#COLDCORE COLISEUM
1233 messages · Page 2 of 2 (latest)
i’m pretty happy with it
It was the first Iconic so it kinda set the tone for the design of the rest of them
honestly gear is the only thing that needs tweaking
none of the individual systems need tweaking
this is a general design thing but one of my players brought up bespoke adds for raid bosses
mmm, that could be interesting
may or may not be something u might be interested in in the far future
i integrated it somewhat in my own raid bosses
i think its worth persuing
currently in pdf editing I’m partway through the Terraformer, then it’s just Tulpa, then I need to finish up the Champions and add them in
but that could be a fun future idea yeah
if u end up finishing the champion design i can bring it into a playtest
for the arsenal the only change I made was making the bayonet profile a bit stronger I think
yeah I’ve been lazy 🥲
bayonet was a bit weak but i had the impulse aegis so it was fine
it’s 90% of the way there, just needs the optionals for the Headliner ultras
take ur time
im more than willing to wait
fullmag was pretty punishing
which is fine i might note
all the "mid level" gear options are strong
how apparent was it that the Gear progression for most systems is ‘solid option, slower but at range’ -> ‘strong, encourages more movement’ -> ‘weaker and riskier but really encourages movement
okay cool
my players generally had the unspoken assumption that "boss becomes more agile but more risky the lower gear it gets"
i think the most difficult thing when making fights with iconics is pairing them up with the right npcs
which is less a thing u should worry about unless u wanna get REALLY asymmetric with it
yeah, I mostly trust GMs to feel it out
but I have added a sentence now for each iconic to say ‘pair this with Defenders and Controllers’ or ‘Supports and Strikers to do XYZ’
as loose suggestions
yeah those are super helpful
'Boutta be starting a "grand tournament" style event in a game of mine.
Reading theough Colcdore Coliseum. It is good. Can see how your writing has improved since Castor and Pollux. Like the Iconic NPCs a lot.
played the vampire! was pretty fun, all things considered it worked pretty well. only pieces of criticism i think was how gravedigger is worded cuz as RAW it wouldnt work on regular NPCs right?
in general it felt like there wasnt much interaction with gravedigger in the vampire optionals but i quite enjoyed the base mosquito mechanics, nice use of soft taunt stuff
oh shoot, there’s a big typo there
yeah i figured as much
that first sentence should read ‘whenever an allied mech character is destroyed’ should be what it actually says
i have
no idea how it ended up as the actual text
lmao
pretty much yeah
they dont deal damage or anything unless u got the specific optional for it right
wouldnt really have made a difference then
i personally think they should do a bit more but eh
didnt get a chance to use em
extending the demesne and potentially causing engagement is most of it
but maybe they could get a little ribbon on top of that too
i wanted to run tempest again as the finale to my raid series but i didnt know if u had updated it in the pdf yet
im assuming not
it’s basically there, if you want I can at least polish up that section and hand you an updated version that has that done
if I don’t get to it by thursday evening ping me to remind me
will do, thanks as always!
Hi, I have a question about the Arsenal, I'm not sure to understand how its "Gear" mechanic work. Let's say I deploy an Tier 1 Arsenal with no optionnal trait at all, does that mean it begins the encounter with Gear 10 ? Does that mean it begins with "kind-of" 10 Armor ?
its basically super-armor
gear works thus - you start with a gear value equal to the sum of all the gear-tag systems the arsenal has
gear 10 for instance
each time a player attacks the arsenal, they can deal damage to the gear bar or the "core" (the actual hp bar)
when the gear bar is reduced to 0, the player reduces one of their gear systems by one level (all gear systems follow the pattern of 5/3/0) then overflow damage to taken to the "core"
and is reduced by the new total gear of the arsenal
but yes gear reduction is basically super armor, it cannot be reduced or ignored and is not armor for the purposes of the armor piercing tag
yeah you just need to chunk down its Gear before you can start doing real damage
Thanks for the answers, I just want to be sure that the "Super Armor 10" feeling is not a misunderstandment from me, because it feels like way worse than Argus Armor upon reading it.
Like jeez 10 amor is a lot.
But you can decrease it so that's okay I guess.
So how does it work with non-attack damage, like Grenade, Mine, forced save ? Its user can still choose between Core or Gear ?
yes
i ran the dreadnaught and i had my own feedback on it
i would run it urself
see how it is
i think it rewards aux spammers in a way that lancer often doesnt
which is cool
I was preparing some one-shot with the other Iconic but I didn't plan one for Arsenal because I didn't understand very well its Gear mechanic.
So I didn't feel like a feedback would be appropriate when you don't understand how it works.
sorry i just meant like
ive run it
i had some thoughts
i would run it urself
arsenal is very fun, one of my favorite iconics
I gonna try that one day, yes.
damaging Gear is also good anyway, because most of the Gear abilities are very potent
so reducing that Gear system to level 1 can take a lot of the bite out of the Arsenal
I just need to figure out the OpFor with it.
generally Gear at 5 is straightforwardly good
at 3 it becomes situationally stronger, but more risky or conditional
and at 1 its generally pretty bad
I assume yhat Pegasus can still ping through armor?
it is a unstoppable object vs unmovable force situation
i didnt have a pegasus in my game so it never came up
i would assume that yes it goes through it
but paracausal doesnt
Another question : is the Iconic too "important" to have a sitrep with it ? Like is "Destroying an Iconic" can be a sitrep or it still need a classic sitrep with it ? (Like Behemoth Brawl is a just a sitrep with objective : destroying the Behemoth because the Behemoth takes too much attention from the players).
I'm pretty sure I'm not clear at all haha
i ran one sitrep-less and had players say they wouldve liked a sitrep
so i would say yes
Is the presence of a Iconic on the battlefield is too much "attention-drawing" for players to also have to care about an objective of a sitrep ?
they arent icon legends
I see, thanks for the answer !
honestly sitreps in lancer are easy enough to follow where a boss with some bespoke mechanics is fine
For Core sitrep I'm sure yes, but I also run a lot of Enhanced Combat sitrep and some of them don't suit well with an Iconic NPC I think.
this is true
broadly speaking I encourage smart sitrep use alongside iconics because I think that in general a deathmatch setup just has less tactical variety to it
ex: the Arsenal is maybe more compelling as a tanky in-your-face striker that gets faster as you wear it down in something like Control or Recon where players have to maneuver around it
or an Iris complements the existing goals of a Gauntlet
essentially, players should need to be doing something other than just Shoot More to keep the game interesting
(the Terraformer/Tempest kinda comes with its own sitrep attached as the exception)
@gloomy quarry (and anyone else that would like it) here's the updated pdf with everything up to the Terraformer (so only missing the Tulpa, Champions, and then miscellaneous spellchecking, pictures, and final polish)
There might be a bit of crunchiness on some of the images/text boxes - I'm trying to work out a better solution but atm that's because I'm just exporting drafts at a lower dpi so they aren't huge files, and will be fixed in the final final version
mmmmm nothing too much - the resonance changes we talked about are actually in the text now, and other than that I think it should all be the same
notably this does not include any of the Iris changes from earlier either
oh wait sorry there is one more major change
which is that I tweaked the Maelstrom Core a bit
each individual layer is a little bit weaker but they stack on top of each other now
so rather than fully transitioning its additive
@dull rampart we ran through the tempest today and some broad comments we had
- resonance and the substations give the boss WAYY too much durability in such a way that it actively discourages engagement with it in certain aspects
- the damage reduction of resonance is too powerful
- generators are too resilient
- the dps window for storm charged is too short and gives too many drawbacks
- there is a lot of overlapping auras that can make tracking the effects difficult (even if the GM can track them)
in conclusion: the boss was too tanky that it emphasized disengagement with it so as to encourage sitrep completion rather than engagement with the boss
recommendations were to make resonance key in harder but less defensively as a mechanic and to make the generators either less numerous, grow slower, or have less free actions
(confirming I saw this but haven’t gotten around to formulating a complete answer yet)
hey sorry to bother you but just wanted to know if you were still formulating an answer or not
no worries! Tbh no, I haven’t sat down with it yet. I picked up a big project at work and haven’t had much energy for other stuff lately haha
So I’ll get to it….. eventually. Hopefully sooner rather than later
okie dokie thanks for clarifying!
Hi, I don't know if it has already been reported but it seems that I cannot create a build with the Alexandra frame even with 2 Atlas licenses. I can't even find it when selecting it as a standard equipment.
The Yawarakai-Te works fine tho.
Hmm, must just be a mistake in the lcp - i can check it later today
Okay, extremely belated here but I did a little bit of testing with things today. As far as I can tell the issue is something to do with the fact that it's an alt of a frame that's coming from a different lcp - the Maneki-Neko (Kobold alt) has the same issue, while the Clover (Hydra alt) does not. I would guess that while its all setup to display properly in the compendium, something about the load order becomes unhappy in the actual build screen.
I'm poking in #lcp-tech-support to see if this is something that's been noted elsewhere or if there's a known fix
Alright, fixed it (finally) @slim geode
I've tested it really quickly, it looks fine for now, I'll tell you if anything goes wrong, thanks for the fix !
Any idea when we could expect the new talents for the lcp ?
……i forgot they weren’t in there lmao
i can do that tonight
actually tonight this time
lmao
Alright, fixed that. The Alchemist gadgets aren't as pretty as they could be but I'll fix that in the Real Final Actual release
what is "steady"? mentioned a few times for the arsenal
its cause on compcon thats just named iconic
ah, i usually cross reference with the pdf's just in case
minor non-update — I hope to have CC finally updated and Done by the end of the year. It’s very nearly there, the pdf just needs the Champions added and then I’ll do some final edit/balance passes and the scariest part which is making it prettier. I intended for it to be done forever ago but I got married this year (two weeks ago!) and there’s uhhh been a lot of other stuff on my mind hahaha. We’ll see how it all shakes out but that’s my goal for now at least.
Congrats !
Hell yeah, nice.
Put the Ultra Arsenal against my players the other week, they enjoyed it quite a bit.
Also they all lost their mechs. (Not fully). During a single round, the Ultra recharged Broadside Barrage (or whatever it's called) after using it the first time, and ended up structuring every player at least once, 2/3 were stunned after the first Broadside, then the Ultra went again and got it back and immediately targeted them all again. It was pretty messy.
The only player that didn't lose their mech didn't lose it because during that extending "everyone is stunned" portion, they ejected to do pilot stuff.
dang
maybe I’ll add a little extra cost to that, Heat or a bit more of a pacer to how often it can fire the same weapon
but that is in part probably working as intended, sometimes the dice have evil intent
Yeah, it's kinda weird, because you can't exactly put "1/round" if it's an ultra (Ultra's reset 1/round on their turn, not rounds changing, right?), but that might slow down an Elite.
That wasn't the turn that ended with all their mechs destroyed, mind. But it was like, round 3, and the PCs had torn apart a handful of the gear, so it had like, I dunno 3-4 of the Junk Batteries to fire.
The Sit-Rep was basically a reverse Gauntlet, they had to stop the Arsenal from getting to the other side of the map. So after that turn, the Arsenal just insulted the players and started walking away lol
they only reset 1/round stuff on their first turn each round
You're probably thinking of reactions, which they do get back every turn.
Ah, I may have been playing Ultra Berserkers wrong then with Aggression, because that's not a reaction and instead a first time per round. Oops.
1/Round would probably be a reasonable restriction, i’ll think about that
Shocking myself, I have actually finally finished getting the full pdf together. I may still do a balance/wording pass on things in the future, but as it stands its Done now. I think that the majority of the lcps should be complete/up to date on all but a few last-minute changes in the Iconics, so for the time being the pdf is the master text until the holidays are over and I can do those updates.
hell yeah, good work
I have a question: if an ARSENAL gets hit by anAoE weapon, can the damage be freely allocated to all the equipment it carries, or does it stick to a single designated weapon being damaged? I'm not entirely sure about this part of the rules.
it just takes one instance of the damage, it’s still just one target
i.e. you place an aoe, it hits the Arsenal for 2d6 damage and you roll 7
the arsenal takes 7 damage; you then pick if you’re dealing that fully to the arsenal, or if you deal it to the gear first
but it’s the same as if you hit it with a single target weapon and dealt 7 damage
the gear isn’t separately targetable parts of it, it’s a secondary healthbar that you choose to damage when you hit it
Additionally, I’d like to ask: does the SAPPHIRE//VERTEX Energy Aegis from the Arsenal increase difficulty for tech attacks as well? If it does, wouldn’t that mean it can stack with the MIDAS Datavault?
…..as written yes
I’m honestly not able to recall if I intended this
but I’ll stick with it
Urgent question: Can Mosquito's armor bonus stack with Ultra's +6 armor bonus?
yes; Argus Armor already inherently breaks the innate cap
so, apply at your own discretion
oh hahaha
whoops
definitely didn’t completely forget I hadn’t done that yet
eta uncertain but once I sit down to do it it shouldn’t take more than a day or two, I just have to have the time
@dull rampart Hello, I have a session this sunday and I would like to know if you need any feedback on any of the Iconic NPCs ?
Sure, I’m happy to hear how it went!
You need feedback on specific NPCs or any OpFor will do ?
@dull rampart
Whatever comes to mind! I think that stands out to you organically is probably the most important feedback at this point
The layout of the Iconic Champions page 119 is a bit confusing : is it how I should read it ?
yes - that was my formatting compromise to get it to fit on a single page which…. could have been better, maybe 😅
Is it normal that the Inspiring Champion doesn't have a way to create an Opening by its own ?
Yes; Supercharge is its equivalent ability, but its deliberate that both of the Support mechs have harder times creating explicit Openings
if i’m remembering my design planning it’s Defender -> Controller -> Artillery -> Support -> Striker in terms of how easily they can set up Openings
Fair enough !
and then it’s loosely the reverse order in terms of how nastily/easily they take advantage of them
or rather; I tried to make it so that the nastier their Combo ability is, the harder it is for them to set up their own Opening
My OpFor so far
SPOILER FOR MY PLAYERS THIS SUNDAY
||Sitrep : King of the Hill. Tier 1||
||1 Stalwart, 1 Inspiring, 1 Roguish, 1 Trained, 1 Precise, 1 Leader Headliner (Ultra). I'm wondering if I should add a Veteran or Commander template to the non-headliner one, because it makes only 9 structures and 7 activations against 4 players at full power.||
||if you do, i think only one or two would likely need it - while it is technically 9 structure and 7 activations, they do each punch a little above their weight in terms of durability and action economy||
but also you’d know your players best and the sort of challenge they’d be into
Hi, sadly the feedback will not be as helpful as I thought because I learned the hard way that you can't do much against 2 Heavy Gunner with HMG haha
Most of my OpFor were "stunlocked" due to being always hit by Covering Fire and can't move.
While the Champions gain a lot of durability thanks to the Weak Point mechanic, PCs ignore the one from the Leader as they just heatgun it until it makes a Reactor Meltdown.
Also the dice were against me, PCs made 4 nat20 during the session and I made like 3 nat1 on attacks.
The Champion look like they are very sensitive to tech attack, having low e-def and not much way to respond to Controller action except relying on the Inspiring Champion.
On the reinforcement, I added an extra Trained and Commander Stalwart.
I feel like the Precise Champion don't deal enough damage for an Artillery and don't feel like a threat.
I really like the Weak Point, Opening and Champion Actions !
Overall I had a lot of fun but 2 HMG Heavy Gunner were painful to play against.
(will get back to this, busy work day)
Okay! I’m more alive now. It sounds like there were definitely some hot dice, but nice that you were still able to have fun with it! Some quick notes
- Definitely a big oversight on my part that the Headliners aren’t immune to getting reactored; it’s something I had in my head that must have just never made it to paper. As a quick bandaid for it I’d say it works essentially the same as HP, where they cant actually tick over the edge unless they have a Weak Point exposed, but I’ll give some thought as to the best way to make it work
- Good to know Precise might not be fulfilling its role, it’s easy enough to bump damage numbers up a tad if that’s most of the issue.
- I’m of two minds about the tech attack angle. Broadly, I basically always want to be encouraging and rewarding players for using control tools and not just running DPS builds, so it’s good to know that works! But also if it’s so overpowering that the NPCs stop working, I can shift some E-Def numbers as a bit of a fix. My temptation is to leave them as is for now, as it sounds like this was a very control-heavy party, but I’ll keep it in mind
Oh, quick question about the Weak Point : does that prevent any structure damage ? During the game I let the PCs deal structure damage without a Weak Point beign exposed except the last 1 HP.
Also, does the Weak Point being not exposed prevent a Crushing Hit from happening ?
it would prevent the last HP of each structure from going to 0, yeah
so you’d have to keep it exposed to keep doing more structure
(so if you rolled a crushing hit, you’d have to already have them exposed to trigger the structure)
Hello there! I see it has been a while since the last post, so apologies if I am bothering you on a finished project, but I wanted to ask:
Is there a reason that the Coldcore Coliseum LCP doesn't include the Talents?
…. if it doesn’t that’s because I fucked up lmao
i’ll admit that I am extremely behind on doing final pass updates on the lcps, I haven’t really had the energy or motivation to push them through
I have a lcp where the Talents are there. The Alchemists gadgets doesn't work for now but at least it displays what each talent does.
Hi, I'm looking at the optional Favor rule, and I have a question. If this has already been asked, I apologize, as I tried searching the forum and couldn't find anything about it.
How would the Grit increase work using this optional rule? Should I consider 1 LL for every 3 or 4 completed clocks?
….yknow, I don’t know how I missed that
I think every 3 clocks would be fair, yeah
Oh, ok. Thank you very much!
quick question, Experimental effects on weapons happen even if they don't hit correct?
Just to let you know, the Itch.io page is still using the V2.0 version of the LCP, which is missing the talents
Love this btw, I've got a Tizona going reaction crazy with Kavalier III
Ugh, really? I thought i’d fixed that 😨
i think the fixed lcp should just exist somewhere so I can upload that today at some point
Has it been updated?
Not on the itch from what I've seen, but the full lcp is here
@autumn wedge