Could use help with understanding these mechanics

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angelshard
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Could use help with understanding these mechanics

Postby angelshard » 27 April 2016, 10:20

There are some mechanics in the game I'm not sure how works.

EDIT: edited to include answers.

1. What are defensive turrets range, RoF and hit chance? (Trying to find out if 3 extra turrets are worth it, except for the 3% extra troop strength)

2. Do the overload generator skill replace the 100% crit from lock on or are they cumulative?

3. What is the base ram damage from each ship class and what damage increase does speed do?

4. Does selecting a system affect boarding crit results?

5. Does the Slaanesh favour lock down eldar pulse weapons? (And if so, will it stop them firing if you use it after they've started?)
it locks them down (second part not answered)

6. Does the sergeant crew member affect torpedoes (they're both ordenance as far as I know)?
No

7. Are Ork bombers really 2 damage or is it a tooltip error?
it's 20

8. Is it true that any hit depleting shields doesn't carry excess damage over to hull?
yes

9. Can melta torpedoes crit beyond the guaranteed fire? (I know they have a crit chance of 11%, but I've yet to see them make more than a fire).

10. If you use Lock On with torpedoes, should you use it when firing or just before they hit to get the 100% increased crit? (This goes for all weapons really, is the crit chance worked out on firing or on impact).

Thanks in advance.
Last edited by angelshard on 27 April 2016, 14:47, edited 2 times in total.

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Kine²
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Re: Could use help with understanding these mechanics

Postby Kine² » 27 April 2016, 13:10

8.
Excess shield damage do not carry over to hulls. 1 shield point will absorb an entire Pulsar burst for eg..

3.
Ram damage calculation hasn't been made public. In limited testing I saw the same amount of initial impact damage ramming an escort as I do ramming a lightcruiser using a cruiser (60). There is a secondary damage which is about 1-2 DPS that you inflict as long as you remain moving and in contact. In both cases the DPS from grazing also looks to be the same despite ship class differential. As for speed I get 80 damage using afterburners when ramming with the same Cruiser. Lightcruiser did 40 impact damage, 60 while using afterburner.

It could simply be the case where:

Escort = 20
Lightcruiser = 40
Cruiser = 60
Battlecruiser = 80
Battleship = 100
Afterburner adds 20

So an escort ramming into a battleship receives 120 if he AAF into it and the Battleship takes 40. Excluding graze damage per second.

All guesses obviously but thats what I'm seeing.

6.
Turrets tooltip made a distinction between ordnances and torpedoes. "TURRETS: Intercept ordnances and torpedoes. Each turret raises troop val...."

Squadron sergeant tooltip: " ... they use to coordinate and motivate the pilots under their command..."

Based on tooltips only I doubt Squadron sergeants improve Torpedo survivability. Tooltips are notoriously inaccurate in BFGA tho.
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angelshard
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Re: Could use help with understanding these mechanics

Postby angelshard » 27 April 2016, 13:21

So a nova cannon hit cannot kill an escort with 2 hp and 10 shield. Thanks.

What confuses me with ram is that I can't tell if there is a difference between hitting something with AAF activated an instant before or when it's had time to reach max speed. Also if a ship with engine crit does less damage with ram than one with working engines (and so higher speed) if they both AAF.

I agree with the tool tip, but I have seen it stated multiple times that they are both ordinance and the sergeant only specifies pilots in the flavour text.

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Re: Could use help with understanding these mechanics

Postby Imperator5 » 27 April 2016, 13:37

angelshard wrote:There are some mechanics in the game I'm not sure how works.

1. What are defensive turrets range, RoF and hit chance? (Trying to find out if 3 extra turrets are worth it, except for the 3% extra troop strength) Not sure

2. Do the overload generator skill replace the 100% crit from lock on or are they cumulative? Not sure

3. What is the base ram damage from each ship class and what damage increase does speed do? Not sure

4. Does selecting a system affect boarding crit results? Yes it should, but not sure by how much.

5. Does the Slaanesh favour lock down eldar pulse weapons? (And if so, will it stop them firing if you use it after they've started?) Yes it does lock it down but not sure if it disables if it is already firing.

6. Does the sergeant crew member affect torpedoes (they're both ordenance as far as I know)? Nope.

7. Are Ork bombers really 2 damage or is it a tooltip error? I think they do 20 damage. They do lower damage than imperials and chaos (30) , who in turn do less than Eldar ( 40)

8. Is it true that any hit depleting shields doesn't carry excess damage over to hull? Already answered.

9. Can melta torpedoes crit beyond the guaranteed fire? (I know they have a crit chance of 11%, but I've yet to see them make more than a fire). No I don't think so.

10. If you use Lock On with torpedoes, should you use it when firing or just before they hit to get the 100% increased crit? (This goes for all weapons really, is the crit chance worked out on firing or on impact).

Not sure if lock on affects anything else than Lances and batteries.

Thanks in advance.
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Kine²
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Re: Could use help with understanding these mechanics

Postby Kine² » 27 April 2016, 13:39

Nova not killing a 2 hull 10 shield ship would be bizzare. Presumably bombs are handled differently than guns ? Will keep an eye out but fairly certain I've seen low health units getting gibbed with shields on by NC.
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Deuzerre
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Re: Could use help with understanding these mechanics

Postby Deuzerre » 27 April 2016, 13:43

angelshard wrote:8. Is it true that any hit depleting shields doesn't carry excess damage over to hull?

For plasma bombs, it does.
For other damae, t doesn't seem so.
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Kine²
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Re: Could use help with understanding these mechanics

Postby Kine² » 27 April 2016, 14:42

Tested. No spillover damage from Nova Cannon. Shield absorbs all.
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angelshard
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Re: Could use help with understanding these mechanics

Postby angelshard » 27 April 2016, 14:46

Ouch, but good to know.

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Re: Could use help with understanding these mechanics

Postby Halstead » 27 April 2016, 14:56

angelshard wrote:Ouch, but good to know.

Yeah generator is always a good target, and shield transfer is a nice support ability to get shield up fast.

1. What are defensive turrets range, RoF and hit chance? (Trying to find out if 3 extra turrets are worth it, except for the 3% extra troop strength)
Hull damage degrade the complement of defensive turrets you have. They will shoot down any torpedo (regular, melta, and boarding) and strike craft in addition to adding to the troop value against a boarding attack. They will target any of them regardless of whenever these are aimed at the ship itself. It's a factor in when I'm picking escorts, wondering if I should take this one that has better firepower or different weapon focus but has less turrets or get that one that has more turrets for defensive duty. So if you have ships you like to use to cover your other ships for protection, getting extra defensive turrets upgrade might not be a bad option to get for these ships.

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angelshard
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Re: Could use help with understanding these mechanics

Postby angelshard » 27 April 2016, 15:00

One of my favourite skills.

Funy thing though, mines and bombs do transfer past shields and remove hull points


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