Codex Sages : Gameplay questions

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Sio'are
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Re: Codex Sages : Gameplay questions

Postby Sio'are » 29 June 2016, 12:25

Kor'o Elys'eir Sio'Are Kaith Kir'qath, in permission with the time to answers all these questions, is now online.

CHAPTER MASTER'S COMMANDER MAX EFFICIENCY

If the tooltips are correct ALL astartes ships should have the armour increased by 26 points instead of 20 , and the enemy accuracy should be reduced by 27,5 points instead of 20 when you have a chapter master somewhere in the fleet with the commander active. I would rename this ability to "aura of the plot armour personally"


Actually, you're wrong on this, as you forgot the first level of the skill, when no crew point is set on the Chapter Master, utilmately granting +28 in armour, and reducing enemy precision by 30. As for 'plot armour', it's all a matter of perspective. Space Marines are known to surpass even their own limits once galvanized, being more carefull and efficient under their Chapter Master's supervision, thus including better evasive movements and taking hits in a less damaging angle.

IMPERIAL FIST DOCKS

Another question: What does the Imperial Fists port represent? There is a giant space station, a semi-lush (i think) planet and BIG , REAL BIG asteroids in the background, doesn't seem like its the Solar system, is the Space station phalanx? I would greatly appreciate if you could ask for me! (btw I like it, I just can't identify it like the Ultramar etc)


It is indeed the glorious Phalanx flaoting around in the Imperial Fist Deck.

NOVA CANNON DAMAGE LOSS

Ever since patch 09/06/16 where the plasma bomb area of damage was introduced I have noticed, that the Nova cannon very often does not deal 200 damage to the targets in circle (seems to be true especially vs escorts). If the target is on the edge but still very much in the circle they often get hit for a insignificant amount of damage.

I wanted to ask if this is intentional and the nova aoe isn't suppose to do the 200 damage in the full circle, or perhaps I have somehow missed some recent patch-notes somewhere?


It is intentionnal and worked like that since a long time. Just read the Advanced Tooltip of the skill (By pressing Alt).

MORE CARRIER ORIENTED IN SHIPS

Last thing: Personal opinion : Now is the time I think the Imperial Navy could really use the Defiant class light cruiser of the Jovian class battle cruiser for extra ordnance: Why I think so -> Dictator or Mars are a commitment that could be filled by other, much better carriers for the IN. Why do I think that NOW is the time? Because we have another player on the ordnance department who posses some impressive thunder hawks and torpedo capability while at the same time is not afraid to close in with IN ships.
This issue will be deepened even further when the Tau arrive with their Barracuda which according to the TT rulebook I read has a very good chance of killing fighters.


It is unlikely to happen. As you surely noticed in the Faction Selection, each faction has strong and weak points. Imperial Navy has a weak point specifying that they have less carrier capacities. As such, we wish to remain things that way as it grants Faction specifications, diversification, in both feeling and Gameplay.

IN TORPEDO/NOVA CANNON SWITCH

I would also like to propose for the nova cannon to be allowed to be switched for torp launchers which would lower the ship costs in the process just like in tabletop. This was mentioned multiple times by other players in various areas of the forums, I could create a thread if it is required to show the community would like this.


See the answer for new Patterns of ships a bit below.

THUNDERHAWKS DAMAGES

To close this post off, the Thunderhawks after todays patch got boosted to 40 damage per bombing run (at least the tooltip says so) [Just making sure it is intentional]

It is intentional. As it requires an upgrade to have access to the Gunship, it was only logical that they would be "better" bombers than the average craft. Only Eldars are as strong, but it is one of their strong point, to have elite crafts.

NEW PATTERNS OF SHIPS

Is it possible for you to tell me if there are additional classes of ships going to be added to the IN and other "old" factions (Like it was done for the Eldar)?


Although interesting, we are focused on the current developpement of the next faction, the debug and balance of the game rather than adding new ship patterns to already existant factions.

UNTOLD MODIFICATIONS

Indeed, due to some misscommunications, some things eluded the patchnote list. Do not worry, there aren't much of them, mainly big fixes and visual improvements. The only two that matter in terms of Gameplay are the two you found and got back here :

Astartes and Eldar fighter summon skills cooldowns are now 60 seconds, I am pretty sure they were previously a little bit higher, should but in the patchnotes I think (unless I missed it!)


Indeed, it was dropped from 180 seconds to 60 seconds, due to the Space Marines not normally having access to Fighters Squadrons. As for the Eldar, it was just a matter of homogenity.

Why was the Shadow Kurnous pattern silently buffed with additional launch bay? I mean, I'm not complaining, this buff made it from meh to a very good ship, 2 Shadows can be like a VS in terms of carrier power(which is quite strong), but why this was not in the patchnotes? oO This is a big change, and I only noticed it after like 20 games x)


Indeed, The Shadow Kurnous and the Standard Eclipse both won an additionnal Launch bay. They were intended that way and their point costs were calculated with two Launch Bays. So they were actually weaker for their costs than they were supposed to be.

MUTINY STACK

Do mutiny effect stack? Can I trigger two mutinies in the same ship by using the chief lybrarian ability twice on the same ship?


It does, as stated in the Icon's Tooltip. Please read them.

I dunno what can happen to a ship who rebelled 10 times x)


Well, the effect is quite easy to tell : 0-20 temporary critical damages, +100% Cooldown duration and Refill Gauge duration and -100 Troop Value, for a minimum of 0.

IMPERIAL ASSASSIN CHANCES

can we get any detailed information on the imperial assassin chance to cause a mutiny,and whether those mutinies also cause the critical effects?


It's a bit more complexe than RedDevilCG's explanations. When a temporary critical damage occures, the odds of each critical are decomposed as such :

33% => Subsystem Critical Damage (Can be rerolled with a specified targeting)
33% => Hull Breach
33% => Fire Onboard

Imperial Assassin adds an additional critical damage, so the odds become :

25%/25%/25%/25%. One chance out of four to be triggered if no targeting is set on the foe.

TABLETOP DISCREPENCIES

1.Mars in TT on his macro battery have greater range then Dictator but in this game they have exactly the same weapon. May I ask you why?


It is a remainder of a really ancient attempt to simplify the game for the players, as we feared it would be too complicated, we tried to standardise some of the more complexe datas of the game, but we quickly saw that as pationnate as us, our players had no problem understanding its various little differences. We proceeded to reverse most of our changes, but some discreet ones might have escaped us. We might change them back to something closer to the Tabletop as soon as we'll have the time to do so.

2. Emperor In the TT version have more defensive turrets then Retribution but in game they have the same number. And Again why if I may?


This time, it was a Gameplay-driven decision to distance our game from the tabletop. Indeed, real time strategy, skills and such necessited some adaptations, and the Number of turrets was one of them. Rather than having Frigates with 2 Close Defence Turrets and Battleships with barely 4 or 5, we decided to make clearer separations enhancing the number of turrets, and classing them by Tonnage, thus interdicting differenciations, such as the Emperor/Retribution.

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I would like to report that on a Battle Barge equipped with fighter summon skill, when you send thunderhawks they visually seem to consist of 2 squadrons, It is just visual or? and if it not just visual is it intentional that the skill reduces the number of squadrons? It also seemed not to happen everytime I used the thunderhawks.


While I appreciate the gesture, i'd like to remind you that there is a Technical part on the Forum to post bugs and discrepencies alike. Do not hesitate to make a thread in there, supported by Videos or Pictures if you can. Bit thank you nonetheless !

What are the actual stats for the Prow Gunz?
At least I don't believe that tooltip anymore


A shame, ye do our best to fix any discrepency found on tooltips. Although if you want an answer, I'll have to ask which one are you talking about, the Grot Prow Gunz or the Prow Gunz ? I answered this question one or two days ago. I don't think it is on the FAQ, but if you search on page 27~30 you should find it.

Sio'are I studied the Tau fleet yesterday and suddenly it started to look appealing with the Orca's , the ordnances (I never really knew Baracuda was supposed to be a bomber gunship that can melt fighter faces off ;o) the heavy frontal armour and other thing. I know it was said a few months for the Tau, and I am in no rush, but if you can answer can you tell us a broad approximate in the likes if it will be 8 months or perhaps 5? I this information is classified I of course understand :)


I won't divulgate the secrets of the Kor'Or'Vesh and/or Kor'vattra, Gue'la. You won't know when and where it will strike, and you won't be able to stop them !

I would like to report that on a Battle Barge equipped with fighter summon skill, when you send thunderhawks they visually seem to consist of 2 squadrons, It is just visual or? and if it not just visual is it intentional that the skill reduces the number of squadrons? It also seemed not to happen everytime I used the thunderhawks.


You were probably Guest in a multiplayer game, please read the FAQ about Ordnances to find your answer. ;)

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Re: Codex Sages : Gameplay questions

Postby Vesorak » 04 July 2016, 06:32

1.Does insubordination trigger when a ship warps out?

I have had two instances of a ship warping out only for another ship to go insubordinate, despite having an undamaged hull.

2.Also, is it possible for the opposing fleet to cancel the warp of an insubordinate ship?

I was playing a data recovery mission and an enemy ship carrying the data went insubordinate, warped out, and won the match for the other player.

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Re: Codex Sages : Gameplay questions

Postby Ahzek Ahriman » 04 July 2016, 17:29

Vesorak wrote:1.Does insubordination trigger when a ship warps out?

I have had two instances of a ship warping out only for another ship to go insubordinate, despite having an undamaged hull.

2.Also, is it possible for the opposing fleet to cancel the warp of an insubordinate ship?

I was playing a data recovery mission and an enemy ship carrying the data went insubordinate, warped out, and won the match for the other player.


1. AFAIK, insubordination only triggers if the ship that caused it warps out via insubordination too. Had it often (especially with orks), never seen insubordination when ship was ordered to warp out. I may be wrong though, it's a good question.

2. The question has already been answered, and I was the one who asked it heh.
No, the warp-out can not be canceled by enemy if it was triggered by insubordination. Unless they destroy the ship of course. Only warp-out ordered by the player/bot can be canceled with assault action.
Last edited by Ahzek Ahriman on 08 July 2016, 12:57, edited 1 time in total.
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Re: Codex Sages : Gameplay questions

Postby Beernchips » 05 July 2016, 20:04

Does the bonuses from chapter master also applies to ally in 2v2?

If a ship used a special order when chapter master was on commander, does the bonuses from commander stance are kept if you switch to warrior stance?

Warrior stance works for all "assault actions", it includes boarding torpedoes and thunderhawks used from the chaper master ship?
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Re: Codex Sages : Gameplay questions

Postby PistonMiner » 09 July 2016, 15:30

Hello, this is not so much a question as it is asking for confirmation, to quote myself:
PistonMiner wrote:For people interested in how it actually works, this is my understanding of it:

Code: Select all

accuracy(range, factionAccuracyModifier, weaponAccuracy) = (1 - factionAccuracyModifier * range) * weaponAccuracy

Where accuracy is a decimal value detailing the likelihood to hit the enemy ship, range being the distance of the ship to the target in 3K units as a decimal value, factionAccuracyModifier being the accuracy falloff of the faction from 0 to 1, and weaponAccuracy being a decimal value from 0 to 1 that is set per weapon.

Example: My Overlord-class Battlecruisers fires it's Macro-Batteries at a target which is 9K units away.
The likelyhood to hit the target will be

Code: Select all

accuracy(3.0, 0.2, 0.6) = (1 - 0.2 * 3.0) * 0.6 = 0.24

That's 24%.


Are my assumptions correct?

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Sio'are
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Re: Codex Sages : Gameplay questions

Postby Sio'are » 19 July 2016, 11:25

Greetings, Admirals, and sorry for the long absence. Lot of work to do. It is I, Kor'o Elys'eir Sio'Are Kaith Kir'qath.

I see only a few questions, which I cannot decide if it's a good or a bad thing... Anyway, let's get to the task !

INSUBORDINATION WHILE WARPING OUT

1.Does insubordination trigger when a ship warps out?


If you ask if a ship can insubordinate while warping out, then no. It can't. If you're asking if other ships can insubordinate when one of your ship warps out, it is indeed possible. A warping out ship count as a loss, and as such, triggers the insubordination test.

ENEMY CANCELING INSUBORDINATION

2.Also, is it possible for the opposing fleet to cancel the warp of an insubordinate ship?


No, it is not possible. The only thing that can cancel an insubordination is the player controling the ship, by executing its captain.

CHAPTER MASTER BONUS IN 2V2

Does the bonuses from chapter master also applies to ally in 2v2?


No, it does not.

CHAPTER MASTER BONUS STILL EFFECTIVE AFTER SWITCH ?

If a ship used a special order when chapter master was on commander, does the bonuses from commander stance are kept if you switch to warrior stance?


As of now, the bonus isn't kept if you change stances while a Special Order is active.

FINEST WARRIOR EFFECT

Warrior stance works for all "assault actions", it includes boarding torpedoes and thunderhawks used from the chaper master ship?


Boarding Torpedoes and Thunderhawk are indeed included in the bonus.

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Hello, this is not so much a question as it is asking for confirmation, to quote myself:
PistonMiner wrote:
For people interested in how it actually works, this is my understanding of it:
CODE: SELECT ALL
accuracy(range, factionAccuracyModifier, weaponAccuracy) = (1 - factionAccuracyModifier * range) * weaponAccuracy

Where accuracy is a decimal value detailing the likelihood to hit the enemy ship, range being the distance of the ship to the target in 3K units as a decimal value, factionAccuracyModifier being the accuracy falloff of the faction from 0 to 1, and weaponAccuracy being a decimal value from 0 to 1 that is set per weapon.

Example: My Overlord-class Battlecruisers fires it's Macro-Batteries at a target which is 9K units away.
The likelyhood to hit the target will be
CODE: SELECT ALL
accuracy(3.0, 0.2, 0.6) = (1 - 0.2 * 3.0) * 0.6 = 0.24

That's 24%.


Are my assumptions correct?


I'll see if a Techpriest can answer your question.

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Re: Codex Sages : Gameplay questions

Postby PistonMiner » 10 September 2016, 14:34

Sio'are wrote:
Hello, this is not so much a question as it is asking for confirmation, to quote myself:
PistonMiner wrote:
For people interested in how it actually works, this is my understanding of it:
CODE: SELECT ALL
accuracy(range, factionAccuracyModifier, weaponAccuracy) = (1 - factionAccuracyModifier * range) * weaponAccuracy

Where accuracy is a decimal value detailing the likelihood to hit the enemy ship, range being the distance of the ship to the target in 3K units as a decimal value, factionAccuracyModifier being the accuracy falloff of the faction from 0 to 1, and weaponAccuracy being a decimal value from 0 to 1 that is set per weapon.

Example: My Overlord-class Battlecruisers fires it's Macro-Batteries at a target which is 9K units away.
The likelyhood to hit the target will be
CODE: SELECT ALL
accuracy(3.0, 0.2, 0.6) = (1 - 0.2 * 3.0) * 0.6 = 0.24

That's 24%.


Are my assumptions correct?


I'll see if a Techpriest can answer your question.


Are the Techpriests aware of it?

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Re: Codex Sages : Gameplay questions

Postby MadDemiurg » 10 September 2016, 20:34

Hi Sio'are!

Quick questions about the Tau beta mechanics:

1) How EXACTLY do seeker missiles work? They seem extremely OP if you go by description, but the actual experience is quite different for me.

Specifically:
-actual dps of each turret
-can all turrets fire at the same ship/is there any limit to total dps they do
-their hit chance
-are they affected by armour

2) How exactly do Mantas work? Their total bombing damage, do they attack other fighters like fighta bombas and how much HP do they have? Some players assume Mantas do 2*90 = 180 damage because the tooltip states 2 attacks, however I think they only bomb once for 90 damage and 2 attacks are vs other fighters from what I see in game. Can you please clarify?

Btw gj on the Tau, they are really fun and have a lot of viable builds by the look of it.

Thanks in advance!

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Re: Codex Sages : Gameplay questions

Postby Ahzek Ahriman » 11 September 2016, 20:53

Greetings, young alien.

I hope your puppeteers... ekhm. Ethereals did not decide to sacrifice this thread "For the Greater Good".

I have a question:

I noticed that with Tau Beta patch the behaviour of spacecraft has changed siginifcantly. They will quite often rise to a much higher altitude and stay there or swoop down on whatever target they have. Sometimes they will randomly return back on standard altitude.

My question is: what governs this new behaviour? Are spacecraft now more "aware" of the danger of enemy defense turrets and will try to escape into higher altitude if too close to stray enemy ship (I've witnessed situation that suggested this explanation to me) or is it just completely random behaviour aimed at adding variety to the game?

In either case, it's most welcome but I'd like to be aware of the exact mechanics behind it.
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Re: Codex Sages : Gameplay questions

Postby Iam Alpharius » 12 September 2016, 08:29

Ahzek Ahriman wrote:Greetings, young alien.

I hope your puppeteers... ekhm. Ethereals did not decide to sacrifice this thread "For the Greater Good".

I have a question:

I noticed that with Tau Beta patch the behaviour of spacecraft has changed siginifcantly. They will quite often rise to a much higher altitude and stay there or swoop down on whatever target they have. Sometimes they will randomly return back on standard altitude.

My question is: what governs this new behaviour? Are spacecraft now more "aware" of the danger of enemy defense turrets and will try to escape into higher altitude if too close to stray enemy ship (I've witnessed situation that suggested this explanation to me) or is it just completely random behaviour aimed at adding variety to the game?

In either case, it's most welcome but I'd like to be aware of the exact mechanics behind it.


it was mostly an attempt to improve their behavior for more aesthetically pleasing spacecraft trajectory.
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