Battlefleet Gothic: Armada

Battlefleet Gothic: Armada

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How do i use the Overlord battlecruiser ?
What is its optimal engagement range ? (Long or short), which skills/upgrades do you recommend ? Crew upgrades and favor ?
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Showing 1-11 of 11 comments
Sooth Sayer May 5, 2016 @ 4:28pm 
Give it the range ungrade, then give it accuracy upgrade, give it the AP round upgrade, and I would reccomend laser range upgrade, but the last one is more optional, hard to say to either Ram upgrade (in which case get the turn radius upgrade as well) or the Torpedo speed upgrade.
Sooth Sayer May 5, 2016 @ 4:29pm 
Either way, you have a ship with can fire at 15k and still do serious damage at close range. Its a good all round support ship. Escort and lighter crusiors must support it though.

The bigger the ship, the more potent the favors become for the Mechanicus upgrade. Arguably the best as it allows for an additional skill and upgrade slot.

I prefer navy favor though, no insibordination and reinforcments are always fun and useful.
Last edited by Sooth Sayer; May 5, 2016 @ 4:30pm
Warhunter May 5, 2016 @ 4:32pm 
i prefer long range with it. but it does fine at all ranges
normally grab the upgrade that reduces accuracy penalty beyond 6k by 50% since that increases your long range potential

and if you don't like long range you could just grab armor piercing macros since its as good as the dominator (except the overlord has torpedoes and 2 lance turrets)

crew upgrade i would say the master gunner is amazing. the ratings and servitors are a decent pickup depending on if you have problems vs boarding or if you want your skills back faster

shield upgrades are just great overall (+100 shield, 25 armor for shields, 50% faster recharge)
this helps alot at long range since most long range weapons tend to not have the best dps meaning you can attrition the enemy better if they don't have shield upgrades

and i personally like imperial navy since dropping out a cobra every 2min (using reload and servitors) is great for finishing off or heavily damaging enemy ships (ramming is a tactic with them since they will do roughly 100 damage while ramming and their torpedoes do decent damage if they stay alive long enough to use them multiple times)
Last edited by Warhunter; May 5, 2016 @ 4:48pm
Pyrit May 5, 2016 @ 4:39pm 
IMO you should never rely on macros above 9k range because their dps just plummets and using 2 upgrades to make them less bad at long range means you can't use those upgrads for improved mobility or defense which is a big cost. I consider AP Ammo pretty much a must have for macros which means trying to get into knife fighting range if at all possible unless you fight someone that gains more when closing below 6k than you would. So I treat Overlords as slightly shootier Tyrants, in my admittedly not comprehensive experience at their strongest as brawlers.
Warhunter May 5, 2016 @ 4:45pm 
Originally posted by Pyrit:
IMO you should never rely on macros above 9k range because their dps just plummets and using 2 upgrades to make them less bad at long range means you can't use those upgrads for improved mobility or defense which is a big cost. I consider AP Ammo pretty much a must have for macros which means trying to get into knife fighting range if at all possible unless you fight someone that gains more when closing below 6k than you would. So I treat Overlords as slightly shootier Tyrants, in my admittedly not comprehensive experience at their strongest as brawlers.

actually you only need 1 upgrade to make it viable at long range which is the targeting matrix (or whatever it was called) i never liked the extra range since most of the time enemies don't stay at 15k range.
Sooth Sayer May 5, 2016 @ 4:48pm 
I never used to get the range upgrades, untill i fought kiting fleets. Eldar and Chaos kiting and bomber spam are much less of a nussance, when you can unload four broadsides at them before they can even launch their fighters.
Last edited by Sooth Sayer; May 5, 2016 @ 4:48pm
zhukodim May 5, 2016 @ 4:58pm 
Yeah I think only Gothic cruiser need range upgrade. Cruisers with macros better to use this slot for extra mobility or defence upgrades imo.
Plushie May 5, 2016 @ 5:49pm 
With imperials, if somone is trying to kite you more often than not it's your prow that's facing them which means torps or Lances. Personally I take the AP upgrade, voss void shield and refined lenses ( Mainly for the kiters / eldar ) Stick points in Master gunner > servitors / Ratings and stick a Micro-warp jump on it.

I usually take a Luna / Gothic / Tyrant or Dauntless Mk 1 as wingmen, sticking to Macro-cannons with Lances.
I can't remember off the top of my head the penalties ( I think they are listed in-game ) but over 6k most weapons are atrocious my overlord keeps defaulting to 12k so I have to keep setting it. IMHO stick to 3 - 6k .. 9k at the most. Don't forget that with both ships moving your ship will usually be alitte outside of the range you set, so going at a ship 3k away your ship will more than likely be at 4 or 5 occasionally from the turning and maneuvers.
Ok thx a lot guys :D
Eviscerador May 6, 2016 @ 6:09am 
Nobody here recommending the torpedo speed upgrade? Is a must in any torpedo equipped ship.

I play the Overlord with Targeting matrix, torpedo speed, extra hull plating and range upgrade.
Maye May 6, 2016 @ 6:35am 
Mechanicus favor

Torpedoes speed, mezoa, belt armor, armor piercing ammo, +100 shield, Voss shield,

Induction cells, taunt, shield transfert (base of the fleet, add 2 plasma bomb on the overlords)

Field 2 of these bad ass add 2 tyrants with the same setup and the widowmaker with 12k5 detection range, then torp to death whatever you face, you have speed, brutal torp spam, plasma bomb to destroy stasis in your way and a taunt lock if needed (voidstalker i'm looking at you)

I fly that kind of setup in solo and 2V2 with about 90% victory rate.

That's that.
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Date Posted: May 5, 2016 @ 4:22pm
Posts: 11