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You, as I bolded above, claim you're "more than competent" with playing strategy games, and whine that you've lost nearly every mission on normal in the same breath.
There is nothing "meaningless" about the information given. Are people so bad at understanding games these days that they need to be spoon-fed explanations?
The information is all there.
Damage = How much each gun in a battery fires.
Rate of Fire = How frequently it fires in seconds.
Range = How far it can fire up to.
etc.
It's all self explanatory.
You must be looking at the wrong definition of competent or maybe the definition of the antonym.
Ok, enough with me taking shots at you, but when you jump on the forums screaming "BROKEN!" , "TERRIBLE", etc... and how good you are yet you are failing while so many others are succeeding then it really becomes clear that your problems might be between the chair and the keyboard.
CHange up your ships, change up how you play, etc... Definition of insanity is doing the same thing over and over yet expecting different results....
So if you keep doing the same thing over and over and it isn't working....
Yeah, you might need to change you strat.
G'luck!
Don't rely on attack orders as ships will fire on anything that enters their arcs/ranges. This lets you move to cut off enemy ships and bring them into range.
You have completely missed the point I was making about the stats. Would you like to read my initial comment again before I embarass you?
The imperial navy relies on their macro cannons. This requires close range. This is completely nullified by the fact that every other race can easily out manuver you. This is my point.
It's not an option.
So you need to follow a particular upgrade path to make the ships viable. Is that what you are saying?
Imperial Navy are all-rounders but there is nothing they excel at. In campaign you're mostly fighting chaos ships, and yes, they are faster. They also have better range on weapons for the most part. But as imperial you have very good frontal armor. If you pair it up with "Brace for impact!" and shield boosts you can close the distance safe-ish. You can use torpedoes and bombs to deny areas of the map forcing them to turn into you and so on. Once you're in close your ships are capable of more devastating broadsides.
You just have to learn each fleet, their pros and cons and play to that. Imperials are imho very good beginner race as they force you to learn those things and good tactics. It was the same in tabletop. Other races have more clear playstyles and strenghts. This in itself can be seen as a strength. But at the same time it is also a weakness as once you're competent you just can adapt and deny them their adventage. Good imperial player has no fear of foul xenos or servants of chaos.
As to numbers on weapons everything is there, granted not clearly visible. You know how much dmg weapon does and you know how much HPs ships have. In characteristics tab you can check accuracy on various ranges and such things. Almost all info is there. But it definietly could be better showed and explained.
A. Looked at the strengths and weaknesses of each race in skirmish?
B. Tried to find any guides?
C. Clicked on your opponents ships so you could see what weapons they are using?
D. Hovered over any stat to read the tooltip?
There are a lot of ways to get the information you're looking for.
As for maneuvering. I would recommend some skirmish to learn it. But you have a lot of tools to box your opponent. Also don't be afraid to use skills and gauge to get an early advantage or throw a plasma bomb at a Stasis bomb to remove it.
I'm playing on heroic iron man and at the start of chapter three I have yet to lose a match, so I'd say it really isn't the fleet that's the problem
Only if you want to engage outside the 0-3k envelope. Targeting Matrix makes the Imperials extremely viable at 3-9k with Macro Batteries. I suggest that, if you don't want to use Targeting Matrix, you use AP Ammo to exploit the fact you should be close.
And if you don't like Macro weapons, use Lances and Ordnance, they're 9-12k. Upgraded Lances are actually pretty good, especially with the "300% crit chance when using Lock On" upgrade.
Using Stasis Bombs, Torpedoes, Taunts, Tractor Beams, Assault Pods, to force your opponent where you want them is what makes this game stand above 90% of the other games I have played.
Is it easy, NO. Have I lost multiple mission, YES! As the IN I lost my first 5 matches before I leaned not to brawl with the Orks. Don't kite with Chaos or Eldar. Also Escorts seem a waste but they are very important in many situations.
But there is rarely a mission where I lost, that I could not have come back and won with a different strategy.
If you think IN is hard, wait till you try Orks. They are the slowest, can't hit above 3K range, and mutiny in a heartbeat. But I have only lost 2 out of my last 10 missions.
Keep at it, read the forums. There are multiple valid strats for running IN and they very a lot against the different races.
But I played in the beta, so I am a bit more familiar with their style of play and successful attributes. Perhaps a lower difficulty until you get used to the game? Or try different upgrades?
The game doesn't hold you hand. If you want to see where your ships stack up against other ones, make some multiplayer or solo fleets and check them out. Some fleets seem really OP... but until you try them, you don't see their weaknesses so well. Stat crunch between the weapon systems and how they work. Get a better understanding of the balance of the game.
Not every strategy will win 100% of the time against every opponent. Try new ones, partition your fleet to tackle certain scenarios and certain enemies.
I can assure you, it CAN be done... I'm doing it now...
So tell me then. Where does 12 damage sit on the scale from terrible to good. Would it be too hard to put some graphs or context into the game. The games gives you figures however these have have no context and so are meaningless. My point is really that simple.