Update 1.5.8536 - Patch Note

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Perturabo-Liberal
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Re: Update 1.5.8536 - Patch Note

Postby Perturabo-Liberal » 24 June 2016, 21:51

Cryhavok wrote:
Perturabo-Liberal wrote:Yeah, I can see how massive amount of torpedoes can help getting some crits in. At this point it becomes more of throwing as much stuff as possible at your opponent and hope he gets overwhelmed, though.


That is exactly what it is. I should also note that the ordnance I send against enemy carriers is thunderhawk assault boats, not bombers, and I focus weapons. Statistically speaking, stuff inevitably gets through, and crits will inevitably happen, and then their launch bays will inevitably get crippled, they will then use their repair skills to bring them back on line, and you keep it up until their repair skill is on cooldown and their launch bays are crippled and if fires and hull breeches haven't killed them off, then you switch to bombers and murder them.

It just takes a long time, and requires patience, but it isn't an auto lost battle, the result either way is something either side will have to fight for.

Personally, I consider combined arms chaos to be the most difficult and fun opponent my space marine fleet can face.


The problem is that you are still required to see the targets to be able to launch boarding torpedoes, which is not always the case. I also in doubt if you can simply outdamage a dedicated carrier fleet like that due to low HP and lack of fighter screens SM have.

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Cryhavok
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Re: Update 1.5.8536 - Patch Note

Postby Cryhavok » 24 June 2016, 22:03

Perturabo-Liberal wrote:
Cryhavok wrote:
Perturabo-Liberal wrote:Yeah, I can see how massive amount of torpedoes can help getting some crits in. At this point it becomes more of throwing as much stuff as possible at your opponent and hope he gets overwhelmed, though.


That is exactly what it is. I should also note that the ordnance I send against enemy carriers is thunderhawk assault boats, not bombers, and I focus weapons. Statistically speaking, stuff inevitably gets through, and crits will inevitably happen, and then their launch bays will inevitably get crippled, they will then use their repair skills to bring them back on line, and you keep it up until their repair skill is on cooldown and their launch bays are crippled and if fires and hull breeches haven't killed them off, then you switch to bombers and murder them.

It just takes a long time, and requires patience, but it isn't an auto lost battle, the result either way is something either side will have to fight for.

Personally, I consider combined arms chaos to be the most difficult and fun opponent my space marine fleet can face.


The problem is that you are still required to see the targets to be able to launch boarding torpedoes, which is not always the case. I also in doubt if you can simply outdamage a dedicated carrier fleet like that due to low HP and lack of fighter screens SM have.


On my 4 vangaurds I have 2 recon beacons and 2 augur probes (and a whole bunch of hunter escorts). I rarely have trouble keeping things in sight, but yes it is a concern you have to deal with to do it.

As far as your doubts go though, I can't help you there. I can claim to have done it, but I don't have proof so you can believe me or not. I recommend trying it though. This has been successful for me against fleets that had up to 10 ordnance bays.

I have also used 3 vangaurd mk 1s and 1 battlebarge mk 1. I get myself chased and when they start in on the battlebarge's rear, I MWJ back into their carriers and give them a really bad day. The Battlebarge's turrets will fire at every single fighter squadron they have within range, and that leaves a window equal to their ordnance cooldowns to tear up as many of their carriers as possible. The BB's torpedoes, ordnance, and bombard cannons have some effect on this as well. When I do this, I generally have extra shields, voss shields, improved augur array, and extra turrets as upgrades, and the impenetrable shields skill to set off as I arrive to help keep the BB alive while I do as much damage as I can.

Now don't get me wrong, I am not saying this works 100% of the time, it just changes it from "I'm screwed" into "I have a fighting chance."
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Perturabo-Liberal
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Re: Update 1.5.8536 - Patch Note

Postby Perturabo-Liberal » 24 June 2016, 22:19

Cryhavok wrote:
Perturabo-Liberal wrote:
Cryhavok wrote:
That is exactly what it is. I should also note that the ordnance I send against enemy carriers is thunderhawk assault boats, not bombers, and I focus weapons. Statistically speaking, stuff inevitably gets through, and crits will inevitably happen, and then their launch bays will inevitably get crippled, they will then use their repair skills to bring them back on line, and you keep it up until their repair skill is on cooldown and their launch bays are crippled and if fires and hull breeches haven't killed them off, then you switch to bombers and murder them.

It just takes a long time, and requires patience, but it isn't an auto lost battle, the result either way is something either side will have to fight for.

Personally, I consider combined arms chaos to be the most difficult and fun opponent my space marine fleet can face.


The problem is that you are still required to see the targets to be able to launch boarding torpedoes, which is not always the case. I also in doubt if you can simply outdamage a dedicated carrier fleet like that due to low HP and lack of fighter screens SM have.


On my 4 vangaurds I have 2 recon beacons and 2 augur probes (and a whole bunch of hunter escorts). I rarely have trouble keeping things in sight, but yes it is a concern you have to deal with to do it.

As far as your doubts go though, I can't help you there. I can claim to have done it, but I don't have proof so you can believe me or not. I recommend trying it though. This has been successful for me against fleets that had up to 10 ordnance bays.

I have also used 3 vangaurd mk 1s and 1 battlebarge mk 1. I get myself chased and when they start in on the battlebarge's rear, I MWJ back into their carriers and give them a really bad day. The Battlebarge's turrets will fire at every single fighter squadron they have within range, and that leaves a window equal to their ordnance cooldowns to tear up as many of their carriers as possible. The BB's torpedoes, ordnance, and bombard cannons have some effect on this as well. When I do this, I generally have extra shields, voss shields, improved augur array, and extra turrets as upgrades, and the impenetrable shields skill to set off as I arrive to help keep the BB alive while I do as much damage as I can.

Now don't get me wrong, I am not saying this works 100% of the time, it just changes it from "I'm screwed" into "I have a fighting chance."


No, if you've managed to pull this off it's fine. My usual setup is a battle barge + 2 SC Mk2, so I'll probably try your tactic once i'll max out my SM fleet.

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Cryhavok
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Re: Update 1.5.8536 - Patch Note

Postby Cryhavok » 25 June 2016, 04:12

Perturabo-Liberal wrote:
Cryhavok wrote:
Perturabo-Liberal wrote:
The problem is that you are still required to see the targets to be able to launch boarding torpedoes, which is not always the case. I also in doubt if you can simply outdamage a dedicated carrier fleet like that due to low HP and lack of fighter screens SM have.


On my 4 vangaurds I have 2 recon beacons and 2 augur probes (and a whole bunch of hunter escorts). I rarely have trouble keeping things in sight, but yes it is a concern you have to deal with to do it.

As far as your doubts go though, I can't help you there. I can claim to have done it, but I don't have proof so you can believe me or not. I recommend trying it though. This has been successful for me against fleets that had up to 10 ordnance bays.

I have also used 3 vangaurd mk 1s and 1 battlebarge mk 1. I get myself chased and when they start in on the battlebarge's rear, I MWJ back into their carriers and give them a really bad day. The Battlebarge's turrets will fire at every single fighter squadron they have within range, and that leaves a window equal to their ordnance cooldowns to tear up as many of their carriers as possible. The BB's torpedoes, ordnance, and bombard cannons have some effect on this as well. When I do this, I generally have extra shields, voss shields, improved augur array, and extra turrets as upgrades, and the impenetrable shields skill to set off as I arrive to help keep the BB alive while I do as much damage as I can.

Now don't get me wrong, I am not saying this works 100% of the time, it just changes it from "I'm screwed" into "I have a fighting chance."


No, if you've managed to pull this off it's fine. My usual setup is a battle barge + 2 SC Mk2, so I'll probably try your tactic once i'll max out my SM fleet.


Personally, my initial impressions are that the strike cruisers are the weakest thing in the SM arsenal, so I haven't played with them a lot. I'll be doing the opposite: when my current fleet's are maxed, I'll explore strike cruisers more lol.
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Imperator5
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Re: Update 1.5.8536 - Patch Note

Postby Imperator5 » 25 June 2016, 09:35

Cryhavok wrote:
Perturabo-Liberal wrote:
Cryhavok wrote:
On my 4 vangaurds I have 2 recon beacons and 2 augur probes (and a whole bunch of hunter escorts). I rarely have trouble keeping things in sight, but yes it is a concern you have to deal with to do it.

As far as your doubts go though, I can't help you there. I can claim to have done it, but I don't have proof so you can believe me or not. I recommend trying it though. This has been successful for me against fleets that had up to 10 ordnance bays.

I have also used 3 vangaurd mk 1s and 1 battlebarge mk 1. I get myself chased and when they start in on the battlebarge's rear, I MWJ back into their carriers and give them a really bad day. The Battlebarge's turrets will fire at every single fighter squadron they have within range, and that leaves a window equal to their ordnance cooldowns to tear up as many of their carriers as possible. The BB's torpedoes, ordnance, and bombard cannons have some effect on this as well. When I do this, I generally have extra shields, voss shields, improved augur array, and extra turrets as upgrades, and the impenetrable shields skill to set off as I arrive to help keep the BB alive while I do as much damage as I can.

Now don't get me wrong, I am not saying this works 100% of the time, it just changes it from "I'm screwed" into "I have a fighting chance."


No, if you've managed to pull this off it's fine. My usual setup is a battle barge + 2 SC Mk2, so I'll probably try your tactic once i'll max out my SM fleet.


Personally, my initial impressions are that the strike cruisers are the weakest thing in the SM arsenal, so I haven't played with them a lot. I'll be doing the opposite: when my current fleet's are maxed, I'll explore strike cruisers more lol.


I would say Vanguards are much weaker. The Strike cruiser is at least good at some roles beside long range ordenance spam.
http://forum.battlefleetgothic-armada.com/viewtopic.php?f=17&t=621

Please help me change skirmish to be customisable. Its very important for PVE players.

viewtopic.php?f=3&t=515 Mod idea.

BabyLionCub
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Re: Update 1.5.8536 - Patch Note

Postby BabyLionCub » 25 June 2016, 10:35

Still no word on making Battlebarges playable in all modes?

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Re: Update 1.5.8536 - Patch Note

Postby Zeblasky » 25 June 2016, 11:04

Cryhavok wrote:
Perturabo-Liberal wrote:
Cryhavok wrote:
That is exactly what it is. I should also note that the ordnance I send against enemy carriers is thunderhawk assault boats, not bombers, and I focus weapons. Statistically speaking, stuff inevitably gets through, and crits will inevitably happen, and then their launch bays will inevitably get crippled, they will then use their repair skills to bring them back on line, and you keep it up until their repair skill is on cooldown and their launch bays are crippled and if fires and hull breeches haven't killed them off, then you switch to bombers and murder them.

It just takes a long time, and requires patience, but it isn't an auto lost battle, the result either way is something either side will have to fight for.

Personally, I consider combined arms chaos to be the most difficult and fun opponent my space marine fleet can face.


The problem is that you are still required to see the targets to be able to launch boarding torpedoes, which is not always the case. I also in doubt if you can simply outdamage a dedicated carrier fleet like that due to low HP and lack of fighter screens SM have.


On my 4 vangaurds I have 2 recon beacons and 2 augur probes (and a whole bunch of hunter escorts). I rarely have trouble keeping things in sight, but yes it is a concern you have to deal with to do it.

As far as your doubts go though, I can't help you there. I can claim to have done it, but I don't have proof so you can believe me or not. I recommend trying it though. This has been successful for me against fleets that had up to 10 ordnance bays.

I have also used 3 vangaurd mk 1s and 1 battlebarge mk 1. I get myself chased and when they start in on the battlebarge's rear, I MWJ back into their carriers and give them a really bad day. The Battlebarge's turrets will fire at every single fighter squadron they have within range, and that leaves a window equal to their ordnance cooldowns to tear up as many of their carriers as possible. The BB's torpedoes, ordnance, and bombard cannons have some effect on this as well. When I do this, I generally have extra shields, voss shields, improved augur array, and extra turrets as upgrades, and the impenetrable shields skill to set off as I arrive to help keep the BB alive while I do as much damage as I can.

Now don't get me wrong, I am not saying this works 100% of the time, it just changes it from "I'm screwed" into "I have a fighting chance."


Can confirm, was playing half asleep with my chaos carrier fleet, when I suddenly met a good SM player with good ship lvls(I think his nickname was Freelancer?). Almost killed both of hism light cruisers, but his battlebarge MWJ in and raped me D: Should have saved my own MWJs for such a thing.

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Re: Update 1.5.8536 - Patch Note

Postby Ackbar » 26 June 2016, 10:48

I am surprise no one complained about how 2 battle barges take literally no damage vs imperial navy due to the heavy armor and nerf to AP rounds

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Re: Update 1.5.8536 - Patch Note

Postby Scorch715 » 26 June 2016, 11:11

Ackbar wrote:I am surprise no one complained about how 2 battle barges take literally no damage vs imperial navy due to the heavy armor and nerf to AP rounds


Because we're all enjoying taking two battle barges and wrecking shit so much ;)

Tbf, the navy do still have counters to the marines, its just they're so against how the navy normally play. You have to try and maintain distance with carriers and lances, which when the barges are as fast or faster than your cruisers or battleships is certainly tricky.

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Re: Update 1.5.8536 - Patch Note

Postby Demoulius » 26 June 2016, 11:23

Torpedoes hurt them just fine. Nova cannon still ignore armor and Gothic cruisers eat up strike cruisers for lunch. Mind you a battlebarge will probably take alot longer to take with excisting tools but its not like the IN cant harm space marines :|


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