FAQ

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Sio'are
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Re: FAQ

Postby Sio'are » 15 June 2016, 14:19

FLEET UPKEEP

Fleet Upkeep is a loss of renown calculated at the end of each game. It is used as a fine tuning mechanic to mitigate heavy losses and winning streaks (Especially in late game). The rules of Fleet Upkeep is :

For each ship in perfect condition in your fleet (Brought to battle or not), a percentage of your gains is cut for maintenance of said ships. Heavily damaged, Destroyed and Lost in Warp ships do not raise fleet upkeep. The percentages are :
-1% for each light cruiser.
-2% for each cruiser.
-3% for each battle cruiser.
-4% for each battleship.

Hence, if you've been crushed, you'll have less ships taken into account for the fleet upkeep.

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Re: FAQ

Postby Sio'are » 15 June 2016, 14:19

CRITICAL DAMAGES

Hull Breach :

The Hull Breach Critical damage is just a straight damage of 50 points to the enemy hull. It is useful for Assault Action oriented fleets to heavily damage ships and gain more renown.

Temporary to Permanent Critical Damage:

A temporary critically damaged part cannot be transformed to a permanent critical hit.

Weaponry Critical Damages explained :

The chances to blow a weapon are equally shared amongst all weapons, with an exception : If the critical damage is dealt through weaponry, the critically damaged weapon can only be selected on the face the weapon hit its target. Be also aware that the Prow sometimes carries multiple weapons, but destroying it destroys all weapons affiliated to it. As such, the chances to blow up the prow and multiple weapons is increased with the number of weapons located on said prow, the only exception to this rule being the Eldars, as all their weaponry is located on the prow.
Last edited by Sio'are on 22 June 2016, 16:31, edited 1 time in total.

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Re: FAQ

Postby Sio'are » 15 June 2016, 14:20

ELDAR SPECIFICITIES

Holofields :
Holofields can be modified by two different critical damages. Usually having a 80% chance to absorb Lance attacks and reducing enemy macro-accuracy by 60% at max speed, a critically damaged Generator or Sail impede that. Each sail lost reduce the Holofield efficiency by 10 points and a Generator Critically damaged reduces it by 50%. The Solar Sails malus is always calculated before the Generator malus.

Example :
A Shadow undamaged has an holofield efficiency of 80%/-60% (Lace Absoptio/Macro accuracy reduction).

With its generators destroyed and sails undamaged:
80 * 0.5/-(60 * 0.5) = 40%/-30%

With its 3 sails destroyed and the generator undamaged :
80 - (10*3)/-(60 - (10*3)) = 50%/-30%

With both maluses :
(80 - (10*3)) * 0.5/-((60 - (10*3)) * 0.5) = 25%/-15%

Solar Sails :

As seen above, the reduction of the Holofield from Solar Sails is a straight malus. As such, a ship with more Sails can virtually have its Holofield reduced more than a ship with less sails.

How to counter Eldar Pulsars

1) Don't be a target :
Make yourself as invisible as possible to force the eldars to come close. Running Silent and Gas Clouds, or even Asteroid fields with the upgrade denying their damages are useful stuff, as it will force them to come close to you to see you, and you'll be able to make them pay each pulsar blast. If you can dissimulate yourself and have an improved detection range to see them coming, the tactical advantage is yours to use.

2) Force the Eldar to make choices :
A well placed bomb, a Big Red Button right in front of him while he's placing to use the pulsar, Throw torpedoes at him, etc... and the Eldar player will have a choice to make. Dishing out damages, or retreat to a safer spot. Eldar fleets are all about control and perfection, just like Eldars themselves. Push them to make mistakes, and each mistake will be severly sanctionned, as long as you are a bit keen.

3) Defensive options:
A small enough ship (Most Escort ships) in broadside engagement with a full ahead will move quickly enough to avoid a pulsar on auto-attack, the player will have to micro manage his pulsars, and it is most likely to make him miss a few.

You can also take skills and upgrades to reduce the damage output of the pulsar, such as improved shields, the Voss Pattern Shield (which has 25% to deny a hit, pulsar included) the Shield overcharge, or the hasten shield reloading, upgrade and skill...

You can also fit smaller ships (most likely to be targeted by the Eldar player, as they represent lesser threats) with the Void shield transfer to use on your assaulted ship, or a well placed taunt will force the Eldar ship to turn toward its new target and/or move, making the pulsar miss its hits, or at least some of them.

Lastly, if your shields are down, the Brace for Impact Special Order gives you a 45% chance to deny a hull hit, Pulsars included.

4) Attack is the best defence:
Pulsars are weapons that come in small numbers on a ship (2-4 pulsars for Line ships). As such, set your priorisation on the weapons on Eldar ships, then it's all about assault actions, Master Gunner, and Lock-On to destroy their offensive capabilities before they can use it effectively.

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Re: FAQ

Postby Sio'are » 15 June 2016, 14:21

BONUS CALCULATION

Multiple percentage bonus stacking:

Bonus calculations are multiplicative. The way most percentage bonuses are calculated is Base x 1.5 x 1.5 (in case of two bonuses indicating "+50%" or "150%")

Flat bonus and percentage bonus stacking:

There is no global rules for the prioritization of bonuses (Percentage or flat) in formulas, it is largely depending on the game design balance wished for each things. But calculating flat bonuses before percentages are the most common way it is done.

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Re: FAQ

Postby Sio'are » 22 June 2016, 16:36

SHIPS

Desolator :

The speed of the Desolator Battleship, while being slower than his Tabletop counterpart, is as it is resulting from a Game Design decision, aiming to make battleships feel like powerful flying fortresses. And it is still one of the quickest battleship of the game.

Heavily Damaged Implications :

Technical skills located on the Hull, such as Bombs, cannot be used anymore, as well as Emergency Repairs and Boarding Action, and the enemy will gain renown for an enemy ship crippled.

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Re: FAQ

Postby Sio'are » 22 June 2016, 16:38

DIFFICULTY

Difficulty Modifications for all modes :

The only modifications for each levels of difficulty are a Lower/Higher fleet point capability, and in easy mode, reduced damages from the enemy.

Changing difficulty of the game with a same admiral :

For now, there is no possibility to change the difficulty of the game once a profile is created, and I do not know if it is something we will add or not.


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