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Thread: Battlefleet Gothic:Armada
19-12-2015, 01:43 PM #1
- Join Date
- Jun 2013
Is anyone else following/interested in this when it is released next year?
I will probably be getting it. It definitely has promise.
Battlefleet Gothic: Armada"Tread Softly and Carry a Big Gun."
Steam - Drexla
BattleNet - Drexla#2236
Origin - Garveyc
Wildstar - Drexla Gallow
19-12-2015, 01:52 PM #2
Probably be day 1 for me, I am a sucker for anything GW related!
19-12-2015, 05:12 PM #3
That may be the fastest hype-disappointment shift I've ever experienced in regards to a game. Holy crap, a Battlefleet Gothic game! Oh, it's developed by Tindalos. Never mind, wake me up when we're getting one developed by someone whose previous game could remain stable for more than 15 minutes.
19-12-2015, 07:40 PM #4
19-12-2015, 09:10 PM #5
- Join Date
- Jun 2011
If it was a reproduction of the table top game tweaked for the pc i'd be interested but it's transforming a turn based game into an RTS. You'll still need tactics of course but it'll favour the person who can give orders the fastest and still looks to be on a 2d battle scape instead of adding height to the space battle.
26-12-2015, 02:50 AM #6
I think I'm gonna end up splashing on this once the first reviews are in.. It's a shame it's an RTS, but Battlefleet Gothic is so verymuch my thing, and the mechanics so far sound cool. What's up with the dev?Steam: Dilapinated
26-12-2015, 11:28 AM #7
I last had experience with Stellar Impact in its open beta, where it was decent but nothing to write home about and had barely any playerbase. It was also incredibly unstable, even by open beta standards (I never completed a single match because it kept crashing), which probably caused the playerbase issues in the first place, and apparently the dev unloaded a bunch of launch-day DLC and stopped giving a toss. Their only other game was a buggy, mediocre RTS apparently designed by someone who had no idea how an RTS is supposed to work, which also has no playerbase and is only notable for having been released suspiciously close to the far superior Grey Goo.
12-03-2016, 08:37 AM #8
14-03-2016, 03:47 AM #9
So, anyone else get suckered in yet? I'm having quite a bit of fun with the multiplayer beta, despite the early build being rather prone to fatal errors. I can't wait for me Orks!
15-03-2016, 11:20 PM #10
Not really surprised by the fatal errors, Tindalos games tend to be incredibly unstable. But is the gameplay itself any good? From what I've heard, it sounds a bit Empire at War-ish but with more complex movement and, by the looks of it, some sort of limited tactical pause thingy.
16-03-2016, 02:57 AM #11
Yes, I'm really enjoying it when it's not crashing. Gameplay is all about positioning. Depending on how your upgrade your ships you'll need to constantly maneuver them to keep them at optimal ranges. Some will be better at long range, some close, some will be better at broadsides, others will be better with a prow lance or ramming. The thing I like most is the rechargeable afterburners that will either scoot you forward at flank speed or will let you perform power turns to either avoid incoming torpedoes (oh how I love torpedoes) or keep your big guns centered on target. There are other manually trigged skills too, like torpedoes, boarding actions, temp power ups (e.g. repel boarders, focus fire, brace for impact, emergency repairs). This all requires heavy micromanagement, but it hasn't been a problem for me with the up to four ships I can field in the beta.
My favorite match was against someone who had leveled up enough to field some sort of carrier. It was a huge ship that outclassed my starter cruisers, and our fleets pummeled each other until it was just his big ship against my one cruiser. I thought I was toast but I prevailed in the end thanks to my better maneuverability keeping me on his ass and out of his cone of fire. I really liked that smarter tactics were able to overcome a much higher level opponent.
Edit: Oh yeah, the tactical pause thingy. It's essentially bullet-time; not a full pause but slows everything down enough that it's easy to restore your grip on the situation and set up some smart moves. Single player only, of course.
Last edited by Elusiv3Pastry; 16-03-2016 at 03:02 PM.
28-03-2016, 10:59 PM #12
So for anyone on the Beta what's it like?
From watching some videos it looks really high on micro management and I can see ships just spinning on the spot. Neither of which scream Battlefleet Gothic to me.
29-03-2016, 12:11 AM #13
It does seem very micro-intensive but a lot of this stuff should be possible to automate (smartcast abilities and the like) and the unit (and abilities per unit) count does seem low enough that it isn't overwhelming, which was an issue for me in DoW2's single-player, keeping up with all of the various heroes and trying to control them to any real degree of effectiveness isn't much fun to someone more used to RTS where you can just band-box and attack-move most of the time.
29-03-2016, 12:16 AM #14
Hmm so that's mixed.
The table top game is about big ships slowly and gracefully sweeping past each other in formation. So it's all about planning and positioning, so long as it captures that in some sense then it'll be fine.
29-03-2016, 01:01 AM #15
I'm not sure if there is a hard limit on the number of ships but the most I have had is 5 capital ships and a couple of escorts. This was at the max level in the beta and one of those ships was a Battleship.
There is a lot of micro although just about everything can be set to autocast (even torpedos if you are utterly mental) and there is an unlimited quick time function if you need it. Ships can also be programmed with limited but useful behaviours (stay at x range and keep your target within your front arc for example).
Each ship can be given orders (brace for impact, lock on, silent running and reload ordnance), all capital ships (CLs and above) can launch close range boarding actions or longer ranged teleport attacks if the target's void shields/powerfields are down. If you know the TT game then this should all be familiar.
Each capital ship also starts of with a 'skill' and gains more as they gain experience, basically special abilities which range from things like auger probes to shield recharge abilities and plasma bombs. On top of that various classes of ship and some upgrades can also give special weapons like Nova Cannon or Torps.
There is quite a lot going on and the various fleets play quite differently and as you would expect.
The biggest problem with the game is that the missions (most games have some kind of objective like saving/destroying transports or retrieving 'data') are terribly balanced and after a while become overly familiar.
I don't think that this will make a good multiplayer game in the long run but the single player should be interesting.
Last edited by palindrome; 29-03-2016 at 01:05 AM.
29-03-2016, 08:42 AM #16
I'll only buy this if the single player is good anyway.
29-03-2016, 10:12 AM #17
@palindrome All of that sounds like elements of the tabletop game, but micro special abilities for the orders are nothing like the way you plan out your movement turns ahead in the table top game. It really looked like ships were turning on the spot like in Empire/Napoleon Total War instead of moving with momentum like in the board game. The rule there was that cruisers always have to move forward at least half their movement before making a turn so there's a sense of momentum and slowness to the movement.
29-03-2016, 10:54 AM #18
They cant really turn on the spot, most ships are quite sluggish but they can use a movement guage that slowly refills to significantly reduce their turning radius. The only time ships stop is if you tell them to or if they have frontal targetting orders ( I hope that gets changed) Orders are on a 2 minute cool down timer so they have to be used carefully.