Battle fleet gothic beta12/24/2023 ![]() ![]() The multiplayer is solid, no major issues with matchmaking were seen on my end, though there are some reports of crashes and other bugs. Metagaming is a bit shallow as a result as the seemingly intended result of a loss is to live to fight another day, rather than attempting to turn a loss into a stalemate by taking out as many enemy ships as possible. One glaring issue with the focus of the game is the tendency to be overly punishing for losing ships entirely. The player can then use these to upgrade their ships and abilities in-between fights. Upon the final victory or loss in a match, the player is awarded Renown based on how they performed. Each opposing faction has it’s own unique ship sets and abilities, some of which could use some balance tweaks, but overall the idea appears solid. The player takes control of the Imperium of Man forces in a desperate struggle for control of the galaxy against the likes of Orks and Chaos. The ships contain a variety of lore appropriate abilities that assist the player in combat, many of which are centered on movement bonuses meant to beat a hasty retreat from unbeatable odds.Īs for the actual gameplay, the singleplayer and multiplayer offerings make for an already entertaining few hours. The game makes up for the lack of environmental detail by stuffing in the source material at any opportunity. The 2D plane on the battlefield just feels a bit empty to me. The nebulae and other debris add little to the visual appeal of the maps. The lack of visual variety in the battlefield decoration can make the fights feel a bit lifeless. ![]() A lack of balance in some ship costs and ability effects is to be expected. The biggest flaws are pretty predictable for a game in a beta state. And I’ll admit that it took a fair bit of play to get used to the amount of pressure I was under as a fleet commander. Careful positioning and usage of attack focus abilities can make or break your victory. Planning your moves using the limited time pausing feature makes tactical reactions vital, equally important is working changing battlefield conditions into an overall strategy. Individual ships need a fair bit of direction in battle to operate at their most efficient. The complexity of the experience lies in the micro-heavy approach to commanding your fleets. The insanely complex combat lived up at least somewhat to the hype. I got ridiculously hype at just the simple idea of using the asteroids and debris in a level as cover from incoming fire, for example. The prospect of micro-managing a high-tension fleet battle with more realistic maneuvering seemed like such a great idea to me. Ever since I saw the initial gameplay trailer I was on the edge of my seat. Getting into the beta of Battlefleet Gothic: Armada had me rather excited.
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