Eldar suggestions

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TheGoldenChicken
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Eldar suggestions

Postby TheGoldenChicken » 30 September 2016, 20:18

So this just came to me, an idea on how to make eldar a bit more of a fun race, while still retaining that nice eldar feel.

I think most people can agree on, that eldar bomber/pulsar spam is annoying (granted it might not be OP anymore, but still annoying and boring to fight against), and we want to see "brawling" eldar, eldar using their starcannons to an actual effect. For this, I have a couple of suggestions to encourage this use of eldar

1) Add a new upgrade: "Graviton disrupter charge" - Ships hit by this ship's starcannons, cannot regenerate their void shields for 10 seconds. The idea behind this upgrade is to encourage brawling for longer periods, rather than just hitting a few shots, and high-tailing it outta there.

2) Increase eldar acceleration, and particularly deceleration, but increase the cooldown on their solar sail boost by around 50-75%
The idea behind this, is to make it easier for eldar players to make tight turns in brawl situations, to keep themselves on the enemies' blind spots and places with weakest armor. The solar sail will be used less for running, and more for making a last inch escape in some situations.

3) Increase starcannon damage (Don't know if this is actually necessary)

4) Decrease pulsar cooldown, decrease its damage.
This would encourage eldar players to stay in combat longer, for multiple pulsar shots, and reduces the value of running in, unloading all your pulsars, and running out again.

These were all my ideas, I'd love to hear your feedback, as always.

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MadDemiurg
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Re: Eldar suggestions

Postby MadDemiurg » 30 September 2016, 20:55

After playing bit of Eldar after the nerfs, pulsar feel like low burst enough tbh, even lower damage and cd would make them impractical and at this point you can probably make them into actual lances with 90 degree arc rather than an aimed ability.

Also, please make Slaanesh active not disable the wraithbone shift for god's sake, it's absolutely broken vs Eldar, locking you out of all the other skills and cancelling special orders is bad enough as is. <- Devs please notice this, it's a HUGE problem for Eldar

I also feel like stealth should be nerfed across the board for all factions, it's too abuseable as is. Simple fix is to nerf camo to +50% and reduce the base duration of running silent by like 20%. Eldar would need some help vs recon beacons like a dispel skill after that change though.

Starcannons ain't that bad, but Eldar are too squishy in their preferred 6-9k range, they need some survivability buffs. I feel like it's impossible to make an Eldar build that would trade favourably vs a macro ship in that range, so you're stuck with hit&run and bombers. It would be OP if you could both effectively hit&run and fight in prolonged engagements so the power should come from upgrades.

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Ashardalon
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Re: Eldar suggestions

Postby Ashardalon » 30 September 2016, 21:47

number 1 seems like it would do the complete opposite of what you hope it would achieve
+ isnt void regen always interrupted for 10 sec if the voids get hit by something
or are you suggesting stop shield regen while the shields are fully down
would still not compensate for having to make 3 passes before voids go down at all with starcannons

TheGoldenChicken
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Re: Eldar suggestions

Postby TheGoldenChicken » 01 October 2016, 06:51

Ashardalon wrote:number 1 seems like it would do the complete opposite of what you hope it would achieve
+ isnt void regen always interrupted for 10 sec if the voids get hit by something
or are you suggesting stop shield regen while the shields are fully down
would still not compensate for having to make 3 passes before voids go down at all with starcannons


I must admit, I know not the specifics of how void shields function right now. But what I wanted to do with this upgrade, is to level out the playing field for eldar and their enemies in prolonged combat. Right now all damage the eldar takes is permanent, due to them not having any shields, the damage taken by all other races, isn't. The upgrade is supposed to partly eliminate that strength from enemies, and thus, pave the way for a more "brawly" playstyle.

Beernchips
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Re: Eldar suggestions

Postby Beernchips » 01 October 2016, 08:22

I don t like upgrades that allow factions to play on fields they are not designed too.
Eldars shouldn t have possibility to brawl because it is at the opposite of Eldar basics strategies (hit fast, hit hard and don t let enemy retaliate)
To be fair, SM shouldn thave the possibility to have a long range fleet, Tau shouldn t have close quarters possibilities.
Only IN which is the jack of all trades should be able to design a fleet on all fighting strategies (Long range, carrier, brawl...) but without be able to outshine the specialist fleet (long range Chaosshould be the best at long range, Orksthe best at CQC...)
Repent, for tomorrow you die

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Ashardalon
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Re: Eldar suggestions

Postby Ashardalon » 01 October 2016, 17:23

i have had a starcannon fleet , an important part of its manuvres was spinning in a circle every 10sec
the firerate of them makes sure that in one spin they hit voids atleast once and reset the regen
still takes a metric F ton of time to pop voids with those
it takes several risky approaches to pop voids so any regen was hell and a smart player will see the ship with lowered voids and keep it back an extra 10 seconds isnt going to help with that, it only makes hit and run stikes slightly more viable but nothing for brawling
one thing
no damage is permanent in this game, repair is not a hull% its a flat value
if you have patience an eldar can run and repair faster then any other race because they have less hp to repair

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Imperator5
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Re: Eldar suggestions

Postby Imperator5 » 01 October 2016, 23:35

Actual lance pulsars is what I want.
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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