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I wouldn't call the campaign battles 'laughable skirmishes' in the slightest. The last story battle I did took getting on for an hour, and saw me destroy some thirty enemy ships including a battleship. I had ships that were on fire mounting last attacks to finish off damaged enemy vessels before disengaging, Imperial cruisers desperately ramming Tyranid ships and reinforcement marine cruisers flinging themselves across a map at full burn dodging asteroid fields and spore clouds.
I'd say it couldn't have been more epic if it was painted gold and on fire, but the Marines were Imperial Fists so at times they were both of the above.
Knocking the fleet limit up might be technically possible, but it'd just mean more micro and start to prevent people with less powerful machines playing at all. If you take the fleet points up to 3000, say, and someone turns up with all Light Cruisers and escorts, that's going to get out of hand fast.
Of course, maybe their engine can't handle that many ships on your average PC. I still think the amount of ships we can use is plenty for this type of gameplay. This isn't an RTS where you just Attack-move a horde of units. Ship headings and ability micro is important in this game.
I don't recall much advertising that this game will have twice the fleet size or anything. I mean, how many ships would qualify as an "Epic battle"?
Auto casting what though? I don't remember any autocasts being super critical in the first one. Did the first one have the Auto-Engagment option BFG 2 has?
There was no false advertising, this is what the game is supposed to be as this is what the source material was.
if you count way more ships as a grand total of six in 2v2s and ten maybe in 1v1s then okay
Every ship have value, the more ships you have - the less valuable each ship.
It is similar to Dawn of War 2 rather than Dawn of War 1. you controll smaller army but you control it carefully. If you wan't a-moving to enemy fleet and drool from special effects, then this game isn't for you.
I really like how they made it so every of your units have some spells to be useful. Spamming spells and having 10 big ships is dumb and boring.
They tried to emulate tabletop, fine by me. The problem is that you cannot choose which ships to deploy and which to keep in reserve. In tabletop I can do that, even when implementing some sort of campaign rules.
At this point, the campaign is missing two crucial features in my opinion, choosing your fleet composition before a battle and most important: A proper fleet management screen where I can switch ships between eligible fleets.
That's a far more valid criticism. At the very least we need a fleet reserve where you can put ships you have to take out of fleets. Put a turn or two cool-down on the ships before they can be reassigned so they don't just leap between two fleets on opposite sides of the map and I'd say we're good.
It certainly would be handy to be able to pick which of the available ships you take in when you have 2+ fleets. After a while you get a feel for it and it's consistent at least, but it certainly could be handled better. At the moment I tend to try to make my support fleets up of light cruisers because they're pretty predictable and fast enough to get into the action when they arrive.
You'd need to disengage (or lose as casualties) enough ships that the missing Cruiser can fit into the Leadership cap. If a Cruiser is only just not fitting in, usually disengaging an Escort will be enough to do it. Once there's enough space, the reinforcing ship will turn up somewhere at the bottom of the map.