#Mechanic Brewery Season 5 Contest
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Nickel gaming
morning and night lol
later
Oh if only I could fall back asleep that quickly
Looks at my torn apart sleep schedule
hey neat
I'm just really glad that everyone is quite happy about the contest
now, the hardwork for me begins here!
You mean videos don't just magically appear? /s
heh
On that topic: If there's any stuff that would be good for us to help provide you, do say so and I'll pin it so that this can hopefully be done with a minimum amount of running about getting more stuff from us for you.
okay!
Just woke up
Congrats @unreal hill
for winning block 9 π
And congrats to everyone for all the cool mechs
(will we get the detailed number of votes ? I want to know if I got crushed by a landslide π )
I awaken.
I sleep
I rightlyfully feared the power of the Lycanthrope in Block 1
Constrangulations to y'all winners!
wait, where do we view the winners?
wait, nevermind, I see it.
Looks like it's gonna be a pretty horus centric season XD
I expected these results, but eh, just means I'll need to seriously improve Hector to get him up to snuff.
back to the drawing board with da beeg boi.
Ay nice, Phaon won! Pleasant surprise
Thanks! Man o War is very sick too, and I love the art for it!
Track 24/29
Playlist: http://www.youtube.com/playlist?list=PLWIDQLDmBejH6DX4JQdoXIUejuqWk3b9j
Written by: Logan Mader & Jamie Christopherson
Lyrics by: Logan Mader & Jamie Christopherson
Recorded by: Logan Mader
Produced by: Logan Mader & Jamie Christopherson
Mixed by: Logan Mader
Remixed by: Maniac Agenda
Guitars: Johnny Death, Nita Strauss, L...
Can't wait to see how many jokes and references 11DK can fit in a single video
We are not ready for the strom that is approaching
We're going to get so fucking motivated
Vienna my centaur child 
Next time Kai and I need to be put off in a special tier where Kai knocks my teeth out π
Ah yes next time voting will be done by putting all the creators into an arena and fighting it out until only 10 are left
If it works for stupid billionares clearly it will work for us too π
not the mechs, the creators lmao
jump off the walls and people's elbow
I can't deny that the Reaper Dart is sick tho
A bit simple for my tastes(even for an alt) but I can't deny it's effective simple
Hey. I'll volunteer for that tier
The next time I'm getting mean. I'm putting in the Baibars.
I really like the concept of the Reaper Dart, as someone who likes rifles but doesn't like Crack Shot's limitations
I wonder how much getting art halfway through voting affected things for me
To the tune of the SpongeBob song
Crack shot is a talent that you don't always use
Isn't there like an alt talents homebrew set
Oh, by the way. I'm happy there's a ffxiv manufacturer
Many people have made them but I don't think anybody will compile them. I've made like five
Yeah from Iridia that's the only one I know
Yeah, same
Is what it is though
Oh, yeah, the ipsn artillery didn't win
That looked interesting. Back to artillery tortuga I guess
I'm happy the Rakyy won. LD is a good deaigner
Wow, lotsa Horus mechs won
People want the wird
Horus kinda feels like it frees you as a designer to break boundaries. So people do, and others like that
I didn't vore for IF Rose but it earned that win.
Oh wow thank you so much everyone.
HORUS lets you do Weird Shit like have your mech walk off one side of the map onto the other π
Now, that's not to say other corps can't do weird shit (HA and SSC have some Prime Weird Shit mechs)
But HORUS is the 'default' option for 'This mech is Weird and vaguely techie'
Yeah, Horus has wonderful mechs. And I love mechs that can hack
I tried a shot ages ago but I kinda discarded them was I wasn't super happy with them.
I'd get more chance like that xD
I voted for you!
Thank you haha
I know I got people who like my stuff
Congrats to everyone! #horussweep is really funny
I would be overjoyed if you did that.
Fun times with Cerberus incoming
aw man...
lost block 9
What was yours?
I really liked the Vandal. Funny self bombing lil guy
Also congrats to all winners and everyone who participated in general. You are all amazingly creative people and the community is so much cooler thanks to all of your creations.
who did you voted for ?
Oh, as in I made the Vandal (I also voted for the Vandal, sue me, I think highly of it)
same! much like the Vandal itself, I caught lightning in a bottle early on, and have struggled to do it since
I voted for myself too haha
And yeah this got eyes on my nonsense and that's rad
btw @safe geode , since there is no limitation on the Vandal traits
can't I just drop nades at my feet and cross the whole map by trigger Bomb Burst and Shrapnel Cloak back to back
like
I should probably add a 1/round limit to that actually
GMS frag grenade is the new transportation method
The idea is the limiting factor is you take damage, but the Vandal does have resistance so
hm.
1d6 but have accuracy on the check, half that on usual, then the resistance from the frame, it's like 1-2 damage top
Also Limited.
you have a lot of HP, and a bit of invest in Hull
2 nades = 2-4 damage = 8 spaces moved

Yeah, I'll add a 1/round on the secondary placement.
less funny but more balanced
Still highly funny
yes
Also a lot of the Vandal is sort of a "your limiting factor is you just don't have enough explosives" with the Alchemizer and such (hence Feast From Famine)
but surprised no one brought that up earlier with Shrapnel Cloak, because I agree entirely haha
psh nah
I've iterated the wording on this thing a bajillion times, I'm more than comfortable making more changes for the sake of a better frame
@thin hearth thanks!!!!
I'd kill for feedback on Hector, because I wanna know why the big fella fell flat for folks.
The initial flavor text is interesting and does some cool worldbuilding, though there's a few grammatical blips I think which some people care about as a minor note.
Makes sense; I only had 2 hours to polish off the lore before my submission.
I'll need to pass it through a spell-checker at some point.
There's a few comma splices mainly, and some capitalization that I think is off, as well as the 4th paragraph repeating the phrase 'representing the end to/of their rebellion' which is a bit awkward.
Rulles ruestion: does the second trait's movement ignoring engagement mean it can't trigger Overwatch?
Pretty much, yeah. It's to imply this thing was made in such a way as to be hard to bring down by normal, regular humans.
I'd say in lieu of a 'pull' tag since that's not a thing it may be more streamlined to write it as 'on hit: you may pull the target 1 space closer to you' or some such.
Unless you wanted to make pull a tag.
Pull is a tag, and it's at the back of the PDF
Ah, alright.
When you use the pressure die, does it increase all three characteristics, or just one at a time?
For kolonakida, the prone can't can't be cleared while they're next to the pillar, correct?
bingo.
They are treated as prone, but not actually prone.
You're basically being impaled on a pillar covered in spikes.
Right. It's definitely a neat idea, it's fairly simple but elegant and works well with the mech.
And other mechs that like to inflict involuntary movement; Goblin would also like this, weirdly enough.
True, though the short deployment range may be a bit spooky
That's for balance reasons XD
And because deploying it directly next to you is not a good idea.
For the MS mod, the knockback is replaced, right? So they are pulled only?
kinda.
The kockback becomes pull, but it's directly towards you.
Rather than pull, as in the tag.
This is somewhat relevent given other frames in the manufacturer can do screwy stuff.
personally, it was mostly a presentation issue. The text being all black-and-white and not really separated into blocks, along with grammar errors, made it a lot harder to parse for me, so much so that I had a hard time processing what exactly it did. Looking more closely at it now it seems pretty solid, although eldest among siblings is potentially pretty bonkers with like an impaler nailgun or something
Grammar will need to be tightened up across the board, yeah...
Yeah as I've been reading this I do think the grammar issues are probably the main thing, the concept itself is solid and coherent so I think a pass on that will tighten it up a lot.
Man the superheavy is insane.
You can hit what, 20 spaces with this thing?
(also I hadda vote for my own in block 2 anyway lmao)
Not sure how many spaces are covered by blast 2, but I know blast 1 is 7.
I'd argue it's on par with Barbarossa's siege cannon though, in terms of what it can do.
blast 2 is 19
Does the whitewash evidence scrubber difficult terrain affect yourself?
Not for the burst 1 stuff, although I should clarify it moves with you.
I'll give this thing a deep grammar check though, start to finish.
Personally I'd say it's stronger than siege cannon despite being shorter range since the damage of the blast is just slightly less and in return the line damage is significant as is the AP, plus it can refund, has a crit effect, and is able to avoid being reloaded at least some of the time with how many targets it can affect, especially vs. grunts.
Damn my failure to spell check.
I think as it's written you can hit someone with the blast damage and the line if they're between you and the center which means for that target the damage is just higher as well, and if you crit it's also just better.
I don't know how people feel about siege cannon so being better than it isn't necessarily an issue but it is what I'd say about it.
I gettcha.
Beyond that I think the mech has a very strong and clear identity. It does big damage by controlling spaces and pushing people around. I think the deployable is the most interesting thing on the list, but the superheavy is probably the strongest.
Going back over it now, yeah, good god, I should have waited a day before submitting...
Congrats to the winners! Glad to see some of the ones I voted for made it π
I was modifying the doc I submitted during voting lmao
added the art, a few QOL tweaks
Sneaky XD
Stuff like this isn't set in stone Psy, don't be afraid to mess around
As I mentioned though, i'm curious if getting art halfway through voting affected anything
It probably did.
I know a deciding factor for me, on some mechs, was art.
Although it was mechanics primarily.
Like, I voted for Atem, as an example.
How does Atem's negative armor interact with AP?
Do they take less damage from AP attacks, or the same amount?
speaking of, you may want to make the art and the title separate lines, the word wrapping is funky rn
It's funny to me that the Atem's frame has some very complex and mechanically weird stuff going on with the armor and partner, but the systems and weapons are all quite simple.
less damage. It's hilarious.
a data construct is an object designated as a data construct
tbh the first deciding factor for me, excepting the ones that were just auto-votes sight unseen, was formatting
The Amaltean Kalonic Automata Board is the last line of defense the solar system of Amaltea has against an uncertain universe. Centered around a star permanently trapped in the moment after going nova, held in time by an unseen force, Amalteaβs caress has brought life and energy to her planets, ...
Here's the AKAB google doc, it has all the rules errata and stuff you need to understand its frames
the Holumenn and the Dominion, for instance, lost a lot of points for the presentation being poor, and the Olm was honestly never an option when I couldn't even see the thing without installing an LCP
If anyone else wants my highly amateur opinion on their submission lmk so I can take a look
ahh didn't notice cuz mobile
ποΈ
Which was yours?
I'd appreciate a look at mine as well! The Agneyastra
I modified a wording on one of the quetzalpapalotl during voting because I realized there was an obvious flaw
I consider the Death's Head license fairly straightforward, so I consider this a virtue when designing an alt-frame to make use of its associated components
If we weren't in the same block, I would have voted for yours. It was the one I found to be the most interesting.
Iβm late to the party but congrats to all the winners! And to everyone who submitted stuff
Yeah, it's simple and effective at what it does
My tastes just gravitate towards mechs that are a little more out there in terms of gameplay styles
(Like most of C&H lol)
Reaper Dart may be simple, but 9/10, I'd rather have it than deaths head, given the playstyle is a lot more mobile.
And also gestures at core power yeah
Every time I make a deaths head build, i just ignore the core power XD
I mentioned it earlier but I was very tempted to put up the Gajasura, but I leaned towards the reaper dart mainly because it has art
Fair yeah
drift king spider definitely does win points.
If you submitted the Kangto not having art would've been on brand
I would kill to see the eventual Gajasura art
I played one that was basically just like an unstoppable movie monster a la Jason Voorhees/Leatherface that just kept coming at you, had like Flash Anchor and Spaceborn 2 + Unicomp, was incredibly fun
Y'know, Unicomp Kangto could actually be pretty durable
there's a reason it has its own efficient core power
Oh yeah, it's all coming together
Gajasura art, if and when I get around to it, is probably going to be based on the original art that magnus did for the Kalista
at least in part
This is neat, I think it's a novel approach to heat gunning that seems pretty effective. It's a bit lacking in incentives to being closer to the enemy I think, but not completely absent. I think the biggest weakness there is the lack of mobility given that its hacking doesn't help get close really so it needs hor0s, not that most hackers don't use it.
I think the Invades and systems it comes with are really cool and work well together, with the LL1 being a very clever kind of control. I'm less sure about the main and aux, since the aux can't fire with the main so the mount feels a bit awkward, like when you use Autopod on the same mount. I think it'd be nice if the ATB/B had longer range so its effect was more applicable, and I think it could stand to do more damage since it's profile is just worse Assault rifle with smart. I do really like the heavy though.
Ah, the Vandal, my apologies
Does shrapnel cloak deal damage if the mine or grenade by itself doesn't?
No promise as I have a few personal artworks on the way but it did catch my attention! Only discovered this channel recently and I'm reading through the blocks it's so inspiring
@vast pebble Can't access yours for some reason!
I deleted the PDF.
Oh
I'm doing a full re-write of the Hector as we speak; as pointed out, it had a lot of spelling mistakes, it needs to be, just...completely fixed.
if you throw it at me Ill read it over for you ! Quid quo pro since you're reading OMDI xP
Perhaps, we'll see. Right now, reading over it after a week, I'm embarressed I submitted this thing XD
Don't be too harsh on yourself
I shouldn't have, but I wanted to get something out, and I didn't have enough time to polish it anywhere near to the quality I could have gotten it.
You learned things. That in itself is reason enough to have done it.
First of all this mech is objectively hilarious because it explodes itself. I think it does something really important by distinguishing itself a lot from the Iskander in some creative ways, since it wants to explode itself. I think its synergy with other options is really cool and interesting.
The main critique is that the mines it offers are a little weird I think. HARS charges don't list how long the debuff lasts, so I assume it's either an error, which is of course an issue, or it's meant to be indefinite, which seems a little too extreme especially since you want to hit yourself. Purge charges are also kind of weird because they're basically the mine equivalent of the charged blade, but I don't think they compare as favorably, though the larger area does help.
Feast on Famine and Impact Fuses are super cool (though Impact Fuses has some weird interactions that I'm not sure how it works with, say, Blink Mines). The weapon is neat though I kind of think overkill is a bit of a drawback so maybe a different effect is warranted if you want to encourage people to self-explode?
if you're offerin π
Yeah! Which one is yours?
Raphaelite!
oh this art is neat
Yeah, by Yadana who did amazing
Related but I also would love if people had input on the Lycanthrope, as well.
Shrapnel Cloak specifically notes "if it takes damage when they detonate"
Ah, I missed that, apologies.
the ATB/B used to be longer-range and deal more damage, and in testing I found that it's way stronger than it looks. It's not super effective against mooks, but being able to just stick it to an ultra and then just hide behind cover turns out to be really good. It also turned out to be incredibly strong if you shoot allies with it, because it lets you fairly freely shuffle them around the battlefield using horOs (which is also why the license doesn't come with any movement hacks, as I wanted there to be some opportunity cost to pursuing that strategy). Good point on the mounts tho, I'll contemplate how I could make that more satisfying
Condition duration added to the HARS charges
Gotcha! At both.
Purge Charges were made before I fully understood how grunts worked, but I will note that they might be a touch pillowfisted.
Yeah they're very good at clearing grunts but they don't pack much of a punch against other enemies. I think they may be slightly better than Hex Charges since they do more damage on a failed save than hex charges against foes with armor.
Like giving it some thought AOE AP is pretty powerful because of grunt stuff.
I'm not sure. I'd raise the damage on a fail if you're setting it so there's no damage on a success.
That's just like
an innate thing with grunts
they take 0 damage if they succeed on saves
Oh I see, I forgot about that. In that case I think this is much worse honestly.
I actually voted for the lycanthrope because it reminded me a fair bit of the Dragon
This mech is too big brain for me but I do support modern art.
Jokes aside, this is a very cerebral mech because it seems like the goal is to nyoom around tagging threads and then exploding people, so it's like a weird striker. The entire concept is very unique and I'm not sure how I'd go about playing, but it's interesting. It seems like it has a lot of different tools to achieve its primary purpose, which means there's a lot of flexibility in the nyooming. I feel like the damage itself is a little low for what it does and how much work it takes every turn, but you can pop grunts by moving past them, so that's important.
Despite the thread mechanic the frame itself is very simple. Some of its systems are a little unintuitive I think. I think it's heatcap is a little low for how much of its stuff costs heat. The effects themselves are quite powerful and synergistic with what it does though, so it makes sense to have some kind of limit. I think overall my primary gripe is that action economy is going to be tight since you want to move a lot to apply threads but you still need to hit someone to trigger it.
I hope that doesn't come off as too harsh because I actually think this mech is sick as hell, I'm just trying to rotate it in my brain and struggling a bit.
I think of it a bit as like, an abstracted Nelson
Moving=Damage but this guy has a more dynamic trick for it
I guess in my mind the damage being spread out is less potent unless your group fights a lot of grunts at once.
Emperor has a similar niche of focusing on dealing a lot of chip
And it still can use, well, weapons! The Needlefang is especially good at dishing it if you devote your turn to it
Boltwires gives you a lot of weird tricks; shoot it and that's a Thread automatically set up on your next turn and the means to trigger it
YOOOOOOOOOOOOOOOOOOOOOOO
And yeah, thatβs true in that Raph isn't quite as good against single targets
But a guaranteed 2 AP a turn plus Duelist nonsense isn't too bad
Congrats! Was wondering when you'd see this.
in canon it's not a dnd monster becuase it was named by RA [myself]
and yeah that's very valid haha, they're a weirdo
I'm glad you like it
Oh, nice, looks like there's some reviews going on, even after the fact.
Always good to see.
@cyan aurora here's the art
I always love feedback! Mine was Phaon Crescent
Likewise I'm also someone who can provide critique on the wording and system text choices, if anyone would want to hear about that
i really would have liked to see the thalassia get covered
did you like it?
are you also the artist?
that would be @mental prairie_TheMage on twitter
Will check this out when my tabletop is over!
Joke's on you they have the Ammut, which is just an alternative spelling of Ammit :V
(The d&d well run surprisingly deep)
I'd be interested in feedback, too if anyone desires
Thanks :3
But the Quetzalpapalotl was better
so I'm fine with them getting the spot
which was yours?
Quetzalpapalotl
aaaah
yeah
I am also interested in feedback, from you/in general; I had the GEN-CO WATER
I guess I should state that I'm open to feedback on the Reaper Dart as well, though primarily more from a playtest perspective
I imagine it shouldn't present too many oddities give, as noted, it's a fairly straightforward frame
I also accept gratutious praise to be clear
hahaha
Wait, is that allowed to be an option? Oh man, I've been missing out. π
I didn't vote for the Reaper Dart just because like
idk personally the gimmick isn't my thing
good frame though, and I respect its place in Suldan
I just prefer the Death's Head's class fantasy
sure
the reaper dart was specifically a response to people who don't, since the death's head hits its own fantasy pretty square on
so I imagine it's a thing people come down on one side or the other of
yup yup
non-Ordnance Line 20 is real good though, so I might have to run it sometime.
I voted for myself :3
noticed Keith's starting to get to you
you post One :3 and everybody loses their minds
I have literally never seen you :3 before today
so yeah if you post One, it's a little out of the blue
maybe it just felt appropriate to the conversation at hand
I mean I :3 all the time, I'm not one to judge
just interesting
@celest vine One of my players just asked me (humbly) if they could use reaper dart. I have never said yes faster XD
:3
I'm kind of a fan of non-ordnance AMR where it now becomes a long range single target roland chamber delivery system
oh yeah, AMR's good
the Railgun just has more immediate, obvious synergy
yeah, and it's in-license
Sorry my sessions ran into each other I will do stuff later!
There is neither rush nor pressure
However if I somehow die in my sleep tonight I will haunt u
But like
Horror-comedy style
Caspar the Friendly Ghost style
Different fantasies for death's head and reaper's dart?
Good job fam
oh yah late on this but congrats to everyone that won the Mechanic Brewery poll. All the submissions fucked profusely in one way or the other, but I'm still happy 10 of these are being shown off by Dragonkid 
And congrats to the Secret HORUS cult controlling our internet voting π
Y'all are great folk, keep brewing, don't burn out, yada yada
We do not talk about the cult.
This song is sponsored byβ¦. The Shadow Government.
Legalize Nuclear Cavalier
Play a 4 HC Terashima goblin and just sit at 4 heat the entire sitrep because no one can break your E-Def
The Death's Head is an extremely straightforward and classic "stay in one place and click heads" sniper. It has a core power that does extremely big bonus damage but requires you to be immobile and to have a target stick their head out (or get yanked out). It's fast in terms of the Speed stat (as all SSC mechs are), but between rifles being naturally paired with Crack Shot (a talent which Immobilizes), the in-license railgun having Ordnance, and its core power, the Death's Head is very clearly leaning towards a game plan of remaining relatively immobile and fishing for enormous multi-bonus-damage crits
The Reaper Dart is built to be a rifle platform for people who prefer a sharpshooter fantasy that's more mobile, moving and then firing. Stabilized Platform encourages being proactive with repositioning in several respects...ignoring Ordnance on rifles (including the Railgun), giving reliable to other rifles (including those with their own AoE patterns), and a reroll trait which requires the target to not have hard cover, more flexible than the Death's Head's reroll (which has to be the first attack roll you make in a given round) but requires you to get into the right position for it. Its core power doesn't do up to +3d6 damage, but doesn't require you to fire from a fixed position either
I see, thanks.
okay i am back to give more feedback on stuff if people want, i don't really have a queue but if you already asked and didn't get a response just ask again
It's entirely possible to play a Death's Head with something like a Cyclone Pulse Rifle and move/shoot, or use Crack Shot in conjunction with a Reaper Dart, so it's not as though the two are solidly locked into their respective niches, but the Reaper Dart was basically a product of people observing that they found the general Death's Head playstyle to be not personally compelling
Uhh the quetzalpapalotl I suppose!
Alright! Disclaimer that I am not super experienced at like, homebrew review so anything I say should be taken with a grain of salt.
Yeah for my deaths head builds I generally only sparingly/sometimes used crackshot or the core power for like, targets I knew would either stick around for a long time or wouldn't die to a regular skirmish so I found them useful toolboxes in that sense. I did always definitely feel that repair cap tho
Oh no biggie! I'm mostly just looking for engagement tbh
mood
I should revisit my alt rifle talent
Question; does the legion eye trait require you to succeed on searching for a hidden target? I assume not or it'd do very little unless they hid again, but just want to confirm.
It does require success yeah
I think the premise is super interesting. As an aside, it's interesting that its stats are almost strictly better than the Lycanthrope, leading me to wonder if my frame is slightly undertuned or not, but I dunno.
I think building around underused like Scan or Search. I feel like Search is pretty situational so it won't come up a lot but you can def Scan with this for the most part. It seems like the rotation is to Scan or Lock On and then Heavy Skirmish which is interesting and reminds me of certain other strikers like the Nelson which is cool.
I think in particular the weapos and Predator Array are really cool designs and I like them a lot. It has a very clear and strong identity of taking tech actions and then shooting for added effects. I think if I had a complaint it seems very locked into this particular pattern such that it's hard to imagine playing this in any other way, and I'm not sure what you'd take from other licenses except maybe weapons. But that's a subjective take and imo that's preferable to having no identity.
Also reading these makes me want to edit my mech but now that it's got a thing it's being used for I'm reluctant to do that xD
I don't want to fuck with it too much because people liked it as it was so changing it feels I dunno, disrespectful?
i guess the ammit
I would suggest it's fine since everyone wants to be able to show off the best version of their work
i'm not that confident in it
well i just read the flavor text and i am highly alarmed so there is that
its meant to be a 'vulture' of sorts
The main points of the Quetzalpapalotl are that you can use Search or Scan to always flatly boost your nexus weapons and deal with hidden or invisible stuff, or just to also apply lock on, and it's idea, while nice, isn't so overwhelmingly Powerful that you have to use it. You can avoid Scanning or searching too much and still generally be fine, it's just that you have that nice answer for what you can do, in the bah
Bag*
Fair! I think the synergies existing with Lock On especially do add some flexibility.
This is an interesting controller for how aggressive and offense-focused it is, such as with the heavy mount and the killing-people traits. It almost feels more like a striker to me that also includes some hacking options, but that puts it in an interesting space. Lockjaw is a cool weapon idea that fits both of those categories. The invades are also interesting, I'm a fan of tech stuff that has two opposite or alternative modes (this shows up in my own license) so Wdajt Countermeasures is pretty neat.
Judgement of Anubis is also super cool, though it's a bit odd; I assume it needs to hit to repeat the damage roll effect? I feel like it'll often be a difficult weapon to use though, because many enemy types have pretty high HP so you'll have to soften foes up to get it to do anything, though the heavy and the trait will help a lot.
If I was to critique one thing I'd say Preyseeker is a little out of place if you're thinking of this mech as a controller. I'd personally categorize it as Striker/Controller, because thinking of it otherwise causes it to feel a little divided. Its Consume Core is also a little weird to me. Does the die reset between scenes? If not, Swallow Whole becomes a very powerful control tool because you'll get it almost every fight, maybe even multiple times a fight in a big battle. But maybe that's not a bad thing, so I dunno.
see above
If you've got the time, I'd love your feedback on the Horemheb
I will in a bit but I am a crazy person calculating statistical averages of striker frames to figure out how Lycanthrope's stats stand.
I hope you are not too mauled by the big dog
I think its stats are overall fine, the problem is in terms of nomal damage it's about the squishiest of all strikers besides the Atlas which I didn't factor because it's an outlier.
I calculated for both the majority of striker mechs submitted for the contest and for most of the official strikers.
Its heat cap is slightly low but that's compensated by having really high e-defense so I think that's fine. Evasion and speed are fine, tech attack and SP are higher because they need to be for a hacker.
I think if I make a change I'll either raise its HP by 2 or its armor by 1.
And definitely raise its repair by 1
I'd love to hear what you think about the SSC Phaon Crescent!
Askin' re: WATER
I would never complain about feedback on the Tizona either tbh, if its being offered
Okay in order those four then I need to work on my own writing
does whip grenade originate from you, or from a thrown position? does it deals the movement damage for each space, or just each instance of movement, i.e. 2 damage if you boost and are Puppet System'd, versus damage equal to the spaces moved across those effects.
It's just a cone out from you, and the damage is for each instance of movement so it'd just be 2 damage in your example.
Okay!
The Ribbon Mine is much meaner, but will require a bit more work to get active.
Though, without involuntary movement to force damage
So the flavor of this mech is really cool, it has a strong aesthetic going for it even without art. The descriptions are really cool even though they're a bit technical for me to grasp. Mechanically, I think the Lash Charges are super cool, and I think the No Guts No Glory trait is really neat as a striker 'compensation' trait to make up for lacking a heavy. It seems like with the core, the Revered Banner, and the Dead Armor, it wants to be close to allies as well, which is an interesting niche for a striker.
I think my issue is that a lot of what it does is conceptually neat, but the mech and systems don't synergize super well in places. For example, Trenchwalk is flavorful, but the mech doesn't have much way of capitalizing on it. Lash Charges is cool but it feels like it's meant for another mech, if that makes sense. I guess the mech kind of feels like a striker/defender but isn't really built for that?
I guess it feels a little bit unfocused mechanically because it's aiming for tight flavor synergy which isn't necessarily a bad thing as a choice but it is worth noting I think.
Good to know. The flavor/general role of the KDC manufacturer's mechs are defender leaning (like HORUS leans controller with many of their mechs), so I did attempt to integrate that in its gameplan.
Does the sliver gun deal the kinetic damage to the target of the initial attack?
Not in the current iteration, no.
I fear I might have put too much of a flavor ability, as it is meant to be used when you shoot through groups of enemies/through their cover for added damage.
Or rather get a big benefit from doing that
That makes sense and is fair re: defender-adjacency, it clearly came across. I think part of it is that one of the weapons is very defender-y, and the Sliver gun seems a bit undertuned as a striker tool, even with the AOE because a line 3 like that can be hard to use, and the damage isn't super high.
It has Line 5, but Threat 3
I suppose it effectively has Line 8 which makes it better, yeah.
Ah, that's how not how Threat and Templates interact
Threat is only attack range for melee weapons
Ranged weapons only use threat for OW triggers
Threat is for Overwatch specifically yeah.
Wait now I getcha
I'm not 100% sure how it would work for a Line weapon.
1d6 in a line 5 is probably solid for a main with inaccurate.
It does get big benefits from firing at grouped enemies and their cover, since you can target objects and walls, to create several, overlapping damage 2 lines within the existing line.
Hmm.
Now I'm not sure I follow.
@sick drum if you want to give your thoughts and analysis on Loza and Rakshasa I'd be welcome to hear it
You can remind me later but I need to finish the last few I was asked about and then I have to work on my own personal writing projects.
Kk
The black dot is you
The blue dots are targets
The red line is the ordinary attack template of the weapon
The orange line is the first 2 Damage Line
The purple line is the second 2 Damage Line
So by shooting at more than one target with the original attack temple, you can deal more damage to those further down the line
Oh I see because the on-hit line is drawn from each hit target.
So the first target takes 1d6, the second target takes 1d6+2, the third takes 4.
Ye!
That is cool and a lot better than I thought, though getting multiple enemies lined up like that seems a little difficult. The ceiling is very high, I'm not so sure how often you'll get it.
You can also include cover and objects, which are valid targets for attacks normally.
That is true.
So by taking cover from you, the enemy increases the threat of your weapon. And if you go down the Vanguard talent line you can offset the innate inaccuracy of your weapon.
I have been pondering on giving the weapon some extra oomph in some way, Seeking or AP. But I reckon that'd weigh it too much towards overpowered, even with Inaccurate
However, thank you for the feedback and letting me gab about my machine.
Okay time for Phaon
If you fire Double Tap mode for the Phase Magnum you still need to reload it to use the Standard mode right?
Also is this mech just if you put Samira Leagueoflegends in a robot
Correct, works just like Siege Cannon in that regard. And it's sort of like that, in that it was heavily inspired by Devil May Cry, which heavily informed Samira's design
Yeah I figured if it wasn't Samira herself it might be DMC
You basically have a Style Gauge built in xD
Does the Unreality Blade work the same way?
It doesn't have Loading, but when it's out of Limited charges you can't use it for the ranged attack anymore
Regular melee attacks are still fine though
Gotcha, thanks.
So the doppelganger attack works the same as Ushabti basically, right? It just auto does damage with the knockback, it can't trigger on-hit or crit effects or anything of the sort?
a little late but congrats to the winners
Thank you!
Essentially, yeah. I guess it'd be closer to something like Autopod since doppelganger wouldn't get through Immunity or anything but from a high-level standpoint they aren't dissimilar
If you land a successful attack roll, you can deal 1 AP and a bit of knockback
So this mech is super neat and I think it definitely hits the mark on flavor and mechanics combining well. The traits and core are really solid and seem super fun to play around, as do all the systems which give you really interesting options including the Ram which has some cool effects and still works within the mech, and the doppelganger has some really interesting subtle tactical uses in addition to being sparkly.
I guess my only real note is that the weapons it comes with aren't as exciting as the other elements of the mech. Given how flavorful and synergistic the rest of the mech is, that's not necessarily a bad thing, but they do kind of stick out as more mundane options compared to how flashy everything else is, if that makes sense.
I think that's valid, and it's also a little bit intentional as the Phaon wants to be making a bunch of attacks and I wanted to give it some cool things in its license to tick up the Impulse die that weren't just "I Barrage" every turn. Unreality Blade is an easy way to modulate Hot Swap, and a couple Phase Magnums can really amp up your Impulse die with the multiple attacks
Makes sense!
It's definitely a mech with a lot of overhead so weapons were one of the ways I wanted to at least try to keep it simple lol. It's got a lot going on
That's fair! I think you did a good job of making the other systems and such relatively straightforward and easy to digest.
It's kinda complicated on paper but flows pretty naturally in actual play. And glad you like it! Thanks for giving it a look!
You're welcome!
So this mech is very neat. I'm a big fan of terrain-using mechs because I think it's something the core game doesn't use as much as it could and it's a good niche. I think this mech does a good job of it, and it's a neat approach. I like the synergies within its systems but I think a lot of it works well if combined with another mech, which is an important element.
I kind of wish there was more dangerous terrain or ways of exploiting difficult terrain once it was down, but that can be rectified with other licenses and difficult terrain by itself can be super powerful on the right map. I think its weapons are also pretty cool, especially the heavy.
Glorious ^_^ Upcoming changes may include taking out the formal Dangerous Terrain and making a scaling equivalent since it drops off kinda fast
Yeah, trying into Save Target would be good.
This is a very cool mech with a very tight and consistent design. The abilities are all interesting and I really like how you've made each of the weapons, and the systems are pretty creative as well and do neat things with the rules. I think this mech is more of a defender than a support, but maybe that's just me, and it's definitely got a lot of utility, I just think its effects tend to be more aggressive/proactive if that makes sense.
I think my one issue if anything is that the frame itself seems extremely strong. The traits are both very powerful and the integrated weapon, while loading, has some really powerful effects. Plus, it has three mounts including a heavy, so the loading is only an issue if you want to use it regularly. The mace also seems very powerful, but it is a heavy, so maybe it's not as big a deal.
Alright I gotta work on some writing so if people want me to read their stuff I'll let you know when I'm done with that.
thanks Espi!
and hmm yeah mount count is definitely something I could look at a little harder
Huh, I wonder if the vids will be made in block order
Who's to say. Would certainly give me more time to make everything squeaky clean lmao
It's more than serviceable as-is, so even if it was I wouldn't mind. I'm just past the "perfect is the enemy of good" stage now that its mostly out and am trying to make it as close to perfect as possible
Will be some very minor changes to it, like putting a faux-AI tag a la UNCLE on Hardlight Doppelganger now that it's been buffed to deal 1 AP rather than 1 flat since in playtests it was very good but probably needed some kind of little extra thing to tone down the power a bit
Makes it not too busted with Iconoclast also
I wouldn't be surprised if the non-Horus stuff gets weaved in between to make it not just 'The Season of HORUS'
Which one first? No promises it's super good as it's a bit late atm.
Also if anyone has any opinions on my mech I'd love to hear them while I'm doing this.
give him Loza feedback, Rakshasa is currently in a playtest session literally right now
First of all a lot of the flavor text was very amusing so credit for that.
I really like how simple and elegant the Loza is, everything makes sense and has synergy without being too narrow in its conception. The frame itself is a win flavor-wise because it really is just so simple and easy to work with that you could put almost anything on it, which is neat. I think its invade is very elegant and well thought-out, and I like how its weapons do distinct and interesting things. It's very well-rounded conceptually while still sticking to flavor.
I guess if I had one complaint it's that the heavy rifle seems extremely strong. I think it might be the best rifle in the game by a decent margin, and while it is heavy, having played an Enkidu I can say reliable and AP is a terrifying statline even with the heat cost (since heat costs are pretty minor especially on a Harrison mech). This mech feels a bit more striker/defender or artillery/defender to me, but that may just be me.
one eye peeling playtest later...
so re; everything...
...The flavor was honestly one of the high points of building the mech: I'm a writer by trade and it shows. The entire mech was designed from the flavor out, and that flavor was "old-ass brick that's not in spec but still runs strong" which is where the tech comes from: Harrison has a real dearth of hostile tech actions. This is especially true with the interplay between Angel-Pattern ECM and Electronic Warfare Suite/Malicious Propoganda; the idea being that in traditional Harison fashion this mech has one principle trick, and it has enough set-up into execution tools that you can bounce that gimmick around a lot. Add in the ghost heat cap that makes 'traditional' Harrison tricks harder to roll with, and it's got a lot of tricks to let it play kissing kin with the usual plans without fully entering the Harrison-NukeCav Family Playground.
...The heavy rifle, though, I actually consider a bit of trick option. While AP Reliable 4 looks scary at first blush, I designed it more for T2/T3 NPC threat enviroments where that's a solid chunk of target damage, but unlikely to be fatal. Otherwise, it has issues with mechs that have damage type resistances, and it's raw damage output is actually lower than first blush due to the two dice meaning it averages 3 damage between the two dice, much more reliably than a d6 will spit out it's hypothetical 3.5 rounded to 4 damage. Sure, put it on a Pegasus to deal massive damage, but at that point you're 4 levels into a build and you should have more than just straight damage in there. If you want damage on damage, just grab a GMS HMG- 11 average damage with spikes to 16 doesn't render the argument that this gun is overpowered invalid, but they certainly take the wind out of its sails when you compare that 11 average to the Rostov's 7 average. It really leans hard into that reliable AP.
...There was a lot of discussion on mech classing on this frame, though: we batted defender/artillery around quite a bit, even if I was convinced for a long time that the 'prime' LL3 combo was going to be Signal-Tranciever Bullets on the Librae rifle, Angel-Patern and EWS backing up, and then Heavy Mount to taste with either a good melee option, the Rostov, or an HMG in the slot. It's a bit of a kick in the arse to the 'usual' Harrison Reactor Crimes, and in a lot of ways I expect/expected it to play a bit more like an IPS-N mech that gets its Harrison vibe by the fact it never needs to take downtime: it isn't the best in class, but by God you can't make the damn thing stop shooting!
Fair! That makes sense
4 AP Reliable is really scary, and I understand where the eye-popping comes from, but there's a reason its a rofle and that's because all its damage is tied to VPT and Cocaine Shot
4AP reliable is very scary, but I never raised much of an eyebrow given it's in the same weight class as the HMG...a weapon who's only downside is inaccuracy, and deals 2d6+4 damage on hit.
meanwhile the Loza's weapon of choice fills a particularly weird niche as an invisibility popper and heavy armour popper...but it is sub optimal for anything with resistances or high HP.
Which is what its supposed to do, yeah
Slap NukeCav and Crackshot on it and it's in license damage boosts if you want Big Number; for everything else you've got a reliable filled niche
exactly. It's got a good thing going on, and I like it because of that.
having taken a quick look, the wording of the dorsal heat system strikes me as strange
Well it should, it threads a lot of needles
in practice, 1/turn, free action is actually just 1/round, as you can't take free actions outside of your turn
so the intended read isn't quite implemented correctly
there's a few ways you can potentially clean it up if you want me to take a stab at it - which depends on if the intent is that it's 1/round, or actually 1/turn for such things as reactions
additionally if it's 1/round, you're not running out in most standard 6 round sitreps, and just barely running out in longer ones
if 1/round is the case, you could likely crunch it down further without much loss of texture if you want to reformat it slightly
outside of the core, (assuming it's 1/round and not 1/turn), the heat control die doesn't actually manage to get to its pacing barriers and benefit from the interesting texture you've clearly intended to set it up with!
some of the "this does not count as clearing heat" wording can also be circumvented to read more intuitively if you pace it slightly differently
1/Turn, when you would take heat, you may route it to the CCS. Reduce the heat taken by 1 (to a minimum of 0) and tick down the heat control die by 1.
that way it's separated into two clauses, and completely circumvents the need for "this does not count as clearing heat", since it's not actually clearing heat at all
that said, this has a a slightly different texture as a result. But, this is just an example of a few different ways you can clean it up a little
that all said, I think it's actually a pretty fun concept!
I've done some similar work on my own tech-supporty HA frame (the Aguinaldo), and there's some really fun quirks to the idea of having your heat tank partitioned like that
The 1/turn free action is very deliberate in case of systems that let you double up on turns, and it's a free action from there to make sure there's no restriction on when in your turn the DHS activates- one critical concept being to put it between two heat system activations, or at the end of turn versus beginning. Also, I just don't like 1/round as a phrasing thing, because it's both harder to game and implies you can do it off your turn. Litch/Asura stuff is supposed to boost DHS activations as I tried to initially write it.
This also is a bit against authorial intent here, because the DHS system is supposed to clear from stockpiled heat and not activation heat. Its not supposed to be a protection from accidentally cooking yourself, its strictly a way to slowly bleed heat down to a manageable level instead of doing the Sherman boom/bust cycle
Which yeah is a little limiting, but the entire point of how I put the wording together was
1: controls heat management through slow depletion
2: doesn't directly protect from overheating
3: does trigger on effects that are built around DZ and not around clear heat
4: works in conjunction with Stabilize without replacing it
I could probably word out better now but tbh I don't want to push a patch to the text version of NWAS since I'm already booking my typesetter solid
So it seems like people aren't able to do like, a full read-through, which is fine, but I do have a very specific thing I'd like reviewed. Of these two traits which of them, if either, do you think is more important, if the other were to be cut?
I feel like together as anti-hacker tech they're rather redundant and I'm kind of inclined to remove or replace one, but I'm not sure which is more 'core' and which one is superfluous.
fear eater is the more unique one for sure
predatory sight is useful but βmore lock-onsβ is facilitated by a few other things
I think it they're both good, but have different use cases.
Predatory discourages opportunistic invades and also does synergies well with the other
Fear Eater feels to me the more critical, but if Predatory Sight was a module at LL1/2 I'd absolutely dip for it
I'll keep them, then. I also have to admit I've never been happy with Hypnotic Gaze, it feels kind of boring and just worse than, say, Puppet Systems, even with the FragSig attached. How often do you think 'can't voluntarily move away' is relevant?
It feels like strictly better fragsig which I don't like, but it also doesn't feel like the 'strictly better' aspect is significant, which I also don't like. I originally intended it to be something that forced the target to move closer, but that's hard to balance because Puppet Systems will just do that but better.
But now since it's getting used for something I'm reluctant to make changes for it xD
Maybe I should move this to homebrew design?
I think its mostly okay for something to be strictly better fragsig, because there's no build cost to having fragsig at all (unlike a GMS weapon or w/e)
like its no different from a system that upgrades locking on or bolstering or something IMO
I will say, frankly, 1/turn implies much more that it can be used off-turn than 1/round. A 1/round free action is functionally identical to a 1/turn free action, except it reads less unintuitively. That's actually how Lancer already formats equivalent free actions! If the worry is hooks that let you activate multiple turns... I mean, there actually aren't any in core. For example, Asura gives you an additional full action/two quicks - not a whole new turn.
As a stylistic choice, it's not inherently wrong - but my point is that it doesn't have parity with core formatting, and sticks out as an unintentional mistake as a result.
Finally back on the grid so to speak but congrats to @unkempt pagoda for wining block 3!
Ya do good!
Also, climbed back through the threats and the replies so was wondering is this still a thing?
Have I missed my "free Espi feedback"?
Sure! I'm finishing my writing for the day so it may take a bit but I can get to that.
Well, I'll never say no to cool feedback! Mine was the Oseberg
want me to post the link to the doc?
Sure!
https://docs.google.com/document/d/1y0kca67dcmhXwPNGYd7Eit1JWTwEQPBAF8SgaegfN7o/edit?usp=sharing Buh Bam!
PallbearersOseberg Striker The Oseberg, a product of Hoptanti R&D, is the Pallbearerβs catch-all shock trooper chassis. Thriving in the high risk engagements in which it is most commonly found, the Osberg excels at adapting to, and focusing down a single target with brutal close quarters combat....
@naive valve Get in here. Someone thinks your art is rad!
Lots! Brace and Dig in are the two most prominent ones. Umbral interdiction and some Priest stuff also is in there. Also Sentinels and bastions do have reactions that key off of an allied character getting attacked.
Reactions tend to suppliment a lot of survivability tools that NPCs have.
I see.
The Redline isn't supper flashy but feels more scary when a GM looks at it vs a player.
you can actually hire the artist, they're currently taking comissions, and they made the ranger variant of the swallowtail!
Oh, neat. I might do that if it's in my budget for the lycanthrope.
Theo's Comms are open!
their prices are pretty reasonable to.
it is in Euro so keep that in mind when budgeting but if you're converting from USD it shouldn't be too bad.
Only reason I didn't hire him for my project was because I already had someone else from the same cultural background working on the project.
Naruga?
yee.
Nice
Should I DM them then?
Lancer France!
he is working on the Lejion; a drone mech focused on treating its drones as disposable, replacable fodder.
I opened up with an email but check out their Twitter for the coms sheet and how to contact them
https://twitter.com/TheotimeGM
Oh that is very out of my range I'm afraid.
while you're there, check out Theo's fantastic Chaos Warriors!
Sorry to hear that friend. It took me some time to budget in a way that I felt comfortable commissioning them so I understand.
I like that this mech is doing a few different things, including some interesting synergies like with Open Your Veins and ignoring part of the drawback of C&PNS. I think the core is very complex but also very powerful if used correctly so it's not necessarily a bad thing, and overall this mech is very flexible which I enjoy as a design space, it can do a fair few different things at once. The drawbacks are flavorful but not super crippling which is I think a good thing.
I'm not super enthused with some of the license mainly. The carbine obviously has some strengths but I kind of feel like the 1 SP cost is overkill on balance. Conversely, the Ripjaw isn't super exciting since even mitigating the heat it can still mess you up with your low cap, and the long throw range isn't enough for my personal tastes. The coffin is very cool, as is the 3 SP protocol. Neurocognitive Failsafes is better the more I look at it and think about enemy hacks. I think this is both a flexible and a hard mech to build because it's going to be very dependent on NPC comp in a lot of cases with these situational tools.
Obviously this is just my take so.
I really could use some feedback on the systems and how to improve them. I'm starting to feel very doubtful about my own work since nobody has had anything to say when I've asked.
send it!
https://docs.google.com/document/d/1EJlyNPx2r5jjRGOUWtoJvmpji_kun52jUszKLZ3HOhQ/edit?usp=sharing
The big one atm is Savage Hunger, I'm told it's invades are too strong and mechanically clunky respectively so I'm not sure what to think.
HORUSLYCANTHROPE Striker/Controller The Lycanthrope pattern group is a recent emergence, and has proven to be problematic for containment. Appearing largely in KTB-controlled space, current speculation suggests that they are somehow being weaponized by Ungrateful movements similar to the Kobold...
But if you have any other thoughts I'd appreciate that as well.
While I understand your pensiveness regarding the Redline the ability to wholesale ignore a key part of the defensive toolkit of NPCs is worth the sp point. Not to mention it is 1d6+1 Ex so punching slightly above its weight at the cost of range. Ripjaws are something that could stand to be refined though Auxes are a notoriously tough space to work in. That said, the Gdoc is a little out of date in that the Ripjaws should have Reliable 1. Whoops.
Your comments on NPC comp is understandable but, I mean, isn't that the case for most frames? The Way I Homebrew is I specifically set it up so that a frame and its mechanics tend to operate best when fighting some NPCs while being relatively weak when fighting other NPCs. Given the Balance is dependent on what is on both sides of the scales I find this approach makes it easier to balance and much much much easier to play with given that GMs wont be at a loss trying to figure out what works when playing with these frames. Just as the DH rightly fears the Ronin, so too does the Ronin fear a highly armored Drake or Barbarrosa. And just as the Drake or Barbarrosa struggle against Artillery so too does the DHs find them easy to deal with.
The Oseberg was my "build a damage dealer however you want to!" It was to provide a flexible base not necessarily a focused gameplan.
I think it succeeds at that for what it's worth!
And Reliable 1 defiintely makes the axes feel a lot better.
Your comment regarding NPC comps is totally fair as well.
Immediate comments upon first review:
Predatory Sight: Could be shortened to: "1/round When the Lycanthrope is hit with a tech attack you may, as a reaction, Lock On to your attacker". Additionally, is Predatory sight meant to key into the Lock On Action (and thus be limited by sensor range) or is it just meant to apply Lock On irrespective of the range and/or sensor range.
Fear Eater: This is fine. Swapping your target for making a tech attack is a little odd because with the Core NPC lineup those that would suffer most from getting tech attacked (melee strikers mostly) often have a higher Evasion relative to E-def.
Overall the frame itself very explicitly hooks into several HORUS Core Bonuses which is Good! Though a part of me feels similar to the situation with Efficient Core Powers and Uni Compat. In that it feels like, by virtue of specific core bonuses being very good with the Lycanthrope, I feel like some options are straight upgrades. This is a me problem and like, might be a good thing? I do not know in all certainty.
On Savage Hunter:
- Hypnotic Gaze is essentially Frag Signal but with the added effect of not being able to run away from you. I find its effects somewhat redundant? Like, it's effects prevent movement away from you but it's also slowed meaning that even if it could it's ability to do so is lessened. The best jumping off point here would be Mourning Cloak's Hunter Logic Suite and if you wanted to conform more to Core I would go with its effects with the movement restrictions flipped. Generally though I find Savage Hunter kinda in a wierd space. Like, yes, this stops NPCs from running away from you but an artillery PC typically has the range to gun things down (even if something like the Ordenance tag is present) assuming the conventions of the traditionall 25x25 hex maps and given that melee frames could simply boost up to their target to get them into engagement/threat and then benefit from them moving away via OW -
this is in an awkward spot. Like I get what it's supposed to do but idk how effective it would be given the number of ways you could achieve the same goal.
On the other hand, Hunter logic suite is kinda strong in that it affords players a "No don't come close to me" which can suppliment survivability. This being said, there are always niche cases where it's effects could matter within somehting like a Control, Gauntlet, Escort, or Recon Sitrep.
(split messages due to the limitations of not having Nitro)
On Savage Hunter: (prt 2 electric boogaloo)
- Mark Prey is Strong. Considering this is a quick tech that provides a situational yet trivially easy method to gain an extra Boost AND provide another means to force a Save to inflict Prone. From the standpoint of the Action Econ this is really strong on a melee build. But like, is it stronger than denying an entire turn through inflicting jammed via HOROS System Upgrade? No, I wouldn't say so. This effect provides ~2 Actions worth of effects (Lock On, Boost if it pops off, the conditional controlling effect, and 2 heat from the invade). HOROS inflicts Jammed which lasts for an entire turn and prevents any kind of system use or attacks other than Ram, Grapple, or IA. Yeah, Mark Prey Pops off if you have Lesson of the Open Door or Thinking tomorrows thought when you've got a Main/Aux or even Aux/Aux but that's factoring the effects of a Core Bonus and players should feel empowered by these kinds of interactions not prevented from making them.
If you really are concerned about how strong it may be you could always impose a 1/scene clause and for ease of use you could add in the "when you hit a character with this invade give them the Lock on Condition and the "X" mark. Whenever a marked character. . . . ."
Oh! This also doesn't have a specified point where its effects end. If it's meant to go on forever then I would strongly advise that the effects of Mark Prey end at the beginning of your next turn and that the Special Boost be taken only 1/round.
One other thing that I'm somewhat concerned about is:
Glepnir's Spite
By and large, this requires a lot to pop off for it to work to only deal 1d6+1 and inflict Prone and is way too easy to ignore. Like seriously, for 2 heat and a Full Action you get an effect that boils down to "if 1 of 3 things occur maybe deal 1d6+1 and inflict prone to that character or another within Range 5". Yes, it doesn't have a set duration meaning that its effects can have an increased return over time but if I wanted to do damage I'd hit it with a Main Melee or a GMS Rifle as a QA and do so much more reliably. This problem is exacerbated tenfold if you have a Heavy Mount. Not to mention, whats to stop the effected character from just, not targeting you? Like, maybe a couple of defender tricks but those typically require a QA or significant investment meaning that effect doesn't stand on its own. Not to mention if this was slapped on a Ronin or a Cataphract, two NPCs with highly accurate Melee weapons I would simply ignore it. If you're banking on the Tech action clause popping off then this is somewhat antisynergistic given that frames that do a lot of Tech actions (Priests and Witches primarily) typically have a very high E-def meaning that this is going to be much harder to get off consistently. Conversly, both of these frames have large bonuses to Systems meaning that they'll also be able to clear its effects easier.
All in all, this is a 3 sp AI system that requires a lot to go right for an effect that could be achieved through much simpler means. I don't know how to retool this in the way you want but by and large its effects could stand to be streamlined or buffed (or heck, both). Ya got lotsa budget with AI high Sp Systems.
uh, sorry for the big old wall.
This is how I give Feedback π
I will note: the high E-defense of hackers is why the Lycanthrope can target Evasion with its hacks. A part of its design is to make it a hacker that can maneuver to and kill hackers.
But that's fair.
Blackbeard is a striker that dies to Witches, Lycanthrope is (in theory at least) a striker that eats Witches.
It does absolutely have tools to deal with Witches though honestly no mater how you build against them Witches are tough for Melee frames to run down.
Why?
but your intent shines through!
In short, High Speed and the Blurr Trait. Blur enables the Witch to be invisible on its turn meaning that, on its turn, it can Hide in plain sight (if it is not engaged) thus shedding OW and enabling it to run into cover that might just sustain its Hidden effect. Even if it can't hide, Blur enables a 50/50 auto miss on the OW.
and if it gets away, it can run while inflicting controlling effects like Chain or Petrify.
Given that those are both Quick Techs.
That's one of the strong points of Hypnotic Gaze, then.
I suppose, but Witches have an e-def of 13/16/20 meaning that there is a higher than normal chance of the attack missing so it's an answer but not a clean one.
I wonder if making Fear Eater not dependent on Lock On would suit better?
Obviously that's a buff but I wonder if it's warranted here because it's so specific.
I would attach some kind of cost though I'm having trouble thinking about what it might be other than something like a Lock on. Maybe something along the lines of "do not apply your tech attack bonus?". This way it becomes a situational trade off rather than just Tech attack+.
Perhaps taking a heat?
Felxibility of targeting is a very very tricky one to balance.
that's not a bad way to do it I suppose! Though that in turn makes you very vulnerable to a Witch trying to Heat Gun you down (if they survive that is).
True but the Lycanthrope has very high E-def and will be taking systems, so it has some strengths against being hacked itself.
good point!
anyway, that's all I got the Spoons for feedback wise. There's also the very large matter of Fission Claws being an AP Aux that is not unique but I think you've been in the mines long enough to know why that's nuts and it's here anyways.
Yeah unfortunately Aux are hard to design, it has to have something to make it not terrible.
Why is AP aux nuts?
Aux are ostensibly weak against armor because their damage is so low individually, so AP makes them much better at that.
Oh
And Aux weapons can have exactly two damage profiles; 1d3, or 1d3+1. Any higher and they become really broken.
So the design space is innately limited because those damage profiles are represented already so you need to give it something else to make it distinctive and useful.
Tac knives are arguably the best aux melee weapons in the game because they do 1d3+1 damage with no drawback or cost, imo contested mainly by fold knives because accurate and mobility.
This would be a better question for #homebrew-design but in short, big hits that punch through armor swing a little in the sense that a bad roll results in a miss. Aux attacks (more or less) alleviate this issue by being able to make multiple attacks and thus have much better average hit rate by virtue of sheer volume of attacks. This strength is balanced by the fact that the low damage celling of Auxs can be nulled or reduced significantly if not completely by armor (esspecially considering armor is reduction on every hit not just 1). So when you give it AP you make a weapon that is objectively better than all other Auxs without AP because it no longer has to contend with this system level weakness.
What kind of alternative do yu think the fission claws could have? The fantasy was 'they do more damage to targets you've slowed by whatever means' which is why they come at the same time as savage hunger which technically has two slows.
Maybe switch the +1 to damage and the AP?
imo, I would reduce the base damage to 1d3 and then give it the AP ridder. As things stand, Fission Claws are already a straight upgrade to Tac Melee which is typically reserved for the LL3 if ever.
Hmmm
Maybe remove the AP and give it another effect against slowed? Not sure what though.
Maybe 1d3 flat, and then +1 burn against slowed? So it still has a similar effect but it's more comparable to, say, Shock Knives? 1 more non-AP damage and no heat but on two hits its 2 less burn which feels significant. Like lemme do the math.
Hmmm that actually makes them strictly worse Shock Knives except no heat cost.
I think.
Plus some enemies with high armor are immune to burn like Pyro so I'm not sure it really works.
They do have a higher ceiling than Shock Knives though.
Imo, given that this is, in part, a hacker frame I might be tempted to say "against enemies in the Danger Zone this weapon Gains AP" and put it at 1d3 E.
I wasn't kidding about doing the math.
Ah maths.
But listen this is becoming adjacent to the original purpose of this threat and anything else I ask you direct towards #homebrew-design.
I am a guilty party in this so I do want to see this thread be more bent towards the contest.
But there's already conversation going on there.
speaking of, @cyan aurora are you going to release the videos in any order or?
Also, DK, let me know if you need anything from me!
I suppose, but there is always room! Not like more than one convo can happen there.
yup, the video will be released in the block number order
Noted, much thanks!
Oh no, that brings me fear.
On that note do you have any issues with making adjustments to the license? Would you prefer I not change anything until after the video is done? @cyan aurora
I imagine it's likely best to put changes on hold for now
well, depending on how much you are changing it I guess, I will only be start asking question next week or so
Fair! Just confirming
LETS GOOOOOOO
@cyan aurora If you want me to give more thoughts on my design (i also have an exotic gear to match, if you need to pad your vid) let me know
okay!
Could I DM you that information?
sure
There :3
#1119416630489923594 message
π
if anyone has feedback for the Loire, feel free to DM me or @ me here!
Gonna be trying a more comprehensive review
Frame stats: Seems fine. It clearly esablishes what type of defender this mech is.
Parallel Response is super creative and makes the MTG player in me happy. It also seems like it could create some weird reactions so I'm curious if you've run into that. Quantum Dodge is also very cool, but seems like it suffers against Reliable, so it's not all upside, so I feel like it may be difficult to use in a lot of situations.
The Main-Gauche is interesting as an aux because it costs 1 SP, which I generally don't love for aux personally because the cost is significant, but it also has a very clear and decisive benefit when used in doubles, so it makes sense.
Strategic Displacement is very clean and simple, but also very powerful because it lets you easily escape engagement and avoid other movement effects without provoking, even for the 1 heat. I wonder if 1 SP is enough?
Oepn Challenge is very cool as a defender system and one I bet a lot of tanks would really love, so it's very versatile. I think the Limited is a fair cost, though I'd have to see the overshield in action to see how much value that offers.
I like Unidimensional Piste. It's pretty simple and solid at what it does, and I like that it has ally utility as well. Nothing further really.
Dueling Epee is super cool and I love the flavor of it. Fleche and Lunge have a lot in common in that they both enable reach which feels odd, even though they differentiate a lot. Point in Line seems a little undwehwelming by comparison since it's basically just less good FragSig, even though you have poor attack penalty. That's not really the draw, I suppose.
The NHP is cool, simple, but effective. Synergizes well with the rest of the frame and is a solid defender toy. The Limited is reasonable and I think it's fine.
I like how this mech is constructed as a striker/defender and I think it hits the mark there. One note is that this mech is pretty SP-heavy because its weapons all cost SP so I wonder if that could be an issue.
Also I used exactly the maximum word count on that review so go me I guess.
Would you be willing to look at the Lycanthrope? You don't need to do the same level of in-depth but if there's anything especially you like, I'd love to hear it.
You've done a lot of work reading everyone's stuff so I looked at the Lycanthrope, got a few questions and notes.
FRAME
Looks a little squishy for a melee focused mech. I think it could use at least 1 armor, or perhaps changing to something like an 8/2 defensive profile.
Lunatic Flames feels a little undertuned but I could be wrong.
FISSION CLAWS
Very very good with Pankrati and also Interdiction Field
SAVAGE HUNGER
Having FragSig+ at LL1 of a license is a little weird but its wrapped into an Invade system with another option granted so it's probably fine. Mark Prey can knock Prone and thus Slow for Fission Claws, nice synergy, quite good.
RIPPER MAW
Does this deal 1 heat or give you 1 heat when you attack with it? Other than that seems nice, no notes. Will be quite good with Overwatch since you can pull them into you, likely Engaging them and causing them to lose all of the movement they were about to make.
GLEIPNIR'S SPSITE
I think you can drop the "for the duration" bit in the second sentence. Second sentence could maybe start like, "As long as they are infected, every time one of the following occurs..." Does an existing instance of GS end if you take the action again? Or can you not try to GS someone else at all? Does the melee attack listed in GS have a phantom Range 5, or do they have to move adjacent to the target to do it?
TOOTH AND CLAW
Paradigm of Fangs imparts an effect based on a failed save, yet you only make a tech attack. I'm assuming it's just if your tech attack hits rather than them failing any kind of save? All that said I think it's a little weak considering the inverse of this exists in Beckoner//Summon and that's a repeatable Invade at LL1.
Thank you!
Ripper Maw inflicts one heat on the target, similar to Burst Launcher.
Gleipnir's Spite ends on the previous target if you use it on a new target, so it can only affect one character at a time. The melee attack basically has 'threat' 5. That way it doesn't suffer difficulty for being adjacent to anyone.
The thing in Fangs is a typo yeah, from a prior version.
Otherwise, thanks a bunch!
As far as its defense goes the main reason is because it has very high E-Defense compared to other Strikers, but it is a little too squisky. I'm thinking I'm going to buff it to 10 HP just to give it a little more survivability without making it too well-rounded and tanky in both senses.
Oh, it is 10. I actually did extensive math and found that most strikers have a bulk of 10-12, averaging 11. Bulk being counting Armor as 2x HP, so 10 HP and 1 Armor is 12 Bulk. So it's in line with otyer strikers, for example the DCaliban, the Stortebeker, the Metalmark, the Viceroy, all have 10 Bulk.
It's still a bit on the low side but given how good it is against hackers that seemed fair to me.
Right, there's also some strikers that have 14 bulk, like Zheng and Blackbeard
True, but they have atrocious heat cap and/or E-Defense, while the Lycanthrope has very high E-Defense and average heat cap.
That's why I want it to be on the squishier side because it's very resistant to hackers
I think 10/1 is still probably fine. Manticore is decent vs tech and has great heat cap while being 8/2 with resistance to energy and resistance to heat during core
I'll consider it! I'm planning on playtesting it soon so if it ends up being an issue I can give it some revision.
Hmmmm Pondering if the Rose is too fragile as a defender.
IRONLEAF FOUNDRY The order had been given. For the sake of Union, a world would die. The First Committee was ended, PISTON 1 was launched and billions not yet born were sentenced to death. There were some in the Union Space Program who could not stomach this decision. The so-called cost paid for ...
6 HP, 1 Armor, 10 evasion, 6 e-defence but it's also got solstice knight.
Yeah I would suggest Solstice Knight makes it very sturdy in a way that it should be able to keep up with other defender buddies in smaller engagements but probably get a bit overwhelmed with larger groups.
now that i look at it again, it's pretty vulnerable to e-def targeting attacks with the 6 e-def, can't hide (kinda shrugworthy, but still), no heavy mount to speak off in terms of potential power budget... yeah it could use some more meat on the bone. Solstice Knight's nice but don't think it's enough since it's just a chance to make the attack miss.
Closest comparison here I can think of is Black Witch, which... genuinely Defenders harder than this frame.
It does also have what is effectively a heavy as its integrated. But yeah it is definitely on the fragile side I'd say. Consider the Atlas, a striker in a similar position.
Atlas has extremely frail stats but also Jaeger Dodge, which is a powerful defensive tool 1/round. I'd put the Rose in a similar category, meaning it's probably too squishy for a full defender, especially since Solstice Knight may need to get used for allies leaving you very vulnerable.
Yeah. Might need to give it more. Maybe a second armour?
I'd start with +2 HP since I maintain the potential of the reaction to reduce damage and other effects is still high.
EDef as a vulnerable point is noted but Solstice Knight can be used to parry those attacks too, so...
Should Solstice Knight be a bit more frequent?
Eh, it's pretty potent. I'm a bit worried about too frequent.
I'd agree 1/round is appropriate.
To be honest, I like the systems and weapons in the frame's license but I think only the Dancing Shadow Module and maybe the Swordbreaker are contributing to the "Defender" identity of the frame, while all the others seem to be a bit more focused on it being a Striker. Maybe therein lies an opportunity to shore up the frame's sturdiness in some way.
It may have the Thorn, but it's still not comparable to the freedom of just having an actual Heavy mount. Not a knack on it, just hard to compare to the freedom of grabbing an HMG, Andromeda, Gandiva, Thermal Cannon, Krakatoa, etc.
I'd just boost the E-Def to 8 and give it +1 Armor. Even Caliban, who has a toaster for a computer, has 8 E-Def and this thing is supposed to be able to tank some hits.
Thoughts:
+1 Armor and change the+1 accuracy of Solstice Knight from 'Melee' to 'Not engaged by more than one hostile character'.
So it falters if outnumbered but is better at protecting on the way in to the Thorn Stabbing.
I like the change to the ability, but think it might make the armor unnecessary because suddenly the ability is much more consistent.
Yeah I'll ponder. Got time.
Personally, I think you could get away with the modified Solstice Knight and +2 HP.
Yeah I'm pondering going relatively small.
I don't want to go too far the other way
Ditto on this. Worst case scenario, you just raise it up or down 'till it feels right.
I think the Lycanthrope is very cool and thematically plays into the idea of a melee/tech hunter quite well!
My only two issues are,
- Hypnotic Gaze is too similar to Fragment Signal. Itβs fine for options to be objectively better than basic options, but normally they should at least be significantly different in some way to compliment Lancerβs modularity.
- Gleipnirβs Sleep could use better wording for the melee attack. You use the word βtargetβ to refer to the tech attack, then again to refer to the melee attacks made by the infected βtargetβ of the tech attack. It gets a little confusing.
Thanks! Yeah Hypnotic Gaze is proving Tough to balance.
i see my poor man's formatting left something to be desired; any feedback on the Dominion mechanically?
Will we also be able to see the total results? Might be cool to see the runner-ups too.
apolocheese for missing the vote πββοΈ
for future reference we got templates pinned in #homebrew-design for both the old black/white and color formatting!
And sure, I'll give Dominion a closer look
We Discussing Mechanix Here???
My silly ass may request feedback on the death glare
To pad out my gorgon alt frame and give it more than just the frame for a video, I bundled it together with an exotic gear weapon I think works well with my frame and the Gorgon's original playstyle
Thoughts on a readthrough!
En Guarde is a neat trait but the wording is Really hard to parse, while Conspicuous is a harsh downside
If I'm reading right, the Plasma Saw is... pretty busted. Threat 2, total of 2d3+3 AP energy, for a quick on making an attack within its threat is A Lot. And the core active is super polarizing; you're only able to use this weapon's profiles and do nothing else for the scene, which really shuts down your build and just doesn't... feel good to me
Feint drive feels weird; I guess it's a Executioner trigger, but beyond that there's not a ton of use here that I'm picking up
Just having the intergrated weapon of the frame in your license feels... off, and kind of defeats the point of an integrated weapon to me?
Magnetic Pulse is pretty cool, actually, I think this is a neat weapon
Reflect Drive... this is pretty damn strong, but I feel like this is kind of just a selfish Noah, which, sure I guess, but I wouldn't make the enemy hit themselves with their own attack and instead just deal some sort of flat damage/effect; avoids more weirdness
Sidestep is actually pretty cool! I'd apply some sort of heatcost to using it, perhaps, but it's a cool idea
@stable onyx
nod nod The Heavy Plasma Saw has been a bit of a tricky spot as the intention with the core power is to allow you to just go ham with a giant chainsaw which is a hard proposition to let go; a lot of the other decisions around it have been to make that make sense, make things more cohesive, and not make it too overpowered while still having it feel potent
Seeing the tempest charge blade after I came up with it made me sweat a bit
Mhm mhm
I think being Chainsaw Maniac is a fun fantasy but there might be other ways to lean into it
I'd try to nail down how exactly you want this thing to do its damage and work from there I think
Thank; I'll give this some consideration
That was my big thing with the Dominion. The core active feels kinda bad since you're essentially sacrificing your Build in favor of a 1/mission big state
well i guess i've learned how to update my own lcp
AYYYYYY
Would anyone like to give me feedback on a piece of exotic gear I'm bundling with the HORUS Cerberus?
#homebrew-design ngl
oooh, first video out in the patreon.
block order, I believe?
Oh so it's the werewolf?
Lycanthrope but yes
I see I see
Hype!
Got to play alongside the Lycanthrope in one of Espi's short-shots and it was good fun
π₯
(new urgency to get all the Rakshasa changes pinned down before DK gets to me :nervous_laugh:)
considering internal/external testing deadlines are well before expected release on that...
Do we know where dkid will post the videos?
Like in which channel(s) on this discord I mean
Glad you liked it!
my guess is it's going to go here, and usually he also posts videos in the gallery and I think one other
Gotcha, thanks! I got a long time to wait for Phaon anyway lmao
Yeah, they turn up on his patreon about half a week early.
And from then he posts them all over the place
#general, often.
yeah I will basically be posting everywhere
https://youtu.be/_vMO_2Qt_ec Mechanic Brewery Season 5 is starting now!
Tear through the data stream until there's nothing left.
That's right, I'm finally reviving Mechanic Brewery after more than a full year of hiatus. And this time, I ran a polling contest on Pilot NET discord server to see what homebrew frames the Lancer community like the most, and for season 5, there will be 10 of them being featured, so stay ...
HYPE
(I'm really glad this mech let me use basicly my favorite narnia quote describing it)
"I'm hunger. I'm thirst. Where I bite, I hold till I die, and even after death they must cut out my mouthful from my enemy's body and bury it with me. I can fast a hundred years and not die. I can lie a hundred nights on the ice and not freeze. I can drink a river of blood and not burst. Show me your enemies."
Lycanthrope was very fun to play alongside, glad to see it in video form
yesssssss
I love the constant lens flare eyes it has
I'm sorry there's no art though
oooh new dragonkid
I am honestly really happy the Loza and Rakshasa have art and tokens now
the stock no mech image keeps making me think "Everest" and that's not fair to the Lycanthrope
NGL lycanthrope has me scared for Rakshasa, they both have similar gameplans but Lycan might execute better >_>
Is there a hack&shoot mech? Besides just building a mech to do both.
A sort of loop where you get some benefit out of doing one then the other.
In core, no, but plenty of creators have made one
I made one for example, a melee-based frame who does that, where it invades so its melee attack is stronger,
Uh, I meant hack and do a ranged attack.
Besides, doesn't the base game have ttt to benefit hack&slash?
It does yes
it does yes but there's no actual "melee striker with bonus damage trait" in the horus line up,
hence why i made one that does that!
but otherwise i dont see the hack-into ranged one usually because they kind of already have the benefit of range
Same!
Ah, though you had meant there was no mech with a benefit. Instead of bonus damage.
Well, not a direct benefit, but
Hmm
Carm can replace one successful attack with an Invade per turn
Sneaking in past defenses by choosing what number she's swinging at
Seems interesting
FTR the Rakshasa is officially set in its current state, so nothing in the doc should be changing at this point, barring some critical wording error being raised.
Figured I'd mention since it's in The Queue
Is this a new contest?
Done already
Winners were announced here: #1119416630489923594 message
Im trying to find links to all these guys
Should be in the pins
next Mechanic Brewery episode up in one day!
It's a good one!
Ayyy! Excited for it
π
Loza's next, stoked
nice
big laser guy
large laser lad
Dominate through relentless firepower and E-warfare.
Profile Page (Loza):
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https://youtu.be/j0LXhwgHKQM?si=nafO4lgRbhB8dZw6 next Mechanic Brewery, featuring Loza by Tabac, is out!
Dominate through relentless firepower and E-warfare.
Profile Page (Loza):
https://docs.google.com/document/d/1ZYppbxXc8uFG6fehcikIt8kdlt-BWFcZxYCi_q5lJbs/edit?usp=sharing
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lmao
HAHAHAH, timing!
anyway next one is IF Rose
Yay (Sorry about the source of the name being more on the SSC end than the HA end in 'stuff to talk about with the name')
As I said in the comments: I like how it promotes consistant heat gain.
vs just Heat Dumping.
Oh, Ohhhh, the LCP never Ewar updated to the current version, goddamn how did I miss that
good question
I saw what you did there
@cyan aurora and yet the DHS/cDHS joke went whiff!
there is?
ayep
the true LosTech was the thermodynamics we abandoned along the way
and then Carolean addidition to DHS
Clanners go hoooooome
One of the big ideas I had when I was coming up with it was "how do I stop boom-and-bust gameplay" yeah and I think it worked.
yeah it does!
as a side effect we also found out in testing this is one of like... three HA mechs you don't want to run NukeCav on
once you proc your core active it's really hard to float north of half heat
(other two are Napoleon and Saladin)
Love this tech attacker HA mech.
I mean
yeah
apparently
Does. Does it not have tech options and stuff to facilitate tech
Creator of thing being skeptical that thing is in fact what they explicitly designed thing to be
comedy :V
I mean from the outset the tech attacks were all designed to facilitate "and then it gets shot"
except for Malicious Propoganda which was "you shoot someone and then your budy goes 'hello there'"
also known as the Damnit Tokugawa No mod
TOKUGAWA YES
did not realize that was the creator
That's ok, TTS software just has built in anti-French bias
So my name gets very mangled
also gonna be real did not watch the video yet
That'd do it
next Mechanic Brewery in 24 hours!
Ah the Rose! Nice
:3
(Having seen it on patreon, I am kinda amazed at the details DK went into with it)
Hell yeah! Looking forward to it!
woooo
Soon(tm)
https://youtu.be/U2f2o0Yzvyc?si=EO8j7rpYO4fjIKAO annnnd it's out
Elegantly cutting through the passion of those that seek to strike you down
Profile Page (Rose):
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I hope the Rose seems cool to people XD
I really like it. A completely different way of doing defenders than how I tend to think of them, since this allows the player to actively defend their allys
Dullahan Lunge is a very nice way to handle something that would normally be outside its threat window, but isn't monofocused into that
Oddly enough, the starting point of Dullahan Lunge was 'Wanting to deal with Invisible People'
And it sorta got expanded to a general 'fuck you tricky bastards'
It works really well at that I'll say, especially considering how well it compliments the Medb-class NHP
it's kind of interesting though, because I was in pretty much the same headspace when I came up with the Rostov for Loza: I wanted a way to make very sure that no matter what defenses a GM had on a target, that it would take the slap and live with it
still suprised nobody's figured out why Loza predates Sherman explicitly tho
It didn't come up in the video as there was already plenty and I didn't want to go 'it's actually two mechs' but the Rose has an Alt Frame.
NANOTOXIN MIST
1/Round, on a critical hit against a character or when a character fails a save forced by the Belladonna, the Belladonna can deal 3 Energy Damage to a different character within Range 5 of that character.
VIRULENT TOXINS
All damage the Belladonna deals with the Monomolecular Scythe and non-weapon sources ignores armour and resistance.
Where it looks at the various 'not a weapon' damages (The second hit from Cwn, Dullahan Lunge, Medb) and makes them much scarier.
oh that is quite scary.
although I saw that, and combined with the Rose's vibes, ended up with "this is the potato frame"
oh?
Belladona- that is, blooming nightshade- is actually a close cousin to potato plants.
Hahahah
and when this is an Irish Lore Frame... well, the joke writes itself
The Belladonna's 'thing' is basicly cutting through groups of dudes.
In comparison to the 'dual one guy' Rose.
MONOMOLECULAR SCYTHE
βGods above...I swear, one moment they were standing there, the next moment they were all over the walls. It wasnβt me!β -Theseus Alpha, Court Martial Hearing.
Monomolecular Scythe
Heavy Melee, Accurate
[3 Threat] [1d6+2 Kinetic Damage]
On Critical Hit: This weapon deals 1 Kinetic Damage for each hostile character in Threat to all hostile characters in Threat, to a maximum of 3.
Doing Small Hits to everyone nearby (At the cost of being rather low damage for a heavy)
But yeah, glad people like the Rose.
It's got a good selection of tricks, and the integrated weapon means you can build around a ton of other options from other licenses at high-level play
Yeah. It's not for all the mechs but IF has a lot of Integrated Nonsense. As when I started with it, I was intrigued by 'integrated weapons don't need to match size and power'
I really like defenders that force enemies to choose to either focus on the defender and eat shit, or to eat shit while they go off away from the defender.
I love the microsecond clip of the ultra instinct theme
desperately want to try it out, it's a very cool mecha (and my nationality doesn't make me partisan about the celt themes I swear π ), and I enjoy sicking Cymric heckhounds on nerds that hide behind cloaks
The rose is likely the second least DIRECTLY Celtic of the company mechs ironically. Only the Mistletoe is less. The MOST is likely the Clover and the Silversword
still got a Welsh heckhound nexus 
silversword's also very cool ^_^
can't wait to see the lore behind ironleaf
I've got a chunk of it written, just in a couple of places. Just a moment.
Those Who Walk Away From Union The order had been given. For the sake of Union, a world would die. The First Committee was ended, PISTON 1 was launched and billions not yet born were sentenced to death. There were some in the Union Space Program who could not stomach this decision. The so-called ...
Planet founding myth!
ooooh
Baller ^_^
thank you β€οΈ
@median breach one bit of errata to ask you: Is Solstice Knight a non-weapon Melee attack for the purposes of the Perfection of Skill Core Power? π
It is! Core bonuses have synergy with company mechs. XD
That's a baller synergy haha
is it coincidental that the rose is very similar to the rose gundam from Mobile Fighter G Gundam? π
It is! I am a shameless weeb but that one is coincidence!
hahaha fairs
(Please ignore that one of the company Exotic weapons has elements of Fate's take on Gae Bolg)
kinda want to crank that systems score up high cus it's got so many toys π€£
https://docs.google.com/document/d/1L5K9Yx8ZsQyAX9MNcTZyyyOvurmy7iCzU6-9Dd0embg/edit?usp=drivesdk The Exotics from the book || Aka the 4 Treasures of the Tuatha de Danann||
New Gear Trait DevotedThis gear reveals its greatest potential when things are at their most tested. If you have one or more Devoted systems, you gain a Devotion Die, 1d6 starting at 1. Each time you or an allied character marks structure or stress, increase the die by 1, to a maximum of 6. The ...
Yep. Didn't use the original names/backstory but the inspiration is likely real clear.
it is
also the Fragarach's Warding attack being another Fate reference (to what it does there)?
-- IF Rose @ LL6 --
[ LICENSES ]
IF Rose 3, IF Clover 3
[ CORE BONUSES ]
Perfection of Skill, Perfection of Form
[ TALENTS ]
Duelist 3, Combined Arms 3, Nuclear Cavalier 3
[ STATS ]
HULL:2 AGI:0 SYS:4 ENGI:2
STRUCTURE:4 HP:15 ARMOR:2
STRESS:4 HEATCAP:9 REPAIR:5
TECH ATK:+3 LIMITED:+1
SPD:5 EVA:10 EDEF:10 SENSE:5 SAVE:14
[ WEAPONS ]
Integrated: Thorn
Integrated: Fuel Rod Gun
FLEX MOUNT: Swordbreaker
MAIN MOUNT: CΕ΅n Annwn
[ SYSTEMS ]
Custom Paint Job, Dancing Shadow Module, Dullahan Lunge, MEDB-Class NHP, Personalizations, Rope-A-Dope
the little knight mecha that could
Yep!
the clover and the rose have systems that complimenmt eachother very nicely
rope-a-dope and dancing shadow module go brrr
I really like brace but many people don't so I did put some brace support into the company.
I thought it was weird that there's not more systems that interact with Brace in the core book
To be fair, part of the balancing factor of them is that since they all apply, you can stack them pretty high.
Yeeee
an LL12 rose build for shiggles
-- IF Rose @ LL12 --
[ LICENSES ]
IF Rose 3, IF Clover 3, HA Tokugawa 3, SSC ATLAS 3
[ CORE BONUSES ]
Perfection of Skill, Perfection of Form, Overpower Caliber, Superior by Design
[ TALENTS ]
Duelist 3, Combined Arms 3, Nuclear Cavalier 3, Pankrati 3, House Guard 3
[ STATS ]
HULL:2 AGI:4 SYS:4 ENGI:4
STRUCTURE:4 HP:18 ARMOR:2
STRESS:4 HEATCAP:13 REPAIR:5
TECH ATK:+3 LIMITED:+2
SPD:7 EVA:14 EDEF:10 SENSE:5 SAVE:17
[ WEAPONS ]
Integrated: Thorn
Integrated: Fuel Rod Gun
FLEX MOUNT: Swordbreaker
MAIN MOUNT: CΕ΅n Annwn
[ SYSTEMS ]
Custom Paint Job, Dancing Shadow Module, Dullahan Lunge, MEDB-Class NHP, Personalizations, Rope-A-Dope, Plasma Gauntlet x3, EVA Module
Interesting. High Systems is a very interesting way to build it.
Yeah I know! Despite the 18HP the Rose is deceptively durable though, especially with the combo of Rope-A-Dope and Dancing Shadow Module and it's already decent repair cap
(Rope-A-Dope bails you out of a failed roll from Dancing Shadow too)
it's a little bit memey because it's using the plasma gauntlet of all things but I like anime finishing attacks π
Plasma Gauntlet is fun.
could probably drop the atlas and get a IPS-N mech to grab reinforced frame if the 18 HP is too stressful for you though haha
didn't go all in on evasion because of how it falls off, while Full Subjectivity Sync is tempting I just don't think it's super strong in an endgame scenario and you've got Solstice Knight in your pocket which rolls at least 1 accuracy die and 2 accuracy dice vs melee attacks
you've got options to really pile on pain too, with sword breaker to dish out slowed, giving you 2 accuracy for a storm of violence cwn annwn and an overcharge into a 2 accuracy hit with Thorn
may aswell try and take advantage of that pretty good save target haha
It's not super overt but Save Target is one of the company's best stats overall.
Very few of their frames have a 10
Honestly I was thinking out the gate that Rose would actually alloy fairly well with Nelson and then Balor.
Listen they're the ones that built something that feels like nanomachine sauce on it
Probably Raleigh 3, Balor 2, and then maybe Pegasus 1 for a Horus CB; elsewise Black Witch 1
Nelson crossed my mind, ngl would seriously consider the Lucifer Class NHP from the Toku on the Rose too
Nah, you put Lucifer on the Loza and then pop CB to activate Le Funni
Medb is so good though, Conchobar's Due is kinda nuts, just denying an enemy that's likely to be swinging at you to avoid the 4 damage any benefit from accuracy
Yeah, the tricky thing was needing to compete with the terror that is Noah defensive NHP-Wise.
Considering how accuracy-dependent NPCs are, that's quite literally the only thing on the license I think might be overtuned
It being an NHP and fairly high SP makes it work but that's super strong at T3 play
It is kinda insane and pushes back a bit against Evasion's tendency to fall off mid-late game
Yeah, which is why I say "might". Late game is a bit of a bitch to make dodge mechanics work at
A nelson with Full Subjectivity Sync and the Medb running with that all the way to the bank xD
but it's also only one target at a time so I don;t think it's that crazy?
It's why I made the LL1 for Loza a blanket "fuck it get resistance if you know you're gonna get hit"
Could make a GM pull their hair out as their boss struggles to tag you though haha
btw, this isn't me saying it can't be too much. More 'The competition in defensive NHPs is pretty high' XD
I do very much appreciate the feedback
yeah
I mean I've had snipers and witches throwing shit at 4 accuracy on a regular basis
So Medb is a hard lockdown on that
You've got Dullahan Lunge to lockdown the witch
But conversely: Rose can't push it that hard
Yeah it's a Defender/Striker with the emphasis on Defender I think
it's a really tough size 1/2 mecha and I love just that vibe alone haha
If there's ever an alt frame contest y'all will squeal over the KM&M designs that are in the back of the Circle Trigon vault
Size 1/2 Saladin
I think the thing that keeps it out of 'True Striker Primary' is ironically it's very good integrated weapon.
Since integrated weapons can't take Overcalibur for +1d6 damage each round.
yeah, you can't Overcaliber it
oop same braincell
it's still very good with nuclear cavalier though haha
You can put Overcalibur on a different weapon but that forces you to Barrage for it, which is not always prefered.
But yeah, as an actual Defender I like to think it's quite good at what it does.
A minor thing with how the defense works out: The parry mechanic makes it really good at defending non-dodgy allies. Since there's a lot of lower rolls that will still hit. It struggles a bit more at defending like...Goblins. As anything that's hitting is likely pretty hard to parry.
It's very good imo, I didn't take Perfection of Spirit cus I was worried about it being too good when combined with solstice knight especially in a scene where the core power is up haha
It's still really, really funny to parry a hacking attack
π
especially with House Guard cus you can piggy back on a hyper mobile mech like the nelson with PoS and just be a roaming Parry Shield for the group
I think I prefer it without Overcalibur come to think of it, tbch and I think it makes a really strong case for universal compatibility
I like how that opens up weapon mounts for something more controller-y besides, even outside of its own licensing.
there's also an exotic NHP from the Legionnaire splat that I see working really well on it cus of swordbreaker specifically
if you want to give your rose more of a striker-ish flavour
Oh, that could get mean
yeah
- there's something very very fun about having a knight with a Dragonslayer protocol π
but you could do a striker-ish build with this by opening with swordbreaker and then rose π
It's limited obviously so it's more about waiting for the right moment to unleash hell but I really dig the sword breaker anyway
more weapons that easily trigger Pankrati rank 1 plz π
but you also have to trade-out the Medb-Class NHP
and trading out Conchobar's Due even for a handful of huge damage spikes is a pretty tall order, imo
I do appreciate how people like the sword that is basicly 'Fragment Signal Stick' π
I do HEMA so punching a mecha in the ribs with a short sword pommel's a good image π
it also feels like a weapon that should have been in the corebook haha
It's in a bit of a design area that can be tricky with 'defensive weapons'. Since many mechs have a 3rd mount they don't often use, there's been a few attempts at shields and parrying daggers as weapons as if you're not attacking with the weapon and you have a third mount it's not really much of a cost.
Hence this being a parrying weapon but still requiring attacks. I'm assuming that people don't just stand in place and take turns in-universe π
Ofc not! This isn't DBZ π
Ah yes, "fuck you in particular" the NHP.
There's always getting 3 HORUS Licenses for that Lesson of Shaping.
The way I look at it, stuff like defensive weapons is all about use case and effect: what niche do you want it to fill that is 'defensive', multiplied by what degree of effectiveness you have in that niche. That was my train of thought when I put a pile of weapons on my defender 'mech, even if they weren't nearly as strict in the "defensive" role as Swordbreaker
Lucifer isn't even good on Loza tho
well, it's better than like, on Balor
It's not as comically good there as it can be on some of the really high Heat Cap designs, but what you loose in damage you get in controllability
but it's not above average, and Loza's thing actually makes it worse
true, and for the cost you can get Plasma Gauntlet that does the big funny
shock-hardened systems go brrrr
my 10m before work build being
-- HA LOZA @ LL6 --
[ LICENSES ]
HA LOZA 3, HA Tokugawa 3
[ CORE BONUSES ]
Overpower Caliber, Heatfall Coolant System
[ TALENTS ]
Crack Shot 3, HOUSE GUARD 3, Nuclear Cavalier 2, Combined Arms 1
[ STATS ]
HULL:0 AGI:0 SYS:6 ENGI:2
STRUCTURE:4 HP:12 ARMOR:1
STRESS:4 HEATCAP:8 REPAIR:6
TECH ATK:+6 LIMITED:+1
SPD:3 EVA:7 EDEF:13 SENSE:10 SAVE:14
[ WEAPONS ]
FLEX MOUNT: Librae-Pattern Laser Rifle (Signal-Transciever Bullets)
HEAVY MOUNT: Rostov-Pattern Plasma Caster // Overpower Caliber
[ SYSTEMS ]
Angel-Pattern Countermeasures Suite x4, Electronic Warfare Suite, Plasma Gauntlet x2, External Batteries
between ST 14, disadvantage on saves from Angel-Pattern, and Crack Shot 3 procking off the Librae occasionally or VPT, it's a pretty good at forcing save-or-suck behaviors. That, plus Plasma Gauntlet as your back pocket nuke, is a pretty decent defender/supporter
I missed it
Also, love the Rose. Seems like it goes well with Gorgon
Oh whats the next one again
Reaper Dart!
Oh thanks!
Love me some Suldan focus.
so ermmmm, just noticed the banlog...
If I have a nickel for creators that managed to send their homebrew submissions to me and then got banned, I have 2 nickels
...which is 2 more than it should really
Yeah
Oh damn
Wait, who's the second creator?
Panoptes
I guess if you need to change plans you could always go for close runner-ups in that poll
god dammit Tabac
ermm yeah
To be clear, this is personally aggravating for me because Tabac and I have a small publishing circle alongside another friend (the "Circle Trigon" on the book Rakshasa's in), and this is... obviously problematic for that.
Fff
Wasn't Tabac's submission the Loza? I was lookin forward to that one given all of the references crammed in there.
I could be missremembering here.
Wait, I am missremmbering, that one got published time ago.
Sorry about that one.
next Mechanic Brewery in one day!
Is a good one!
wew!
Reaper Dart Reaper Dart Reaper Dart
Can't wait to see eveyone's favorite combination of Initial-D and Guns!
I love the picture for the Reaper Dart. Fond memories of watching 86.
https://youtu.be/AHQ7j5Qwtts?si=VylaxyhcSE6r8OvT Next Mechanic Brewery is out!
Mobile firepower on demand!
Profile Page (Reaper Dart):
https://kaitave.itch.io/field-guide-to-suldan (Page 174)
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oh nice, is that like 5 or 6
Reaper Dart is 4th

