Codex Sages : Gameplay questions

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Hyv
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Re: Codex Sages : Gameplay questions

Postby Hyv » 19 May 2016, 08:01

Drakki wrote:Hull Breach is straight off damage to the ships HP, I think 50 but I am not sure.

Fighters take the test when they reach the range of their weapons- 600. Although the Tyranid's favourite Blue Sushi has to explain how many shots they take for example if two Squadrons of fighters engage 4 enemy bomber squads and 2 torpedos, all in range of the fighters guns.


On the subject of hull breach, its the amount of damage that I was curious about. You raise a valid point about fighters, but my question was about the (potential) second test fighters may force on ordnance and not the first one. As explained with turrets, micro warp jumping right before ordnance reaches you will force a second test on the ordnance once it reaches you the second time. My question under what circumstances fighters force a second test on the same ordnance.

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Sio'are
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Re: Codex Sages : Gameplay questions

Postby Sio'are » 19 May 2016, 09:39

Kor'o Elys'eir Sio'Are Kaith Kir'qath, Loyal to the end !

THREAT GAUGE FILLED EFFECT

- The threat bars in the campaign fill up when certain factions conduct their business on your worlds. I understand that the fuller the bar, the more activity is spawned from the relevant faction. But what happens when the bar reaches full? Does it simply cap the amount of activity? Or does something else happen? I'm not asking for exact % amounts of increased enemy spawns though. I'm fine with it being somewhat ambiguous. A hidden threat is more interesting than a known one.


The Threat bars only act as a cap for the Threats' activity. There is, sadly, no "special effect".

HULL BREACH CRITICAL DAMAGE EFFECT

1. What is the exact effect of the Hull Breach critical effect?


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

DEFENSIVE FIGHTERS BEHAVIOUR

2. Do fighters follow the same rules as turrets only shooting ordnance once until they leave their range? Assuming so, is this the 6000 range that they will engage ordnance at or the 600 range that they actual shoot down ordnance at.


Fighters act similarily to the Close Defence System once at range.
1) A target within 6.000 units is detected.
2) The Defensive squadrons fly to the target.
3) Each Fighters (usually) deal 2 attacks to the target (For a total of 12 attacks for a full squadron).
4) Once the attacks are dealt, they return near the carrier or fly to the next target.

It is possible, but highly unlikely (as fighters have the same speed than other ordnances and torpedoes), that a same Fighter squadron deals its attacks two times on the same targets if its travels make it go twice in range of the target.

A little precision to avoid future questions : In case of mutliple defensive squadrons and multiple targets :
1) All squadrons go to the first detected target. A squadron is set as the primary attacker.
2) Once a second target is detected, only one squadron that isn't a primary attacker is set as the primary attacker and dispatched to this target.
3) All other squadrons still target the first target.
4) And so on for each new target detected until all squadrons are set as primary attackers.

SOLAR SAILS ON BIGGER SHIPS

3. Solar sails mention that every destroyed sail reduces the effectiveness of holofields by 10 points (I assume 10%). From this it follows that larger ships with 4 sails can have their holofields reduced further than the smaller ships with 2 sails, is this correct?


Indeed, bigger ships can end up with weaker holofields.

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Pardon me for going off topic in the thread. I didn't want to take the liberty of PMing you without invitation and since we were already discussing it here I thought this would be a better place than the bug forum.


No need to apologize, Gue'la.

Hyv
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Re: Codex Sages : Gameplay questions

Postby Hyv » 19 May 2016, 11:09

Thank you for the swift and precise response, Otaku Alien!

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Re: Codex Sages : Gameplay questions

Postby Wintermute » 19 May 2016, 17:10

In the same line as how the Imperial macro's having 4 shots, each with the profile shown in the hot tip, how many shots do chaos macro-batteries on the slaughter, carnage, or the despoiler have in actuality?

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Re: Codex Sages : Gameplay questions

Postby Rolepgeek » 19 May 2016, 21:42

How many shots do Ork Bommas get when they intercept ordnance en route to their target/against defensive fighters?

And Wintermute, I believe Chaos Macro batteries get eight shots, while the Slaughter's macro-parts each get four, each with the profile shown. Could be wrong. I think Lotsa Gunz get eight shots base as well.

I've noticed Emergency Repairs gets disabled in some instances as well, but I can't really tell when anymore. I thought it might be from Hull Breach, which was not the case, and then I thought it was from hitting 15% HP. But I've seen escorts that were heavily damaged, symbol and all, repair themselves, and have done it in the campaign. Is this just because Escorts don't lose the use of abilities because they don't have systems in the way Line Ships do?

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Re: Codex Sages : Gameplay questions

Postby Elkantar » 19 May 2016, 22:32

Is the Gameplay for Eldar really just rely on Pulsars cause the Rest of their Arsenal is not even existent?

Is the Gameplay for Eldar really to be limited in the Ship Classes so Pulsar's which you will nerf are the only existent damage weapon which even needs skill to use?

Is the Gameplay from this Game really to adress cry's about a weapon from Beta which was indirekt nerfed to many other nerfs to Eldar?

Is an Dev even playing this Game in Multiplayer as Eldar?

Did a Dev every waited the 20mins+ for an MP Game as Any Race cause the Game seems MP wise nearly extinct at the moment, maybe cause Eldar Pulsared them all? Oh Wait no, maybe cause people don't like bad balancing overall and forced to play 1-2 styles per race :P

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Re: Codex Sages : Gameplay questions

Postby Wintermute » 19 May 2016, 23:58

Much appreciated rolepgeek, I have another question, why are chaos flight decks angled downwards instead of just sticking out to the side? I know it's just their design but there really doesn't seem to be any reason for it

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Re: Codex Sages : Gameplay questions

Postby Rolepgeek » 20 May 2016, 00:43

Matches the tabletop design, probably. In terms of lore-wise, simplest way to make it easy to swap out systems on ships when they need overhauled, considering the design of the rest of the ship and gun deck angles and the like, probably presents a thinner front on profile so they can be fit into dockyards more easily.

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Re: Codex Sages : Gameplay questions

Postby Beernchips » 21 May 2016, 15:42

A few questions :
Does squadron sergeant crew bonus also applies to the fighter sqaudron summoned with darkstar skill?

Are all bonus cumulatives or multiplicatives? For example a saim hann with the +50% damages against shields deals (Base + 0.5 x base + 0.5 x base) or (base + 0.5 x base) x 1.5 ?
Repent, for tomorrow you die

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Re: Codex Sages : Gameplay questions

Postby Drakausa » 21 May 2016, 16:14

Wintermute wrote:Much appreciated rolepgeek, I have another question, why are chaos flight decks angled downwards instead of just sticking out to the side? I know it's just their design but there really doesn't seem to be any reason for it


The original ships for TT were designed to be different for factions and required to fit within plastic miniatures production capability. Following updates on the TT game included procedures on how to change out parts for variants as well as painting guides and additional 'pieces' of plastic or metal that could be used in addition to pieces provided. Primary consideration was given to sale of plastic miniatures.


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