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[Battlefleet Gothic: Armada] Warnavy Germanic: Flotilla

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    Gnome-InterruptusGnome-Interruptus Registered User regular
    MrBody wrote: »
    Is this really on track to be released this month? There's still no specific date on the steam page and no screenshots showing the other 2 factions.

    I am somewhat concerned about that as well, but it seems to me that they have a very small development team, that is focused more on finishing the game than relaying progress / creating press material.

    Believe me, as soon as Thursday rolls around and I get to look at some of the multiplayer, I will be reporting on a pass / fail, or more in depth, depending on NDA.

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    Gnome-InterruptusGnome-Interruptus Registered User regular
    edited March 2016
    Anxiously trying to figure out exactly when the Beta becomes available, it seems that all NDA are lifted once it begins, and the Beta will be active until the full game release.
    Greetings admirals!

    We’re pleased to announce that the Battlefleet Gothic: Armada multiplayer beta will officially begin this Thursday evening (GMT+1, 10th March).

    To gain access to the beta, you just need to pre-order Battlefleet Gothic: Armada on Steam. If you’ve already pre-ordered, then you’re all set to commence battle as soon as the beta begins!

    The beta will run all the way until the full release of Battlefleet Gothic: Armada. Stay tuned for more details closer to the beta’s launch.

    All glory to the emperor!

    Gnome-Interruptus on
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    ArbitraryDescriptorArbitraryDescriptor changed Registered User regular
    *glares at the empty space where an install button should be*

    What the hell kind of time is "Evening, GMT+1" !
    :(

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    Gnome-InterruptusGnome-Interruptus Registered User regular
    If they release it Midnight GMT+1 then it will come out at 3PM California / 6PM East Coast
    If they release it 6PM GMT+1 it will come out at 9AM PST / Noon East Coast

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    MWO: Adamski
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    Gnome-InterruptusGnome-Interruptus Registered User regular
    Greetings Admirals,

    The Battlefleet Gothic: Armada multiplayer beta begins this evening, starting at some point between 7PM - 9PM (CET)! Before you embark on your crusade in the Gothic Sector, we have a few pieces of key intel to share:

    Accessing the Multiplayer Beta
    To gain instant access to this multiplayer beta once it’s released, you will need to pre-order Battlefleet Gothic: Armada through the Steam store. The beta will then be available for installation in your library, under the standard name of ‘Battlefleet Gothic: Armada’.

    The download will be around 3GB in size - note that pre-loading is not possible, and the download can only be initiated once the beta launches. With regards to localization, this multiplayer beta is available in English only.

    Preparing For Battle
    Before jumping into glorious battle against your fellow players, we’d recommend playing through the Campaign Prologue. This acts as a tutorial to teach you the basics of gameplay, and sets the scene for the Gothic War in which the game takes place.

    This multiplayer beta allows you to play as either Imperium or Chaos, which make up two of the four races that will appear on the game’s release. Along with multiplayer, you also have the option of playing in offline skirmishes against an AI fleet.

    We Want To Hear From You!
    Please remember that this is a real beta, and does not represent the quality of the final product. There may be bugs, and things could go wrong!

    As developers, we are incredibly excited and eager to hear what you think about the Battlefleet Gothic: Armada multiplayer beta. Don’t be afraid to share your comments, positive or otherwise – it all helps us in ensuring the finished game is as good as it can be.

    Also remember that you are not under any kind of NDA during this beta. This means you can stream, share, screenshot and talk about everything you see in the game – in fact, we strongly encourage it!

    Beyond the Beta
    We will be wiping all online progress at the end of the multiplayer beta. This will help to avoid the unfair advantage beta participants may otherwise have in online play when Battlefleet Gothic: Armada releases fully.

    The multiplayer beta will be playable all the way until the full release of Battlefleet Gothic: Armada.

    All glory to the Emperor!

    Focus Home Interactive and Tindalos Interactive

    Looks like it is coming out between 7-9PM CET (which I'm guessing is GMT+1)

    So it will come out between 1pm on the East coast to 3pm, or between 10am and Noon on the West coast.

    Kind of disappointed only 2 of 4 factions will be available in the Beta.

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    MWO: Adamski
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    Gnome-InterruptusGnome-Interruptus Registered User regular
    Apparently the Eldar & Orks were available during the Alpha testing, but have been pulled to tune their balance / gameplay so that they feel more true to canon.

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    Gnome-InterruptusGnome-Interruptus Registered User regular
    BETA IS LIVE!

    Get downloading nerds.

    https://www.youtube.com/watch?v=_UBcF6n-skk

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    Gnome-InterruptusGnome-Interruptus Registered User regular
    Just finished the first mission on easy, took two tries because i didnt pay enough attention the first time

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    MWO: Adamski
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    ArbitraryDescriptorArbitraryDescriptor changed Registered User regular
    Do you know if Orks and Eldar in the campaign (as enemies)? I will have to work all night and must exterminatus vicariously through others.

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    Lord_AsmodeusLord_Asmodeus goeticSobriquet: Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered User regular
    Orks and Eldar definitely will be in the Campaign as enemies.

    Also here's an overview trailer (which includes snippets of Eldar and Ork gameplay)

    https://www.youtube.com/watch?v=lLkNIBSNGVs

    Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
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    Gnome-InterruptusGnome-Interruptus Registered User regular
    Do you know if Orks and Eldar in the campaign (as enemies)? I will have to work all night and must exterminatus vicariously through others.

    Yep, you can even fight the Orks in the 2nd campaign mission after the tutorial mission (defend convoy from raiders). Unfortunately, it is also the last of the campaign missions included in the beta.

    It looks like each skirmish match has a battle value limit, and the higher your rank, the higher limit maps you have access to.

    @ level 1, you can take 250 pts, @ level 2 you can take 300 pts

    Light cruisers are around 105-115 pts each, and the escorts are around 37-43 pts each.

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    MWO: Adamski
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    CantidoCantido Registered User regular
    I preordered this. I know very little about Warhammer but I like Vermintide, Space Marine and DoW2. The only RTS games I play are Starcraft and whatever actiony hybrids I can find, and I find Battleflee Gothic's "weighty" look very interesting. I assume there's not a lot of production going on in those battles.

    3DS Friendcode 5413-1311-3767
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    honoverehonovere Registered User regular
    Do you know if Orks and Eldar in the campaign (as enemies)? I will have to work all night and must exterminatus vicariously through others.

    Yep, you can even fight the Orks in the 2nd campaign mission after the tutorial mission (defend convoy from raiders). Unfortunately, it is also the last of the campaign missions included in the beta.

    It looks like each skirmish match has a battle value limit, and the higher your rank, the higher limit maps you have access to.

    @ level 1, you can take 250 pts, @ level 2 you can take 300 pts

    Light cruisers are around 105-115 pts each, and the escorts are around 37-43 pts each.

    Seems like more or less a direct conversion from the table top points system.

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    Gnome-InterruptusGnome-Interruptus Registered User regular
    Cantido wrote: »
    I preordered this. I know very little about Warhammer but I like Vermintide, Space Marine and DoW2. The only RTS games I play are Starcraft and whatever actiony hybrids I can find, and I find Battleflee Gothic's "weighty" look very interesting. I assume there's not a lot of production going on in those battles.

    No production during battles, or at all it seems.

    Battles earn renown, then spend renown between battles to purchase ships / upgrade ships.

    You cant even level up your ships during battle, only between battles.

    Early battles are between 3-4 ships, so there is more than enough clicking to do if you want, or let the AI handle some of the tedium. (Still need to be alert for countering abilities and using your own)

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    MWO: Adamski
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    Gnome-InterruptusGnome-Interruptus Registered User regular
    Need to save up 400 renown so I can corrupt my Chaos ships with a mark of chaos.

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    MWO: Adamski
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    BigityBigity Lubbock, TXRegistered User regular
    Used to play on a Shadowrun MUX with one of the writers for this game (and the 40k RPG).

    I have no point to make, just my one chance to say I know the guy who did X.

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    Gnome-InterruptusGnome-Interruptus Registered User regular
    Yep, this is super fun. The marks are a bit over expensive for what they provide, and I have the worst luck trying to cancel enemy escape warping. Overall i would give this an 7/10 with more points once more races are added to improve replayability.

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    Albino BunnyAlbino Bunny Jackie Registered User regular
    Game feels a little sluggish to control and I'm not entirely sure what I'm doing to be effective.

    Honestly feel like they should've spent more of the hand holdy tutorial going over what the various systems on my ship and so on do and what an effective strategy is. As it stands I just kinda put my dudes on focusing down one ship and spam abilities where needed.

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    Gnome-InterruptusGnome-Interruptus Registered User regular
    Game feels a little sluggish to control and I'm not entirely sure what I'm doing to be effective.

    Honestly feel like they should've spent more of the hand holdy tutorial going over what the various systems on my ship and so on do and what an effective strategy is. As it stands I just kinda put my dudes on focusing down one ship and spam abilities where needed.

    From various tooltips in the shipyard:

    Macro weapons have an optimal range of 3k, the further the range from there, the more likely to miss. Not sure if this changes depending on weapon size.
    Lance weapons never miss, and have varying ranges.

    When mousing over your ship weapons, it will tell you what direction they fire and how wide of an arc.

    So make sure you configure your ships to either broadside or face enemies based on their equipped weapons, and then configure it to either try and stay at range with the lances, or close and use Macro weapons.

    Like you said, make sure to use your abilities early and often.

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    MWO: Adamski
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    CantidoCantido Registered User regular
    The game is not loading for me.

    3DS Friendcode 5413-1311-3767
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    MrBodyMrBody Registered User regular
    Downloading!!!

    If anyone plays the tabletop, I've been looking to sell off my old Imperium/Chaos collection. I was gonna go to ebay but if anyone here wants some info, PM me.

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    DarkMechaDarkMecha The Outer SpaceRegistered User regular
    So this is actually looking good ya? If so I will have to get it, I mean tactical space combat is my thing. Hasn't been a game like this since SFC.

    Steam Profile | My Art | NID: DarkMecha (SW-4787-9571-8977) | PSN: DarkMecha
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    Lord_AsmodeusLord_Asmodeus goeticSobriquet: Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered User regular
    MrBody wrote: »
    Downloading!!!

    If anyone plays the tabletop, I've been looking to sell off my old Imperium/Chaos collection. I was gonna go to ebay but if anyone here wants some info, PM me.

    Depending on why you intend to sell them, you might want to hold off for a bit. Games Workshop reopened their Specialist Games division and has stated they intend to bring Battlefleet Gothic back

    Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
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    Gnome-InterruptusGnome-Interruptus Registered User regular
    MrBody wrote: »
    Downloading!!!

    If anyone plays the tabletop, I've been looking to sell off my old Imperium/Chaos collection. I was gonna go to ebay but if anyone here wants some info, PM me.

    Depending on why you intend to sell them, you might want to hold off for a bit. Games Workshop reopened their Specialist Games division and has stated they intend to bring Battlefleet Gothic back

    Yep, they are worth a small premium right now, but if you wait a bit, you can start collecting again if you prefer.

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    Gnome-InterruptusGnome-Interruptus Registered User regular
    edited March 2016
    DarkMecha wrote: »
    So this is actually looking good ya? If so I will have to get it, I mean tactical space combat is my thing. Hasn't been a game like this since SFC.

    It actually reminds me a lot like Sword of the Stars, but without the 4X component, just pure space battles with levelling your units. I would recommend it at this point, but if you don't mind waiting, I would wait for a sale, or for the other races to be added to see how balance shakes out.

    Gnome-Interruptus on
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    MrBodyMrBody Registered User regular
    MrBody wrote: »
    Downloading!!!

    If anyone plays the tabletop, I've been looking to sell off my old Imperium/Chaos collection. I was gonna go to ebay but if anyone here wants some info, PM me.

    Depending on why you intend to sell them, you might want to hold off for a bit. Games Workshop reopened their Specialist Games division and has stated they intend to bring Battlefleet Gothic back

    Nah. Just lost interest in the game.

    Sounds like I should hurry up on selling it if a comeback might drop prices.

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    MrBodyMrBody Registered User regular
    edited March 2016
    Geez. Got my ass kicked on the 2nd mission.

    General thoughts

    -Loading times are fast, but you get no chance to finish reading the load screen tool tips.

    -Needs better feedback. How much accuracy am I sacrificing at what range? VERY hard to judge emergency turns and what angle you need. Those things need motion lines to show you the projected path of the ship as you mouse over the angle. Same goes for torpedoes where you have no clue how fast they go compared to ships. Imagine trying to hit anything with torpedoes in World of Warships without the visual "shoot here to hit ship at its present speed & heading" indicator and you have the exact torpedo experience here.

    -I'd like some more color variety in the interface other than neon green, if only to just color code and tell things apart easier. Numbers and text also need to be bigger.

    -The strategic campaign mode looks promising.

    -Not sure what the point of stealth and probes are. Unless they're going to put in some kind of mode other than "kill everything" what's the point of finding out blips far in advance?


    Seriously what's up with the 2nd mission? The enemy ship tried to escape, so I crippled the generators like the tutorial said (which disable shields not warp????). Half a minute later my perfectly healthy 2nd light cruiser goes "fuck this I'm gone!" and immediately warps out. I get the objective "destroy the cowardly cruiser" but the cruiser had instantly warped out and was gone. After that I was totally outgunned by the enemy cruiser and died.


    edit: OMG no saving in the campaign????? Not even on exit???

    MrBody on
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    BasilBasil Registered User regular
    edited March 2016
    You were supposed to hit the button to do a thing, which prevents the wozzname from happening.

    The Orks are amazing, you guys.

    Basil on
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    DrakeDrake Edgelord Trash Below the ecliptic plane.Registered User regular
    Save games are for the weak. Where is your faith?

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    Lord_AsmodeusLord_Asmodeus goeticSobriquet: Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered User regular
    MrBody wrote: »
    Geez. Got my ass kicked on the 2nd mission.

    General thoughts

    -Loading times are fast, but you get no chance to finish reading the load screen tool tips.

    -Needs better feedback. How much accuracy am I sacrificing at what range? VERY hard to judge emergency turns and what angle you need. Those things need motion lines to show you the projected path of the ship as you mouse over the angle. Same goes for torpedoes where you have no clue how fast they go compared to ships. Imagine trying to hit anything with torpedoes in World of Warships without the visual "shoot here to hit ship at its present speed & heading" indicator and you have the exact torpedo experience here.

    -I'd like some more color variety in the interface other than neon green, if only to just color code and tell things apart easier. Numbers and text also need to be bigger.

    -The strategic campaign mode looks promising.

    -Not sure what the point of stealth and probes are. Unless they're going to put in some kind of mode other than "kill everything" what's the point of finding out blips far in advance?


    Seriously what's up with the 2nd mission? The enemy ship tried to escape, so I crippled the generators like the tutorial said (which disable shields not warp????). Half a minute later my perfectly healthy 2nd light cruiser goes "fuck this I'm gone!" and immediately warps out. I get the objective "destroy the cowardly cruiser" but the cruiser had instantly warped out and was gone. After that I was totally outgunned by the enemy cruiser and died.


    edit: OMG no saving in the campaign????? Not even on exit???

    When the ship starts fleeing there will be a little text field above it which will say "Execute" and you're supposed to click it to execute the Captain of the ship. This is to demonstrate that if your Captain is running because their ship is damaged or you've lost a lot of capital ships, you can execute them to keep them in the match (but you sacrifice whatever skill points that Captain has built up I think. Or you lose something). In future non-tutorial missions the choice will be between keeping one of your ships in battle or allowing them to run away and keeping their skills.

    Also there are other game modes than kill everything, but even in kill everything the stealth and probes are important. You have no idea what kind of ship each blip is until you get close enough or send a probe out to check or similar, so you can fake people out and bluff or double bluff them into not knowing which thing is important, and where your heavy hitters are if you have them. Also stealthed ships aren't even visible as blips, so the enemy won't even know where they are if they're not in sensor range.

    Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
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    ArbitraryDescriptorArbitraryDescriptor changed Registered User regular
    edited March 2016
    Drake wrote: »
    Save games are for the weak. Where is your faith?

    Clearly the reason they failed the second mission. Blessed is the mind too small for doubt.

    ArbitraryDescriptor on
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    CantidoCantido Registered User regular
    Is there a trick to getting this game to finish loading? I haven't even started it yet.

    3DS Friendcode 5413-1311-3767
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    DarkMechaDarkMecha The Outer SpaceRegistered User regular
    MrBody wrote: »
    Geez. Got my ass kicked on the 2nd mission.

    General thoughts

    -Loading times are fast, but you get no chance to finish reading the load screen tool tips.

    -Needs better feedback. How much accuracy am I sacrificing at what range? VERY hard to judge emergency turns and what angle you need. Those things need motion lines to show you the projected path of the ship as you mouse over the angle. Same goes for torpedoes where you have no clue how fast they go compared to ships. Imagine trying to hit anything with torpedoes in World of Warships without the visual "shoot here to hit ship at its present speed & heading" indicator and you have the exact torpedo experience here.

    -I'd like some more color variety in the interface other than neon green, if only to just color code and tell things apart easier. Numbers and text also need to be bigger.

    -The strategic campaign mode looks promising.

    -Not sure what the point of stealth and probes are. Unless they're going to put in some kind of mode other than "kill everything" what's the point of finding out blips far in advance?


    Seriously what's up with the 2nd mission? The enemy ship tried to escape, so I crippled the generators like the tutorial said (which disable shields not warp????). Half a minute later my perfectly healthy 2nd light cruiser goes "fuck this I'm gone!" and immediately warps out. I get the objective "destroy the cowardly cruiser" but the cruiser had instantly warped out and was gone. After that I was totally outgunned by the enemy cruiser and died.


    edit: OMG no saving in the campaign????? Not even on exit???

    As someone who is solo developing a very similar game to this myself, things like those motion prediction lines can be very hard to program. There is a ton of math involved in getting that data. Then again I am rather bad at math and doing this myself, so perhaps that is just my struggle, lol.

    One thing I'm excited about is the neat ship turn arc UI they have. It looks just like in SFC! :D

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    Gnome-InterruptusGnome-Interruptus Registered User regular
    edited March 2016
    MrBody wrote: »
    Geez. Got my ass kicked on the 2nd mission.

    General thoughts

    -Loading times are fast, but you get no chance to finish reading the load screen tool tips.

    -Needs better feedback. How much accuracy am I sacrificing at what range? VERY hard to judge emergency turns and what angle you need. Those things need motion lines to show you the projected path of the ship as you mouse over the angle. Same goes for torpedoes where you have no clue how fast they go compared to ships. Imagine trying to hit anything with torpedoes in World of Warships without the visual "shoot here to hit ship at its present speed & heading" indicator and you have the exact torpedo experience here.

    -I'd like some more color variety in the interface other than neon green, if only to just color code and tell things apart easier. Numbers and text also need to be bigger.

    -The strategic campaign mode looks promising.

    -Not sure what the point of stealth and probes are. Unless they're going to put in some kind of mode other than "kill everything" what's the point of finding out blips far in advance?


    Seriously what's up with the 2nd mission? The enemy ship tried to escape, so I crippled the generators like the tutorial said (which disable shields not warp????). Half a minute later my perfectly healthy 2nd light cruiser goes "fuck this I'm gone!" and immediately warps out. I get the objective "destroy the cowardly cruiser" but the cruiser had instantly warped out and was gone. After that I was totally outgunned by the enemy cruiser and died.


    edit: OMG no saving in the campaign????? Not even on exit???

    For range/accuracy, when you are in the ship yard, there is a mouse over that shows you the miss rate for your macro weapons at each range band.

    For Chaos it is:
    3k 80% accurate
    6k 60% accurate
    9k 40% accurate
    12k 20% accurate

    I'm not sure if / how that changes with larger calibers or longer range cannons, or when combined with the captain skills that increase the range of your macro cannons or increase their accuracy.

    Lances never miss, so as long as they are in range and in their firing arc, they will always hit.

    Gnome-Interruptus on
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    ArbitraryDescriptorArbitraryDescriptor changed Registered User regular
    Finally got a few precious minutes with this, and it's exactly what I has hoping for mechanically: satisfying Tall ship combat + 40,000 years. The campaign, which already sounds like it should be interesting (both in a cinematic and mechanic sense), and depth of upgrades are just icing on the cake.

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    MrBodyMrBody Registered User regular
    edited March 2016
    How the heck is the defender supposed to win breakthrough missions? The platforms are so ridiculously flimsy. Even a single escort can take them out before a cruiser can take out the escort. And that's an escort with cannons. I can't imagine how quickly platforms would melt to torpedo armed escorts.


    I'm REALLY hoping they ditch this mandatory grinding to slowly unlock skirmish units stuff for the full version. This isn't F2P.

    What are the damage effects of boarding parties and lightning strikes exactly? Hard to tell. Are lightning and boarding the same thing just different strengths and weaknesses in target eligibility?


    OP Imperial: "Nova cannon BOOM! Oh, did you think you could sneak in under the minimum range? Welcome to the short range imperial ships excel at!"

    OP Chaos: Strike craft strike craft strike craft. AI can't deal with it.

    MrBody on
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    Gnome-InterruptusGnome-Interruptus Registered User regular
    After getting my Chaos Skirmish admiral to Rank 5, I decided to try out Imperial Navy some more. Got up to Rank 6 and boy are Nova Cannons some bullshit. :D

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    Gnome-InterruptusGnome-Interruptus Registered User regular
    Yep, boarding parties require 3k range, and are port side 90* only. Lightning strike is 6k range, but requires the shields to be down. I think boarding parties also get 2 chances/assaults.

    Damage effects seems to be a guaranteed critical if they succeed.

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    Moridin889Moridin889 Registered User regular
    MrBody wrote: »
    What are the damage effects of boarding parties and lightning strikes exactly? Hard to tell. Are lightning and boarding the same thing just different strengths and weaknesses in target eligibility?

    They are both boarding actions, which are auto hit chances for critical hits. The boarding party gets more 'shots' in exchange for being harder to pull off. Increase the chance by upping your troop count (crew, and certain upgrades like adding space marines to your ship)

    Critical hits start fires (damage over time, further component damage) or just knock out a component. Have fun getting away without engines, or with your port guns disabled etc etc.

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    StormwatcherStormwatcher Blegh BlughRegistered User regular
    how awesome is this game? How boardy-gamey?

    Steam: Stormwatcher | PSN: Stormwatcher33 | Switch: 5961-4777-3491
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