Patch Notes 09/06/16

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Ahzek Ahriman
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Re: Patch Notes 09/06/16

Postby Ahzek Ahriman » 09 June 2016, 19:04

RedDevilCG wrote:I was just going to say the same thing. I'm not an Eldar player, but they have no defense against lightning strikes to start with, so I can see how using up a favour slot to help them out would make sense from a gameplay perspective.

Why the devs are against giving the Desolator +25 speed is still a mystery to me though.


Eldar are supposed to be vulnerable to boarding, no reason to help them whatsoever. Their pulsars and the best ordnance in the game are their best help already, and now with taunt gone, they have counters to other races' strengths while there are few effective counters against them.

I don't wanna bitch about Eldar because I'm mostly PvBot (don't like meta playing), and I deal with them just fine, but devs are just taking the wrong route trying to balance them out. Nerf damn pulsars, not destroy everyone else's lightning strikes. Removing +3k range and reducing cooldown to 20s, while also removing the only skill in the game to keep them in place is not the way to do it.

That said, other Eldar changes I really like, especially additional Eldar cruiser classes and Ulthwe Maelstrom rework, it now works the way it should, good job here.

As for Desolator, it needs more than a speed buff, and why they refuse to give him some love is beyond even Tzeentch.
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Imperator5
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Re: Patch Notes 09/06/16

Postby Imperator5 » 09 June 2016, 19:21

Agreed, Plus Eldar are going to get some nasty Starcannon firepower up close to compensate for the vulnerability.
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.

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Gerver
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Re: Patch Notes 09/06/16

Postby Gerver » 09 June 2016, 19:22

This +25 speed ork upgrade so cancer on Savages, I was able to chase and destroy lvl 10 Chaos and Mezoa Imp with just "select 9 Savages -> right click on Cruisers). With a little help from 2 zzaps and 1 traktor. Greenskins still good and relaxing.

herpaderpa
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Re: Patch Notes 09/06/16

Postby herpaderpa » 09 June 2016, 19:55

did literally nothing to fix ork death wave, did literally nothing to fix pulsar run and gun, officially a week late unofficially a month overdue and this is the balancing? i think devs should play their own game in the wild until they have all fleets and all ships to level 10.

Kashtano
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Re: Patch Notes 09/06/16

Postby Kashtano » 09 June 2016, 20:13

Gerver wrote:This +25 speed ork upgrade so cancer on Savages, I was able to chase and destroy lvl 10 Chaos and Mezoa Imp with just "select 9 Savages -> right click on Cruisers). With a little help from 2 zzaps and 1 traktor. Greenskins still good and relaxing.


I would call this a bug. Since Savages can't get engine crits, they should not be allowed to take this upgrade, just like Mezoa for imp escorts.

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Mr Morden
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Re: Patch Notes 09/06/16

Postby Mr Morden » 09 June 2016, 20:27

Loving that we can rename captains - now just need some more pics :)
Imperial - Lady Lukara (8), Chaos - Abraxus (8), Eldar - Flower of Carnage (2) , Orks - Big Bazza (6), Wolve - Floki (6) :mrgreen:

MYNAME?
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Re: Patch Notes 09/06/16

Postby MYNAME? » 09 June 2016, 21:11

Zeblasky wrote:
You dont need taunt to rek carrier kite fleets. Dauntless and firestorms spams beat carrier fleets 9 times out of 10. With so many firestorms and dauntlesses you simply cant survive and your bombers will have a hard time taking down spammed up escorts. Imperials have the tools to hard counter carrier fleets. Its up to the player to use them lol. Chaos carrier fleets tend to do really bad in chaos mirrors also if they go lance fleet with 2 carriers for support


But how would you know, that it is a carrier fleet in advance? You wont go for a heavy escort fleet by default vs chaos, because lances exist. And still, even with such fleet, it's not that easy to catch 2x Styx with at least one skill for a mobility. They also have 2 lance + 6 macjro dps now, which can quite help with sniping escorts one by one.


Well most chaos players go with the inferior carrier fleet builds. They believe it delivers the most damage and requires the least skill. Problem with carriers is there are way to many ways of manipulating their damage output. You can kite bombers to death, press running silent and send those 12 squaderons back home. And if you have only 2 carriers yourself guess what those 12 bombersquads the enemy sends to you are pretty much neutralized.

Dont mean to brag but defeated a 2 styx 2 hellbringer fleet and only took 100 hull damage during the entire fight. Killed a styx and 1 hellbringer and he sad quit.

I go heavy escort Dauntless fleet every game vs chaos if I play as them. Its easy mode effectl. Sofar it has won me every clash game vs chaos. My firestorms are specd for better lances and more turrets. Put 9 of them together carriers will do little to no damage. Most chaos players make the mistake of running trying to kite a ship that can keep the gap closed. Sure they stasis me sometimes i run through 4 stasis bombs if they are low level chaos players but it doesnt bother me because if they are carrier fleets you can count on them to have shit weapons. The only chaos fleet that can really counter dauntless firestorm spam are acherons and some carrier support. Its important to have good DPS. Carrier fleets DPS is unreliable thats why they lose to Lance fleets or brawler fleets with some carrier support.

Moral of the story dont do carrier fleets if you dont wanna get rekt by high end chaos builds.

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Gerver
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Re: Patch Notes 09/06/16

Postby Gerver » 09 June 2016, 21:18

Kashtano wrote:
Gerver wrote:This +25 speed ork upgrade so cancer on Savages, I was able to chase and destroy lvl 10 Chaos and Mezoa Imp with just "select 9 Savages -> right click on Cruisers). With a little help from 2 zzaps and 1 traktor. Greenskins still good and relaxing.


I would call this a bug. Since Savages can't get engine crits, they should not be allowed to take this upgrade, just like Mezoa for imp escorts.

They can burn when they get unlucky red button.

Zeblasky
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Re: Patch Notes 09/06/16

Postby Zeblasky » 09 June 2016, 21:24

You can kite bombers to death, press running silent and send those 12 squaderons back home. And if you have only 2 carriers yourself guess what those 12 bombersquads the enemy sends to you are pretty much neutralized.


And that's why I have 2 beacons in my carrier fleet. Tag a ship, and it can't hide anymore. It is very effective vs Eldar, and is the best way to hunt down VS and shoot-bomb him to death. Also kiting strike craft does almost nothing,exept delaying incoming damage for some time. Turrets on the ship do only one shot agaist incoming bombers, and unless you MWJ or use Eldar boost to get out of range, you won't get a second shot against them.

EDIT: Also, with my carrier fleet I almost always use one ship, completely designed for tanking. Also great when you need to ram some clumped up escorts : 3
Last edited by Zeblasky on 09 June 2016, 21:53, edited 2 times in total.

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Imperator5
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Re: Patch Notes 09/06/16

Postby Imperator5 » 09 June 2016, 21:38

Zeblasky wrote:
You can kite bombers to death, press running silent and send those 12 squaderons back home. And if you have only 2 carriers yourself guess what those 12 bombersquads the enemy sends to you are pretty much neutralized.


And that's why I have 2 beacons in my carrier fleet. Tag a ship, and it can't hide anymore. It is very effective vs Eldar, and is the best way to hunt down VS and shoot-bomb him to death. Also kiting strike craft does almost nothing,exept delaying incoming damage for some time. Turrets on the ship do only one shot agaist incoming bombers, and unless you MWJ or use Eldar boost to get out of range, you won't get a second shot against them.


Eldar got fighters that they can deploy with an ability.
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.


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