarding balancing will be on missions.

Thanks,

Ravensburg


second people went hunting through the game files and found a lot of intresting information about the campaign and orks and eldar as well as 2v2 matchmaking games
Spoiler:
some guy on teeg poked around the xmls

"PlanetaryAssault_Attack_Objective_Content Reach enough objectives in time with the proper ships
PlanetaryAssault_Defend_Objective_Content Prevent the attacker from reaching enough objectives in time with the proper ships.
Exterminatus_Objective_Content Losing this battle will sign the death sentence upon this world.
2NemesisInEndBattle_Objective_Content Nemesis ships sighted. They will harden an already rather difficult challenge…

Radiation Waves: Waves of radiation travelling indefinitely in space. They tend to mess with short range sensors.
Solar Eruption: A dangerous solar eruption that erodes the hulls of any ship not protected by shields. (we FTL now)

(campaign spoilers, 36 plot missions overall)
Destroy the Space Hulk Kolossus!
More Chaos fleets… Destroy them all as well as their master Abaddon!
Abaddon's flagship, the Planet Killer, will take part in the battle. Beware!
Protect Elyas Okar from the Eldar fleet that seeks his doom.
Protect the Eldar Webway Gate against a vast Chaos fleet
Protect the Lance of Lukitar against waves of Eldar to destroy the Webway Gate.

It looks like Orks get "Big Red Button" instead of All Ahead Full. If you played the last campaign mission you can play in the beta, you'll have seen them use it.
Orks' crude designs allow their engines greater power, but they can't be stopped once activated. This gives them a series of huge but short and random speed boosts.
Waaagh!
The ships in range around this ship gain a free additional assault action every time they board an enemy ship. It only affects Boardings, not all assault actions.
Boardin' Torpedoes
The Boardin' Torpedoes skill allows the ship to launch torpedoes which each have the same effect as an assault action.

And a skill for the Eldar:
Wraithbone reinforcement hardens the frontal armour for {0} seconds. The frontal armour of the ship is considered as Super-Heavy.

Almost halfway through the file. I just reached Ork and Eldar favor descriptors!

Da Goff Clan: The greenskin Goff Clan, or as they name themselves, Da Goff Clan, is the strongest, most savage and powerful Ork clan. Prefering hand-to-hand combat and attrition tactics by sending endless waves of Boyz, The Goffs are a force to be reckoned with, even in space.
Raging Goffs - The Raging Goffs add {0} assault actions when Boarding. (none of these show the actual percentage unfortunately)
Rammin' Gob - Increases damage dealt by ramming by {0}%.

Da Bad Moon Clan: Due to their capacity to grow back teeth faster than other Orks, and the fact that teeth are the Ork currency, those of the Bad Moon Clan are the wealthiest of Orks. Unlike most of their race, they tend to prefer deadly long range attacks with rare, exotic (and stolen) technologies.
Teef Surplus - Improvement costs on the ship are reduced by {0}%.
Shokk-Attack Mega Kannon - The targeted enemy ship with no shields sustains an assault action at really long distance.

Evil Sunz Clan: Amongst Orks, some love to fight, others are addicted to the thrill of speed. The Evil Sunz Clan falls into the second category. Always wanting to go faster, they add boosters everywhere. And to be sure they remain the fastest, use dreaded machineries to slow down their opponents.
Bigger Red Button - The All Ahead Full special manoeuvre is {0}% faster.
Traktor Kannon - The Traktor Kannon can only be used in an arc of 90° in front of the ship. The designated enemy ship is moved in the direction desired by the player.

Blood Axes Clan: Looked down on by their own species, the Blood Axes Clan care not for such considerations. Experts in tactics and strategy, other Orks see their over-use of cunning as a sign of cowardice, when it is in fact an advantage used by the Clan to turn their enemies' weapons against themselves.
Kommando Training - The ship can use the "Running Silent" special order to surprise enemy ships.
Nova Kannon - The Nova Kannon can fire at an angle of 90° from the prow. It deals up to {0} damage points at the epicentre of the impact. The damage dealt by the Nova Kannon ignores its target's armour.

Eldar Craftworlds

Alaitoc: Stricter than any other Craftworld, most Eldar from Alaitoc choose to wander the galaxy as Rangers. As a consequence, Alaitoc is considered a specialist in surprise attacks and is destructive behind enemy lines.
Cameleoline alloy - As long as the ship isn't moving, it is considered hidden, not even appearing as a bleep on long range scanners. Short range scanners still detect the ship.
Pathfinder webway assault - The ship sends a Ranger strike team, causing critical damage automatically. Can target a ship with its shield active.

Biel-Tan: Biel-Tan Eldar are the fiercer of their kins. Believing that destruction of a lesser species is critical for the dawn of the new Eldar Empire, this Craftworld contains numerous Aspects Warriors, and Kaela Mensha Khaine, the Eldar god of War, is revered both in battle and in daily life.
Aspect Warriors - Aspect Warriors add {0} assault actions to Boardings.
Avatar of Khaine - The Avatar of Khaine replaces the basic Lightning Strike. This action cannot be performed on a ship which still has its shield up. The Avatar of Khaine adds {0} assault actions to the Lightning Strike. The Avatar of Khaine's chances of dealing critical damage to the targeted ship are based on its troop value.

Saim-Hann: Specialized in hit-and-run tactics using fast units and crippling their foes, the Eldar of Saim-Hann are often seen by their enemies, but generally only seconds before their death.
Ambusher - As long as the ship is hidden, its attacks inflict {0}% their normal damage.
Phantom Disruption - The enemy ship's scanners within {0} units are crippled and have their detection range reduced by {1}% for {2} Seconds.

Ulthwe: Located near the Eye of Terror, the Ulthwe Craftworld has seen its population becoming more and more proficient in the use of psychic abilities, with surges of many Warlocks and Farseers able to see the future more clearly than any other Craftworld's Farseers, and thus reacting more quickly to threats not even already here.
Psychic Blockade - Disturbing enemy teleportation, the ship's troop value is increased by {0}% against Lightning strikes.
Maelstrom - The ship invokes a storm of raw psychic energy within {0} units. The Maelstrom inflicts {1} Hull Damage per second to ships in it. The damage dealt by the Maelstrom ignores its target's armour. Warning: the Maelstrom can hit your own ships!

ships

Ork:
Escorts - Ravager / Savage / Onslaught / BruteRam
Light Cruiser - Basha
Cruiser - Kill Kroozer
Battlecruiser - Hammer
Battleship - DethDeala

Eldar:
Escorts - Hellebore / Night Shade / Aconite / Hemlock
Light Cruiser - Aurora / Solaris
Cruiser - Shadow
Battlecruiser - Eclipse
Battleship - Void Stalker

Solar Sails - Eldar store solar energy rather than use reactors. It can be used for a tiny but powerful burst of energy forward, but they do not have the All Ahead Full special manoeuvre.

Accuracy (3k/6k/9k/12k respectively):
Imperial - 80% / 60% / 40% / 20%
Chaos - 80% / 60% / 40% / 20%
Eldar - 85% / 70% / 55% / 40%
Orks - 75% / 50% / 25% / 0%

Looks like there will be 2v2s. The descriptor says that fleet points are divided between players of a same side. Point amounts are small - 300, medium - 500, large - 700.

There will be warp storms that appear during the campaign which increase repair costs and increase the chance that ships will get lost in the warp.

You can obtain Artefacts in the game to help you, but so can Chaos. One is called "The Eye of the Night." If you have it warp storm penalties will be lessened, but if chaos gets it warp storm penalties will increase. Another one is called "The Hand of Darkness" which increases or decreases the chance for Chaos fleets to attack depending on who has it.

There are different planet types like forge worlds and Schola Progenium that if taken over give penalties like reduce renown gained or increase upgrade costs.

Not only do you have to contend with the other factions taking over worlds, but if worlds are taken over the Inquisition will step in and if you cannot take them back they will perform Exterminatus and the planet will be destroyed, giving you a permanent penalty."
what im really excited for in the campagin; nemesis ships ESPICALLY if it works like the nemesis system from shadow of mordor :o
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bloodi
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Posts: 1725

Re: Battlefleet Gothic Armada developer preview

Post#13 » Mon Mar 21, 2016 9:40 pm

Has anyone tried the early access version that is going around?

It seems cool but the gameplay seems very, i dont know how to put it.... rough around the edges?

Did not test the campaign but battled around with a chaos fleet and well, there is not much to it.

Dabbart
Posts: 2251

Re: Battlefleet Gothic Armada developer preview

Post#14 » Mon Mar 21, 2016 11:06 pm

You have to play a bunch of games and rank up. The initial fleet choices are very basic. And it is still in Beta. All of the game isn't released, they are putting out patches every few days.

The campaign is pretty much just a slow tutorial atm. I have a feeling it will see DRASTIC changes on the full game is released.

And someone posted in the BG forums on steam something that made alot of sense. Don't think of this as a RTS in space. It's more of a Real Time Tactics game. Tactics in that you have to be able to reset your strategy, fleet and plans depending on specific targets and objectives. It is quite in depth once you get past the initial few battles.

However, if they just dumped everything on you at once, no one would be able to make it through. There's a fairly steep learning curve.
Azarael wrote: It's only a nerf if you're bad.

(see, I can shitpost too!)
Secrets wrote: Kindly adjust your attitude to actually help the community and do not impose your will on it. You aren't as powerful as you think.

bloodi
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Posts: 1725

Re: Battlefleet Gothic Armada developer preview

Post#15 » Mon Mar 21, 2016 11:15 pm

Mmm i am actually up to rank 6 in chaos, i already have all ships available.

And besides "moar" there is not much changes in them, its probably because i went for a "cheese" setup with carriers and a nurgle cannon ship for close combat, using Assault vessels while kiting around made some pretty easy wins.

I really dont think that when there is like 2-3 days left for release and the early access version was the latest available, there will be much more to it, i will be happy to be wrong though.

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TenTonHammer
Posts: 3806

Re: Battlefleet Gothic Armada developer preview

Post#16 » Tue Mar 22, 2016 12:32 am

bloodi wrote: I really dont think that when there is like 2-3 days left for release and the early access version was the latest available, there will be much more to it, i will be happy to be wrong though.
release is on march 31st so 10 days left http://de-focushop.nexway.com/spiele/re ... 05953.html

devs pushed back from 23rd to fix fatel error crashs

also if you guys want to play eldar or orks their is a bugged save file floating aroud that can let you play as 3 of the ork and eldar ships

So i was watching this streamer named HERO, who was doing a stream of BFG:A into his stream one of his people links him a bugged save file of lvl 1 chaos characters that have bugged ork and eldar ships in them, so he plays the orks and eldar on his stream https://www.twitch.tv/lkhero/v/55676548 you can watch it here at 2:04:08 he links the drop box download link in twich chat replay for people to download so if you want to see some of the orks and eldar ships (its only 3) and you can only get those 3 already there you cant add more ork or eldar ships ships cause its still only chaos


you can only and should only play them in solo skirmish just so you can get a general feel for the races
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TenTonHammer
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Re: Battlefleet Gothic Armada developer preview

Post#17 » Thu Mar 24, 2016 6:21 pm

WAAAAAGGGHHHHH!

Click here to watch on YouTube


ITS ALL I EVER WANTED !

Battlefleet Gothic: Armada - Orks destroy everything in video celebrating their arrival to the beta in the coming days

Battlefleet Gothic beta participants have already had a brief taste of the Ork's devastating potential, when they faced them during the last mission of the prologue.

The Orks will be arriving at full speed in the coming days to shake up the beta's intense battles even further. The total opposite of Chaos' long-range gameplay and the Imperium's balanced style, the Orks fight in the most direct, brutal (and fun!) way possible. Players will be able to wield the Orks' mighty power in beta skirmishes, before ramming enemy ships in multiplayer.

All of this is illustrated in today's trailer, which gives a fittingly loud introduction for the Orks. Supported by a primal void-shanty heard on every battlefield they're invading, these destruction specialists take a wild pleasure in abolishing enemy fleets, leaving behind only metal scraps and burning carcasses.

Romain Clavier, Game Director of Tindalos explains:

"It's a huge pleasure for a young studio like ours to see Battlefleet Gothic gather so much interest from so many players. The beta has been incredibly helpful in spotting relevant demands from the community. Following this huge response we've made the decision to spend some additional time integrating your feedback into the game. As a consequence, we will release Battlefleet Gothic: Armada on April 21st.

Based on that, we felt the need to release more content, both to reward current Battlefleet players and to introduce even more madness to this beta! As a result, we've decided to unleash the Orks in the coming days. This faction will turn your Battlefleet Gothic: Armada experience upside-down, with a totally different, more brutal style of gameplay. Having them in the beta will also allow us to balance them perfectly before the game releases.

There's another important thing we'd like to announce. Currently, the Space Marines fleet is offered for free to all Early Adopters. With the support of our publisher Focus, we've decided to develop another faction that we'll unveil soon. This new faction, available in a few months, will also be offered for free to all Early Adopters - people who pre-ordered the game or purchase it during the first two months after release. We wanted to show you, the community, that we're passionate about supporting this game and its players. We're always paying attention to your feedback, and this is how together we'll make the game we've all dreamt about."

Preorder Battlefleet Gothic: Armada's Early Adopters Edition at 10% off, and receive the Space Marines fleet + one additional fleet (more info coming soon) for free, as well as instant access to the beta, which will continue until the game releases. Battlefleet Gothic: Armada will release April 21st on PC.
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Sigimund
Posts: 658

Re: Battlefleet Gothic Armada, Release date: 4/21

Post#18 » Thu Mar 24, 2016 6:26 pm

Dakka dakka dakka!

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