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Author Topic: Battlefleet Gothic: Armada 2 - More space, more factions, more explosions.  (Read 5509 times)

Mech#4

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Well, Battlefleet Gothic: Armada 2 has been announced by Tindalos Entertainment.

It seems like it's planning to have a plot more based around, I believe, the current developments in Warhammer 40,000 with Roboute Guilliman up and about. They're also planning on having all 12 factions present in the game upon release, this includes the Imperial Navy, Space Marines, Adeptus Mechanicus, Chaos, Aeldari Corsairs (Eldar), Aledari Craftworld (more Eldar), Drukhari (Dark Eldar), T'au Merchant Fleet (Old T'au Navy), T'au Protector Fleet (New T'au Fleet), Orks as well as the Necrons and the Tyranid Hivefleet.

They also plan for improvements to multiplayer, customisation, larger battles and so on and so forth.



For myself, I enjoyed the first game. I had quite a bit of fun playing the skirmish mode, leveling my ships and facing them off against the A.I. I didn't play the campaign beyond an initial foray however.
This announcement feels a bit too soon to me aafter the release of the first game, which did come out in 2016, though I must admit I was expecting perhaps another faction DLC release or two before they would start working on the sequel.

For the sequel, I hope they implement a more variable campaign. The first games campaign was only playable as the Imperial Navy. If they add a campaign where you can start as any of the races with a more "build your fleet and expand your empire" type gameplay, I think it would help give it some more variety.
I would also like if they expanded on the ship roster for some of the races a bit. The Dark Eldar (Drukhari) in particular have a rather beh fleet with something like three different types of escorts and one cruiser. It does go with their hit fast and hard style but if battles are bigger then taking more little ships is going to be difficult to micromanage.
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dennislp3

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Well if multiplayer numbers were an indicator of much the first game sorta flopped...though a friend and myself played it a good bit. I would guess maybe they are trying to leave that one behind and start fresh with what they know now. Worth watching to see how it comes out.
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Hanzoku

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I played the campaign most of the way to the end. It was a fun ride overall, and there's nothing like ramming an imperial cruiser straight through an Eldar battleship because the damn things have paper hulls and the AI is too stupid to kite with them.
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Retropunch

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It does feel too soon, unless they had all sorts of things they had to hold back on in the first game due to time restraints.

My worry is that they're doing the indie developer trick of making a sequel which is basically just the DLC of the first game all packaged together (plus an extra race or two and slightly crisper graphics) and saying it's a new game. All challenges will be met with 'everyone loved the formula, so we didn't want to change it too much...'

That being said, I think there is a lot of room for improvement - my issue with the first game was that it couldn't really decide if it wanted to be a hardcore tactical game or an arcade-y MOBA-like in space. Hopefully they'll move one way or the other with this one.

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LoSboccacc

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My worry is that they're doing the indie developer trick of making a sequel which is basically just the DLC of the first game all packaged together (plus an extra race or two and slightly crisper graphics) and saying it's a new game. All challenges will be met with 'everyone loved the formula, so we didn't want to change it too much...'

*cough*dow:dark crusade*cough* (still loved it tho)
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Jopax

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Wouldn't Soulstorm be a better example of that? Because it was a smaller studio who had no expirience with the game prior to that and they made a horribly buggy mess that didn't actually have the things they advertised, namely, flying units, which weren't really flying but rather skimmers that were kinda high off the ground since they still followed the terrain and couldn't go over anything a regular unit wouldn't be able to.
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Mech#4

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I hadn't been keeping too close of an eye on this game, more waiting for headlines to appear on news websites than checking their official forums or other avenues.


While previously, Battlefleet Gothic 2 had been slated for a September release, it has now been moved forwards to a January 2019 release so the developers can work on it longer and the three campaigns focusing on the Tyranids, Necrons and Imperium.


Along with this announcement was a trailer, narrated by Trazyn the Infinite with some nice footage of Hive Fleets going nom on ships.
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dennislp3

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Re: Battlefleet Gothic: Armada 2 - More space, more factions, more explosions.
« Reply #7 on: September 01, 2018, 03:21:11 am »

Smart move...given the major title releases coming in the next month or two. Too much competition and this game would go completely unnoticed.
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sambojin

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Re: Battlefleet Gothic: Armada 2 - More space, more factions, more explosions.
« Reply #8 on: September 02, 2018, 09:33:44 pm »

I'm sort of looking at it like Bloodbowl 2, without the DLC mess. The game was genuinely better, not only in graphics, but also in interface and matchmaking and other "cosmetic" improvements.

Exactly the same game, that one, but they did do it better on the second try.

Since BFGothic isn't an exact rendition of the board game anyway, there's plenty more room to move on improvements for #2. Honestly hoping for Chapter Master-esque campaign mechanics by the end of it. Because that would be fucking awesome.
« Last Edit: September 02, 2018, 09:39:27 pm by sambojin »
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Mech#4

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A new trailer has been released covering the campaign and what mechanics we can expect to see.

Battlefleet Gothic: Armada 2 will have three campaigns, focused on the Imperium, Necrons and Tyranids. Each one has different goals and mechanics that follow them through the events of the 13th Black Crusade.

The Imperium follows Admiral Spire from the first game as he co-ordinates defenses for the various sectors surrounding the Eye of Terror, fighting off threats while building up planets to support your fleet. The campaign map seems more strategy-like where you take over sectors, defend planets, generate resources and spend them on new fleets and improving existing ones. There's also decisions to be made about interacting with the other races.

Necrons are more focused on exploring planets and discovering lost technology and awakening tomb worlds.

Tyranids are all about eating everything, sending out vanguards to weaken planets before your fleet arrives (Genestealer cults and the like). Their campaign will be told through other races reactions to them.

The campaigns are also available to be played coop, where players control split fleets during battles.


It's all sounding really quite impressive, a rather large step up from Battlefleet Gothic 1. They seem to be making good use out of their first foray to really go the extra mile with the sequel.
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Kaypy:Adamantine in a poorly defended fortress is the royal equivalent of an unclaimed sock on a battlefield.

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dennislp3

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Re: Battlefleet Gothic: Armada 2 - More space, more factions, more explosions.
« Reply #10 on: January 12, 2019, 09:18:15 am »

Very nice...thank you for the update as I had forgotten about this
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Mech#4

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Re: Battlefleet Gothic: Armada 2 - More space, more factions, more explosions.
« Reply #11 on: January 27, 2019, 09:31:48 pm »

Well, Battlefleet Gothic: Armada 2 is out and I've been playing it over the last few days.


I'm enjoying it quite a bit. I've only been playing the campaign for the Imperium so far. It all takes some time to open things up, or rather, as you advance more sectors become available. The game/high admiral gives you a mission like "Retake the Cadia System" and you have a number of turns to complete that objective within, a meter filling up every turn that increases the threat levels of other factions so waiting to reinforce has to be balanced against dealing with more attacks. There is an option to turn this off, as was requested by players during the Beta, though I haven't tried that.

The battles themselves are nice. The mechanics are more refined from the first game and things like boarding have been changed in a way that makes sense.

One of the issues I've seen people have is the lack of variety of battle types. The game has two types, Cruiser Clash and Domination (capturing control points). It seems like there's modifiers that get introduced over gameplay that can be active during these battles, of which I've seen two. These being Plasmic Medusae (floating jellyfish things that explode like a plasma bomb when shot) and unidentified debris (wreakage float through the map, looking like unidentified ships). I don't know how many of these variables there are. The mission battles can be different as one I just completed involved protecting Imperium ships while Eldar ships tried to destroy them.

I have been having some FPS stuttering during some battles. Not sure if it's when there's a lot of ships or something else.

The game has a lot of things in it and I haven't seen most of them so far. Part of me is still a bit annoyed that the first Armada was moved on from so quickly to work on the sequel, but with so much stuff being added and changed it's hard to hold that too much against Tindalos.
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Kaypy:Adamantine in a poorly defended fortress is the royal equivalent of an unclaimed sock on a battlefield.

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Retropunch

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Re: Battlefleet Gothic: Armada 2 - More space, more factions, more explosions.
« Reply #12 on: January 28, 2019, 11:32:48 am »

My big question is; has it worked out what it wants to be yet? The first was a weird sorta not-quite-tactics and not-quite-moba in a way that wasn't really particularly satisfying to me (although I did enjoy it). 
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Majestic7

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Re: Battlefleet Gothic: Armada 2 - More space, more factions, more explosions.
« Reply #13 on: January 28, 2019, 11:36:59 am »

I like this game very much, but I disagree with some design choices. I hope they haven't been done for multiplayer while damaging single player in the process. That happened to Mordheim after all, was it a Tindalos game too? They should be brave enough to have different rules for multiplayer and single player.

For example, torpedoes and nova cannons have limited loads now. I think the number of torpedoes is okay, but nova cannons have far too few shots. Like two or three for a cruiser. This makes the admiral skill that gives -20% reload time to nova cannon pretty useless, since you can only shoot a couple of times anyway. Things like these work differently in single player, since you are often outnumbered in single player while multiplayer has you facing enemy with the same strength.

The repetation of strategic map non-storyline missions is annoying, like was pointed out before. Gothic I had more mission types like escort and intercept and whatnot, I wonder why they didn't import those? At least the battlefield conditions add more spice. There are several more, including some that destroy ships outright and some that don't affect all factions (Eldar are immune to solar flares).
« Last Edit: January 28, 2019, 11:40:58 am by Majestic7 »
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nenjin

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Re: Battlefleet Gothic: Armada 2 - More space, more factions, more explosions.
« Reply #14 on: January 28, 2019, 01:17:06 pm »

Mordheim was developed by Rogue Factor.

It was published by Focus Home Interactive (same guys that publish this.) FHI tends to publish a lot of 40k games these days.
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