Codex Sages : Gameplay questions

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Ashardalon
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Re: Codex Sages : Gameplay questions

Postby Ashardalon » 04 May 2016, 16:04

one more!
what is the range of interceptors, i see myself as a mid level carrier player going for high, knowing how close i need to get my bombing runs to torpedo's will help a lot
ok fine two, does each interceptor only do 1 intercept check for example if my bombing squad goes past a torpedo will my interceptors rejoin the squad after their attack run to cover my bombers or do they unload everything they have on that 1 torpedo?

thank you for the answers already provided, i do agree that an ingame lexicanum would be awesome especially if you could also compare ships next to each other in it currently having 2 tabs with the wiki open for easy cross race comparisons is kinda annoying :p

aaaaaahhhhhh one more, does movement influence accuracy against non eldar races, i think i remember an old post by ravensberg saying you could dodge things like macro fire with high energy turns, does this mean that not moving actually gives long range macro an accuracy buff against you ?
yay for ramming numbers give me all the numbers!

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Re: Codex Sages : Gameplay questions

Postby Virus Sarcastus » 04 May 2016, 16:17

could you please explain ram mechanics and give some hard numbers?


Ram mechanic

Damages are functions of Speed and Max Life.
+ Attributes (Fragile, Spur, etc)
+ Damages are Mitigated by armor


Get Speed for Ships S1 and S2 (Take into account ship translation and not rotation)

Code: Select all

Vector Speed1 = S1.Velocity
Vector Speed2 = S2.Velocity


Get Speed Difference

Code: Select all

Vector SpeedDiff = Speed1 - Speed2
Float SpeedIntensity = |SpeedDiff|


Then we get the LifeMax of ships

Code: Select all

Float MaxLife1 = S1.MaxLife
Float MaxLife2 = S2.MaxLife



Then we have what we need to calculate damages
Ship1 does damage to ship2

Code: Select all

Float Damage1 = MaxLife1 * SpeedIntensity


Ship2 does damage to ship1

Code: Select all

Float Damage2 = MaxLife2 * SpeedIntensity


Attributes are here

Code: Select all

//Spur or power ramming upgrade
Float Damage = Damage * 1.5 (all but Rammin' Gob x3)
//Fragile
Float Damage = Damage * 0.5


At the end we Mitigate the damages: multiply by (1 - Armor) with armor in %

Code: Select all

Float LifeRemovedForShip1 = Damage2 *  (1 - Armor)


There is one more variable K, a constant. We multiply Damage by K.
K is currently 1/3.

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MadDemiurg
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Re: Codex Sages : Gameplay questions

Postby MadDemiurg » 04 May 2016, 16:23

So, taking +100 hull makes you better at ramming? Good to know.

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Re: Codex Sages : Gameplay questions

Postby Virus Sarcastus » 04 May 2016, 16:29

So, taking +100 hull makes you better at ramming? Good to know.


yes

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Sio'are
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Re: Codex Sages : Gameplay questions

Postby Sio'are » 04 May 2016, 16:30

HOLOFIELD EFFICIENCY AND SAIM-HANN UPGRADE CONDITIONS

-In response related to accuracy calculations it was stated that holofields reduce it by 60% at max. In game tooltip says 50%. Who's wrong here?
-Under which conditions Saim Hann ambusher bonus applies (if it works at all now)?


As of now, the Tooltip is wrong and will be corrected in the next patch. Holofield does give 60% accuracy reduction to enemy macro-weapons.

Saim-Hann upgrade, Ambusher, gives +50% damage to Starcannons and Pulsars if the ship is in the "Blip" status, which means if it is a big red dot. If you want to be sure you are in such status, be sure to be out of enemy detection zone, and use the Running Silent special order, or lead the fight near gas clouds.

QUESTIONS REGARDING INTERCEPTIONS IN BOMBING/ASSAULT BOAT RUNS

one more!
what is the range of interceptors, i see myself as a mid level carrier player going for high, knowing how close i need to get my bombing runs to torpedo's will help a lot
ok fine two, does each interceptor only do 1 intercept check for example if my bombing squad goes past a torpedo will my interceptors rejoin the squad after their attack run to cover my bombers or do they unload everything they have on that 1 torpedo?


The range of Escort Fighters is 1.200 around the Bombers, and Defensive Fighters have a range of 6.000, Also note that refering to the tooltip, Fighters have two attacks, they roll two tests to see if they destroy anything, which for Defensive fighters, give 12 attacks, and 8/6 for Assault Boat/Bomber Squadrons.
And do not worry, Escort Fighters have plenty of ammunition to lay waste, they will stay with the bombers, covering them, until they die or get back home.

MACRO-WEAPONS ACCURACY AGAINST MOVEMENT

one more, does movement influence accuracy against non eldar races, i think i remember an old post by ravensberg saying you could dodge things like macro fire with high energy turns, does this mean that not moving actually gives long range macro an accuracy buff against you ?


You are lucky I am a Tau, bestowed with infinite patience for those that could join the Tau'va, Gue'la...

Macro-weapons, due to the speed of their projectiles, could indeed miss if the enemy moves too much, just like in reality. Although the firing computers of one's ship are quite capable to predict a future position to hit a moving target, some unpredictable movements can mess with the effective precision of the macro-weapons. But it has been taken into account and such avoidance always has a price, such as some Combustion Gauge power, or the Eldar Dash... Even a Big Red Button, if the Orks make such a waste!

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So, taking +100 hull makes you better at ramming? Good to know.


Indeed, it does !

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Kor'o Elys'eir Sio'Are Kaith Kir'qath, End Transmission

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Ashardalon
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Re: Codex Sages : Gameplay questions

Postby Ashardalon » 04 May 2016, 17:04

my question was answered in regards to dodging at long range but wat if im picking a target apart from 15k does it benefit me from taking out its engines does the small boost from boosting with broken engines give the same mis shanse as boosting with a fully functioning one and is there a bonus for an unmoving target like a ship trying to warp out should i try to rush in to finish him knowing it wont be able to fight back or can i rely on my gunners, long range accuracy and optimal facing to take it out since there wont be any variables to ask the cogitators to work out, just a place in space to fill with explosions :D

thanks in advance tau friend your soul is small you are hard to find but im sure that means there will be plenty of room for me in there
Tzeentch guide your path and the greater good

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Re: Codex Sages : Gameplay questions

Postby shadowsfm » 04 May 2016, 18:16

Cripple X wrote:
Sio'are wrote:
FEEDBACK FOR THIS THREAD

I hope you are satisfied with my work here, and I want to know your feelings about the way I do things. For example, are you okay with long posts like this one gathering answers, or would you prefer multiple posts answering to one question at a time ? Send your feedbacks in my inbox to keep this thread clean, please.

Thank you all for your support.

Kor'o Elys'eir Sio'Are Kaith Kir'qath, end transmission.

I think the way you're handling it so far is perfect. Thank you for taking the time to do this. The interaction you and the other Devs have been having with the community lately is wonderful and appreciated. It's earning you a dedicated customer. Keep it up.


agrees. this thread is awesome and informative

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Re: Codex Sages : Gameplay questions

Postby CALiGeR190 » 04 May 2016, 18:21

Here's a scenario for that knowledgeable Grey-skin's masterful clarifications:

I have a ship with carrier capacity (Launch Bays).
I have the ship set to automatic trigger the 'Reload' Order and automatic launch bombers.
I have two targets ahead of me: an escort and a capital ship.
Does the AI prioritise the Escort or the Line ship first without specific orders? Or is it which ever was spotted first?

Now, if I set the escort to priority 2, and the Capital ship to priority 1: will the strike craft launch at the capital ship?

Finally, once the strike craft have launched, when exactly does the AI trigger the Order that is set to auto? And while I'm on the subject, what are the trigger conditions for orders set to auto?
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Gerver
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Re: Codex Sages : Gameplay questions

Postby Gerver » 04 May 2016, 21:18

What point in armor when every popular weapon in game (Imperial Macro, Mega Cannons/Heavy Cannon, Chaos Lances, Bombers, Pulsars) are equipped (or can be equipped) with "armor piercing" rule?

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Re: Codex Sages : Gameplay questions

Postby RedDevilCG » 04 May 2016, 21:50

Gerver wrote:What point in armor when every popular weapon in game (Imperial Macro, Mega Cannons/Heavy Cannon, Chaos Lances, Bombers, Pulsars) are equipped (or can be equipped) with "armor piercing" rule?

Ramming, all non-lance attacks over 3000m, possibly explosions.


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