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[Battlefleet Gothic: Armada] Warnavy Germanic: Flotilla

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    MrBodyMrBody Registered User regular
    So looking through the upgrades, I noticed one that gives ships a permanent 50 pt boost to their speed. Average ship speed is ~150, so a single upgrade gives a ship a permanent 33% boost to their speed. :twisted:

    But you could take an upgrade that gives you a whole whopping +5 degrees/sec turn bonus instead!!

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    honoverehonovere Registered User regular
    MrBody wrote: »
    So, my opinion of orcs after one game that was me impotently chasing a Chaos fleet for half an hour is that they kind of highlight all the flaws the game has in terms of how every given faction is pretty binary in their approach and often battles rely entirely on RNG and cooldown managements over any actual strategic movement.

    There is no way for an orc croozer to catch a chaos light cruiser unless the chaos player intentionally fucks up or you RNG a crit that hits their engines. The entire match was literally me sitting there spamming boarding vessels hoping to get that crit.

    It's super fucking dumb and even my opponent commented on how not fun the match was on either side.

    Yeah. The game currently relies way too much on MMO style cooldown abilities. Too many "use it or lose it" abilities and not enough tactical decision choices like the TT. I know they wanted to add special abilities for leveling up units throughout a campaign, but they got carried away and they now overshadow standard weapons. The cooldowns are the meat & potatoes with cannons/lances being the cake icing when it should be the other way around.

    I know they can't do an exact port of the TT, but they've dismantled all the fundamentals.

    Maneuvering to "cross the T" was historically the cornerstone of the majority of naval war history, and the TT reflected that. Batteries (macro cannons in the video game) did tons more damage than any other weapon if you could catch your opponent in that position and at close range. In the video game, range is all that matters and ships can stop on a dime and stand still indefinitely (they had to always be moving in the TT unless you used Burn Retros special order).

    Special orders in the TT were always a calculated risk. You could only do one per turn, you had to make a leadership roll that risked the ship floundering if you failed, and often an order would come with drawbacks (couldn't turn at all with All Ahead Full, Reload was mandatory to fire ordinance again, Brace for Impact cut your firepower in half, etc). The movement ones like All Ahead Full and Emergency Maneuvering were regular special orders while in the video game they're just a sprint stamina bar separate from everything else.

    The game will probably be fun in the single player campaign where it's your over the top abilities to tackle superior AI forces in set scenarios, but in skirmish against AI and humans on equal footing...

    (that's another thing with the grind wall: you must pick the skirmish difficulty when you create a captain and it's permanently locked to them. Want to change the difficulty after a while? You have to create a new captain and start the grind aaaaaaaaaaaall the way over again)

    So actually a lot of micro-managing? That really doesn't sound like what I would want from this.

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    ArbitraryDescriptorArbitraryDescriptor changed Registered User regular
    edited March 2016
    No, probably not. Lots of micro, which I am getting much better attuned to. Auto-torps were an 80% solution; AI is far too cautious.
    MrBody wrote: »
    So looking through the upgrades, I noticed one that gives ships a permanent 50 pt boost to their speed. Average ship speed is ~150, so a single upgrade gives a ship a permanent 33% boost to their speed. :twisted:

    But you could take an upgrade that gives you a whole whopping +5 degrees/sec turn bonus instead!!

    I took both! It is useful for lining up torpedos. Of which I use a boatload.

    Up to battle cruisers now, Greenskins have a lot of things going for them at range to counter Chaos's speed. There's a 12-25,000m boarding action from the Yellow SunZ (maybe?) favor (and a bonus skill). They get 12,000m Mega Zappas (lances that have a 5% chance of exploding) if they're lurking at max range, and the taunt action if they get inside their own macro range. Dem posh humies don't stand a chance against my boys.

    Counterbalance: Slaanesh. Because holy shit are these guys quick to panic. And if you don't have squigs on board (an upgrade) there's no execute option. It would be super frustrating in a campaign, but is kind of amusing in skirmish, and is pretty uncommon. That "Neva Defeated Rippa" in my screenshot? Apparently Orks don't know from asterisks, because she fled the first two skirmishes.

    She has some caged squigs on her bridge now.

    ArbitraryDescriptor on
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    honoverehonovere Registered User regular
    Orkses is never defeated in battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!

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    Moridin889Moridin889 Registered User regular
    I'm running my chaos with khorne. Helps stop enemy boarders and makes all of my assault boats and lightning pretty effective

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    MrBodyMrBody Registered User regular
    honovere wrote: »
    MrBody wrote: »
    So, my opinion of orcs after one game that was me impotently chasing a Chaos fleet for half an hour is that they kind of highlight all the flaws the game has in terms of how every given faction is pretty binary in their approach and often battles rely entirely on RNG and cooldown managements over any actual strategic movement.

    There is no way for an orc croozer to catch a chaos light cruiser unless the chaos player intentionally fucks up or you RNG a crit that hits their engines. The entire match was literally me sitting there spamming boarding vessels hoping to get that crit.

    It's super fucking dumb and even my opponent commented on how not fun the match was on either side.

    Yeah. The game currently relies way too much on MMO style cooldown abilities. Too many "use it or lose it" abilities and not enough tactical decision choices like the TT. I know they wanted to add special abilities for leveling up units throughout a campaign, but they got carried away and they now overshadow standard weapons. The cooldowns are the meat & potatoes with cannons/lances being the cake icing when it should be the other way around.

    I know they can't do an exact port of the TT, but they've dismantled all the fundamentals.

    Maneuvering to "cross the T" was historically the cornerstone of the majority of naval war history, and the TT reflected that. Batteries (macro cannons in the video game) did tons more damage than any other weapon if you could catch your opponent in that position and at close range. In the video game, range is all that matters and ships can stop on a dime and stand still indefinitely (they had to always be moving in the TT unless you used Burn Retros special order).

    Special orders in the TT were always a calculated risk. You could only do one per turn, you had to make a leadership roll that risked the ship floundering if you failed, and often an order would come with drawbacks (couldn't turn at all with All Ahead Full, Reload was mandatory to fire ordinance again, Brace for Impact cut your firepower in half, etc). The movement ones like All Ahead Full and Emergency Maneuvering were regular special orders while in the video game they're just a sprint stamina bar separate from everything else.

    The game will probably be fun in the single player campaign where it's your over the top abilities to tackle superior AI forces in set scenarios, but in skirmish against AI and humans on equal footing...

    (that's another thing with the grind wall: you must pick the skirmish difficulty when you create a captain and it's permanently locked to them. Want to change the difficulty after a while? You have to create a new captain and start the grind aaaaaaaaaaaall the way over again)

    So actually a lot of micro-managing? That really doesn't sound like what I would want from this.

    Less so if they reduced normal speed to something like 66% like a lot of people are asking. TACTICAL COGITATORS mode is practically paused and normal speed is a little too fast paced pinball. Needs an inbetween.

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    ArbitraryDescriptorArbitraryDescriptor changed Registered User regular
    honovere wrote: »
    Orkses is never defeated in battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!
    I'd forgotten about that!

    Well... he died fightin' Hungry squigs. Does that count?

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    Gnome-InterruptusGnome-Interruptus Registered User regular
    edited March 2016
    A sneak peek about balancing in the next patch.
    ORKS:

    - A mistake during Orks weapons integration makes that costs for battery on Orks ships are only taken into account for 1 side. Of course the servant in charge of this task as been executed. As you may guess, fix this will lead to a notable point increase for Orks line ships. (Especially for career).

    - Heavy/Mega Kanons will get the inaccurate attribute to reflect the fact that in the TT, Kanons ignore the bonus left column shift for firing at 15 cm. So it will get the following accuracy:
    . 100% chance of hit at 0 range.
    . 50% chance to hit at 3000 range instead of 75%.
    . 0% Chance to hit at 6000 range instead of 50%.
    Also, I tried to stay faithful to the ability they get in the TT, (Kanons deals double damages when they manage to pass the armor test) obviously, it didn't work and is utterly OP. I then choose to replace this ability by doubling the critical hit chances of the kanons. All kanons damages are then half but crits remains the same.

    - Shock attack Kanon will no longer steal Data. (My bad, A commissar will execute me later for not seeing this earlier).

    TAUNT:

    - I know that everybody love it the way it is right now but I decided to change it anyway:
    . Taunt range is now 7500 instead of 10000.
    . Taunt force the enemy to attack the caster just as if it was an attack order given by the player. The ship follow the setted behavior and don't automatically get closer anymore.
    . Taunt no longer silence the ship. All skills are accessible while taunted.
    . Taunt ship disable the maneuver panel and the behavior panel. Also you can't give an order to a taunt ship.

    Gnome-Interruptus on
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    ArbitraryDescriptorArbitraryDescriptor changed Registered User regular
    More than fair. I was annihilating everything with close range Kannon escorts (+range, ignore armor) and Taunt-Ramming.

    Especially that Shock cannon 25000m data snipe (with shields up!)

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    MrBodyMrBody Registered User regular
    Taunt is kind of the pinnacle of feeling silly for designing the game around MMO cooldown skills rather than naval maneuvering.

    It makes sense when you're a viking troll taunting a barbarian dwarf in hand to hand combat, not so much for a fleet battle game.

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    DarkMechaDarkMecha The Outer SpaceRegistered User regular
    I've been watching videos of this game and it really does look great. Going to get it soon! It's also renewed my excitement for my own game project and given me some ideas. Some things I like about what I've seen in this game and some things that I feel I want to do differently. Either way I think TB put it best in his video on the game - tall ships in space. That's the feel I want too, and I love the concept. Starfleet Command had the same feeling and it's just really a kick to command ships like this in a game.

    I really hope they eventually put the Tau into this!

    Steam Profile | My Art | NID: DarkMecha (SW-4787-9571-8977) | PSN: DarkMecha
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    Gnome-InterruptusGnome-Interruptus Registered User regular
    Patch notes are up:
    http://steamcommunity.com/app/363680/discussions/0/365163686039206564/
    Gameplay

    •Ork Weaponry’s Costs have been reworked.

    •The Orks Zzap Weapons are no longer Unstable.

    •Orks Kannonz now have the Imprecise Attribute. They remain at 100% precision at 0k, but lose more precision with distance, ending at 0% at 6k

    •The newly added Celestial bodies “Stations” Block Fires such as Torpedoes, Macro-Weapons and Lances, giving an efficient cover. Ordnances ignore the Stations.

    •The Skill “Taunt” was heavily modified : it now have a reduced range, from 10K to 7.5K, It does not silence its target, which can still use skills, but can’t manoeuver. Finally, it no longer attract the target to 3k distance, but instead force it to attack the ship in accord with its behavior set.

    •The Ugrade “Void-Locust Swarmcloud” from the Mark of Nurgle now deal Pure damage, instead of damage mitigated by Armor.

    •The Faction Trait “Loyalty” now show the chances of insubordination for Imperial Navy and Chaos.

    •Affiliation of the Disengagement Skill “Warp Jump” is now the Generator.

    •The Space Stations Missions went under heavy modifications:◦Space Station Assault Mission is no longer available in its smaller setting “300/600 fleetpoints”. It is still present in its bigger format.

    ◦Space Stations now have access to Special Orders excepted “Running Silent”.

    ◦Space Stations Now have three Instances of the “Reinforcement” skill, adapted for each faction.
    ◾Imperial Navy : Cobra Destroyer

    ◾Chaos : Iconoclast Destroyer

    ◾Ork : Brute Frigate

    ◦Space Stations now have the upgrades:◾Lances Range Augmentation.

    ◾Macro-Weapons Range Augmentation.

    ◾Detection Range Augmentation.

    ◾Ordnance Cooldown reduced.

    ◾Special Orders duration Improvement.

    ◦In Space Station Assault Mission, the Defender can now place 10 Minefields where he wants in the Station’s Detection range.

    •Defence Platforms now have skills depending on the mission:◦Energy Transfer in Space Station Assault

    ◦Void Shield Overcharge in Breakthrough

    •In Assassination Missions, the Defender no longer have 400 fleet points but 600.

    •Ork Traktor Kannon range improved, from 5k to 7.5k

    •Ork Flingz now fire twice faster than before, and their damages and critical hit chances have been divided by 2.

    •In 600 points convoy, attacker must now destroy 4 transport ships and not 3 in order to win.
    Interesting that Space Station defense can place mine fields now.

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    Gnome-InterruptusGnome-Interruptus Registered User regular
    Also, it looks like they are adding the 6th race to the preorder bonus.

    So after release you get:
    Imperial Navy
    Chaos
    Orks
    Eldar

    Bonuses:
    Space Marine
    ??????

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    DarkMechaDarkMecha The Outer SpaceRegistered User regular
    If I had to guess I'd say Dark Eldar because it's easier than anything else. My hope is that it's Tau or Necrons though.

    Steam Profile | My Art | NID: DarkMecha (SW-4787-9571-8977) | PSN: DarkMecha
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    Gnome-InterruptusGnome-Interruptus Registered User regular
    I'm hoping for Dark Eldar, I want to send out the slave fleets to bring more victims back to Commoraugh

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    daveNYCdaveNYC Why universe hate Waspinator? Registered User regular
    I don't remember the DE being particularly well fleshed out in the game. Weren't they just two ships with like three or so different weapon systems you could take in addition to the lance/battery setup?

    I'd guess Necrons, but then you've got serious balance issues to work out.

    Shut up, Mr. Burton! You were not brought upon this world to get it!
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    FiendishrabbitFiendishrabbit Registered User regular
    daveNYC wrote: »
    I don't remember the DE being particularly well fleshed out in the game. Weren't they just two ships with like three or so different weapon systems you could take in addition to the lance/battery setup?

    Cruisers could take lancers, torps, impaler* or launch bays.
    Escorts could take lances, torps, impaler* or more guns.

    *Super assault boats really.

    "The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
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    Gnome-InterruptusGnome-Interruptus Registered User regular
    Chances are very good we will be seeing Eldar out on Friday.

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    honoverehonovere Registered User regular
    edited April 2016
    Looks like they actually adjusted the desgn of the ships a bit to make them look more modern. In particular the lance escort's lances are reworked.

    I wonder if and how the holofields are presented.

    honovere on
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    ArbitraryDescriptorArbitraryDescriptor changed Registered User regular
    The AI is really bad at fighting Greenskins, I have decided. Curious if it's any more savvy vs space elves.

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    daveNYCdaveNYC Why universe hate Waspinator? Registered User regular
    Wonder what they're going to do for the Eldar movement system.

    Shut up, Mr. Burton! You were not brought upon this world to get it!
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    No-QuarterNo-Quarter Nothing To Fear But Fear ItselfRegistered User regular
    daveNYC wrote: »
    Wonder what they're going to do for the Eldar movement system.

    They can and should be fast enough for you to outmanuever torpedoes.

    I'm more curious how they will handle Eldar trickery- holofields etc.

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    daveNYCdaveNYC Why universe hate Waspinator? Registered User regular
    No-Quarter wrote: »
    daveNYC wrote: »
    Wonder what they're going to do for the Eldar movement system.

    They can and should be fast enough for you to outmanuever torpedoes.

    I'm more curious how they will handle Eldar trickery- holofields etc.

    I was thinking the differing movement speed based on which board edge (sunwise) they were facing.

    Shut up, Mr. Burton! You were not brought upon this world to get it!
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    Gnome-InterruptusGnome-Interruptus Registered User regular
    daveNYC wrote: »
    No-Quarter wrote: »
    daveNYC wrote: »
    Wonder what they're going to do for the Eldar movement system.

    They can and should be fast enough for you to outmanuever torpedoes.

    I'm more curious how they will handle Eldar trickery- holofields etc.

    I was thinking the differing movement speed based on which board edge (sunwise) they were facing.

    Or possibly different movement gauge refill rates based on that.

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    TraceTrace GNU Terry Pratchett; GNU Gus; GNU Carrie Fisher; GNU Adam We Registered User regular
    So I bought the beta because I want space marines once they release.

    This game is fucking -excellent-

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    Gnome-InterruptusGnome-Interruptus Registered User regular
    edited April 2016
    Gnome-Interruptus on
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    Gnome-InterruptusGnome-Interruptus Registered User regular
    Played a couple of matches as the Eldar..

    Not sure on what the best strategy is for them, I went with the ships that have the Torpedoes and the Pulsars, but it wasn't until I was in a match that I realized those were their only weapons, and both have fairly long cooldowns.

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    Gnome-InterruptusGnome-Interruptus Registered User regular
    Alright, found some issues with the newest patch:
    By default, ships will now complete their movement before they focus on their target, you can disable this by clicking the little crosshairs where the Hold Fire button is.
    Pulsars are apparently not properly firing with autofire, Eldar ships are also overcompensating when turning, causing them to lose their target too easily.

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    RetabaRetaba A Cultist Registered User regular
    Anyone have any tips regarding ship set up? I've been messing around I kinda like the Imp lancer types. Chaos ships look the coolest though, sad about all the daemon possession though.

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    Gnome-InterruptusGnome-Interruptus Registered User regular
    Retaba wrote: »
    Anyone have any tips regarding ship set up? I've been messing around I kinda like the Imp lancer types. Chaos ships look the coolest though, sad about all the daemon possession though.

    Afaik imp ships have the same frontal dps with torps or lances. Torps are harder to aim, but have longer range and dont require sensors to target.

    With imps, your play style depends on the opposition.
    Orks you stay at 6k or more range
    Chaos you get as close as you can.
    Not sure for Eldar, but do everything you can to immobilize them to improve chance to hit

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    Gnome-InterruptusGnome-Interruptus Registered User regular
    For upgrades and skills, it really depends on the ships and the weapons they have. Imps like to use thier broadside guns the most.

    For skills currently stasis bomb and shield transfer are good, micro warp jump may have some usefulness depending on playstyle, same with the temporary shield invulnerability.

    Upgrades, you will probably want to focus on increasing macro range and accuracy. Total shield hp boost, hull hp boost. Focus your upgrades on your broadsides and tanking.

    Crew, i usually do gunnery, then either boarding crews, or repair crews. For carriers you want to focus on squad leaders and servitors.

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    ArbitraryDescriptorArbitraryDescriptor changed Registered User regular
    edited April 2016
    For Orks I have two standoff with zappas and a two boarders with warp jump and cannon oriented upgrades. Crews are gunnery/cool down on the close in boys.

    Torp/Ram/Board/Warp/Ram and finish with cannons if the thing survived. I usually run with 3-4 cannon escorts +speed/ignore armor/+accuracy. They are pretty devastating* in their own right (vs AI)

    *Edit:
    Too much so, really. From what I've gathered from you TT vets, escorts should be swattable. These things pack a shit load of punch and aren't so easily killed. HP:DPS ratio seems greater than that of ships of the line in swarms

    ArbitraryDescriptor on
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    Gnome-InterruptusGnome-Interruptus Registered User regular
    Release patch notes: http://forum.battlefleetgothic-armada.com/viewtopic.php?f=1&p=25017#p25017
    Patch Notes Release Build 21/04/2016

    Features

    •Campaign is now available
    •2v2 for multiplayer is now available
    •Solo Custom game mode is now available

    Gameplay

    •In Campaign mode, the renown earned through the destruction or crippling of enemy ships is scaled: the harder the difficulty, the less points are earned.
    •The Dragon Sail speed bonus has been downgraded, from 75 to 50.
    •The Speed Upgrades “Auxiliary Power Relay” “Mekboy Tuned Engine” and “Phoenix Sail” are radically changed. Instead of giving +50 Speed, it now divides by 2 the speed penalty for a Critically Damaged Engine. The ships would then go at -25% their max speed instead of -50%.
    •Plasma bombs now destroy nearby bombs when they explode.
    •The Maelstrom Eldar favour skill doesn’t stack anymore.
    •Ship captains can now insubordinate multiple times in a mission. Mutiny instances stacks.
    •The Siren of Slaanesh Chaos favour Upgrade now has an improved range of 7.500 instead of 3.000
    •The Faction attributes “Disciplined” (Eldar) and “Disorganized” (Orks) now modify the Taunt’s duration (in addition to the other bonuses):◦It lasts 50% shorter on Eldar ships.
    ◦It lasts 50% longer on Ork ships.

    •The “Fragile” Faction attribute (Eldar) now decrease the Ramming Damage dealt by ships that have it by 50%, in addition to the other penalties given by the attribute.
    •The Augur Disruptor skill has been modified:◦Its range is now 7.500 instead of 5.000.
    ◦The Enemy detection range is now reduced to 1.000 instead of 0.

    •The Micro Warp Jump has been modified:◦The interdiction zone for the arrival zone of the teleportation is now 3.000 instead of 1.250.

    •The Micro Warp Jump now silences the ship during the loading time of the skill.
    •The Imperium now have a second kind of Torpedo: The Melta Torpedo. It causes an automatic critical damage “Fire Onboard!” on the ships they hit if the torpedo bypasses the armor. Unlike normal torpedoes, they consider armor as normal and not at 25%.
    •The Imperium has a new Escort vessel: The Widowmaker. It comes with torpedoes and an augur sensor passively enhancing its detection zone.
    •The Imperium has a new Ship Upgrade: Power Ram. It gives the ship the Spur ship attribute, enhancing their ramming damage. It replaces the Camo upgrade, which is no longer accessible.
    •The Imperium has a new Ship Upgrade: Voss Pattern Void Shield, which gives the ship’s shield 25% chance to ignore a hit. It replaces the Generator Security Team, which is no longer available.
    •The Global Events “Solar Eruption” and “Radiation Wave” are now added to the game.
    •The Imperium has a new Ship Upgrade: Short-Burn Torpedoes, which enhance the torpedoes’ speed by 50%. It replaces the Overload Generator, which is no longer available.
    •The Data Recovery and Assassination Targets can no longer be furtive.
    •The Imperium has a new Ship Upgrade: Mezoa Pattern Drive which enhances the ship’s speed by 25. But, if the ship suffers critical damage, then it will receive the status Engine Destroyed and remove access to Special Maneuvers. It replaces the Auxiliary power relay upgrade, which is no longer available.
    •Eldars have a new Faction Attribute, Void Species, which make them immune to the Solar Eruption global event.
    •Collisions with celestial bodies, such as the Mining Facility or Imperial City, now cause damage to the ship.
    •Eldar’s Holofield increase rate now 7.5 per second instead of 10. Its decrease stays at 10 per second.
    •The Reinforcement skills of the Space Station can now be set in auto-launch. But, as they are linked, it will make all three of them in auto-launch setting.
    •Major modification of Eldar ships:◦The Eldar Shuriken Cannons are now named Starcannons.
    ◦The Holofield now only has an 80% chance to block Lance based attacks. It reduces the enemy Macro-weapons precision, up to halving it at maximum efficiency. It now decreases if the ship moves at less than 50% its max Speed, and increases if the ship moves at 90% or above of its max speed.
    ◦The “Engines Destroyed” critical damage now modifies the Holofield’s efficiency. Each Sail destroyed decreases the Holofield’s defense by 10 points.
    ◦The “Generators Destroyed” critical damage now halves the efficiency of the Holofield.
    ◦The reinforced Holofield no longer gives +5% absorption to the Holofield. It now blocks the minimal value of the Holofield at 20%, even if the ship doesn’t move.
    ◦The Holofield Overcharge Skill no longer absorbs 100% of hits. Instead, it gives the ship its Holofield’s actual maximum value (value affected by the critical damages) for a given duration, even when the ship isn’t moving.
    ◦Eldar ships no longer suffer from the wobbling effect


    Bug Fixes

    •Fixed a bug that allowed ships to be deployed under the plane of the game.
    •Fixed a bug that allowed a player with an old version of the game to join a lobby. They will now be redirected to the docks with a warning indicating their game is outdated.
    •Fixed a bug causing Chat to persist between fleet set-up and joining the battle.
    •Fixed a bug causing the Battlefleet Gothic: Armada logo in the main menu to be black.
    •Fixed a bug causing the names of the Rating, Commissar and Navigator to be in capitals in dialogue boxes.
    •Fixed a bug that caused the Emergency Generator skill to not auto-launch.
    •Fixed a bug causing the torpedoes to have an incorrect 3D model.
    •Fixed a bug causing a kicked out/leaving invited guest to not be able to send or answer invitations by/from the player that invited him the first time.
    •Fixed a bug that sometimes allowed order lines to stay visible after the ship was destroyed.
    •Fixed a bug in which pressing Alt + F4 as a guest brought you back to the main menu. It now makes you leave the game as intended.
    •Fixed a bug that prevented the Tooltip of the Recovery mission from appearing in the deployment phase.
    •Fixed a bug causing the awaiting message when the player tries to join to display on the left of the screen. It is now centered.
    •Fixed a bug causing the Pulsars not to fire in autocast when the enemy is Eldar.
    •Fixed a visual bug affecting the chat if a message was too long.
    •Fixed a bug causing the Micro Warp Jump to display an incorrect name and Cooldown value.
    •Suppressed a crash in the Docks.
    •Fixed a bug causing the ships to rotate erratically from time to time.
    •Fixed a bug allowing the creation of two saves with the same name.
    •Fixed a bug affecting Eldar favour Icons for the guest in a multiplayer.
    •Fixed a bug causing the lines between Systems in campaign mode not to disappear right away when the player switches subsector.
    •Fixed a bug allowing the Attacker in a Convoy mission to see where the defender placed their transport ships.
    •Fixed a bug causing a Freeze when the player uses Alt+F4 during a starting mission cutscene.
    •Fixed a bug causing the Faction equivalent of some skill names not to be present in every screen.
    •Fixed a bug preventing the chosen difficulty to be displayed in the Load a Save screen.
    •Fixed a bug causing the Belt Armour upgrade to have an incorrect Icon.
    •Fixed a bug causing the Icons of special Lightning Strikes (Favour) not to show as such in the “Orders” window in the Docks.
    •Fixed a bug causing an arrow to be stuck hidden inside the space station of Tutorial 1.
    •Fixed a bug preventing the player from seeing the ship warping out at the end of Tutorial 1.
    •Fixed a bug causing enemies and the player ship to not be shown in the minimap, while the Chaos fleet is in Tutorial 1.
    •Fixed a bug allowing the Tooltip Icons of the Advanced GUI Mode to keep being shown in the transition between the mission and battle report.
    •Fixed a bug in the “Test of Faith” mission causing the “Cancel Warp Fail” message to be displayed in spite of a 100% chance for it to be successful.
    •Fixed a bug causing the critical damage “Weapon Destroyed” not to be shown if a ship loses all its weapons.
    •Fixed a bug causing the Mine placement in Space Station Assault not indicating to the defender that two mines cannot be overlapping, even if the mine was generated by the game.
    •Fixed a bug linking the audio of FX to the Music volume in Options.
    •Fixed a bug allowing the player to keep boarding the Space Station in Tutorial 1.
    •Fixed a bug locking the player in Tactical Cogitator during the “Test of Faith” mission if they set Lightning Strike to automatic, and then reach the part where they need to deactivate the enemy warp engine.
    •Fixed a bug affecting the Skills and Upgrades button in the Docks if the player does not have enough Renown to buy something.
    •Fixed a bug causing the Renown value to end up negative once a certain point is reached.
    •Fixed a bug causing the countdown to place ships in the deployment phase to be invisible but still effective.
    •Fixed a bug causing the Admiral Tooltip in the Docks to appear far below its intended position.
    •Fixed a bug preventing scrolling in the pre-game chat.
    •Fixed a bug allowing Escort ships to have access to upgrades useless to them.
    •Fixed a bug allowing the Reinforcement Cooldown to start decreasing during the deployment phase.
    •Fixed a bug preventing a player from inviting the same person twice.
    •Fixed a bug affecting the Reinforcement skill offered by the Navy Favour on Battleship in the Pregame.
    •Fixed a bug giving incorrect GUI information about the position of the Bombardment objectives in Planetary Assault missions.
    •Fixed a bug causing a Lance attack to cause damage to its target and not to the ship between the attacker and its target. The player can now intercept enemy Lance attacks with another ship.
    •Fixed a bug suppressing the Hellebore’s Pulsar.
    •Fixed a bug affecting Minefield deployments.
    •Fixed a bug causing the Radiation Waves advanced tooltip in the fleet screen to show “Test”.
    •Fixed a bug affecting the Docks invitation.
    •Suppression of a crash caused by the close defense turret system.
    •Fixed a bug strongly affecting Cobra Escort ships created by the Reinforcement skills. They were immobile and uncontrollable, with weapons destroyed.
    •Fixed a bug giving the Weapon Destroyed critical damage icon from the start to Space Stations and Defense platforms.
    •Fixed a bug causing the GUI on the right to be empty during the deployment phase.
    •Fixed a bug preventing the defender in a Data Recovery mission to see which one of his ship has the data onboard.
    •Fixed a bug causing the Macro-Weapons hit to stop on the Holofield after the Holofield retake.
    •Fixed a bug on the Chaos Light Missile Pod Turret displaying an incorrect Critical Chance probability.
    •Fixed a bug causing the Shokk-Attack Kannon to display an incorrect range in its Tooltip.
    •Fixed a bug causing the WAAAAAGH! Orks to not synergize with the Savage Boarding attribute.
    •Fixed a bug preventing the use of the Escape input after the “Test of Faith” Cinematic during the dialogue that ensues.
    •Fixed a bug causing some worlds in the Stellar map to not be oriented as intended.
    •Fixed a bug messing with the skill icons in the Docks in various ways.
    •Fixed a bug causing the data to be impossible to take back in Data Recovery missions.
    •Fixed a bug affecting the Eldar Bien-Tan boarding actions.

    GUI

    •Modifications on the Stat panels of all factions in the Docks.
    •Various Icons added.
    •Some fonts reworked.
    •The states Destroyed, Lost in Warp and Heavily Damaged now have a tooltip in the Docks.
    •Profile names are now limited to 19 characters.
    •Ship names are now limited to 30 characters
    •Modification made to the ship’s state in the docks and battle report, to avoid them being cut.
    •During the “Test of Faith” mission, the blink on the behavior panel to attract player attention has been reworked.

    Graphics

    •New Lightning Strikes FX added for the Eldar and Orks.
    •Minor tweaks on the classic Lightning Strike FX.
    •Modifications made to the redeploy button.
    •New FX for the Webway skills.
    •Improved FX for the Chaos Lances.
    •Suns modified in color and size.
    •New Radiation Wave and Solar Eruption FX.
    •Eldar Pulsar beam FX modified to appear less bright.
    •Promise of Slaanesh new FX and Cast FX.
    •Pathfinder Webway Assault new FX
    •The Cobra Escort ships now have the correct visual for their turrets.
    •Eldar Starcannons have improved FX.

    Optimization

    •Multiplayer chat is now available during the introduction and end cinematics of the missions.
    •The Escape Zone in Convoy that your transport ships must reach are now displayed.
    •An icon indicating faction is now displayed next to the hull bar of flagships to indicate its status.
    •New Option allows players to lock the cursor inside the game’s window if they play in Windowed Full Screen or Full Screen with two screens.
    •The Game Duration Timer in the Battle Report screen does not display hours anymore, as it is not relevant.
    •The Docks Stat Panel now features the basic skills of the ship, called “Orders”.
    •The Armor-Piercing and Penetration weapon attribute is no longer displayed on the Torpedo Weapons, but rather on the Skills.
    •A new objective line for Planetary Assault missions now indicates the number of Bombardment objectives left for the mission.
    •Ship avoidance behavior deactivated, but only for the ship that is currently targeted. Other ships will be avoided if possible.
    •The enemy faction being faced during a mission in the campaign is now shown in the Intel.
    •The Imperium’s Plasma Batteries have been improved, and the fleet point costs of the Tyrant, Overlord and Retribution have been reworked accordingly.
    •If, while in the docks, a player invites more than one friend to play, only the first one to accept will be added to the group. Nothing happens for the others.
    •By default, the Full Screen option is forced at the launch of the game.
    •In the docks, the number of time a ship isn’t available due to destruction, heavy damage or loss in the warp is now indicated in the Tooltip of the corresponding icon.
    •The auto-cast of torpedo skills has been improved, and the precision of auto-launch now includes the “Short burn torpedoes” upgrade in it.
    •The profiles are now retro-compatible considering upgrades. An upgrade replacing another will not cause problems anymore.
    •A warning message is now displayed if no audio peripheral system has been detected.
    •The profile setting delay when the player connects is now only done in multiplayer.

    Text

    •Numerous text modifications.
    •Modifications made on the Credits.

    Audio

    •New acknowledgement sounds have been set for each Favour when you fit them on a ship.

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    MWO: Adamski
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    Gnome-InterruptusGnome-Interruptus Registered User regular
    Also, it looks like they didn't wipe the AI Skirmish profile progress. Not sure if this holds true for the Multiplayer.

    Speaking of which, would be interested in joining some other PA'ers for some comp stomps or practice multiplayer.

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    MWO: Adamski
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    FreiFrei A French Prometheus Unbound DeadwoodRegistered User regular
    Good lord, this game is hard. I guess I just need more familiarization.

    Are you the magic man?
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    MadPenMadPen San DiegoRegistered User regular
    I'm seeming to understand I get additional playable races by pre-ordering? Are these not available separately?

    3DS: 4098-4243-6127
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    Gnome-InterruptusGnome-Interruptus Registered User regular
    MadPen wrote: »
    I'm seeming to understand I get additional playable races by pre-ordering? Are these not available separately?

    Unsure, since not even the preorder players have access to them yet (Space Marines not yet implemented, mystery faction not yet announced). Maybe they will remain exclusive for a short period, or maybe they will be immediately available as paid DLC.

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    FreiFrei A French Prometheus Unbound DeadwoodRegistered User regular
    I think they're probably just a free bonus for supporters, I doubt they'd keep them exclusive. Also I want the mystery faction to be Tau though I'm sure they wont be.

    Are you the magic man?
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    FreiFrei A French Prometheus Unbound DeadwoodRegistered User regular
    also good lord I'm still getting my ass blasted constantly in this game.

    Are you the magic man?
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