HOW MANY SHOTS ARE FIRED FROM BATTERY WEAPONS ?
For batteries, are their 4 shots (one for each of the guns) or is that just visual effect?
Each gun on a battery weapon fire an independant projectile, which can either miss or hit. It is not just a visual effect. The tooltip is currently wrong and will be rectified in the next patch.
HOW DOES AUGUR DISRUPTOR WORKS ?
When you use the skill augur disruptor on an enemy ship do your ships become red dots, unidentified, if they are not in the detection range of the enemy ships after the disruption passes ?
Assuming that all enemy ships where effected.
Augur Disruptor is a powerful skill, that requiers strategy and manoeuvers in order to be effective, but it only reduces the detection range of affected ships. If your ships were identified before the use of the skill, they will stay identified. If you want to return to the "blip" state, the little red dots, you will need to reset your "identified" status. For that, I higly recommend to lead the fight near a gas cloud before using it, using running silent, or the Eldar Alaitoc Favour. And beware as a single enemy ship detecting yours will allow all enemy ships to fire upon your fleets. After all, it is a game of strategy and placement.
IS LEVEL 4 CREW POSSIBLE ?
If I upgrade a crew slot to level 3, then get inquisitor favor is it now level 4?
As for now, it isn't possible, as an additionnal level in crew member could not give more bonuses (Navigator and faction equivalents) or become, in certain cases, break the game (Servitors (Or equivalent) uping the DPS of Carriers, and Cultists with a Nurgle Favour making them un-boardable.). But with a reconditionning and the Inquisitorial Favour, you'll have another crew member at level 3 and one at level 2, plus all the remaining at level 1. It's a quite interesting deal.
WHAT ARE ORDNANCES AND DOES "RELOAD" AFFECTS WEAPONS ?
Can you give us the definition of Ordinance? I see this term thrown around alot without anyone saying what it is. Does this include ONLY torps, fighters, bombers, and assault boats? I ask because the tooltip mentions weapons, so I'm wondering if it affects reload rate of macro/lance weapons. At first I was always using Reload skill in fights cause I figured that was a straight 20% increased in DPS because of the 20% increased fire rate of all weapons. I see no one does that though so I guess it does not affect main weapons.
Ordnances are a term used to regroup Fighters, Bombers, and Assault Boat squadrons. Torpedoes are treated separately, due to the inherent differences between the two of them in terms of gameplay (Although in naval terms, and in BG the Tabletop game, both are considered ordnances, we make a difference for our game).
As for the "Reload" special order, as it is indicated in the tooltip, it only affects skills cooldowns and the refill of the combustion gauge. It does not increase the rate of fire of automatic weapons, but it do increase the reload of skill based weapons, such as Launch Bays, Nova Cannons, Pulsars, Torpedo Launchers, Shokk-Attack Mega Kannon, Nova Kannon, and Tracktor Kannon.
DO SHIELDS BENEFIT FROM ARMOUR ?
Shields: Do they gain bonuses from armor? Does shooting an imperial in the front get the 75% block chance or does it get the straight damage assuming the shot hits?
Armour is an additionnal defence to the Hull of the ship. The Hull being protected by the shield, armour isn't taken into account for shots that damage the shield. So no, the 75% Frontal Armour of a Gue'la, a human, ship will not give its shield 75% chances to deny damages.
Although the Generator upgrade "Voss Pattern Void Shield" of the Imperium do give to the SHIELD a 25% chance to deny hits, if you want.
ERRATUM ON TURRET DEFENCE SYSTEM
Turrets/Bombers: Ok so I'm reading your section explaining the turret interaction vs bombers. Can you show how you come to 11.7% chance of that bomber getting through? I'm in agreement with the guy you were responding to as of now. If it's a 65% chance of success and it has to pass EVERY test (18 of them), then that's (.65)^18 = .0004 or .04 % chance of success. One failure means it goes down. Been a while since I had to do math though lol so I could just be thinking about this wrong.
After a consertation with Gue'la technopriests at Tindalos Interactive, it seems a misscommunication led to a problem of misunderstanding, probably from my end. The 18 tests due to turrets are made upon every GROUP of ordnances, and each failed test randomly destroys 1 craft in the group. Which fairly rises the chances of bombers to pass through it, as an entire squadron will need 6 failed tests on the 18 tests taken to be entierly destroyed.
I greatly apologize for my mistake,and is considering the Malk'la ritual in order to attune my mistake.
EFFECT OF THE EMERGENCY CAPACITOR
How exactly does emergency capacitors skill work?
The Emergency capacitors skill speeds up the regeneration of a ship's shield. It is intended to be used once the ship's shields are down and in their recovery phase (the shield bar is purple and slowly replenishes.) or when the rechargement of the shield (if it isn't damaged during 10 seconds) is engaged.
BOMBERS AND ASSAULT BOATS COMPARISON
What is the crit chance of bombers, and since bombers also do damage is it really worth using assault craft at all? How many assault attacks does each wave of assault craft perform?
Bombers chances of critical damages depends on the quality of the bomber. The Orks ones have lower chances, while Eldars have higher chances. Imperium and Chaos have 7,5 % chance to cause a critical damage per attack that hit, Orks have 2,5% and Eldars 10%. But the Assault Boats make one assault action for each assault boat that reaches the ship (the hit is automatic, but the Assault action test is not.) which make them more usefull against armoured targets and low troop value (due to mutinies for example).
Another good side of the Assault Boat, is that there is only 2 of them plus 4 fighters in a squadron (Bomber runs have 3 Bombers and 3 Fighters, except Orks that have 6 Bomber-Fighters). This means two things: if a test against the close defence system is failed, there is less chances an assault boat is destroyed, as they have 2 chance out of 6 to be destroyed instead of 3 out of 6 for bomber runs. The downside being that in a stroke of bad luck, the loss of an assault boat is more crippling to the squadron than the loss of a bomber in a bombing run.
What is the chance of a fighter wing shooting down torpedos or other strike craft?
The odds of a fighter destroying an enemy ordnance or torpedo is the same as the close defence system turrets, which means 35% for most targets, unless specified otherwise.
They do not, unlike the close defence system, raise troop value against boarding, though.
PRIORITIZING SUBSYSTEMS AND CRITICAL CHANCES
does prioritizing subsystems work with bombers and torpedoes?
Yes, Subsystem targeting affects all weapons and assault actions as well (an information I missed). If you want to know how it works in details, here it is:
Upon damage or assault actions taken, a test is rolled to see if a critical damage will occure (Based on a percentage for weapons, and on Troop Value for assault actions). If the test is successful, another test will determine where the critical damage is set and one last test to determine if the critical damage is a destruction of the subsystem, or a "lighter" critical damage such as "Hull breach" or "Fire onboard".
Or in clear :
1) Critical damage Test
2) Target Test
3) Effect of the critical damage Test
In case of a specific targeting, if the second test's result isn't the desired subsystem, the test is rerolled, which raises the odds of hitting the desired subsystem. In case the second test doesn't hit the desired subsytem, it is the second test that is taken into account.
CAUTION : Inspite the way critical damages are determined, a hull breach or fire onboard do not have specific effects depending on the target hit.
BOARDING TORPEDOES AND WAAAAGH
Thank you, xenos blueberry, I have a different question. Waaagh! and the Boarding Torpedoes, is the bonus assault action granted after the firing of the torpedoes or can I trigger the Waaagh! skill just as the torpedoes hit, as long as it affects the ships that fires the torps?
Xeno Blueberry ? Such disrespect... Can't expect much more from a Snae'ta Gue'la.
As stated in the WAAAAGH Tooltip, it only affects boarding, not other assault actions. Despite their name, Boarding Torpedoes aren't Boarding, as it is a specific skill (the close range boarding action) and as such, aren't affected by the WAAAAGH! Gameplay-wise, it would be too game-breaking.
MISSILE PODS AND FAVOURS
A few patches ago you guys said that you added to affects to missile pods based on the god favor
Indeed, but the effects added to the missile pods was purely cosmetic. Before this patch, the 3D Mesh of the missile pods dissapeared if a favour was set on the ship. Now, they have 3D meshes. It is just that. Sorry!
FEEDBACK FOR THIS THREAD
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Thank you all for your support.
Kor'o Elys'eir Sio'Are Kaith Kir'qath, end transmission.