#Prototype Pattern Groups
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Lastly: Read this: https://pestopublications.itch.io/pestos-guide-to-testing
There are productive ways to test and constructive ways to offer feedback, and this helps with those
People giving feedback can’t control what you make; disregard them when you think it’ll compromise your vision
Cheers, I'll give it a read
This has been a godsend for my stuff
I do find it somewhat funny that I already knew a decent amount of the knowledge but having the clarifications is good. And the resources it provides and how it spells it out is very useful. It changed how I tackled dealing with my projects testing and has also influenced how I try to give data to Valk for PPG stuff
I'd been doing casual bug logs but nothing that comprehensive and that should help tighten it up a bit
from the playtest today, one note amongst many positive notes: Ire's Ruinous Reactor never came up! None of them became Exposed. I suppose that's fine and emphasizes how it's a bit of a "Ribbon" or low-likelihood event anyway
Bedevil + Excruciating Transposition Thoughts:
- Gaining Overshield from Bedevil only to lose it after using ExTrans is two fiddly steps that wind up largely counteracting each other, which is irritating
- I could say "Can't use ExTrans if you have Overshield" or "You lose all OS after using ExTrans" but that means that the Ire is vulnerable when it needs its defenses the most
- I don't want it to simply be nothing but damage seems awkwardly unsynergistic
- I'm considering adding a Self-Shred instead until the start of Ire's next turn, since it isn't an Armor Girly (despite me constantly thinking of it as clad in ebon, chitinous armor)
that way the "self-damage" vibe of Manticore is still present but less fiddly
Also as a note for the playtesters: Abhorrent Obelisk circa v1.22 technically is Burst 3, but I decided ahead of the combat that Burst 2 was healthier, and v1.23 will reflect that
either that or the Ire needs more abilities to gain self-heat
oh, I did consider changing Excruciating Transposition from Recharge 5+ to Self Heat 2, tbh
Unfortunate the self damage eating into Overshield didn’t end up working out- I was hoping it would
I did too, but it just doesn't make a lot of sense
it means that I adjust its HP twice for zero gain
At the very least Self-Shred would make ExTrans after Overheating way more risky
Which is a positive imo- otherwise that Self-Destruct becomes pretty dangerous
exactly yeah, though tbf the real drawback will be that buddy Supports can't protect them as much
Priest's Dispersal Shield in particular would anti-synergize
I mean it’s a support in and of itself, is that such a bad thing?
Today, it would've made them slightly less resilient while adjacent to my !V! Bastion [K] friendly interdiction
If you want a penalty that seems pretty significant
not really IMO, I'm just noting it
like, I want it to be a little vulnerable
I want to emphasize that this is a reckless motherfucker
in any case: I'm glad that the Bad Rock elicited the reaction it did
Oh also! The Lock On on Ire’s Flail miss was well received. It was a consolation prize that provided psychological pressure: “okay it missed this round, but it’s more likely to hit next one!”
One playtester described it as falling in a similar vein to Scourer, which I can see
Frankly, a Vanguard-coded NPC applying psychological pressure to players is working exactly as intended
With ruinous reactor, does it even need the exposed condition do you think? Maybe it could be the next round instead in exchange for more payoff and not requiring exposed? Because for me the death explosion is the most evocative part of Manticore's vibe
For an NPC whose entire gameplan is to suicidally rush in and do as much damage as it possibly can before the enemy brings it down, always having that one final ace up the sleeve seems like a good thing for it to have
A big scary damage area is also very psychologically affecting even if there's basically no chance the players get caught in it.
I want it to be a sometimes food
Technically that’s not entirely true. An alive NPC is often more valuable than a dead one no matter how good the effect is. Its goal is moreso “be as near enemies as possible”.
Thinking about a new base feature for the Boombox
Acoustic Levitation
Trait
The Boombox ignores difficult terrain while it isn’t Prone. However, any push, pull, or knockback it receives is increased by 1.
Spotlight
System, Arcing, Recharge 5+, Quick Tech
The Boombox creates a Burst 2 area 10 spaces high in SENSORS until the end of the its next turn. It may extend the duration until the end of its next turn as a quick action. Upon creating or extending the area, hostile characters in the area must pass an ENGINEERING save or gain LOCK ON and become SHREDDED until they end their turn outside the area.
Back on my Spotlight bullshit, now with 99% more Sustain
Going to be running a nexus defense (for balance purposes, roughly a holdout) as the climactic non-boss battle for a campaign. Amounts of each are still in a bit of flux but:
- Anomaly Torrent (no formal optionals, but im stapling on a preview of a boss mechanic that creates orbs players have to intercept)
- Commander Ire (Legion of the Damned)
- Veteran Bombard (Feign Death, Hades Missiles)
- Exotic Leech (Realspace Extrusion, Sybiotic Doctrine Upgrade III, Chronotorus)
- Horror Zealot (Martyrdom, Superfluous Extremities)
I post here to ask if you need zealot or ire optionals tested in this sort of "I am going to bumrush the players" environment.
hmmm okay lemme think
(or torrent i suppose but I'm kind of hacking open the torrent and using it in weird ways here)
Ire's been in flux so anything on it would be good
Legion of the Damned is good to test; I was gonna suggest the full action version of Rally the Righteous on Zealot but it may be overkill
that said, Rally is 100% bumrush
I'll do it
I'm in full on ballbreaker mode at this point, I want to force out a couple of core powers and put them on the backfoot for the final boss
probably will cut Horror from the zealot accordingly
The commander Ires taking a bunch of damage from bombards and shrugging it off with leech/zealot overshields is going to be nasty
Ires are going to SLIGHTLY underperform in this fight because this team has weirdly absurdly good e-def across the board but it should be ok. Might chuck an extra +1 to hit on Legion (seriously outside of Toku the lowest e-def is THIRTEEN)
Legion is improved now though, the "bumrush" half is now deterministic
ah fuck
oh THATS why I saw 28 health on the playtest yesterday lmao
yea just cross-checked the PDF
I had to spot-fix that during the playtest yesterday
Oh man
using the ire as a leech delivery system with excruciating
Putting that one in the file for another day.
ok, combat's tuesday. Will provide report on how Ire and Zealots perform in bumrush comps once available!
Hold on I may be cooking
Spotlight
System, Arcing, Quick Tech, 1/scene
The Boombox creates a Blast 2 area 10 spaces high in SENSORS. It may move the area up to 5 spaces as a quick action. Upon creating or moving the area, hostile characters in the area gain LOCK ON and must pass an ENGINEERING save or become SHREDDED until they end their turn outside the area.
The Boombox creates a Blast 2 area 10 spaces high in SENSORS that lasts until the Boombox is destroyed. It may move the area up to 5 spaces as a quick action. Upon creating or moving the area, hostile characters in the area gain LOCK ON and must pass an ENGINEERING save or be SHREDDED until they end their turn outside the area.
Okay this is feeling better. Pseudo deployable that lasts until the Boombox is destroyed, constrains the save effects to happen whenever the Boombox actually takes a quick action
It's kinda similar to skyhammer salvo
sort of, but not quite the same
I don't
That would have been funnier if I answered before you said you'd make another tweak
Create a Blast 2 area 10 spaces high in SENSORS that lasts until the Boombox is destroyed. It may move the area up to 5 spaces as a QUICK TECH action. Upon creating or moving the area, hostile characters must pass an ENGINEERING save or lose INVISIBLE and HIDDEN and gain SHREDDED. These effects last until they end their turn outside the area.
(minor readability edits)
We already have lots of Lock On in the kit, I don't think we need more
on top of shredded yeah
I meant to say anti armour
but it needs to PF2E Sustain™ the area in order to force another save
this is something I've noticed with zones, in that it's a lot more convenient to force the saves all at once
Yep
Oh wait
So there's no threat to moving through it
But it's basically saying "if you're here next turn you'll get blasted again"
Wait no...
Because you can still lose it by simply leaving the area
leaving the area and ending turn yes
the area exists as a "leave this area or suffer" to folks who fail their saves, but if you pass you're fine
Id like to test this at some point
Okay, that’s pretty sick tbh
Keep reading, I've rapidly iterated on it
Still keeps the general concept of “quick action to maintain.”
Do you think you might need to add an FAQ that the Spotlight can be moved “0 spaces”? Also, do characters in the Spotlights initial or final position make the save?
HIGH VOLTAGE (VETERAN) Trait, 1/round
When an ally benefitting from POWER SURGE makes a weapon attack, all hostile characters in Burst 2 of the ally take 2/3/4 Energy AP damage.
taking what I've learned and applying it lol
the other "starts turn in area" effect is MOLOCH Drone and I think that's enough of a memorable threat on its own
Is this just Emperor core 
I'm dumb
Sleep deprivation and heat stroke is real
Not quite?? I’m just moving triggers around
Please get rest and lots of water
That shits dangerous
@dapper goblet BTW If you run Ire soon before I release v1.23, try these changes:
- T2 Ire HP should be 18 (lol)
- Excruciating Transposition Shreds the Ire until the start of its next turn instead of dealing self-damage
- Add Overshield tag to Bedevil (if it matters)
- Abhorrent Obelisk HP changed to 5/8/10 and burst reduced to 2
...does the overshield tag on NPCs even do anything? or is it just kind of there
It's one of those "futureproofing" things
yeah that makes sense
if a homebrew says "things with Overshield Tag make you dance the chicken dance" yeah I wanna support that
Positively tilted the party TCB enjoyer with Forced Obsolescence today
And can confirm a spite with Memento Culpa is incredibly funny
Had players BCLing each other to get them adjacent to the spite
Noted - I'll make the tweaks
Question: what PPG NPCs make the best NPC allies in y’all’s opinions?
Imo NPCs with too many “marker” gimmicks or heat output are probably not good, so unfortunately Mesmerist and Napalm aren’t good in my opinion. Kensei and Hatchet have setup but with the right loadouts there’s not a lot to track. And NPCs like Torrent and… no just Torrent actually, it has very little lingering effects so it’s a good one
literally all the supports
Zealot would rip
Yeah, Zealot is great in general but in particular it's a good addition to a sitrep with a lot of invisible enemies
Besides the Supports:
- Anchor is probably fine?
- Knight is simple and clean
- Howler's real easy to run, basically a melee sentinel
- Torrent's probably fine but it moves around a lot
New team up.
Knight with Throw + Boombox = Fastball Special
Ire imo, especially with Legion of the Damned
I know I can’t replace a Zealot with a Legion of the Damned Ire, they occupy very different niches, especially when supporting a Demolisher and I’m already having the Zealot replace a Mirage… but I’m very tempted
Scheduling got moved around but got through a big chunk of the combat yesterday. Ire, zealot, torrent is an excellent combo with a lot of dogpiling into an objective.
Initial read on ire is that I think its sensor range is a bit small or its speed a bit low. Transposition still does come with a cost and having it be so limited does make it feel a tad clunky for something that needs to get in and stay in melee range, and is the rare npc that has two good quicks it can take. I wonder if speed 3 sensors 8 would feel more interesting and a bit less clunky without increasing the power too much? Players were terrified when I said it had a EMR signature that was parallel to the teams lycan so make of that what you will.
Zealots work as advertised. Zeal is strong in practice but feels like a bunch of semi-disparate effects so it doesn’t read as quite as impressive as it plays as.
General thought: PPG plays with OS a lot more than base game NPCs. Querey how that interacts with shred vs self damage on ire’s teleport, particularly if you make the change I mention above wrt move speed and sensors.
I’ll collate more formal thoughts and an overall performance report next week when the combats over
Question: if one wanted to use the PPG sitreps- or if that’s not appropriate their philosophy- to weave a skill challenge about Talking Down the opposition (with skill checks and everything) into combat as an alternative win condition, how would you recommend approaching that?
Thanks for the feedback! I definitely was thinking about whether Ire should have Speed 5 base or not, yeah
I mean first things first, ask what the situation is and what the stakes are
Situation varies, I’m asking more in general tbh, but in terms of stakes winning via combat means the party you’re trying to persuade dies and you’ll move forward without their assistance (but possibly also without their interference), meanwhile winning via persuasion means potentially obtaining their aid later.
I’m just not entire sure which sitrep would work as a base for this.
I’m just lost on the fictional scenario here
Because the specifics are essential
Otherwise my answer is “yeah, probably”
But yeah if anything I’d use “Quell (Pankration)” with modifications that you’re trying to diplomacy the opponent while fighting them
Or layer diplomacy on top of combat I don’t know
Basically make diplomacy an alternative win condition
Dunno how you plan to do that since negotiations usually have broken down once bullets start flying, but yeah
But yeah you have to consider if having a full on tactical fight is actually necessary
Lot of it is judgment calls
Considering running another playtest this weekend
I'm interested. If you do, are you looking for anything specific to be tested?
Probably my Sunzi house rules
So, question about art of war. It says
"As a reaction at the start or end of any hostile or allied character’s turn within SENSORS and line of sight, expend a charge to teleport them up to 3 spaces in any direction, as long as they end in a free space in which they can stand."
It's referring to blink anchor charges, right?
Okay it doesn’t expend any charges, that was a copy paste error
It would just expend the core power
Got it
Not sure what the issue is, but I made an LL2 sunzi real quick, and for some reason it says your variant of the frame is missing a required license to pilot it at both LL2 and LL3 of the sunzi license. (Official sunzi doesn't have the error when I checked, not sure if it's on my end or not)
Might be a v3 issue
Got it, I'll just ignore the error then
Aight my weekend has properly freed up, anyone available for a playtest on either <t:1777744800:F> or <t:1777831200:F>? I have Quothe so far
I'm good for Sunday
free on Sunday, but not Saturday
@serene tangle you good for Sunday?
I'd be good for Saturday but it looks like everyone is doing it on Sunday 😢
Yeah Sunday works for me
Actually either day works for me tbh
Three players is quorum, I’ll make a thread soon
Will happily take a 4th volunteer of course
Hello
Wait Sunday
Uh... Should work? May not.
An hour later would be much safer
But I won't ask for people to stall on my behalf
@umbral sluice @serene tangle @void wave are you all okay starting with an hour later, or would you all prefer to start at the normal time, and maybe have @sudden cosmos join partway into the session?
hour later is ok with me
And Isa would you be okay hopping in late in the latter case?
I can make either case work just need folks’ thumbs up
I'm good to start an hour later
provided it doesnt go on for like 5 hours which I doubt it will
but yeah thats good by me
Just need verification from Quothe then
I'm free all day, so I'm good for whatever time
Great, then @sudden cosmos we’ll start an hour later than I listed, on Sunday
so to be certain, it's <t:1777575600:t> ?
Correct
Uhhh let’s say LL2
Out of curiosity Valk, do you happen to have any Nelson houserules? It seems to come with the same micro movement issues you have with Caliban, Zheng, and JK 1, so I’m curious what your take on it is
No, Nelson is fine mostly in my books
Curious, how come?
Its movement is usually small and tied to an existing action for action compression
Mm, makes sense
JK 1 is compounding movement and Zheng is its own thing, and Caliban is much bigger steps of movement
Like if anything I’d reduce it to 1/round if needed
It's also moving a max of like 10 times
I mean that's still a lot
Either 1/round or tied to skirmish directly
You could say the same thing about Long Rim Zheng
That is but that's also not most turns
That wasn't what I meant to reply to
I think with Nelson my bigger concern is ram chaining, but that’s not Nelson’s fault as much as it’s everything else that grants free action rams
I don’t know, if someone plays a Nelson and pisses me off by taking too long on their turns I’ll consider it
Yeah the only reason that'd happen is if they had a bunch of attacks and your overcharge rules already nipped that in the bud
I mean it’s still possible to be a PITA, Nelson has a Main/Aux and a Flex after all. Barrage once and Step 4 times
To say nothing of weaving in two free rams from Titanomachy and Duelist 3
Yeah but Overcharge provided a really easy way to multiply that, and Rams require being adjacent anyway, which is difficult if every attack moves you
Not if you’re trying to stay close in the first place
I don’t know, you raise a good point. It’s very easy to fall into a Ramchain optimization trap when building Nelson
The option that would be best compromise imo would be "1/firing of mount" but there's not really a clean way to put that into Lancer, so the next best thing is "2/turn"
I mean I’d make it 1/turn and 2 spaces if anything
That also works
Lockbreaker mirroring
It already has a boost trait and 5 speed so not like it's losing too too much
The big appeal of Nelson Skirmisher is less the movement and more the Micromanaging. Before Caliban existed this is how you'd follow up knockback melee attacks to sort of Knockback Juggle I presume?
And that's the sort of thing you wanna crack down in your house rules I think
If that’s desirable, maybe Ram should naturally work like that like in pathfinder 2e
Mm. Grapples are something I gripe about too
Skirmisher requires you Skirmish and has to take place outside the action, Nelson Skirmisher letting you interrupt the action to move is already strong enough that you can probably make it 1/turn
And I assume core power is unchanged
make the move to follow your target an integrated part of the action à la Shove?
Well the Nelson has like a perpetual momentum engine in it or something so like, skirmisher should be when the Nelson moves it keeps moving that direction
Fixed the problem, simple as
I just realized something neat: with my combined Allied Arcing and Soft Seeking changes, it’s possible to run a Fog of War combat without further nerfing players
I have a sneaking suspicion about an upcoming playtest...
I don’t have the time to set up LOS and walls lol
Has a thread been made for the Sunday test for coordination and such?
it's a WIP
What is this Allied Arcing and Soft Seeking changes leading into Fog of War?
What is your vision oh great one?
so an issue folks have with Fog of War is Arcing and Seeking exist and by denying "assumed positions" to players, those two tags lead to players trying to ask the GM "Hey is this here?" or getting denied and getting "nerfed"
Ok, I'm following so far.
So because my updated tags outright require you to have Line of Sight in some way, the “GM may I” aspect is removed, and the “nerfed” aspect is redundant (since they’re already nerfed)
There may be other gripes about fog of war, but yeah
I address “Sensors 3” with Sensible Sensors bumping to 5 minimum
As for “the GM knows where we are though!!” I will always point out that GM can and should roleplay the knowledge enemies have
And like, sensors alleviates this issue on both sides anyway
If you have the right group and VTT setup technically the GM doesn’t have to know that either lol
exactly (though it's hard when the VTT actively refuses to let GMs not know things)
Lotta VTTs are incredibly GM centric and have very little player trust
It's telling that Foundry has two settings for players: "Player" and "Trusted Player", and yet still doesn't allow Trusted Players to do certain things
That may because that the GM managed side things of Foundry can be a bit fragile when touched. So it may be they're expecting the GM to clean up and fix things first before running the game.
Which is oof for the GM, but hopefully not as oof in the long run.
Ya know I was thinking about Valk’s recategorization of roles (iirc it’s “Objective Taker, Damage Dealer, Ally Defender, Objective Defender, Support, and Controller”- this could be an outdated categorization in addition to an inaccurate one because I feel like I’m missing a Striker/Artillery subcategory), and I feel like you could divide Support and Controller into subcategories too.
Support into “Damage Multiplier vs Defense Multiplier” (Knight’s brand of support falls into the former whereas Ghost’s brand of support falls into the latter), and Controller into “Action Manipulation vs Mobility Manipulation” (Mesmerist’s control falls into the former whereas Anchor’s control falls into the latter despite how Lodestone redirects attacks).
I’ve been thinking a lot about PPG defenders lately tbh. I also can’t help but feel like this has been discussed before but I’m not certain enough to stop myself from bringing this topic up.
And I’ve very much been thinking a lot about “NPC substitution”, which is very difficult to do in Lancer considering how specialized NPCs tend to be.
And Mirage falls into a weird category of “Movement Multiplier” that Zealot also falls into which isn’t a role that exists in core lancer among the NPC roster outside a small few optionals and the Mirage
Knight could count as a movement multiplier with throw but one that is a recharge and two that is a one-way trip in more ways than one.
If you start to factor in optionals things get muddy fast tbh
I feel like it’s easier to consider Movement Multiplier as just not a thing. Like Mirage is primarily a Defensive Multiplier thanks to the way it moves allies- doing so from a range, supplementing its evasion boosting abilities, and with a reaction like Blip. It’s still got an offensive multiplier element because movement can do that but it’s mainly focusing on getting Allies out of danger
True but there us also an offensive factor with say moving a Pyro and a Berserker duo right into the player's faces.
Meanwhile, Zealot is all in on being an Offensive Multiplier with its mobility, mandating being close to Allies to trigger it, moving with them, and giving buffs that help most when in the middle of the fray
I wouldn’t break down controller or support any further tbh
One is a force divider and the other a force multiplier
The reason I broke down vanguard and rearguard was because they often have goals that are counterproductive to sheer damage or tanking
Fair, I was just thinking about the ways they do that and wondering if there were any common trends.
Vanguard and Rearguard- those were the ones I was forgetting about
And there is potentially a utility in this. A Ronin and a Berserker are going to be 2 fairly different vanguards but ultimately they’ll both be Vanguards. A Support and a Scout are going to be doing very different things from one another however- the support will give more staying power but that’s not gonna help a frail roster, and the Scout will give big offensive boosts but that won’t help a roster already glut with high damage too much… tho both never hurt in either scenario so I see the point
I now have a solid three dozen sitreps in Prototype Pattern Groups 🥳
updated my blogpost ahead of time:
Analyze
There is no hidden objective for which the PCs must Search. Instead, secretly mark one or more NPCs as carrying hidden information. PCs must acquire this hidden information by using the Scan quick tech action (Lancer, p. 70) on the chosen NPC(s) and selecting the “hidden information” option. Once the PCs Scan all NPCs carrying hidden information, the sitrep proceeds as normal.
Faraday Countermeasures modification:
Faraday Countermeasures
System, Shield, Recharge 5+, Reaction
Trigger: The Prototype or an ally in Range 3 would be affected by a tech action and is not EXPOSED.
Effect: Instead of receiving the tech action effect, the triggering character may take 2 Heat and become IMPAIRED until the end of their next turn.
unsure of this
bumped the recharge to 6 and sending it
Recharge 6 feels fair, especially since not many things can deal Exposed on demand.
I don’t see what Exposed has to do with it tbh
It sounds like a sort of “future proof” kinda thing to prevent characters from benefitting from it after exceeding their heat cap with One Stress For All
This was the intent yes
Actually wait the intent of my sentence was wrong. Fuck.
Excuse my tomfoolery, for I have just recently woken up.
This is the result of me fucking around with Affinity Publisher 2 for the past couple hours, seeing what the lift would be to redo Prototype Pattern Groups in Affinity Publisher 2
In short: It'll be a hefty lift, but not impossible. Lotta tedium though
but I've got the nifty feature headers, and the text is much more tightly constrained, so there's actually a decent amount of space reclaimed
though I might make slight adjustments to the body text so it's not quite so compressed
Overall, though, I'm satisfied with these preliminary results
Question Valk- is the fact no NPCs are recommended for Quells an oudated thing or is it on purpose?
The difference isn't too obvious to me but I presume the backend is more precise now
Open up current PPG to the Anchor and compare/contrast to this sample and you’ll see some significant shifts
But yes ultimately it’s not supposed to be a big change
I forgot I haven't updated my PDF again -_-
What are you talking about?
I'm updating my PDF rn so I could be wrong, but doing a search of the NPC's and their recommended useage none are outright recommended for Quells. I understand Quells are designed to be a Deathmatch Update so specific NPCs may not be specifically better or worse than each other in Quells but it felt worth asking I suppose
- It's likely an outdated thing
- Also, Quell is super basic, literally anything could do alright on Quell
like sure okay, if you want to optimize it pick stuff that hits good
or pick stuff that prevents the opponent from hitting good
but this basically boils down to "make a team comp based on roles"
Was just making sure, yeah, appreciate the answer
It just hit me- Hydra is somehow inadvertently really weak to Occultist and Mesmerist’s “take heat if you take a hostile action” effect because their base kit utilizes a reaction that is hostile and has no round limit and does not depend on the Hydra’s positioning meaning it’s likely gonna trigger often
That’s rad.
Don’t forget stuff like Hive’s grind maniple
That too ofc but that’s just any action, which has a much broader portfolio
Not a lot of reactions are hostile & not attacks & have no round limit
And these are base kits not optional stuff
To clarify I find this really interesting and fun, especially for Mesmerist because it’s a Defender/Controller, and not a lot of “aggro draw” effects in Lancer could affect a Hydra like that
Gonna love using it against my Hydra player >:)
I’m running one today! Seats are full though
oh :(
They happen every week or so depending on my availability
Hello yall! Reading through house rules document rn
What is the mechanic difference between pursue prey+slam and follow through?
Usually yes
My change makes the Caliban follow through 1/round instead of infinite per round
Lot of my HB changes are targeted at reducing number of decision points each turn (player or GM)
Oh yeah right forgot abt that
So you don't double shotgun quite as often
The zheng changes feel... 4 speed isn't a lot if it wants to do the grappling plan that TSS2 wants
Tbf D/D288 doesn't synergize with the base zheng itself so idk
Having seen !V! Zheng in action I think 4 speed works fine, and 2 AGI investment does wonders too
But if you run a playtest lemme know how it feels
Is it a necessary sacrifice that heavy charged blade becomes obsolete with the heavy melee weapon buff?
Is it really obsolete given that it has AP?
Like that’s a stretch imo
In any case I haven’t seen much heavy melee or heavy charged blades period
So maybe it could use a damage bump
Dunno! Feel free to tweak and lemme know how it goes
The key thing to understand about my homebrew tweaks is that if something seems off, I probably either missed something, or I’m aware of the issue and haven’t gotten to it yet
Like, I’m not purposefully trying to destroy everything heavy charged blade stands for here
The tweaks are the start of a conversation between GM and players, not an ultimatum
So please don’t ascribe malicious intent to my tweaks unless like, I’ve made that explicit
Yeah just a tip. Heavy melee weapon is an average of 1,5 more damage which is the upper emd of the estimate of average AP benefit
Noted then
Yo base speed 5 balor🤯
Gotta earn that Striker tag
I mean I'm not saying it's mecessarily inherently op (haven't had time to think abt it) just so different from the fantasy it has painted
What Lancer frame should I animate next?
It might be a little while before I finish another one of these. I'm gonna have a lot less free time because I'm finally going to have a job again soon.
Songs are:
Noise Attack by Kevin MacLeod
Livin' in the Sunlight, Lovin' in the Moonlight by Tiny Tim
And well, what fantasy this beautiful video painted
And big is not slow
If it was slow, the fellowship would’ve walked across the bridge instead of run
The vibe mistake I think a lot of CRB mechs make is that bigger is slower, when really bigger just looks slower because it’s moving the same distance, but that distance is smaller relative to their size
True, Barbarossa gotta look really funny when walking
So from a distance, a 4 speed Gorgon looks like it moved half the distance as a 4 speed Everest
Barb is the biggest offender yeah
I buff it to 3 speed minimum
Undocumented but yeah
Dew it
I mean I do, I have a rule for it in PPG
Also watch this if u didn't it's like a minute and so peak
I’ve seen it no worries
@vagrant grotto what are the "striker" CBs now that opcal and autostab are dead? (rejoice!)
They forgot the part where the witch glances at them and then the Balor violently combusts
honestly I might run caliban
now
that its not so plarizing
-# shhhh, that part doesn't exist!
i mean GLORY TO RA
True
a genuine striker defender
now give it 14 hp 6 eva trust
with the power of ssc
i have become
um
i can finally use my massive hp to defend allies via camus razor and sympathetic shield
but tbh I might just become a striker hacker with gobbo invades
and support my team through that
Asura feels kinda weak now when it's so ridiculously nerfed but then you realise it really isn't it was just insane before
1/scene quick action is still cracked my guy
I do wish it just want usable to skirmish but oculd do anything else rather than being a few actions
Also no heat cost
It's just not ultra broken
Doesn't say that nowhere?
The striker CBs are the SSC ones that improve mobility, Titanomachy that facilitates Ram, Heatfall which benefits overcharging, and Thinking Tomorrow’s Thought
That and the Extra Mount stuff from GMS
I believe I kept the heat cost yeah
But yes extra actions are always huge and should never be underestimated
Monarch is an exception and should not be counted
White witch especially
Valk said CRB White Witch is expansion content
Ohh CRB means core rulebook that makes sense
It's a lot more powerful when you consider overcharging is just a reroll, not another action imo
And that most sources of extra quicks have been removed
I do like your sunzi nerfs but maybe it swung around just a little especially by massacreing the core passive and active. I think as a bit of a compromise blink anchor could have 5 charges but cannot get more from limited system bonus. Sunzi doesn't really heatgame too much so having to invest a bunch of engi just to get any use of the core power seems annoying
Everything else is good, but 3 ally teleports in the entire mission or 3 enemy teleports that can all fail is a little ouch
We’re gonna find out today! It’s gonna be a transport-like playtest with a !V! Sunzi
And remember that Blink Anchor can perform a cross map teleportation
Question about Zeal: if an ally targets another ally, ex a Zealed Berserker using aggression against another Zealed ally, does the attack benefit from Zeal?
Oh that’s delightful
at least it's just AP I guess lol
I like the eject power cores alternative but do think generally effects that can only be used on each character once or pnce per scene or whatever should get to either retry if they fail or get some compensation, same as your argument with full techs
good news: you don't pick the Invade option until you hit
Like if you miss with Network binding against a character, you already lost a quick action that feels like pubishment enough
Oh shi damn didn't know that
Oki ur good:)
The Knockback can be there if the ally wants it to be
@round patrol this is last minute, but I had a player drop for my playtest today at <t:1777834800:F>
Are you interested in playing an LL2 playtest for 4-5 hours? if not no worries, I'll run with 3
asking since you showed interest earlier
The scorpion seems very mid rn compared to like stasis bolt. You spend a quick action, the opponent has to miss (npc tech attackers are generally very accurate) and then they have to fail a save
Scorpion needs work yes
I'll be totally honest there's a pile of stuff I have feedback on that hasn't been implemented yet
Yeah dw I'll make a list of stuff that I'll change myself from your thing for my next mini campaign I'm planning on holding
Like I don't have to follow your ideas to the word ofc
I almost agree with everything though
oh in gms
no sorry :(
all good
i can fill if there's no one else stepping up to the plate
sure, you're in
Dangit dinner is already done I though this would take much longer, I could've nabbed the slot first💔
Would be peak
Realised I missed the reactor stabilizer. It feels very mid for 3sp. Could possibly be 1sp but since it's LL1 and widely applicable for heat mechs it feels safe to make it 2sp
The one kinda crazy abuser of reactor stabilizer is displacer
or just to defend against enemy heatgunners
speccing into it by picking up things like Stasis Shielding core bonus also help amp it
it's 3sp to ignore a burst of damage when you overheat, which is pretty strong
yup, someone ran Reactor Stabilizer + Adaptive Reactor + Displacer Swallowtail and it was suprisingly Fine™
or rather stasis shielding
it's one of those things hard to gauge on paper
I mean most enemy heatgunners do so through several instances of heat. Sure you can block up to 3 heat from a witch but that's if you're one step from overheating and really not significant
if you run a playtest I'm happy to hear how it plays
like, I'm glad you're largely liking what you're reading, but I'll say that generally playtest feedback is more helpful and desirable to me than cold reads
As someone who's been able to have 3 proper combats in my campaign that started last september me being asked to rather do playtest feedback is a crazy concept to me😭 scheduling hell is real💔
(Also partially my fault since my gm style involves quite a bit of rp and exploration, like I feel like with a focused party half of our time spent during missions would still be that but with my hella slow and easily distracted party it's more like 2/3rds)
Me: “Oh I can’t wait to run Mesmerists soon!”
Module: “Hey isn’t this the mission where the cold weather makes everyone resistant to Heat?”
Me: “… fuck (I’ll just focus on keeping the Shredder characters alive)”
It never occurred to me that Shredded would stop environmental effects like extreme cold.
Resistance is Resistance no matter where it comes from
Oh yeah, I just hadn't considered it.
I recently ran an Extreme Cold fight but it had no Shredded
There’s also a lot less Shred in PPG than I expected and remember there being. I know a good bit of it got swapped out and it’s not a bad thing but it’s something that piqued my interest
Another thing that occurs to me: Grease Monkey 2 users get to grin stupidly at Bottom of the Well the same way Superior by Design users grin stupidly at Doomscroll
Major findings today:
- Prone + Objectives That Slow You is fucking rough
- Torrent needs some work, especially putting the saves vs prone back into the kit (instead of being deterministic on collision) but also Tsunami and Storm Surge getting work
- Howler is a menace while Elite, and likely should lose its armor and/or some Howl OS, and perhaps also actually reduce its threat to 1???? Fucking wild
- ire has some weird Overheated interactions but it’s not out of line; 5 speed does it good
It got replaced with Stunned until start of turn, which jumpscared me on multiple occasions.
Knight was a big source of it, but no more
I remember seeing Power Chord for the first time and going "what the hell is Valk cooking?"
lol yeah
It used to Shred! Because it was a Guitar!
But now it doesn’t and I think it’s better for it (the shred never got tested)
I need to throw more "Jammed/Stunned until start of turn" effects into my NPC abilities.
Honestly I think I should do the same with Jammed in some cases
Maybe bring it back to Mesmerist lol
But the recharge tool is good
Jammed until start of next turn is basically just taking away reactions but it can be interacted with
The Sunzi today got Transposed a few times so the stun on Ire got mileage
How were the Sunzi changes by the way?… you do have Sunzi changes right? Or am I making stuff up?
I do wonder if I should put a microstun on Kensei’s Posture Break instead of Dazed…
Man all the cool broken stuff is getting replaced before I even get to use it v_v
But since base Minuano already applies a defensive debuff in Shred, I feel like having Posture break add another defensive debuff is less than pleasant
And I think Daze is cool
Not enough Daze
Since Mesmerist’s pressure application depends very heavily on its ability to apply heat with effects like Memetic Magnetism, would a character resisting Heat significantly reduce it’s effectiveness?
Asking because the mission I’m gonna run is gonna be in Cold Weather meaning all characters have heat resistance, and while there are ways to shut that down it’s going to be the less common scenario
The mission is at the start of tier 2, so Memetic Magnetism will only be dealing tier 1 heat instead of tier 2 heat and it’s Rapier + Standard invade will deal less heat, so I suppose it’s effectively downtiered in one sense, but I suppose it just needs to be selective in its targeting?
Was reading through the suggested pairings, and while I find most all of them quite fantastic, I will say Sword & Sorcery (Knight + Witch) and No Visual (Mesmerist + Operator) are a bit below the standard set by the other pairings.
Typically, the effects of the pairing are either stated to directly tie into or complement one another in a unique way. With these two however, the only combo is “the defender locks down targets for a long range unit,” something that is not unique to either unit.
It just seemed worth mentioning specifically because the other pairings are so much more detailed and thoughtful- even if the NPC pairings don’t change I feel the benefits of the pairing could be highlighted better, perhaps with the assistance of an optional or two.
(Ex- highlighting how the Knight + Witch’s choice of target would be a character weak in systems that will be easy to bully, or recommending the use of Chain on the Witch to really lock down a target when combined with the duel. Or for No Visual recommending the use of Telefrag so the Mesmerist can draw attention away from the Operator while it puts itself in a vulnerable position in the middle of the fray)
For Witch + Knight specifically and only with base traits it feels like a somewhat poor combo due to how Witch is one of the few NPCs that gains almost no utility from stun on an offensive front
(Nothing but hacks, no saves that are hull or agility, usually size 1/2 so struggles to ram or grapple, and 20 sensors so it’s at too long a range to even do that)
Lots of them ye, wondering too
(Granted maybe a oneshot isn't the best testing space to see if a limited 3 feature needs more limited uses)
This is a bit of a victim of the Greatsword changes from Lockon + shred to Stun Start of Turn
I need to reread Mesmerist + Operator and reassess
In any case they can’t all be winners
Blink anchor never got dropped, the Efficient core got a prone Caliban out of danger, Sunzi go jostled around by a Torrent and proned as a result of collisions, and other parts of the kit paled in comparison to Prospector due to how the fight was going
Safe Harbor never got used because I never hit with Metafold Shove 
It was a clusterfuck of a combat scene to try to get everyone from one side to the other with the objective
I never deployed my reinforcements
Gilgamesh sincerely blew all its limited weapon charges just to put a dent in some of the opponents
With your homerules, you don't have to use the new results when overcharging right?
You do
No overcharging for crit fishing
Unless you wanna risk a miss on something that would otherwise hit
I mean with the pretty significant overcharge nerf overcharge critfishing feels like a fair option... I would love to playtest with my harrison stan bestie but she is not happy with the action economy loss and stress changes (she has a pretty skewed view on what amount of coddling harrison mechs need to be good)
Playtest it first for sure
Rerolls have been great and enjoyed for my tables
I get why an action economy fiend may hate it, but at the end of the day I’m not making house rules for them
If you want to turn them onto this, tell them how it makes Limited, Self Heat, Loading, and Superheavy weapons much more reliable and less costly and maybe they’ll bite
It’s also good for contested checks, which I use liberally in my modular objectives
Hell, I have a blog explaining my thought process: https://trainlightning.com/overcharge-overhaul/
Overhauling Lancer's Overcharge mechanic to simplify player turns, improve action reliability, and spare GM patience.
It’s not like the pairings are objectively losers tbh, I just feel like the strengths of the pairings haven’t been sufficiently highlighted when compared to other PPG pairings
Aight, noted
Do you have a similar one for the stress change? While my friend was initially taken aback by the overcharge she took more lasting problem with that one
The fact that your danger zone traits and stuff just will never work for the rest of the combat and your siege cannon now kills you
House rules for the Lancer RPG's Structure Damage and Overheating tables, intended to reduce the odds of non-interactive consequences.
This sounds like an overreaction
I’m gonna ask that you refrain from further speculation and let me know if you use it at your tables and how it goes
I have been using these rules for a while now and they have worked well and been generally well-received by my players
Like, “danger zone traits won’t work for rest of combat” is outright false, it’s a matter of simply stabilizing to clear heat, exposed, and overheated
Tokugawa’s exposed from overclock doesn’t apply overheated either, it’s just exposed
I’ll say that I’m not surprised that a player who actively leverages these subsystems would balk at changes to them, but I’ve found these changes to be healthy for my games
In any case, if you or your player have actionable playtest feedback on these rules, I’ll hear it out. Otherwise I’m not accepting cold, drive-by-reading feedback on my Overcharge, Structure, and Overheating rules at this time
Use it if you like it and ditch it if you don’t
Her words not mine, I just told her about the changes
Just clarification on what part she took problem with. So if you didn't have a blog post and didn't mind, you could answer those points here directly so I could convince her (you obviously justify your own changes better than I do)
Overall the things I say here aren't actually to critizise your work but rather just root around to get a better understanding of your changes since you have the playtest knowledge to back your opinion up. As said, I don't really have the ability to hold frequent combats to playtest. Like to me it seems like it should be fair to critfish with overcharge and since you didn't make that change, I'm obviously missing something
And then sometimes one of the things I say do be a fair point (like heavy charged blade being left behind when HMW is buffed, this obviously isn't a big problem but still worth considering) but I don't expect all my opinions to be the correct ones
But you can't be in the danger zone if all heat you take is transformed to energy? Wait am I missing something...
How is that the case?
Oh wait that’s answered oops
You stabilize to clear all heat + exposed + overheated.
Like a normal person (exaggeration) (bit)
Didn't all heat turn into energy after you take stress?
Like independently from conditions
while Overheated, all Heat becomes energy
The rules state that all heat you take past your heat cap turns into Energy
if you arent Overheated, heat just works as normal
I thought it was just tied to heat cap and is independent of Overheated (for the purposes of traits like the one Brigand has)
If you clear all your heat, you don’t have that problem anymore
Oh... it wasn't attached to the overheated condition part of the document but rather the stress one itself
Like this just read to me as if you're stressed this is just it until you repair said stress
Thinking about Disarming Parry Kensei Grunts for an upcoming combat 
Wait so once you take the stress and stabilize what happens?
It’s “1 stress for all” for a reason. You don’t clear all heat when you overheat and you don’t lose stress or make a stress check
Ohhhh
I thought it just removed the stress check
And gave you a stress stat of 1 that can be reduced to 0
Ok this is so much more forgiving lmao
In some respects yes
But if you get lucky with stress rolls typically it isn’t, and if you’re using this system you can’t just keep giving yourself heat after overheating
Also Heat almost never turns into damage against you- these rules make that not a thing anymore
My understanding was literally just how it works except the heat to energy damage is permament until you repair the stress during rest
One Stress, if you don't have the action economy to stabilize, can brutalize a party by not giving them the time to get rid of the exposed
But otherwise is more forgiving, yeah
This is why I love the Kutuzov build I made where stabilize was the gameplan - always have time to stabilize if you were gonna do it anyway
Right, I’m still not interested in cold read feedback, so I’m asking that you please refrain from relaying such from her to me
So like I'm super happy that I brought this up because if I'd just blindly trusted my your stuff because its playtested, I might make insane misconceptions like these or just not understand the value of certain actions you've changed and for example not use them
Maybe instead of phrasing it as “I think something is wrong” you should phrase it as “I think we’re missing something” when it comes to specific mechanics if you don’t have playtest feedback, treating these inquiries more like rules questions than change requests
Yeah that's fair, I'll keep that in mind
What ASquared said, yeah. I’m happy to clear up confusion as it arises
Giving everything a reread- Threshing Advance (Occultist + Robin) also strikes me as a potentially a weakly described pairing, but I feel like the justification that the combo encourages opponents to fall back is sufficient enough as an addition as it’s more about the combined effect of the units rather than them fulfilling independent roles. It reminds me of Abjuration (Mesmerist + Priest) where both NPCs have a similar ability that compounds on itself dangerously when the two work in conjunction. I think Sword & Sorcery could take inspiration from this pairing’s description (as well as Abjuration’s) (I really like Abjuration).
As another bit of Pairing description feedback, Roving Marauders (Hatchet + Sentinel (Bodyguard)) is a fine combo and description, but Bodyguard isn’t in the description of the pairing so idk if the Sentinel needs it as a recommended optional.
Do a Brigand Engineer's turrets benefit from Dirty Fighting?
No, they’re their own characters
Alright cool
I think however it works for Engineers + Deadly is how it works for Dirty Fighting, which is apparently “it does not work”
Roving Marauders might’ve been expecting Rapid Response instead, dunno
I’ll revisit it
Regardless, no sentinel optionals are mentioned in the description, so if an Optional isn’t a part of the explicit pairing gameplan I don’t think there needs to be one highlighted
Again a similar thing as with the heavy melee weapons except now it's a tiny bit more relevant since it's license gear. With the hunter-killer buff, I struggle to see ghoul nexus ever getting picked (I'm guessing it was already struggling with double light nexus just being better thanks to critfish). Worth considering
Dunno, Ghoul Nexus is great for positioning
And yeah you’ve hit upon the innate problem with Centimane that I’d likely fix by just allowing Lock On to sub as an on-crit trigger
Positioning?
Oh wait you said ghoul not ghast
Yeah ghast is silly but ghoul is normally just tiny bit better hunter killer
Ghoul needs love period I think
Gut reaction is “make the Smart optional” to emphasize its role as a can opener
Exploiting weaknesses etc etc
“If you use Ghoul, it’ll hit the worst defense and avoid resistances” would be the selling point
That is an option. Only like 2 npc's have higher edef than evasion tho right?
I don’t have the stats memorized off the top of my head
I know my personal NPCs have more variation
I remember some discussion abt that in the homebrew channel
Higher EDEF is also a good Seeking defense since most of those are Smart (Maria of #1062222891342647366 Pointed that out to me)
Anyway yeah nexuses in general need Centimane to be more consistent
I’d exploit Lock On consumption for that
Nvm this is very untrue lol
Ok yeah this is pretty cool
Well, damage type resistances. Core only has 2 of those + Regenerator and those odd Monstrosity + Ultra optionals, and PPG just has the Boombox and Prototype’s Lightning Rod optional. And the rebakes remove one of those (Barricade’s Kinetic Resistance).
So in terms of “ignoring resistances,” unless you wanna make Ghoul Nexus borderline Paracausal (a thing I doubt anyone wants), I feel like the problem isn’t with Ghoul Nexus but rather the lack of damage type interaction on a defensive front in NPCs
Now being able to choose between Smart or Not IS a pretty significant bonus however
Let me be clear: This would be a weapon to reward Knowledge
Also only one of those npc's has kinetic resistance so the type that the gms nexi are
So you only gain from that against barricades
Ultimately I don’t think Variable damage is something Lancer wants to make a big deal, and considering Ghoul Nexus is an LL1 main nexus with a comparable range and slightly more reliable damage than its GMS counterpart, it really doesn’t need a lot even if it really needs a little. The “always target the lower defense” idea is likely exactly enough for it
Maybe it could be AP too since there are no AP nexi- idk
Annihilation Nexus would like to know your location
Oh right
Anyway 3-5 damage is a nice constrained value for a main
Statement retracted about the AP
Also don’t forget Swarm/Hive, how could you
Swarm/Hive’s burn does not count, 2 armor makes it deal almost half damage
Not to mention bonus damage being reduced past that
Aight fine, have it your way
I think this is a fine enough compromise? Like it's not gonna add more average hit chance overall than the hunter killer with accuracy and accuracy on it does also get it closer to triggering centimane. But it is good to be cautious, a buff is a buff
Again any changes I’d make to Nexi are gonna be paired with Centimane buffs
Plus as you go up in tiers, even with the houserules doing away with some accuracy sources, eventually accuracy is just going to become more common and accurate weapons are going to be slightly less valuable. Meanwhile Ghoul nexus is only going to go up in value against most enemies since most enemies have only one defense scale (or at least their other defense scales very slowly, like oh no the Anchor’s evasion went from 6 to 8 over 2 tiers how terrible)
It’d also be interesting to maybe have Ghoul nexus be range 12 or 15. Not a lot of long range Nexuses, apart from Ghast Nexus and it’s very gimmicky in its range. Same with Annihilation Nexus
I ❤️ annihilation nexus. I'd love for it to be able to ignore allies since it is intelligent drones attacking but that'd probably be too powerful and I don't think it needs a buff (I do have a bit of experience with it actually, in lancer tactics)
Fun theoretical still
Oh btw I asked this earlier but any advice?
15 on it as a main with no self heat or other negative is kinda too long? There are sharanja missiles I suppose. I could see 12 range tho
My advice is to lean on something else than the heat tbh
Ah yeah good point- leave it for another weapon lol
My thought on the ghoul nexus has been to bake in its own miniature walking armory function
I do think, even taking a sort of game meta-knowledge conceit into account, weapon damage types in lancer simply aren't that valuable a lever to pull
(Not saying 15 can't work, just that for a main that kinda warrants being a bit more central rather than slapped on and for the striker that is hydra it doesn't really make sense as a buff)
I think you could keep "choose your damage type" as a fun little extra, but overall I think what the weapon actually needs is, like, something that actually does a thing
"Choose explosive damage, and it also gains knockback"
Absolutely, agreed. Hence why I think toggleable smart could be good
I could see mini WA but I also dislike too many mini decisions
make it a bit of a one-stop multitool
Mind elaborating? Are you recommending lean into a different control part of their kit with optionals or just don’t use Mesmerists?
I think my pushback would be
- WA already applies to Ghoul
- Centimane also stacks effects
Give em a recharge optional that fucks around with opponent so Codespike gets value
Oh yeah centimane with even more effects feels a bit messy
Nexus's need love period
In my talent rework the unfortunate truth I came across of "how do I make centimane good" and the answer is "make nexuses good"
Is centimane not atleast decent? I suppose not early game but once you get a little bit of grit, a lock on hit means you're pretty likely to get shred + completely lock down ranged npc's with blind or severely nerf melee with fragsig.
My only nexus experience is LL6 lancer tactics annihilation hydra with an open door ally so obviously not the most representative so do correct me
Another thing I realized about my Mesmerist deployments:
my party is like. Really dangerous to Mesmerists.
The only target weak to Mesmerist attacks is our Zheng, and a Zheng is one of the most dangerous things a Mesmerist could draw the aggro of. Then we have a Pegasus, Hydra, and Swallowtail, all of whom have good E-Defense. So uh. Oops.
I’m still gonna use ‘em tho
I am curious about these npc's but my credit card doesn't work with a lot of online purchases for some reason so I can't get it💔
The NPCs are rad
Like, compared to other weapon talents like vanguard (busted), crack shot (peak weapon talent) and Stormbringer (pretty good) centimane kinda exists, and it relies on crit fishing, saves and lock ons
Jumping through a bunch of hoops to get ok to decent results
It's also secretly more of an aux talent because of said crit fishing. And a lot of nexi are mains or higher
I’ll double check my payment processor settings
Crack Shot circumvents falling into that trap imo due to having a built in way to get accuracy (and having that be a prereq to its other ranks) + having it’s 2nd rank be premeditated rather than reactionary. So it really goes all in on a “one shot one opportunity” kinda playstyle
It's not just an itch thing I can't buy stuff on google play either
Hm I’ve got PayPal and Stripe configured but I don’t see other options
Dang, well, if you bum it off a friend I won’t tell
I don't have paypal, we use swish here in sweden🫠
Yeah I’d likely do what Maria does, if not more: https://docs.google.com/document/d/1ModxKO46FcsswE3ZNie_jTSewhlfD5DGZZhaRsfITp8/edit?tab=t.0#heading=h.vq8i8gzatxqf
Core and More Lancer revisions, a set of personal House rules by Maria Lopez If you like these, try the Alternative Structure and Stress Rules table! PLAYER REVISIONS General: -The Prepare action can only be used to Skirmish. GMS Thermal Rifle Main Rifle, AP [8 Range] [1d3+2 Energy] Heavy...
If valk's cool with it i can send you the lcp
Wait cyclone pulse rifle is too strong? Ur obviously not maria but if someone here agrees with her on that one can they explain to me why you should remove the accurate from the superheavy loading weapon?
It’s a rifle so it has easy accuracy access, it already has Reliable 5, it’s already one the hardest hitting single target target weapons in the game while being a GMS weapon and not having Ordnance, it crowds out AMR
I don’t know, I’m not really here to discuss Maria’s stuff in general either tbf
But crack shot sounds like the culprit (though Maria does have a crack shot change too)
But usually CPR is pretty dang good
Yeah I don't think it's underpowered by any means just not too powerful either (I have had a player use this one and it felt fair)
Because it doesn't need it. It's already juiced to hell for a starter superheavy, it has range 15 and no ordnance and reliable 5 and hits like a truck. By cramming every positive quality imaginable onto it, it exacerbates issues with things like the AMR, it's closest neighbor and competitor, being devalued, and also accuracy and reliable are at odds in terms of what they do
As mentioned, if you want accuracy on the cyclone, crack shot 1 is right there for anyone to take
I don't think it's OP either, BUT if you want a diverse ecosystem of choices, sometimes that involves looking at a thing and going "okay but does it NEED this?," and tbh I don't think removing accuracy really hurts it as much as removing reliable would, for example, even if the reliable might be the statistically more negligible trait
The reliable makes it, well, reliable, it's a great trait for a LL0 superheavy with loading to make missing feel less bad, accuracy is just gilding the lily
Looking at the occultist rn and I see one main possible issue. Lead astray being recharge 5+ means 2 self heat with your rules, right? The effect looks decent for a recharge but 2 self heat with 6 heat cap and your main thing of spawning drones also taking 2 self heat feels like a very very easily disturbed mech (esp when it's even more forced to stabilize with your stress rules). Lmk how this has gone in testing
It’s 1 self heat, GitHub is out of date
Disturbing the Occultist is well and good
ah I see, yeah that seems more bearable😅
the recharge trait or both it and the drones?
Ire has its tier 2 and 3 HP swapped atleast in the version I have, has this since been fixed in the up to date version?
yeah thats a known issue in the LCP, its meant to be 18 at Tier 2
ahh yeah that makes more sense with scaling dunno how I didn't think of that as an option
yeah it'll get fixed next release
Excruciating transposition, rip agility builds💔
Already not great from what I've picked up on this server, now when facing an Ire that evasion swiftly dissapears🥀 (ofc not forever but damn ur vulnerable without the hull investment) (not necessarily a critique just an observation)
yeah ik, it be like that. It's just funny cuz usually stuff like save targeting damage, reliable and smart aren't particularly high so even if they partially counter high eva builds they aren't nearly as immediately threatening as "everyone can ignore all your survivability investment and practically autohit you"
again, not a critique but just an observation. It is a pretty high recharge so it atleast won't be spammed
it's fresh out of the homebrew mines so if you playtest it let me know how it goes
Damn, power cord aswell (though that is an optional)
Is gravity cannon on the anchor a choice between cone or line or is it something weirder?
it's a choice
same with Torrent and Prism weapons
makes sense
ok just finished reading all npc's, I love them
so many such cool themes
boombox😎
only one I'm not particularly convinced on is vulture but I think that's just a personal preference. Higher tier Ire looks really scary and hard to remove but I am actually planning on testing that one relatively soon so we'll see
Wait no I'm not playing high tier it won't be very representative of what I'm scared of💔 (everything resistance 5-7 overshield per turn)
Vultures are my favorite third-party NPC. They're very useful
wait I may be stupid💀 for some reason I thought ruinous reactor resistance was danger zone. What has happened to my reading comprehension last few... something?😭
Throw the recharge refresh optional on them and put some Grunts in the fight and you can cook up some nasty team comps.
I still remember my "three hound missles on the field at the same time" encounter fondly
my girlfriend less so
I think I may be subconsiously unreasonably focused on trash to treasure even if it's just an optional. I'm already kinda bad at keeping track of everything going on without marking down what npc dropped what wreck
heck, I still straight up forget to pop down wrecks a lot. They're just not what's on the top of my mind ever
My experience might be colored by using FoundryVTT where the wrecks still have a character sheet attached.
now that I have a Zheng player I have to lock in🙏
ah fair. I play with a physical eraseable marker battlemap
oh god- I remember when I did my first skirmish oneshot because I wanted to test the (at the time) brand new Vulture and one of my players also happened to bring a zheng
ping ponged across pretty much the entire sitrep
I think I like. almost always put mag bomb on my vultures
I do really love using carcass bunker tho
wait why does it say in the stats that the carcass rampart is size 4 but obv it's size 1 as the text says? Fixed oversight?
One of my favorite fight designs ever was a trash to treasure Ultra vulture with that one anomaly Trait that lets it chestburst out of an ally after it dies.
Don't have the PDF open on me right now but IIRC it's 4 contiguous height 4 spaces that all make up a single Size 4 object.
holy there are a lot of anomaly features
At least by default you only get one, so that helps a lot.
This is more of a “should I” than a “can I” question:
Is having a Mesmerist use Hypnotic Attraction on a character 2 spaces away to immediately Overwatch them and then Skirmish again an unwise move? Either because it’s too action + roll intensive to be worth it or because it’s just bad manners
The logic seems sound to me personally. Yes the Mesmerist loses Overwatch as a lock down tool, but it gains a mirror image if it hits the invade, recharges Hypno or a different feature if it hits with the rapier, and can potentially get a double skirmish out of the deal. Ofc it doesn’t make a lot of use out of Hypno’s movement, but at least if you miss it you still have the freedom to follow up.
It does strike me as just a tad bad manners tho, but because PC builds in lancer are insane bad manners are a rare thing in OpFors.
If you’re asking me “should I” that means you think I shouldn’t have it in there
I put it there because what’s good for the goose is good for the gander, was my philosophy
So use it and let me know how it plays
I’ll give it a try then!
I figured this was the intended behavior loop for a mes
Instead of BM
Though speaking of BM, I'm contemplating if the Disarming Retaliation kensei grunts is going to be hilarious, useless, or rude
lol grunts
With two chomolungmas on the table, I'm leaning towards useless
But it's a particular fight in wallflower with a reactor and a demolisher. I don't want to make it unwinnable through death by dice game inconvenience
If you make ‘em a formation it’ll be less of all of those
I assume that Grunt was intentional
I just like formations lol- would love to use one some day v_v
Plus Kensei is gonna be rough as a formation since only one of them gets the sword and parry
Though it does mean that the others can overwatch while the sword stays sheathed
True, only one of them can be sheathed at a time
Or, only one of them can sheath at a time
It is hitting me how Grunts and Formations with PPG NPCs are an extra layer of funky due to how much Overshield is used as a defensive tool- I like it
Ire + Mesmerist (Mountebanks Jaunt) would make a fun NPC pairing
If there’s three things I hope I deliver with PPG, it’s
- Supports
- Tanks (not Rearguards)
- Vanguards (not Assailants)
This is why I'd go with grunts over a formation, yeah
The only issue I'm having with formations is the mobility issues they have on the kinds of maps that I use. Not necessarily huge, but spread objectives and chokes/lanes that require some finagling to get to
“Valk why don’t you have more artilleries”
“Because the CRB provides 8 of them already”
“But there’s only 4??”
“Look closely, and observe who wants to shoot gun away from harm, at any range, and who actually wants to ride forth to brawl on an objective”
Two chomo's
out of curiosity, I know you consider Assault an artillery, but what else would you put in that group?
I assume many of the things CRB calls a striker
- Ace
- Assault
- Engineer
- Scourer
yeah I can see those
Engineer in my experience is really good at holding a point too but terrible at getting onto one so I think Vanguard wouldnt work
Specter is what I’d consider a “Melee Assailant” more so than Vanguard due to how it’s hit and run and would hate to stand and fight on an objective
Assassin too, to a degree, but it has tools to fuck with positioning at least
But yeah Engineer is the OG Artillery/Rearguard
yeah its kind of a skirmisher of a unit (yes i know, lancer word)
It’s solidified with Kai’s Rebake
It was a 4e word first 
But yes
I think I can broadly agree with this with the exception of Assault [K]
4e really was "you guys dont get it, but your kids are gonna love it" huh
My statement is confined to CRB; Kai’s rebake makes the assault a proper vanguard
wondering what changes in particular you'd say make it more vanguard-y compared to crb
Assault [K] does really well in engagement
this is true
It wants to move up to void your cover and shoot you
It’s naturally more aggressive
The best way to void your defensive cover is to move into the objective around which the cover is arrayed
Yeah you can do other flanking too, but the easiest way to void cover is to go point blank
yeah I can see the vision
Plus the gun’s accuracy bonus nullifies engagement, so it can barrage pretty well at melee range
But yeah my take is that Artillery NPCs are abundant and low in value
Which is why I created the NPCs I did
This is all retread ground though
I feel like having 3 (or was it 4?) artilleries in PPG is plenty
If you’re using the Kai rebake the Assault is more of a Striker/Artillery hybrid imo, especially if you pick the right optionals. But yeah Scourer, Ace, and Engineer absolutely fall into that category
Try 1
Capacitor and Prism may be off-artillery but it’s not their primary function
Napalm is the only artillery-forward NPC I have in PPG
And for Kai’s assault, sure, fine
I think you mean Vanguard | Assailant but yeah sure
Like leaning one or the other but it’s a coin toss
In any case: it’s arbitrary categories at the end of the day
Out of curiosity, have you tested formations that share standard movement and boosts?
I know it's clunky since it's an explicit QA carveout and has possible bug tracking issues if there's a commander on the table though
No, only Standard Movement
I am debating removing that too, it’s a lot of overhead
But try it with boost
Having uses formations a few times, it's not much overhead imo?
But I play them fast and loose. They gotta go to An Location and I don't really care how elegantly they get there.
It was meaningful overhead when running an Assassin Formation
And yeah that’s the way
I was in fact running an assassin formation
I've run archer formations and assassin formations. The assassins had boost sharing (because I didn't know they don't share boosts at the time) and apart from taking a little time to resolve all the movement, it wasn't much of an issue
I can run it back, though I will admit they're currently scheduled for the...
31st
It’s all good
So it'll be a bit
I need to run some more melee formations that’s all
I'm considering an ire or two on the 17th, but they're fighting with the kensei grunts for the melee pest role in the opfor
(Why yes I do plan my opfors like a month in advance)
The Ultra Howler+Ultra Ghost megafight is on the 31st and needs some chaff (hence asking about formations)
Cataphract formations are incredibly fun
You get up to so much bullshit with them, highly recommend
Having used them in that role, Aces can also make great Vanguards too. They have the mobility to act as great safeties and Barrel Roll encourages players to invest more resources into knocking them off the point than they'd usually like.
Ace’s Vanguard-ness very much depends on if the Objective Zone goes to the sky or not
They can fly close to the ground, but it’s riskier and opens them up to melee/cqb
I used a Prism in a control sitrep last night and I'm really liking how its projection contests control points. It definitely works as a defender for drawing attention.
Excellent, glad it’s doing good work for you 😄
Had a Formation Operator purposefully proc Shrike Armor to blow itself up on my party's Vlad last night. Rudest little guy of the night
"and we had to share the stick"
I am really excited to test out the Ire Obelisk and counter "spell of instant miyazaki swamp" my wallflower party
Obelisk is good fun pressure
I do have changes slated for it though
Lower hp to 5/8/10 and reduce burst to 2
5 hp for a limited 1 optional deployable... instakilled most of the time by heavy weapons... Yeah that's one turn where the enemy doesn't get to kill you with their heavy weapon or damage trait so still action well spent but does it not feel a little rough to take an optional knowing it will often soak up one hit and then immediately be out of play?
I will test out the ire in my next combat but unfortunately since I am a pretty inexperienced gm who struggles to keep track of everything I tend to minimize the use of optionals
I had it at 12/15/18 and it was met with shock
yeah that is pretty damn tough. And burst 3 is huge
Ah, I see😅 yeah I haven't had that many optional using npc's at once ever lol
It’s 1 quick to rob a quick, it’s a good trade
I largely design my NPCs so that they can be deployed as multiples
yeah I agree, I just feel like atleast for an elite or ultra, having blown through your optional after 1 quick feels dissapointing
not power per action wise but just scale wise when it comes to the decision to equip it. What if it had one limited use per activation you have? A bit weird and probably not necessary. I'd prob do that personally tho, if u don't like it consider this message me taking notes to self lol
If playtesting reveals it to be too fragile at 5/8/10 I’ll change it
I have plenty of drones at that HP marker
Drones tend to be able to move is the thing
and have an evasion + e-defense higher than 5
I'm not commentating on the Obelisk specifically just drones vs deployables in general
You’re commenting on the Obelisk by comparing it to Drones.
Like, let’s not mince words here
Fair- it's just worth noting that the Obelisk is a deployable and that makes it more of a sitting duck than a drone w/ weak evasions, so giving it drone bulk is not necessarily as equal a comparison
Maybe! Please playtest it and let me know how it goes!
With all due respect, I’m steadily losing my capacity to say that politely
Yeah after looking through the CRB roster I agree- there isn't a single NPC Deployable that's really formatted like the Obelisk (that being a Deployable with HP, Evasion, and E-Defense that does something vs the exact same thing but a drone), so it is unmarked territory
Speaking of deployables, should "Carcass" Rampart still be tagged as size 4 after being updated?
Without looking at the size, can you tell me how tall a rampart is?
Not really no- it's just that it no longer has specifically a size 4 footprint and more just acts like a bigger Jericho
Maybe I misread it
Then it needs the Size
Okay yeah the size 4 is referring to the height not the footprint, my b
restock drone can't move
Latch drone is recharge 6. Can't move unless attached, does that count as can move?
Engineers drones can only move with an optional
Flare drone can't move
Titan snare drone can't move
npc drones don't
also side note flare drone holy HP scaling😰
and it's not limited in any way, quick action and another one is up. Jeez
Oh yeah- okay then I guess it's just the evasion and e-defense averaging to 10 then, and even that's not universal. SOme of the less evasive drones have 5/8/10 HP
I'm not sure my party would've survived today's combat if I'd used this, 2/3 players were getting pretty pelted by the bombard and if it didn't have inaccuracy thanks to that drone they might've very well gotten into a dazed loop (they aren't very experienced so I could def see them not finding a way to salvage that)
Flare drone HP does that so it can feed the Bombard's Cluster Munitions stacks
yeah figured, can still probably be used to good effect without that. And if the players move in such a way that you have to hit it, hey, more damage
that's the place I'm in with my players so idk if I'm the best to playtest stuff lol
Bombards are nasty customers, as are many CRB artilleries
There’s a reason I have a lowkey “Reheat” of them that removes Cluster Munitions and increases their base damage to 6/8/10
I love the bombard, really silly
this combat had weak turrets running down conveyors and since they count as characters (drones) the bombard used them to great effect when the players were too close
Bombards really feel like a unit that had Loading or a heat cost at one point then it got removed.
No idea if that's actually the case but that's the vibe I get.
Hey valk, with your house rule buffs to full tech to make them do something on miss, are you going to touch on hacker 3?
Dunno, but I encourage folks to do their own takes
I tend to throw up my hands when it comes to Talents
Fair enough. I figured since u dealt with some other talents it was worth a shot to ask since your takes are generally viewed as more balanced I believe (unlike for example my markerlight buff)
(Tbf my markerlight buff was pretty similar to yours now that I think about it)
I’m not an authority, all my shit is just my take
Ye ofc. Ur just a much more experienced GM and homebrewer than me
Who has the gall to try and rework the talents... Couldn't be me
Ayo u got a doc?
You’re good, I’d rather discussion of your stuff happen in your thread than carry out here 
Same
Link that shit when relevant and topical haha
Reading Daggerheart there is something that I found interesting you didn't homerule. I think it's because you play on a VTT.
And it's making attacks that target multiple characters, like AoEs, only roll once to hit. Much like you would do RAW for damage.
What are you talking about?
Not PPG per say but I know about Valk interest in limiting the number of actions that has to be done, so I found interesting that he didn't touch AoEa and the increase in the number of roll they lead to.
Sorry if it wasn't the place
I mean... I guess???
I think it'd end up being more clunky once you consider different characters in an AoE can have different accuracy/difficulty sums
Roll 1d20 and 6d6kh1 in order and then apply the 6d6kh1 as appropriate
It'd also make {V} Overcharge WAY better
Indeed, AOE stocks soaring
I don't think they were ever down
That could be good, or very bad
imo- very bad if you ever decide to deploy a Limitless Bombard, {V} or not
oh! Finished my ire-forward combat. Largely positive, a few thoughts:
- as stated before, they really need a reach buff. Sensors, speed, something.
- ruinous reactor actually procced. They didn’t die after, but it did significantly change how players interact with them. I find it funny that because it resists all damage heat and burn, ire is actually TANKIER when exposed. Query if this interacts well with their self-shred. I think I prefer self-damage model of excruciating for this reason as a matter of fact.
- I might just have been rolling poorly but I feel like the flail would play better if you chopped off the inaccuracy and on-miss effect. I see the vision but it just makes the whole package feel a touch slow overall.
- I really like the overshield protocol chickanery. Wondering if the ap energy needs to scale 1/2/3, because it felt inconsequential at t2.
I ran them alongside mobility buff zealots, torrents, support leeches, and a bombard. Their mobility felt ok with all that movement and knockback support, but it would have been a bit painful otherwise.
T2 holdout-adjacent sitrep, player comp was standard issue hacker lich, reaction gunner tortuga, melee lycan, melee toku, and pacifist tarax
I’m meditating on point 4 and I might cut their health a little, buff the overshield and damage numbers a bit on bedevil, and make the protocol 2 heat. I found the ruinous reactor interaction super compelling and I would enjoy it if that was really brought to the forefront.
Plus I think it would give the Ire a really interesting “ramping threat” dynamic where they’re a bit of a problem, but if left alone too long they become much harder to take off the board safely
Did you play with Valk's rules about the overheated condition?
Thank you for the feedback! Here’s what I have:
- Last playtest, I buffed their speed to 5. They seemed to do alright with 5 speed + 5 sensors and I think I’ll commit to that? Did you run them with speed 4?
- This is exciting to see haha. I managed to turn it on (but not explode it) last playtest, but Overheated made it very hard to do things as a result. I still think the self shred is my preference though
- It varies. I rolled hot last playtest and landed the flail several times. The on-miss psychological pressure is also good to have, imo, and dovetails into what you mentioned about “kill this thing before it ramps up”
- Noted on the damage. I was worried about AP free action damage that would stack with the flail, but maybe it’d be okay at the end of the day
I do not, which probably changes how the ire plays pretty significantly.
I actually do think this is funny because overheated vs base rules makes them work very differently
I’ve got stuff I have to think about re: Ire and Overheated
I ran them with 4 speed, 5 speed probably feels good enough yeh!
Yeah, can't really keep fighting while exposed when all of its systems and weapons are self heat and overheated and exposed are so intertwined:/
The point was raised to me that if I just let it ignore overheated, it could just keep sustaining with Overshield at higher tiers
I don’t know if that’s a true problem but it was on my mind
I may have it ignore overheated just for consistency though
Ofc it's still a good trait to not take double damage until it can take its turn to stabilize
I think “npc sustain” is an oxymoron in lancer
But a bit more anticlimactic
If needed, you could probs bake overheated into exposed as a trait
95% of the time when an npc dies it’s overkilled by a lot, or being bursted down in one turn
think it depends a lot on the party comp ime
and if invis or high evasion are in play because those tend to be killed in vastly different ways to most
Killed via 12 billion procs of Reliable or 4d6 damage to their 5 hit points
I’m personally pretty satisfied with the Overshield at T1 and T2 from the last couple playtests
Probably true! The threat profile of the ire is such that it’s going to be taking chunky damage anyway though
there are exactly two ways to kill a hornet lmao
I don’t wanna eat into it’s HP too much because that means it’s nuke-vulnerable
Simply hit lol
It's that easy
Regardless noted on all counts
my friend last session firing into a tier 2 hornet at neutral, still critting and just killing the thing
This is helpful
Like hornets get attritioned out, so do specters, but ronins kinda just die or don’t lol
Happy to help. I think you’re right about the flail FWIW, you convinced me
I will be honest, I may reduce the threat radius on Ire in general
Realized this with Howler too
Yeah the threat 2 does feel unneeded
They’re mobile enough to actually reach the opponent
Esp with a speed buff.
I’m usually so worried about melee being able to, you know melee
Transposition lets you close the gap in a way that makes it irrelevant for “range” usage, so it just gives it a weirdly big overwatch presence
Big battlefields and all that
God forbid a mech have hobbies
I think threat 2 does work for Knight and Mesmerist, and I plan to keep that
But I’m looking to dump threat on Howler, Ire, and potentially Boombox (for an AOE definition of Threat)
- I mean yeah by the time the Ire goes up a tier the players HP is up by atleast 4 but usually more so they can probably handle it
It was a hella tarpit last playtest
Elite Howler was hitting left and right and stopping movement
It was honestly quite oppressive!
I’ve only run one and it was in kind of a weird circumstance so I’ll concede this being a paper read issue
No absolutely, on paper it feels like something it needs
But its sheer quantity of overwatch made it dominating
Size 2 does wind up mattering a lot in practice too
Like, weirdly more than you’d think
Yeah that’ll do it
map was very cluttered up and I was slowed with the objective so said overwatches were a massive threat
The nice thing is that Howl no longer scales with enemies affected, so I can have it howl for 1 target without feeling bad about survivability
how oppressive it felt definitely was influenced greatly by the sitrep, in that case
but I wouldnt be opposed to seeing the threat dropped imo
Indeed, but it lined up with other experiences too
Either it doesn’t matter or it invalidates “step” effects (like ramming them 1 space)
yeah thats true
So, imma test it with 1 threat and Burst 1 howl
Also, as expected, Prone Enablers are killer with Howlers
Boombox, Torrent, yeah
Oh yeah @dapper goblet I am unfortunately adding the save back to Undertow, and probably reworking Torrent a bit
Something about it just isn’t working out yeah
Anchor can get away with the Impair
prone on no save was really scary that playtest it felt like
Prone is a different beast
I think its core kit is very good, a lot of its optionals could use a hard look
mainly due to how there are very few ways to clear prone and we needed our standard move to get the objective anywhere
Even AOE prone WITH a save is rough, from Boombox play
I was honestly gonna change Tsunami, probably change Wavebreaker/storm surge
I actually very rarely find myself running torrent optionals on torrent because they either feel a bit too mean or a little jank
Yeah that seems right
Thinking this for Wavebreaker:
- targeting is “special”
- torrent moves in a line 3 and attacks everything it moves through
- anything hit is knocked 3 spaces in the direction of the Torrent’s movement
And then like. Ditch Storm Surge
Yeah that’s kind of how I feel storm surge should have always worked
Hindsight and playtesting yeah
Oh 100%. I see the attempt to diversify the threat profile but it felt a little underwhelming
Hm. Maybe move Undertow’s prone to a Cone 3 wallop quick action
So it rushes with Wavebreaker and then Wallops
Constrains the Prone saves
Me when my white witch player uses fluid burst house guard 2😭
I know the pain...
Also if you have more feedback for torrent optionals please hit me up
I’d have to parse them again, nothing off the top of my head (because I can’t recall them at the moment mostly lol)
All I know is I’m keeping Drown in Nanites, I worked hard to cultivate that one
And I like Engulf as a mechanic
It might get tweaked but conceptually it’s staying
It’s just very Water Elemental coded, and that’s Torrent
Engulf is very good
I don’t mean to say all the torrents optionals are bad at all, just a few feel kind of wonky. I’ll give them a closer look and see if I have anything actually useful to say later today
Appreciate it!
Tsunami as a weapon is definitely getting axed, likely in favor of a “high impact round” enhancement for Wavebreaker
ah, I was also gonna test it with multiple ires (just two tho)
If you do, please tweak it to 5/8/10 hp and burst 2
Burst 2 feels right, so I’m interested in how the reduced HP will feel
👍
my wallflower party is very control heavy anyway so we'll see how the hp threshold feels for that
they are taking the roles of the double Sentinels from Duvalasaur's combat juicing so we'll see how that effects their survivability
(that sniper is also getting swapped out for a Napalm because. it both feels narratively fitting but also will still have a bit of that aoe denial from base game deadmetal rounds)
Howler makes sense because it takes a Berserker style approach to melee where it basically just attacks everyone next to it and most of its base kit just gives it more attacks, and it’s already size 2 so it’s got reach and uses it to lock people down.
Why Ire tho? Not sure where that conclusion came from in discussion
I figured but eeeh- here's hoping that the Obelisks can provide a kinda similar point of area denial
It had hella Overwatch potential
Not needed for what it is
Which is: A run up and smack you mech
I suppose that’s fair, though I’d argue overwatch potential is kinda important to it due to the fact that that’s how it gets its bedevil damage - I always saw it as an NPC striker that likes locking down its foes. But playtest it first and all that
S’not like Lightning Generator has range 2 anyhow
Now I wonder if “hella overwatch potential” is necessary for units like Ronin or Cataphract. Specter needs the overwatch potential to make it better at isolating targets and for ambusher tactics, but Ronin and Cataphract tend to be adjacent to their targets and are plenty capable of chasing them down if they flee
But perhaps Ire is a different beast in general thanks to Bedevil already giving it an AoE of sorts
It is absolutely not a lockdown mech, it’s a “get the fuck out of here, asshole” mech
Fair enough- it can sometimes be easy to confuse the two. Sentinel can be either depending on its optional kit for example
Vanguards trend towards Lockdown while Assailants trends towards flush out-ers, am I remembering the terminology right?
No
Vanguards take objectives, driving opponents off of them
Assailants just kill
I guess “tarpit/lockdown” doesn’t really fall into the role classification system
Tanks lock down, Rearguards lock out
Never mind
It absolutely does, that’s a Tank
One day I’ll remember all these roles and what they mean
Tanks put enemies in gay baby jail
Can this be pinned
By keeping them right where they want them, Tanks restrict the targeting potential of their opponents
It’s part of damage mitigation
I’m like 80% sure Valk already has a Blog Post about this I just don’t know where to find that one- nor should I be looking rn I’m really procrastinating
Yeah but this is funnier
Distilling the six combat roles of Lancer from offensive and defensive interpretations of three major dynamics of combat encounters.
Bookmarking this lol
I can't find Gay baby Jail in this page
It’ll have to live in your heart then
🫡
You think you’ll ever make a… idk what you’d make, a blog post maybe? with a table of the role classifications of the PPG NPCs?
Similar to the one you have in the article
Maybe
Ditto
... actually I might finally use a Capacitor
A few misc thoughts on torrent optionals/features:
- Storm Surge - It feels kind of low impact given how wavebreaker already lets the torrent move around, but also really punishing for players that rely on overwatches in a way that feels a bit unnecessary. Its a bit "feast or famine", ironically, and I think this is exacerbated because most players heavily invest in hull, making Hull saves feel even more anemic. Ultimately this winds up feeling like a double boost a lot which is kind of blah. I think your rework will give it a lot more of a direction.
- Scalding Greywash - feels a bit strange if you're reworking storm surge to be attack based. I wonder if this is more interesting as a burn-variant of Cataphract's trample - there's lots of opportunities for torrent to slide onto and through people, and good synergy with Drown in Nanites.
- wash away - the vision here is good but without Roil it feels kind of disconnected from the rest of the kit (and the torrent doesn't feel like it has the loose actions to ram a lot of the time (presuming you're reworking Undertow). Frankly, even with undertow as-is this just feels a little funny because it necessitates some turn order shenanigins to get real value.
- Roil - I think this is fine as is, my second favorite of the optionals by a big margin. "Making its own luck" in terms of difficult terrain is a good spot.
- Crashing - I know you said you're reworking this so, yeah, I'll hold off
- Drown in nanites - this is just really cool. I do wonder if there should be a "lingering end effect" as this has a fair number of counters even outside of that save and the bespoke hull save quick action - ferrous lash/HorOS1 strike again - and i do often find that this is a bit of a "win more" for the torrent anyway, so a "lose less" cushion might be welcome.
Tbh, I was using storm surge more as a bonus mobility tool than anything else
5 extra movement with some incidental upside
something I did notice is that the tactic section of the capacitor still refers to arc feedback in the most recent version of the pdf and lcp
Ya know speaking of capacitor, I recall Valk saying that Capacitor isn’t really a true artillery in PPG considering damage output isn’t the focus, but tbh with a line 15 arcing inherent accuracy bow with 4/6/8 damage scaling, a Capacitor is perfectly capable of out damaging a Rainmaker, all the while giving damage boosting in a way comparable to Zealot. So while some of its damage output does come from support it averages out to like. Assailant Artillery levels of damage from being on the field.
god having both High Voltage and Ires on the field might be really neat and flavorful
but also might make getting accurate testing info for the Ire tough
Fuck lol I’ll fix that
Also this is fine and good, just go for it
Bad Sitrep idea:
“SSC is short for Shitty Sniper Cowards”
- Capacitor
- Prism
- Sniper
- Rainmaker
Technically- it would work well. Capacitor can stand behind one of the backline Artilleries and snipe them + the Prism Projector. Prism can lock down + Lock On to keep buddies safe and help out Rainmaker. Rainmaker can harry and suppress. And Sniper can threaten anyone who wants to make a run for them.
You’ll probably want like. One non artillery character. To supplement. But it’d be funny.
No. A fifth artillery
I'm trying to think of what sitrep you'd even use for this one. Anything with a control point is basically out of the question.
Extraction and/or Escort?
Holdout