#The NPC Rebake Project and NPC Tinkering Power Zone (NO MULTIATTACKERS ALLOWED)
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Oh btw @brisk flax I couldn't find a difference between this version and the last for WF that this line referenced?
I think it might have been a change that already went through but that I didn't note in a changelog, and I wanted to cover that base in case it hadn't been picked up on
more of a "if this didn't get caught the first time" clarification
The Assault (in the Rebake at least) wants to flank targets. Assassin wants to inflict conditions and gets more damage when successful. The Scourer inflicts pressure by making it so you don't want it to hit you twice. Etc. I understand how to play most of the Strikers in the doc. However, there is one I can't really seem to figure out.
What is the Ace's "game plan"?
I ask because I had some final feedback on it but as I typed it out I began to wonder if I just suck at using them
The Ace, as I see them, is a persistent harassment striker...modest AoE damage, high mobility, "slipperiness" via things like Barrel Roll, flight which renders a lot of closer range countermeasures inapplicable, etc
The rebake Rainmaker is in a similar boat where it exists to exert steady, but not super huge high spike, pressure. Where the Sniper is "your life ends one round from now" the Rainmaker just plunks away with missiles
The Ace does the same sort of thing from a Striker-ly position
The CRB Ace is in a spot where it can just hang out behind some LoS obstructing building or whatever and lob missiles at anyone in range without ever having to put itself out there which is one of those things where the optimal approach (shoot without getting shot back at in return) is imo very unengaging but there also isn't a huge compelling argument against using it unless you're specifically attempting to leverage optionals like bombing bay, strafe, etc
hence the removal of Seeking from the rebake
and leveraging those optionals are a great way to get yourself shot down
yeah and, like, I get it, but NPCs exist to eat shit, so it goes
of course.
I guess I'm just used to CRB Aces being sort of a non-factor in any combat they're in
Barrel Roll, Full Throttle, Countermeasures, and Emergency Jettison are all ingredients in the "this gives the Ace some more staying power" stew
Also, people deciding "oh we've gotta shoot THIS guy" is, if it's an identifiable pattern, something you can play around
it's very fun watching players' target acquisition skills change over the course of a game
Goliath: "UNIDENTIFIED BIG FUCKING THING. Oh wait, he's just kind of a health sponge. Oh shit he grabbed me."
It's also a minor note, but the Ace's missiles being Smart at a baseline means they're significantly more accurate against a lot of targets in the "high evasion, low e-def" bracket
the ace is kind of like a mini bombard - low damage, but forces players to break up a little bit, and it's consistent and hard to shoot out of the sky. it's not super good at any specific thing, but it'll also just stick around, doing a bit of damage every round.
broadly my issues with the CRB ace as a unit are:
- I don't think it needs Seeking, and having it leads to perverse incentives
2). I fucking hate Chaff Launchers
3). as cool as Bombing Bay is, I find it redundant as an optional with Strafe and dislike limited stuff greater than 1 on the NPC end of things in terms of mental overhead
This yeah, IMO it’s “striker” in name only. It’s more of a skirmishing Artillery, much like Operator
BROADLY I think that it's largely okay and not, like, "wow this is a real mess" in terms of construction and what it does, it has rough edges that I would prefer to be sanded down
as mentioned in the designer notes, I pushed for a bit more of an emphasis on the Ace having more "get out of jail free" cards it can hold in reserve
Now that I'm really squinting at it, does the Ace need to actually consume Lock On for the benefit to either Missile Launcher or Missile Swarm? The only one that specifically says to consume is Strafe.
No, it doesn't. It CAN if it wants, and as consumed Lock On doesn't technically go away until after the attack resolves, it can gain the accuracy from that AND still gain those additional bonus effects, but consumption isn't mandatory for those particular effects to apply. It's similar to the Rainmaker's Huntsman trait
Strafe does mandate it, as you noted
That does change some of the feedback I had in mind, at least. Thaaaat's what was bothering me. Somehow my brain is smarter than I am(??).
"Bothering me" in the sense of "somehow I'm missing something, I know I am, but I haven't consciously figured out what I'm missing"
There's been some discussion (buried here somewhere) about the incentive structure of benefits tied to targeting locked on characters that doesn't require consuming it and how it can result in unusual incentives and also really amplify the potency of a single Lock On, and this is among the reasons why Huntsman now requires consuming the lock to grant AP rather than it simply being a purely passive thing
For certain things, like the other elements of Huntsman or the Missile Launcher ignoring cover, I view those as less of an onerous thing, while Missile Swarm is already designed in a way where I feel that requiring lock on consumption would make it an undesirably weaker option (it's already loading, the damage being doubled starts from a lower position, and it requires the Ace to get closer than it otherwise might want to)
Strafe also got adjusted during this process, as it used to not require consumption either, it got changed around the time I started working on the Rainmaker rebake I believe
When I was testing the Ace, it was in a Breach & Clear sitrep (from Lancer Enhanced Combat, think a modified Gauntlet basically). The map had a whole lot of obstacles making it difficult for PCs to maneuver, but the Ace could just fly above that, so it was handy that way. Meanwhile, the Ace itself was a Tier 2 Veteran, with both the Strafe and Missile Swarm optionals. We did not get through the whole fight, but the other enemy units in play were as follows:
Archer (Blinding Shells)
Veteran Avenger (Judgment Shotgun, Fervor) (this also used a different version of the Veteran trait you have since posted, which I'll comment on after)
Zealot (from PPG) (Brand the Heretic)
Veteran Hornet (Lightning Reflexes, Slingshot, Lock/Hold Javelins)
Barricade (Spike Barrier)
Cataphract (Electrified Lasso)
Which is to say it had no great or "mass" Lock On support units, the only one capable of doing more than the basic action being the Zealot.
I didn't know that Launcher/Swarm didn't (need to) consume Lock On, so it felt like the options were fighting one another. The Ace itself has no extra Lock On capability beyond a Limited 1 optional. While this isn't the case and I understand that now, I do have other concerns regarding the Ace, which is that it feels like it itself has no active game plan. It flies high (passive), and is dodgy (reactive, and Recharge 5+ no less), but on its turn... with no optionals, what does it do? It Locks On with a basic action and then Launchers and zooms to a position to do it again. As an aside, since it lost Seeking on Launcher/Swarm, I do think its survivability is a tiny bit impacted. Barrel Roll is meant to "take the place of" cover, but being on Recharge 5, it does feel a little rough imo.
As it is, I feel Ace is a bit unengaging. If it's meant to be a persistent threat, I feel it should have something that makes it so that leaving it alone is a bad idea. Something like, the Lock Ons it applies don't ever go away until it's destroyed, such that the whole party eventually ends up perma Locked On. Barrel Roll maybe could consume Lock On to auto-recharge, or to take a note from Suldan's own Comet, maybe it has something like the Tacnet Echo invade option. Anything like that would make it feel more active in what it does.
As for the Avenger, I have two notes for it:
I used a version of the Veteran trait that Valk posted some time ago, which is similar to the one you developed for it, but it works on any NPC unit within range 5 of the Avenger. You making it a focused deal (one NPC only) is I think much healthier, and the added bonus of the boost is cool.
Also, with the Avenger's Vanguard Armor being much easier to activate over the old Assault Armor, I feel like its Evasion is a tiny bit high. The Avenger was T2, so it had 18 HP and 12 Evasion and also a very easy time having Resistance, so attacking it over anything else felt a tiny bit too punishing, perhaps. Not saying it must change, but that it could bear more testing in that regard.
Well, the avenger is sort of a defender. It doesn't have armor in the same way the bastion does or a larger hp pool like the demolisher with lower Evasion
Consistent amount of reliable damage would stack up, and even with vanguard armor, the most it can do is mitigate it as much as possible, but it can never mitigate all the reliable
Not to mention that vanguard armor turns off when avenger triggers revenge, forcing the players to either keep wasting attacking the avenger, find other ways like controller effects to move it out of the way or just let it activate revenge and try to bomb it while they still can
Tried out new Spite, the more balanced EDEF/Evasion spread is welcome for something so durable. Enthrone provides a nice defense deterrent for another fella (I used a Vet Goliath with Oppression). Haven't gotten much more time in with it yet though, since I had to Self Repair to fix up the inevitable consequences of getting smacked by a Tokugawa
speaking of which, I do like that Crush Targeting has more counterplays now
The Goliath has definitely lost some durability but being more consistent at doing its thing is helpful.
I was the Tokugawa. Enthrone is a nice addition to the kit, since it was sitting at max range and the whole party was incentivised to use LOS blocker to not have to deal with it.
A book Spite would have had a much harder time contributing to its team in that scenario, I imagine.
yeah the core spite is weirdly pulled in two very different directions
huh wonder what that is
lol
the worst part of this is gonna be seeing how much bigger a bunch of these system/trait/etc entries are compared to the CRB
working in word documents doesn't really give a great assessment for what layout is gonna look like
this is, for example, seven lines deep compared to the CRB Instinct Mode's four
you know... i literally worked on this LCP and i hadn't seen that ability. I thought somehow this was class-specific Ultra features, like the veteran ones
data entry requires no reading comprehension
Yeah; there’s a reason I personally plug my mechanics text directly into layout for PPG. Lets me know how wordy/hard to read something is on the page, and it gets me to cut stuff if it doesn’t fit on a single sheet of US Letter
Keep shrinking font size until it works
I don't REALLY mind if NPCs end up taking two pages, like one would be ideal but even in the CRB there are multiple examples where you need two (bombards, goliaths, mirages, etc)
and the designer's notes give some ways to fill up blank space
I think it's more just that I hope a lot of this stuff doesn't result in Eyes Slide Over The Page Disease
yeah no I wanna be utterly clear that "keep it to 1 page" is just my personal trick for preventing that (I hope)
Tbh I think the audience for the rebake isn't really the type that just kind that only glances over the changes and rules, maybe it's just the people I know but they specifically are running it to give NPCs something new
I mean I run the rebakes because I want NPC designs refined after 5 years of gameplay tbqh
Approachable, cohesive design is what drew me to it. The new toys were just a bonus
I was introduced to it first as a player and I noticed certain things were a lot smoother, that's my main reason
I have never played or ran Lancer but the rebakes appeal to me because they read better than the Core NPCs, at least to me. Plus I love the designer notes.
I am planning a campaign, I just need to wrap up my current DnD game.
I'm very aware that this is basically being pitched to a niche audience but I also know that it helps when a thing reads nice on the page, all of which is to say I have absolute faith in Mina's layout skills, but I also know that a lot of these things are gonna come out in the wash larger than a nice, punchy one-liner
I think it can be both long and read well on a page
As the proud owner of a three-page NPC, that's my hope
It could also be a thing included in the designer notes? But that feels a bit out of the way
Mmm. The Rebakes have generally replaced the CRB NPCs for me just for kind of mental insurance.
I don't tend to notice the skewed stat spikes across tiers, so knowing someone went through and sanded those down makes me less worried about accidentally TPKing over the fact I didn't check that granularly. lol
I do think that a lot of the weird stat spikes aren't really in the "could cause a TPK" zone, it's just weird that you end up with "oh this guy gains +5 sensors all at once"
a lot of those, to me, are simply an ease of overhead thing
there are a few cases where I disagree on more than just a user-friendlieness level, like how the assassin suddenly gains armor, that's wholly unnecessary
The rebakes also have had passes to disambiguate how some things are supposed to work and I appreciate that.
Assassins gain armour!?!?!
Seeing armour spikes over tiers is wild and I never notice it
T1->T2 armour spike is wild
Still shocked that Spite's go 2/3/4
And like, it makes sense how the scourer goes from 8/8/12 heat cap because that's 1 more shot of the gun at t3. But the rebake making it go 8/10/12 HC is neat because it isn't as much of a random spike but also allows an extra resilience against a single invade
spite armor scaling is incredibly fucked up imo
like, there's a world where I can maybe see an NPC that does that for some reason, though it feels like a thing I would say is probably more gimmicky than practical
I guess it's not TOO far from the Bastion's 3/3/4 in a practical sense, but the Bastion is an NPC defined by "lots of non-HP defenses"
the spite is already just a chunk of HP on top of everything else
some tier scaling is also just really awkward because like, the tier 1 and 2 NPCs see a lot more play than tier 3 does, probably? so all of the stuff like 'hornet gets +5 sensors at tier 3' is just a jumpscare for the GM who has probably run more tier 1 npcs than literally anything else
honestly I like armor scaling, but I think it would in the dynamic of the rest of the NPCs better if it was 1/2/3 instead of 2/3/4
I think my issue with that sort of armor scaling (low going to relatively high, since 4 is the cap) is that it does gradually erode things like aux weapons without much recourse in a way I feel is just kind of unnecessary
I'm aware that you have gunslinger and shredded and etc, but it feels like an extra tax on a subset of stuff that doesn't really NEED to face a growing wall that way over time
(also the core spite has enthrone. it doesn't need armor scaling, it has a built-in way to say 'fuck you don't ever aux attack anything or I'll kill you')
while heavy weapons et al largely just go "eh whatever"
with the bastion at least, it's front-loaded that hey, pistols do dick against this guy
bring more gun
yeah, jumping from 3 to 4 is a lot different than jumping from 1 to 2 i find
in terms of user feedback
Feedback, I had an elite spite on a modified nexus defence from L:EC
It was basically a holdout with lots of LOS blocking terrain and players actually needed to stay back on the point or they'd lose rather than just end on it. I had a 5 players and a 7 HC amber phantom with nuc cav and a ghengis with ALL heat clear systems and 11 HC (+Plasma thrower)
It SUCKED for them, they couldn't easily run to it because of the objective and it just happened. It TOTALLY shut down the ghengis and they nearly got up to +4 heat until I used it on the amber phantom... This shut them down for a turn and caused them to stress BUT also would have just straight up killed the ghengis
They didn't like the fact it just happened
rather than the old system save... Which honestly, a ghengis and amber phantom would have probably failed on but atleast gave them a choice
I am going to say that a sitrep which basically encourages you to sit on the point feels like it's also shifting the dynamics pretty heavily here
"here's a long-range NPC where one of the ways to ameliorate it is to get close to it, meanwhile your objective is to stay in this area"
There are two major levers I can pull with the current version of Imprison, as I see it:
1). No save, it just happens, but without a ticking heat clock
2). Keep the heat clock, but there's a save gate
My issue with 2). is that "the Spite does its iconic thing but nothing happens" strikes me as a particularly tepid outcome. Roll-and-miss can and does happen elsewhere and I'm fine with it, it's part of the game, but the Spite is very largely centralized around using Imprison as a thing. To reach for a comparison, it's a bit like how the Aegis' Defense Net has (per the CRB) a recharge gate and so if you use it at the wrong time you might just not get it back for the fight
I'd like to get some more feedback before I start pulling on them, but I will again say that I'm sort of mildly side-eyeing the premise of a "you have to remain on the point" type sitrep, there's a reason Holdout doesn't actually make you do that and I feel like this (from a glance) is illustrative of that
My perspective is also coming from CRB Spite feedback which has been to the effect of the "can't clear heat" component of Imprison often ends up being more ignorable than the "get zapped for repeated damage" element, hence the incorporation of something that pushes more in that direction (simply for some grounding context)
and like yeah, I would probably put a save gate on "take 8/10/12 damage" myself
Speaking of feedback: played a rebake Goliath in the first Winter Scar combat last week, and is it intentional that distance or breaking LoS doesn't make Pin fall off? Pinned a Mourning Cloak who only had melee weapons, then Power Knuckled it off the cliff onto mines. Checked and there didn't seem to be anything in there that broke Pin, despite it not really fitting what is happening in-world being pinned to the ground with a huge arm. Big arms I guess. The bigger thing was making enough distance the MC couldn't fulfil the damage requirement. I'm reminded of all the clauses on White Witch Pinning Spire to avoid situations like this.
Hm I haven't actually checked vs vanilla though
Vanilla works 100% the exact same way in all respects
IMPAIRED until they either damage the Goliath, the
Goliath is STUNNED or destroyed, or the Goliath
targets another character with this effect. The
Goliath is IMMOBILIZED for the duration of this effect.```
A character within Range 2 becomes Immobilized and Impaired until they either damage the Goliath, the Goliath is Stunned or destroyed, or the Goliath targets another character with this effect. The Goliath is Immobilized for the duration of this effect.
CRB vs Rebake, word for word
I guess new question, is that something you'd be interested in adjusting? Now Pin is a default feature, those systems are much more likely to show up together
well pin isn't a default feature, first off
Wait it isn't? Huh. Hate when I think I know things and it's just wrong.
Alright then it's the same as in core, a rare interaction if you take both optionals. Does it then fall under the basket of not worth messing with?
It's been brought up here a couple of times, I'm just sort of in the mindset of (and I don't mean this in a dismissive/hot take way) that I just kind of don't really care?
like it's a funny combo and yeah it works that way but as noted, you sort of have to specifically be looking to do it, but also idk how concerned I am about it being a big problem
the scenario it creates is, as I see it, one where you start leveraging forced movement in the reverse direction to drag the pinned guy back to the goliath or you just shoot the goliath until it dies
using the revised structure damage tables makes getting arbitrarily stunned less likely so I suppose that avenue of mitigation is lessened
maybe this has been a big problem people have had a lot of complaints about before and I've just missed all of it, but it seems like a bit of a "just discovering it now" sorta thing
The Goliath stays immobilized while it's active so it can't actively kite, plus size 3 and heavy frame mean its allies won't be dragging it either
Imo it's not a big problem, and yeah it only lasted one round before the Goliath got shot to death by other PCs. But it is a small problem, and it's within the rebake's possibilities as an active project to adjust it with an added clause. I can really only see it being a big deal if you have a Goliath with multiple structure perma timeout a melee character, and even then there's Stabilise I think would work?
But yeah if you don't care since it's such an edge case and just kind of funny outside that, and the answer within is "just don't do that then", then I shrug and house rule if it ever comes up again I guess 🤷♂️
similar things can happen if you Pin someone who's down to Threat 1 stuff only
Creating teachable moments, one goliath at a time
Defintely agreed here. A regular holdout would have made it much easier but the players needed somewhere to be. which is partially based on my encounter design because I find original holdout is just a deathmatch + "get in the zone in the end" but that's personal preference and not relevant here outside of the fact it was a major factor into this but not most spite encounters.
My players complaints were "that it just happens and there is no counter play to preventing it beforehand. If it was a save or an attack (personally disagree with attack, I pursuaded them out of it to)" it means that having a very potent effect either way just happen didn't feel good. But if it played into PC build weakness or strengths would be and better. OFC yeah I deffo agree with more testing and like the sound of the keep it as is but make it on save. I do also however very much disagree with "it can just be ignored" imo, every time I've used it it's felt relevant... I think the climbing might have been a bit much? Unsure, it didn't really incentivise the swapping targets too much as I thought where their only action to remove it was shut down...
Also sorry if this isb incoherent rambling, it;s a very hot day at 1am after a long combat session. Either way they were a threat and fun to use
I'd like to see other players feedback on the spite. Because if my players just took a hard L that would be nice to know
i've yet to try rebake spite but yeah i do not like core spite
I do, but Kai has a very good way with words that makes me realise there's problems with NPCs I used to think were perfect in every way whatsoever
Im gonna be doing a combat similar to yours (I'm guessing lol) but it's gonna be a Modified Gauntlet instead, so results should differ
Spite as a defender is really different from other defenders, they go "oh you want to deal with me so bad" like jedi mind control or something
And when you do, they'll make sure you are punished for such transgressions
Most other Defenders just tell you to buzz off their area of control
Imma be real, I kept hearing praise for the spite and saw it in action a few times in a liveplay and thought "wow, what a cool NPC!" and then I read the statblock and was thoroughly confused and disappointed
just wanted to say I've been pretty interested in using the rebake for some time, and I assume it's nearing final balancing, but it did catch my attention just from reading through the various versions over the past few months.
while my campaign went on hiatus before properly hitting tier 2, I do remember quite a few times where I had trouble getting an idea of an NPC's intended gameplan, or where there was some weird caveat in play that wasn't immediately apparent from just reading the rules, and I do want to see how well those are solved in practice by the rebake.
that and maybe the alternate structure table means my 2-3 structure setups will stop instantly imploding on the first structure roll (which at this point is a running joke)
(while randomness is the spice of life, an NPC that took up a good chunk of structure budget vanishing at about 1/2-1/3 of its life because I have cursed structure rolls gets a little old after a while.)
To be clear, I don't think anyone HAS to agree with my takes on the NPCs, the rebake project has always been very firmly centered on my particular vision and thoughts regarding tactics NPC design, I'm sure a lot of people think the NPCs are fine in ways I don't or have their own thoughts on what counts as rough edges, etc
That is to say, I'm sure the spite has worked well for some groups and I don't intend for anything to be like "ah but you were a fool"
My perspective on the Spite, broadly, is thus: I think that Imprison's "no clearing heat!" effect is very dramatic and psychological, but also kind of easy to ignore or brute force past in a couple of respects
the big one is, frankly, if the Spite beefs its save-vs attempts. There is a certain amount of "the NPC misses" that I think is fine for a game like lancer, where randomness is what keeps combat dynamics less predictable. Even when it comes to big all-or-nothing NPCs like the Sniper, I feel that the chance of missing plays well into the NPCs identity...it either hits and dramatically alters the combat calculus, or it misses and everyone breathes a sigh of relief as 1 structure damage sails overhead, there's a value in something like that missing (not ALWAYS missing, obviously, but there's still something there)
The Spite, however, has a lot of identity and mechanical value invested in Imprison, and it's an ability that takes a couple of rounds of play to really start causing people to sweat
if it beefs a save or two, that can be enough to make Imprison feel like an also-ran
"you get Imprisoned on Round 3" is kind of like, okay but I probably don't REALLY care as much by that point
My impression is that the damage packet on Imprison is intended as a consolation cushion for it getting a late runup, like "well I didn't get'em in a way that really matters but at least I did some damage to them" but like who fuckin cares, I have damage coming out my ears over here, I don't need another source of damage, I need a way to make my players snap a pencil in half
The other element of this is that I think "can't clear heat" is, in some respects, not as punishing to the nuclear cavaliers of the world as something that, say, prevented them from gaining heat or knocked them out of the danger zone etc
Especially if it's someone who sunk a lot into engineering and has some padding
this is exacerbated by the fact that the spite, core version, has no real way to inflict heat itself beyond basic invades and Seize (nominal heat on a 4+ recharge)
it's not that "can't clear heat" is nothing, but I think the perception that it upends a heat-gen player's whole day isn't always born out by the actual execution of what the spite does
A big part of the impetus for me turning Imprison into "it just happens, no save" is because I think to really twist the knife effectively, the spite wants Imprison up and running as soon as it possibly can
this is part of its vibe of "a map hazard in NPC form"
if it fumbles Imprison or something, then you're largely falling back on Enthrone, which again isn't NOTHING, but nobody's picking a Spite because "oh boy, a shield"
the ticking heat tax was something I added to address the point of the spite having very little way to actively threaten via Imprison
the wallflower version's threat is, again, just big chunks of damage
it does, imo, make the spite a bit weirdly reliant on a partner not in a synergistic way but in a "to actually make this thing threaten the way you'd want it to threaten" way
otherwise you're basically counting on Imprisoned players to agonizingly self-heat themselves
"well if they don't use self-heat that's also a win" like kiiiiiiiiinda but even then I feel like this doesn't stymie a lot of players the way you might think
and then when the spite dies it's just like, well that's over now
Give spite a Witch friend, got it
or spam basic invade, which this version can still end up doing since it doesn't have much else to do beyond 'set up imprison' 'set up enthrone'
yeah
when i would run spites it would end up being an invade/lock on bot
if you want to ruin one guy's day, well, guess you're locking on and invading!
yeah exactly
it's functional and also dull
you still CAN with this one, but my goal is to make both Imprison more of an active threat from the start of the fight, and for Enthrone to join it, hence making the latter ranged and the former more permissive
all of this is a very longwinded way of saying that, and I'm going to admit my biases here, I'm not REALLY excited to put Imprison back on a save gate (or attack roll, or whatever)
like I'll freely tinker with the heat it inflicts or other stuff if it's feeling too oppressive, but "Imprison just happens" is KIND of, imo, what makes the threat of it more of an actual threat
if a lot of feedback comes in like "yeah everyone hated this, it sucks and they want to kill you personally irl with knives and big hammers" I will reevaluate my priors
I think the big question regarding the stacking heat will be "how easy is it to play keepaway with a guy until their reactor just fully melts down"
might be a little too easy, and if that's the case, I'll definitely need to look at it
i think the wallflower rebakes have lcps now, yeah? next time i run one i will report my findings 
personally I don't think it's imprison itself that's the issue, if that's coming up. more likely it'd be being able to basic invade on top of that, which turns the heat per round from 1/2/3/3(etc) to 1/4/5/5(etc).
plus only limited options to spend action econ on otherwise.
if you don't want to swap imprison what else are you gonna do?
thanks github..
embarrassing
yeah I'm wondering if that is indeed the issue, which if it is would be cause for nixing the baked in Imprison heat scaling
actually
hold on
I'm struck with a very funny idea of just giving the spite a real shitty systems score
admittedly the witch does something similar with tear down, but it has shorter sensors(and more offramps)
the rebake spite ALREADY has lower systems than the wallflower version for that reason
Wallflower has +2/3/4, the rebake has +1/2/3
aren't they default 2? yeah thats crazy lmao
as funny as "the spite, a mech with zero attacks in its kit, has the most dogshit systems score known to man" is, I think it's probably not the actual fix to look at for that particular issue
a hacker with terrible systems but punishing hacks is very funny. like a tech grenadier
yeah
script kiddie
that would probably help, but it might not help the 'hm, this feels like it has no actual action options' problem. you could maybe make imprison a quick and edict a quick, with no autoswap, which is like, worse but would make it feel like it's doing things
the spite's whole deal being "all saves, no attacks" is kind of unusual in that it doesn't really ever do anything with it per se, it's just sort of there
its only unique things being saves is really annoying
some optional don't require saves, but most of what it can do does
I think I'd need to hear more from Al to know if the lack of spite stuff to do was a catalyzing factor in their playtest feedback
so far I'm trying to sniff out what particularly rubbed their players wrong, but at the moment it largely seems to be that they just didn't like "Imprison happens deterministically"
it COULD be the heat contributed to that, but it might also be they just aren't a fan of "the NPC sticks you with this thing, no save"
it's definitely a good point to keep in mind re: the additional heat of basic invades compounding with matters
and the actual underlying reason could be 'this effect feels too strong for being "free"', or something.
yeah
end of the day, I'm much more willing to sacrifice the heat on the altar of "but I WANT this to happen for free, you just have to deal with it"
in a very roundabout way, the spite is a mech that says "put some points into speed, nerd"
it could even actually be about the edicts more than the heat, if some of them felt(in context) 'too easy' for it to get the damage off
there's enough counter play that i don't think it's that big of a deal
yeah could be, Al didn't mention edict at all, if they have more to share that'd be great
also like I mentioned earlier, I think a sitrep that encourages the players to stay put is an awkward pairing
yeah they are best in an escort or something
nexus defense has a bunch of objects for the 'don't be adjacent' edict and a spite staying at range 20~ could easily get the 'attacked a character that's not the spite' one off also
so it really depends on what it was actually doing.
Well, it's more that no sitrep in core lancer really wants you to camp on The One Point
Control has multiple points, and Holdout doesn't want YOU to stay on the point, it wants you to keep other people OFF the point
and I think that's a very deliberate design choice, to make it so that at no point is someone ever really overtly punished by the rules of the sitrep for moving to engage enemies
like if you overextend badly, sure, but Holdout doesn't punish you for straying from the box
sometimes "go push out into the enemies" is actually the better strategy
it seems like with base spite though it's a kind of thing where you're encouraged to break LOS and kind of hang back provided you can still win the objective ofc. this is what my players have done and i guess it's a form of area denial but not one that feels intuitive nor particularly effective
so going to chase or deal with some enemy doesn't really feel worth the effort of dealing with a spite unlike most other NPCs
I honestly would prefer you not to considering how central Imprison is to the Spite’s gameplay. As for threatening, I mean technically, Edict is the big threat of Imprison for the half part now.
Personally if you were having issues with the ticking clock, I’d considered making it a constant heat tick rather than an increasing one just to test the waters before axing it entirely.
actually I think I have a stronger argument for something like this being necessary;
if the spite doesn't want to swap imprison and has already used enthrone, it has no options other than 'lock on basic invade' - it wouldn't matter if it had -6 Systems because it'd end up rolling the dice on it anyway.
- can't boost, can't skirmish, can't barrage, functionally can't disengage
- might not be able to hide(since it's size 2) or search(if there are no targets)
- might not want to stabilize
- probably can't ram, grapple, or improvised attack
which means all it has left is 'swap imprison'(the thing it doesn't want to do) and 'full tech lockon+invade'.
even if it swaps enthrone, that still leaves it with a quick that'll end up as either lock on or invade.
yeah I did want to note, I do think swapping Enthrone is a perfectly reasonable part of the rebake's gameplan
"who gets the shield" should, I hope, be more of an active consideration
that does still leave a gap, but I don't think the new Enthrone is as much "slam it down and shrug" as the core one
I'm also not AS convinced that it should NEVER want to swap imprison, but if it's the cumulative heat counter resetting that makes that feel bad, then that's an argument for making the tick more flat/simply reworking it
(part of WHY Imprison has no gate to it is SO you can more reliably put it on someone else if you want, as circumstances dictate)
yeah I agree there. enthrone is pretty scary so you want as much uptime there as possible
and to be clear, I'm not really evaluating 'how much does the spite want to swap imprison' so much as 'what does its turn look like if it decides not to'
or maybe more relevantly, 'what does its turn look like if it puts enthrone on someone' (which is the same except it can boost first)
All reasonable points, and what I'm starting to think about is whether I ought to ditch Guardian for something different
Just spitballing here, what about putting just the heat gen on a save gate?
(Might need to be flat instead of incremental for bookkeeping in that case)
That'll be good in a way
But it might be hard to keep track with edict and other effects going off too
saves every round that way sounds like a lot of overhead yeah
fundamentally, part of it is that I'm not convinced a more interesting set of outcomes results from Imprison having any saves for it, in total or in part
ah, yeah, but then it becomes like "well I didn't get them with the heat, now I need to try again"
I could see it being more of a quick action to attempt a save to clear? Less overhead and still leaves you not able to stabilise that turn unless you overcharge - and that’s a risk on its own if you fail
A random thing that occurred to me is that you keep the ramping heat but the Imprison target can offload the heat to other PCs so long as they're adjacent to it. Sort of a decision of "clump up in a ball that makes Bombards and Rainmakers start salivating to keep someone from cooking or risk the overheat for better tactical positioning". Or just be really mean and have a Pain Transference Witch on hand as well.
Sounds complicated
Little bit, but the kernel was sort of 'okay, you can mitigate the Spite's heat, but it gets to control your positioning to a degree to do so'. Similar to some of the Hive where it's "let the Hive move you or take the impair"
But basically, Imprison target takes heat as normal, but if an ally is adjacent, they can voluntarily take some of that excess heat, which spreads it around but does require some mandatory adjacency to do so.
I'll get more Spite feedback this week if I can, provided it doesn't get shot a bunch of times and die horribly. Right now all I've done with it is set up an Enthrone on a Goliath, who's unfortunately likely sidelined from this encounter due to a well placed Wandering Nightmare and an inconveniently large obstruction
I have a feeling the Spite being on a sitrep that penalized leaving the box felt kinda psychologically punishing since this is the "go up to me to deal with me" NPC
it's like having a Bombard across the map you're not allowed to run up to and beat up with hammers
Agree with what being said, if you can't leave a box as a group then a Sniper, a Scout calling in Orbital Strike, or a Bombard would be equally threatening, if not more. So it's hard to point to the Spite being the problem here.
My previous experience with non-Rebake Spites is that the people I'm trying to Imprison are usually garbage at passing SYS saves
It does already feel "rude" because Spites bypass a lot of your typical defenses against long ranged attack or even tech attacks
Regarding the lack of Sys save, the ones that are immediately "screwed" by a Spite in the current revision would be OC loopers, but the odds of them passing a Sys save with the Spite's ST seem low to begin with.
(I'm all for "invest in mobility, nerd" personally so I like the Spite immediately doing its thing)
So also wanna add more things I can try remember. My case was definitely a big edge case, as mentioned sitrep was an extreme level holdout which prevented PC pushes as much. ALSO I had a low hull 11 HC Ghengis MK 1 with plasma thrower, Agni, explosive vents and auto cooler
Only 8HP which, they are ggoing to increase next level
Their main thing is heat and heat clear... Like no matter what happens that build is the PRIME target for a spite...
When the spite wasn't imprisoning another target I just did lock on + invade + consume lock on
Like... It was fine, but it could have been much worse. The Ghengis player struggles a bit with lancer so I pulled my punches on them because I have somehow 3 missions in a row screwed them over... This is with enemy comps designed before the PC comp was known too. I swapped target. But if I was fully truly mean, I could have just turned the ghengis' reactor to ash. Whilst under imprison they reached +3 heat at the start of their turn until I swapped imprison target... But I could have in-between also had heatgunned them with elite activations which probably would have let them take another 2 stress that combat? Compared to the 2 stress they already took. So using lock on + invade on other targets had minimum effect on others, because I had an invisible amber phantom who was out of LOS, an orchis with black ice module and a goblin so I just missed against them most the time.
I used enthrone but it was promptly shattered by a system trauma before it was used so no feedback on that :P Could have hot swapped that more
Edict was neat. I think people were too preoccupied by the heat stuff of imprisoned. It forced the ghengis to push and plasma thrower the spite twice which structured the spite before it had to leave back to point nearing the final round and slowed their retreat due to having to drop prone but this wasn't capitalised off
When I swapped it to an amber phantom I did the can't attack one... That one seemed very good, the heat at start of turn caused the amber phantom to stress too which exposed them... So the amber phantom whilst killing another enemy also took 10 energy damage from edict
Otherwise, it did it's job yeah... I think it would be much more potent on a PC party that doesn't care as much about heat management
I never used crown of thorns because my players (ghengis had heatfall too and loves overcharging) didn't want heat they couldn't easily clear
So in terms of what a spite does once it's "set up"... Unfortunately I didn't test it's true potential but it did feel a bit lackluster... But as mentioned this is down to me pulling punches and scared of what it could do rather than what it actually did so sorry I didn't playtest that bit of it too hard
Also a PC did mention to me, the party should have left further to deal with more of the outside problems. They won very hard and took a lot of attrition and had fun, they liked the Spite (just not the guaranteed that it happens, but you've expressed you don't like that) they could have sacrificed more stuff related to the objective to push out further and honestly should have and the ghengis did also over extend
Also someone did try to rush in the direction of the spite, overcharged -> Stressed with a 1/3 chance -> Cascaded
Which, honestly... Skill issue lmao
My players also likely would have shut down if they knew that was an option
ALSO THEY FORGOT ICEOUT DRONE, so really I should not have pulled my punches NGL
But when I bully one PC 3 missions in a row...
One day they'll get a mission where they do lots of good
Sounds like they are really new to the game. Non-optimal loadout, strange stat distribution, and lack of awareness of their own system. Could maybe use a nudge from you.
They are, other party members have cracked the game much better but the Ghengis player swapped from Barbarossa to ghengis last LL so they're new to it. I added the elite spite to the combat before I knew the party comp basically. I did give a lot of assistance in the previous fight but this fight they struggled and honestly I couldn't do too much to help in terms of advice... They really got hard countered
Yeah...thats a nightmarish genghis build to contemplate
It didn't occur to me they could shut down until a player later asked what the counter play was (players complaining about the philosophy of what is a tech action, sometimes happens, sometimes a save, sometimes a tech attack). And my Orchis did have an iceout drone which she forgot she had and 100% should have used
Just give the players PEBCAC as exotic gear
I have my opinions on the whole Spite save vs no save thing but I’m gonna largely keep em to myself unless I get a playtest with one
I’ll say that I favor “Imprison as a vehicle for Edict” as a conceptual approach
yeah I'm gonna need to think about this some more
I'm not sure there's a lot I can do about that to an extent because even if I give the spite a new baseline action it's still probably going to be doing ONE of those things every round for lack of anything better, there's only so much you can do with a long range loitering NPC that isn't committing to a specific sort of full action each round, your snipers and bombards etc
Imprison being more of a thing you inflict and can then walk away from does mean the spite has more actual on-turn considerations available to it
I mean that's come up prior in the convo, but it's also somewhat uninteresting
Not sure if this is the place for it, but I'm interested in swapping over my campaign to incorporate the rebake NPCs, but the much less lowered lethality has me concerned for the balance of my tier 3 encounters. Anyone have any experience with respect to the change in difficulty from original to rebake?
My immediate suggestion is to be more liberal with things like Veteran and Elite templates
Would more rebaked grunts also be a reasonable inclusion? When I think of upping damage per round my mind does wander towards grunts, but with the reduction in accuracy across the board maybe I'm thinking of it wrong?
Also saw there was some mention of Veteran template traits getting reworked in the master document (mainly acrobatics?), is that available anywhere?
It's in the master document
Basically, a lot of vet traits were axed, including acrobatics. All classes got a bespoke veteran trait
So it is, my brain just saw a blank page and concluded that there could be nothing left 🙂
Yeah like, spite is 2 quite potent abilities which don't need upkeep so it doesn't have anything to do when it isn't popping those
Like, Aegis I think is comparable. It has a light laser and generic actions on it's turn but the thing it does is full action become a portable ball of difficulty. Spite has a similar thing where it just shuts someone down but doesn't have anything like light laser
I think you could probably incorporate more bespoke grunts more "safely" than certain CRB iterations (i.e. you don't really have the same risk of "wow six sniper grunts spaced across the map, wonder what that'll do") though I still don't know if I would recommend drowning people in waves of them
like striker assault rifle grunts do less damage than an out of the box CRB striker grunt on average would do, 4/5/6 versus a grunt assault's 6/8/10, that's not a small factor
does that mean the answer is deluging the PCs in 6 damage pings? I'm not super convinced
I think if you want higher tier fights to be "spicier" I'd consider a mix of approaches, but I would definitely consider juicing some NPCs up more with things like templates which can give you back some of that "lost firepower" of tier-scaling multiattackers
Veteran is a pretty cheap grab for that, every rebake Vet having limitless means you have Overcharge in reach
if you want to double-tap someone with a rebake specter, that's how you can do it
My immediate thought is an action that consumes Enthrone to do something, since it means you get to make more decisions on who to put it back onto, but maybe that gets too far away from the core concept
The ability to OC vets and the inherent +1 structure does fill me with great hope for introducing more interesting interactions in combat without drastically lowering the difficulty. My players are absolutely adapted to the absurdity of 21 damage Operators, but hopefully I can keep up the pressure (and have some more verisimilitude between players and enemies, double plus!).
My take is, in terms of balance levers, I think it's better if the goal is "dealing 21 damage with operators" to bring enough operators to deal 21 or whatever damage rather than "this one guy can attack three times per time, it just happens"
it's true that there's a difference in dynamic between one operator attacking thrice and three operators attacking once each, the latter is more structure/stress and more physical bodies on the map, but the damage isn't also as compressed and frontloaded (that is, outside of the NPC runoff at the end of a round where everyone who hasn't yet acted all goes in a big clump, multiple operators/elites/etc will have their damage spaced out with opportunities for the PCs to react mixed in)
I don't know that there's some sort of optimal conversion formula for "if you want one CRB Tier 3 Operator, use X and Y"
I guess if it's a numbers game, one rebake Veteran Operator who fires twice via overcharge will get you 22 damage, some of which may even become burn
For the Spite I had two vague thoughts about potential actions to replace Guardian, but I don't have a thought for an exact ability, just two directions you could go with it. What if the Spite had an action that makes it more of a trap to get close to. Not direct damage, but maybe something to make it a bit more sticky, like slowed or jammed? It's gameplan kind of reads like it's trying to trap you if you're running up to it, at least to me, but it doesn't have anything to spring on you unless I missed that.
The other idea is it could offer a choice to players where they can clear their heat but then it gets to apply a potent buff to an ally or itself.
Maybe these ideas could help? I admit I've only read it and I haven't played any games of Lancer yet so maybe they'd cause it to be unbalanced.
Something I have noticed that I have no doubt some of this rebake is to address, is that the 21 damage operator is centralizing for design. When I’m theory crafting a cool ll9 build, the first question I am forced to deal with is whether or not the design can deal with an extremely high damage, range, accuracy, invisible teleporting monstrosity.
In short, I’m very curious as to what designs my players (and me whenever another GM pops along) will create. I am slightly worried that without liberal usage of veterans not adding to budgets (or perhaps just tuning budgets up entirely) that there is not enough pressure for my table’s style of game (which I recognize is a little optimized for most peoples’ taste)
"Multiattacking is centralizing to the NPC" is a pretty apt observation
at a certain point that capability comes to define not only the NPC but their inclusion in the OPFOR
it becomes all about "well this guy does a shitload of damage I guess"
Like, "hey, should I even include this striker if it has the potential to completely dumpster someone in a round?"
also worth noting that even "standard" NPC budgets guidelines give you some flex
it's 1.5-2x for single, 3-4x for double budgets
so like, going from 3x to 4x gives you a decent amount of extra room to apply things like veteran or elite templates or even just extra bodies
My table has been running the 2x-3x mark for single, and the 4-6x for doubles. Some of that is a kind of optimization level, but also there's some fun in failing 20-30% of sitreps and seeing how missions can evolve with setbacks.
I do worry that perhaps my players might just be signficantly tactically superior to me though lol
I could never run grunts before which I'm very excited to do so now. Core rulebook grunts are just so cheap, in my opinion.
How many do you GM for? I might've missed that detail, sorry.
Just 4.
I have a player who has a beloved NOAH gorgon build that is basically the bane of my existence.
yeah gorgon definitely pushes you towards more activations on the field i find
a couple of things I might recommend at a casual glance:
1). the rebake Sniper has explicit "can't Noah this" on shots modified with Sniper's Mark
2). in addition to a classic anti-Gorgon thing being Commanders with Bolster Network, the rebake Priest also has a sideline in tech protection/deterrence that can help mitigate things like Extrude Basilisk
I saw the new Sniper ability and was very excited ! CRB Sniper actually scales incredibly poorly in my mind in tier 3, so flattening out the damage curve has made them much more attractive to my encounter building.
I am curious about the net effect of the flattening of HASE on NPCs and their ability to make saves against ST 19 in tier 3. I will have to test and report back.
I don't think HASE has been overly flattened throughout the rebake, to a dramatic degree
like, one example is the CRB hive has a Systems score that scales 2/4/5, the rebake scales it 2/3/4
that's "lower" but by a matter of one point at Tiers 2/3
usually where something is reduced it's reduced in that respect, like the barricade going from Engineering 3/5/6 to 3/4/5
I don't think there's an NPC where I really went hard in the paint going "this guy's HASE has gotta seriously come down hard"
The Goliath still gets +6 Hull at Tier 3, it just doesn't scale 4/6/6 to get there
basically, the majority of any HASE flattening that's likely to arise in the rebake is going to be something like a 1 point reduction at Tier 3, because of how a lot of NPCs have weird jumps in scaling either of the 2/4/5 or 3/4/6 variety
that's a 5% difference, essentially
not nothing, but not nearly as dramatic an impact as things like "this weapon no longer has base +2 accuracy"
It's funny because looking through I felt as though that 1 point reduction 'felt big'. Of course math dictates that it is at most 5% difference. Just interesting the psychological effect of seeing that number get reduced. In truth, the rebake might actually hurt ST builds since Utility drones are the biggest buff to that playstyle and now Scourers don't feel stupid blowing up 1 drone.
I mean it is a reduction and it's not nothing, but I'm also not sure if it's going to have a real outsized impact
Things like Priests sharing Hardened Target/Fortress and the new Remote Cloud are also factors, Ontolotactical Array, etc
I'm very excited for a player to realize that fortress isn't just an optional I can include to ruin their gimmick, but instead only exists on a Priest of all things. The change in threat calculation I think will be very interesting, I wonder if such an innocuous support NPC can become the #1 threat on the board for the players.
If a PC ever bas ST 19 they worked for it and deserve to relish in it
And Fortress now buffs Investiture too, since Investiture specifically confers the benefits of Hardened Target and Fortress specifically buffs Hardened Target!
I will say I do like how Investiture on Priests is actually useful now. It wasn’t useless in the CRB but it did feel kinda pointless to use it beforehand, and the optionals didn’t do much for it. The rebake gives it an extra edge (especially with the optionals) that make it feel more central to the priest
The priest always felt a little weird to me in that you would think Investiture would be a way bigger deal
that said, when it came to the rebake I concluded that I didn't want to eject a lot of the other stuff to make it more Investiture-focused, so I'm still sort of in that position, but I think that hooking it and Hardened Target together makes it more cohesive at least
oh also, just like
Veterancy
everyone always forgets "Veterans get +1 Accuracy to a save type of their choice"
pin that shit to the corkboard
I feel like a god when veterancy is used
I always just apply it to the first check/save they make and then lock in the stat after that
Or if they scan and ask I'll make it random
Full report later but I just got a glorious 16 damage Avenger slug pistol shot off on the party’s Hydra, destroying it in a moment of phyrric triumph at the last round of combat
lol owned
Can you explain the math behind that hit?
Revenge was active and the hydra was exposed
So Rebound Scan says it last until the start of the Scout's next turn. If the scout is destroyed, does it end earlier?
How it tends to break down is the following:
1). If something lasts until the end of the NPC's next turn, say, and that NPC dies, the effect ends (because there's no way for a dead character to have a next turn)
2). If something lasts an indeterminate amount of time (mines, a Priest's Dispersal Shield which gives resistance to the next X attacks, etc) then that sticks around even after the NPC dies
3). Stuff like "this NPC hits you with a debuff that lasts until the end of your next turn" continues to last until it expires as normal (because its expiration isn't tied to the NPC, but to the target)```
Rebound Scan (and this works similarly in the CRB) is tied to the scout's turn most likely because it makes it easier to track the duration when it can potentially be affecting multiple people
but yeah if the scout bites it then rebound scan drops because of clause the first
based of the devil fan
Right, so now that the session is properly over, I quote one of my players: "This is one of the scariest fights you've thrown at us." I've often struggled to use the CRB npcs effectively, even bringing large numbers to the table. Just lots of little details of how things work that were hard to keep track of, things not always having a clear game plan or intuitive abilities - things that have been talked about a lot in this thread so far. Across the two fights of this mission, I've gotta say that hasn't felt like a problem with using these. There were very few turns where it was hard to find something it felt worthwile to do with any of the npcs' actions, or where it was unclear how to serve their game plan. Even for the poor Pyro the Hydra had effectively permanently immobilized with an snare drone. So overall, seems like it's working as intended.
For the specifics, this session was continuing this holdout from last week: #1334655875679260692 message.
I don't have much new to report with the core npcs - generally just felt good to use. I just kept steadily moving them in position to make a move on the objective zone in the last round, and the players were struggling to manage them without being unreasonably overwhelmed. The Elite Avenger saw some good use as a modest encroaching threat and surprise striker; I knew the black witch was planning to use their core power to trap a good chunk of my force outside the objective zone at the start of the last round, so near the end of round 5 I shot it with the Judgement Shotgun optional, which structured and stunned it in a stroke of luck for me. The hydra did clear that stun, just before triggering Revenge and taking that massive slug pistol shot. So the mag field was still activated and did manage to trap most of my remaining useful units, but it did make the remaining turns of the fight much more tense. (got more thoughts but no nitro)
I think the Avenger's in this good spot as far as first player encounter goes - it's enough of an apparent threat that they may prioritize it, but it's not throwing out immediately crazy looking effects or damage. So if they're generally less inclined to scan, it'll do its job one of two ways: they try to take it out first cause it's still enough of a threat to hurt, and it soaks a bunch of damage via vanguard armor. Or they notice it's soaking a lot of damage, focus on other things near it instead, then unwittingly activate Revenge and allow it to go ham on their structure. My party never scanned either avenger, and both of those reactions happened in the course of the fight between the two avengers I deployed
My party never scanned either avenger tale as old as time
Parties and scanning, name a less iconic duo (I do kid, they at least scan once or twice a fight now)
I'm running rebakes for 4 LL11 players. On average I'm using about 1.5x the amount of structure as before I think.
makes sense, assuming you're employing additional templates
Pretty much -- I keep the number of on field activations constant but I've been fielding several Vets/Elites per fight
How's it felt on your end to do so?
like, any issues arising from the uptick in structure/stress?
Let's see... not really, as my players have pretty high damage and have access to fairly effective reserves
honestly that's sort of what I figured might be the case by Tier 3
Yeah, the extra bodies are kinda needed to keep up with player-side lethality at Tier 3, especially on maps where I have to spread out like Control
like, let me make a bold take here: I think that detaching multiattacks from high tier lancer OPFOR calculation and making GMs have to include more structure's worth of NPCs to compensate is probably better SPECIFICALLY because that's the point where players can put out enough damage to make that a smoother transition
that is to say, it's not just that frontloading three attacks worth of damage into an NPC is bad because that's too much damage, it's bad because it's too little structure
and if you add more structure to compensate for the triple-attacking Operator, now you've compounded the issue
Yeah, the T3 operator will honestly just get gibbed compared to one Vet Operator
Higher-level Lancer is sometimes characterized as rocket tag and I think that's not off base
it's very "kill or be killed" if both sides of the screen are even nominally "playing to win" so to speak
I've fielded only Rebake Operators in T3, but in T2 the Operators either died in one player activation before they could do anything, or were multi-structure and menaced the players from afar for multiple turns
no, not every PC party will be optimized death dealers, but it's honestly not hard to get there by LL9 even incidentally
IMO it's easier to ctrl-v more fellas than to have to worry about 21+3d6 damage spikes from T3 operators
and it's the same with the GM and, say, operators, it's not hard to end up with, well, this
man this is an observation so astute I wish I'd put it in the actual designer notes, oh well
so yeah
Rebake Operators are still pretty menacing due to Telefrag but they aren't doing much more damage than Assaults
it's actually better for high level play to err on the side of bodies/structure in the course of balancing encounters out
than balancing via glass cannon damage output, which suffers both coming AND going
damage is too swingy, the OPFOR is more fragile in a bad way
use more veterans, the end
more veterans can still produce damage jumps through Limitless if needed, but if they do that they have heat that can be exploited
I find that heatgunning as a strategy often doesn't pay off when a lot of NPCs don't make any heat themselves (and have larger heatcaps than players on average), but having a wide swath of enemies that can Overcharge means inflicting heat matters a bit more as a means to make it too risky for them to Overcharge
I think that's a good thing since dumping heat on enemies can feel like a somewhat impractical strategy and I'd like to encourage many viable avenues of play in my home games
As someone who's run 30+ tier 3 sitreps, with operators being a significant portion of every artillery allocation, I think a lot of people who are newer to that level of play might choose designs that are much more geared to damage ( it's a good strategy up till then I think) and that might result in the 'rocket-tag' nature of combats. My experience, however, has been that players adapted for tier 3 play tend to focus their later license levels on purely defensive matters, so much so that HDA on dive strikers and camo on artillery are seen as the most typical choice.
When players layer two to three purely defensive tools on top of later HASE that includes 6 Hull and reinforced frame 90% of the time, even the mighty operator struggles to be relevant.
I think the reason for this design orientation at high levels is for a couple of reasons. 1: one runs out of hull HASE to allocate, and hull seems deliberately a little strong to almost 'tempt' you into skipping some. 2: Damage increasing options are SP hungry and as license levels accumulate SP budgets become more and more the constraining factor. 3: Operators and to a lesser degree Specters and Scouts are head-and-shoulders far more lethal than anything else the OPFOR can possibly bring at tier 3, and are annoyingly survivable as well- if you build a damage platform capable of one-tapping operators, congrats you have also solved for 90% of the NPC classes as well and the remaining 10% are most likely to be window dressing.
The rocket tag nature of higher level lancer is a thing a lot of people have remarked on over the last five years, so I feel pretty confident in saying that even if it's not a thing that happens at everyone's table, it's a thing that happens at a lot of them
The way lancer works, I don't think it's really super hard to make builds that both output really good damage AND have good defensive capabilities, I don't think you're forced into strictly picking one over the other
I just ran a T3 test game with the rebake NPCs against 3 LL9 players, and my overall impression has confirmed what Kai said: the rebake NPCs do less damage, but a very consequential amount of other stuff (crowd control, zoning, etc.). I might have biased myself somewhat, because I designed the NPC comp to make damaging zones and mines, then use forced-movement to throw the players into them, rather than having much up-front firepower. The players had a really hard time doing damage in the first round, despite only starting about 16-20 spaces away form the OpFor, but the lack of NPC burst damage helped them survive past that relatively intact.
The CC-and-zoning focused composition (whether a result of the rebake's designs, or my specific OpFor), seemed to slow down the gameplay quite a bit for my group. We can wind up taking long player-turns due to indecisiveness, and it was worse here due to the nature of this particular encounter. I hope the increased clarity of each NPC class can make this less bad in the future.
I'm going to test this with some more standard NPC compositions at some point and report back here (I realize that the window for feedback before publishing is already closed, but there seems to be an ongoing discussion here on how this plays that would benefit from more data)
The advice I keep hearing: "With rebake NPCs, use more NPCs and more veterans at high-tier, since they do less damage" seems to still be solid
It's also worth noting that there are means and methods to increase damage output via optionals as well
like in the context of, specifically, "how do I make this Specter more threatening" just to give one example, you can grab the Machine Pistol optional and that gives you barrage capability
Operators have Overload Shot, Berserkers can grab Overdrive Servos, etc
it's not everywhere, and not always in the same place, but there ARE some options that are more or less just "do more damage to this person"
also, the outcome of this fight more or less falls in line with all of the advice I've given people who saw the Lycan and freaked out about "omg how do I deal with this?" which is "against melee strikers, use CC"
but yeah, I think that at Tier 3 play in particular you're probably going to want a somewhat bigger budget and willingness to incorporate more Veterans and/or Elites into the mix, but I'd also consider your optionals as well depending
Veteran Assault w/Commando for example, etc
Is github acting up or is the lcp page gone ?
Huh it is gone
that's odd. it sure is
oh right I should say something about that, anyway the github is going private in anticipation of the actual publication
I've got the full layout draft back from mina and all final stuff has been adjusted and I'm basically getting ready to pull the trigger, it will likely happen sometime within the next 72 hours or so
Wallflower stuff is still going to be held in development for now, I'm not yet clear how the lcp gang wants to handle that, if they want to establish a separate thing for it and open it up for the time being or whatever
I don't plan to delete any of the posted drafts of the project in the pins because frankly I don't care if someone wants to grab one and I'm sure older lcps will be floating around and my usual answer to "can I pirate your stuff?" is "yeah I don't care, you should actually pirate everything"
More Spite feedback
it, uh, has started melting down. So much for that I guess
yeah that'll happen
Not much to say -- it does its job as best as it can but I was just surprised by how low its heat cap turned out to be
the spite's heat cap in wallflower is 5/6/7, which I standardized out as being 6's across the board
wallflower was where tom started ratcheting NPC heat caps back from the 7-8 average CRB units tend to hover around
I lowered its e-defense from what the base version has and may adjust it some later, the spite in either iteration is extremely tanky so going after it on the tech side makes sense, it shouldn't be TOO easy, but in general I like the lower heat cap
Anyway, Spite turns out how I expected -- it keeps players behind line of sight blocking cover on a large, obstacle filled map such as this one
Veterans all having Limitless does make it feel like incidental heat gains are more consequential
we're probably going to post the lcp as files rather than github releases for a while
WHY DIS THE HEATCAP SCALE!?!?!.!
Why not?
Something something unexplored design space to make it weird
(it's good that it's even though)
kai, when are we getting an npc that heals you and when when you when you to 100 you expode??!!
do you ever just immediately regret your words...
cuz i do
heatcap scaling isn't the WEIRDEST thing tbh, it nominally makes more sense than armor scaling, you could look at it as similar to HP scaling. The problem is that offensive heat doesn't exactly scale the same way damage does on the PC end, most heatgen stuff usually remains fixed around packets of 2 heat with the occasional outlier
Like the only enemies im aware where HC scales are ones that use self heat such as scourer or pyros
Spite has no heat play and it starts at 5 heat cap. Which I assume is meant to be its weakness at that point... but then it just increases arbitrarily (and so does its armour)
Honestly you can say the HP scales on the spite too and I'll act surprised too because its a weird statblock
Tbh with the Kai Veteran, even if everything is designed to be used independently so you can’t really generally make this argument, you could say heat scaling is designed to make Limitless more lenient with use with Veteran NPCs at higher tiers
But that’s something else entirely
yeah I definitely didn't really make any changes with that particular interaction in mind, so heat caps are pretty set independent of it
I'm checking on the lcp and I think I'm being blind.
Does the mirage have a veteran perk?
sensor lag; 1/round when it teleports an ally it may teleport 3 spaces
It wasn't showing up. I had to make it so everything was visible to see it.
Thank you though
tbh this is exactly why i've been using odd heat caps for NPCs a bit more, precisely because its nigh impossible to get JUST +1 heat
and seeing Overheating requires you to go over the cap, rather than in the case of HP where reducing to 0 causes Structure, an odd Heat Cap value means less input required but better player feedback
I've yapped a lot about Heat Caps and breakpoints and its precisely because of that input
6 HC requiring 4 raw Invades more often than not does put a dampener on my player's ambitions (even if that gets offset by Invade effects sometimes, which also do Heat as punishment/incentive)
Yeah
I will say that while I haven't curated heat caps with things like veteran limitless in mind, the existence of things like "always on veteran limitless" and various other rebake NPC abilities which incur heat costs IS there to form something of a more holistic "heat gain ecosystem" to create additional variance in that regard, so to speak
Absolutely been feeling that, yeah - NPC heat gain is typically stifled which is unfortunate, since running the Limitless Veterans has really highlighted how much it can shuffle the math
even if I roll a 1 on a Limitless roll, thats sometimes enough to shave off an entire quick if someone wants to push that advantage
I consider that element one of the bigger successes of the project
Is this thread appropriate for AARs?
AARs?
After action reports
if you mean feedback then sure, though as noted the window for actionable feedback at this juncture is pretty much closed
if it involves wallflower NPC rebakes specifically, feedback is still being taken on those (and encouraged) and likely will be for a while
I was very impressed by the rebake NPC changes to be much more engaging and interactive.
I have specific tips for GMS trying to run challenging tier 3 encounters; npc budgets need to be 1.5-2x of CRP to pose any challenge even with nearly every npc being a veteran.
Additionally grunts feel incredible to just blow through, I found I could get away with 6-8 instead of another NPC vet, without overwhelming the sitrep.
okay some technical issues have prevented this from happening on the timeline I would have liked it to, I may push this back by a week or so
Unfortunate but very understandable. Hopefully fixing the issues isn't too difficult
Here's a little snippet just to tide things over
Oh thats clean. convenient that the Assault would go all on one page
Most NPCs clock in at two pages, usually it's core stuff on one page, optionals and designer notes on the other
The assault basically gets one whole page of designer's notes all on its own lmao
I've been running a game mostly in person, so when my players scan a mech, I drop a screenshot of the enemy stats into discord.
At the start of the campaign it was all CRB, so it was just a matter of cutting and pasting optionals.
...since I started using the rebakes, I had to start going all lancer-meme-ala-Vex-cut-and-reform on them to have the rebake info. Which honestly added some charm to it, but I look forward to not being obligated to do that at some point
Should be pretty soon, I'm getting the last wrinkles ironed out and in an ideal world I'd like to pull the trigger on Saturday
gonna finish out the work week and get some stuff squared away, I've got some last minute lcp details to futz with (adding an image link, description, gonna paste in the itch link when I get that set up) and do one last scan over the pdf for anything that sticks out
thank you for doing this whole project. I'm a relatively new GM, so I haven't had a lot of experience with the CRB NPCs, but even the little experience I have had has made me appreciate the quality of life fixes you've made
yoo sick
looks great!
I surreptitiously swapped in Rebake NPCs into the enemy comp I was making for my wife because she needed the Goliath to end its turn on top of stuff
that one change is very helpful
Quick question regarding the Assaults HMG - "do not have cover"; does that mean not benefiting from cover, or not physically behind cover?
in a vacuum, that means physical cover
If you’re asking if Skirmisher 1 or Combined Arms will turn Assault HMG off, based on that wording I’d say “yes”
Yeah that's what I'm trying to pin down - wanted to ensure intention matched wording
For the assault, any form of cover, including from talents et al, will work. "Have cover" is distinct from "in cover"
"In cover" applies to things like the snipers mark which, including parenthetical clarification, refers to specifically having hard cover or being in a zone of cover
"have cover" is "do ranged attacks against you have difficutly?", "in cover" is "could you hide in it?" Which seems on the surface an arbitrary distinction but tbh the more I thought about it the more it "made sense" so to speak
this is how I've explained it before as well
I spent a long time wondering "ok but what does that mean?" but then I realized I needed to stop thinking in terms of game logic and start thinking in terms of "can they actually see me?" logic
it's not a distinction lancer usually cares to make, but it's frequently explained using the Death's Head's core power given that the alternative to meeting the requirements is "put nanocomp on the weapon" and then it would automatically pass that particular check
the sniper has no real way to do this, but nonetheless the intent is spelled out in the parenthetical
you can't be immune to sniper's mark walking around with talent or trait-granted soft cover
Would be nice to have a way to make the distinction more clear but I can't think of anything in the English language that could do better than what already exists
Mind I ask what you mean by
"Drawback of hunker down can be mitigated by friendly assistance"
Support Grunt using Stabilizer Drones for example
or Remote Reboot from the Support
Defence Net from the Aegis
there's probably others, but those are the ways I knew of or found quickly to clear slowed
I've straight up used "make grunts grapple and move slowed ally" (Wandering Nightmare was giving me a headache)
my poor, poor Elite Avenger got turned into a payload
I asked this over in #rules-questions but thought it's worth pointing out here too since the rebake assassin also omits saves with its bioplating.
Is the ommission of saves from the Assassin NPC kai bioplating deliberate or is that an oversight? The only thing that forces an agility check that I can find is the NPC thumper grenade.
Jaeger Kunst II and Search have been pointed out as other places where the check can be forced
hey, engineer question I'm asking here because the wording is slightly different to the CRB which may or may not matter:
Do you target and fire the turrets one after the other, or do they all acquire a target at the same time and then fire one after the other?
I ask because I have an NPC Engineer with turrets that are near a PC turret
Forced movement, basically
I'm not quite at my desk at the moment, so I'm not quite clear what the exact context is. Are you asking if "nearest target" is locked in by every turret in advance? Nothing in lancer ever really happens "simultaneously" including things like attack rolls in an AoE, etc
Ah I see. So basically just using a hive/mirage to boot it up and down
Pretty much
Or Goliaths, or Sidereal Realignment, etc
"Can NPCs clear self-inflicted conditions" is one of those things that's a bit vague and "up to the table" to decide. It's established, via wallflower, that Aegises can allow RPVs to ignore their innate Impaired as long as they're within the defense net, for example. So "can you use condition clear stuff via the Support to fix the Slow imposed by Hunker Down" is one of those things that's going to depend on how generously you want to interpret it
on the player end, it's pretty clear that you are not supposed to be able to clear self-given conditions
you can't condition clear your way out of the Slow that spinning up an Assault Cannon gives you, etc
NPC stuff tends to lack the qualifying language that a lot of PC side clear abilities have, though this isn't itself evidence of permission, but as noted it's been established before that you can do silly Aegis/RPV control node tricks, so it's a bit less certain how that works
returning to the engineer question, now that I'm more firmly back at my desk: when it's time for an engineer turret to shoot, it checks to see who the nearest hostile character within range 10 of it is, and attacks that guy
turrets are basically "dumb" that way
So turrets targeting is done turret by turret rather than all turrets target then all turrets fire
That's how I would interpret it, because "nearest target" can always change based on things like reactions etc
Or a target dying
as I mentioned, nothing in lancer ever really happens "simultaneously," if I shoot three guys with a mortar I have to attack targets one at a time, then I deal damage one at a time
yeah or someone dies or whatever
and it's done by individual turret because some turrets may not even be in a position to attack whatever a valid nearest target is for some other turret
they could be scattered across the map
Yeah, I always assumed it was "Turret 1 checks for target, fires. Turret 2 checks for nearest target, fires"
because if Turret 1 kills its target, Turret 2 has to recheck anyway
it's easier on my brain to run it that way, at least. lol
doing it as a mass target check feels way more complicated, yeah
also to come back to this, my take is that the Assassin's version of Kai Bioplating giving accuracy to saves would be a little weird with the mark's "gain accuracy on all saves vs this target"
you'd end up with +2 accuracy on agility saves contextually, and based on how people tend to forget about Veteran's +accuracy feature, I think this would get lost in the shuffle a lot of the time
Hmm interesting. I wasn't aware people usually forget the vet accuracy!
it's not a thing you can actively use, and it's pretty contextual a lot of the time
Yeah, it basically requires the players to have abilities that force saves (not certain) and also for those saves to line up with what your OpFor has bonuses to (more manipulable but also not certain)
You could tailor the Vet accuracy to what your players use, but more often I've tossed it on whatever that unit's strong suit tends to be
Hull for a Demolishor, System on a Mirage, etc.
The easy choice is always Hull to make better structure damage checks with
I tend to flavour it after their faction
I usually just pick it based on their highest stat by default
i usually either pick the highest, second highest, or worst, usually at random
wHaT aBoUt ThEiR sEcOnD wOrSt?
Got a question on last line... if the seeders wreck is destroyed... can it pop the reaction or the QA to disable the mine?
And the stupider question. Is the reaction tied to the wreck or the point on the map the seeder died? By technicality if I grappled the wreck would the reaction pop?
1). No wreck, nothing to work with, so it can't be used
2). It's tied to the wreck
just checking, is the plan still to publish the paid rebake module on itch this weekend?
and uh, are there actually gonna be any meaningful changes to the core NPCs from 1.6?
1). God willing
2). A handful of minor text changes for editorial consistency but otherwise not really
sweet! happy to pay for it either way considering how much use i've gotten out of it already, just wanted to check if there's any mechanical changes to look out for
Does Close Protection apply the armour even if the damage is from a source other than the marked Friendly Interdiction enemy?
Yes, it's just a general purpose bonus
Hey guess what's out: https://kaitave.itch.io/lancer-npcs-rebaked
What a great time to have gotten a summer job. Definitely gonna be paying for this as soon as I can.
I already know it's more than worth it, so
Okay, so with this release:
1). I am NO LONGER ACCEPTING FEEDBACK ON CORE REBAKE NPCS/TEMPLATES/WHATEVER unless something completely breaks the game or is super typo flawed or something, that window is closed.
2. Problems with the lcp should be brought to the attention of the lcp crew, Eleonor, stebb, or SkydivingSnake, ping them or DM them or etc.
3). I am VERY MUCH ACCEPTING FEEDBACK ON WALLFLOWER NPC REBAKES, I want lots and lots of that, and if I get them into a spot where I am happy with them, I will have those laid out and added to the main project's itch page as an additional supplementary download. This is called a "value add."

Another Based piece of art from my goat Peyton
! im gonna have so much fun with this, Thanks for the amazing work!
LET’S GO
congrats kai
Congrats Kai!!!!!! time to spread the word about this goated new NPC LCP File, no more multi-attack operator!
Okay yeah the Avenger is pretty good
this scene will be wrapped up pretty soon and I'll be able to get a full report by then
The triggering character is the character linked by investiture? The character who damaged the character linked by investiture?
that should be the character who damaged the linked character.
Okay, it sounded that way in the notes, and makes sense that way.
definitely a text issue.
(corebook is 'the attacker' though the trigger is the same)
"Attacker" is weird because Fractal Assault is agnostic
it applies to damage that isn't attacks
this is true! rules questions gets that one occasionally
if I put "attacker" there I'm trading this question for "what if someone uses a grenade"
In general, "triggering character" in a reaction context is always going to be "the person who poked the hornet's nest"
'triggering character' is unfortunately weird here just because there's one character in the trigger and it's not the guy with the grenade
it's fairly obvious that you're not supposed to be stunning your own ally, at least hopefully...
I'm to MtG brained to be of help for this, since I would go "The (controller of the) source of the damage must choose one:", but I don't think we have "source" as a term.
(Oh, I notice that should be a colon not a semi-colon.)
Just starting to pore through all these and theyre a delight, I also really love that you have the designer's notes in here too - love getting to peek behind the curtain and absorb the game dev logic youre working on here
For a project like this in particular, dev notes are something of a necessity in order to help familiarize people with what's changed and what hasn't
I wasn't even as comprehensive as I could have been in places, which I hope doesn't trip anyone up too much to discover that the Scourer, for instance, went from 10 Sensors to 8 to help further differentiate it from the Assault and bring it and its primary weapon into parity
fun bit of trivia: melt is Range 10 in both the CRB and Rebake despite the Scourer's gun being Range 8. I elected to keep it as is mainly because Melt is already a fairly niche ability, and this is an instance where I felt parity of range would be a bit too much of a downgrade for it all things considered
(as a system you can always say "well it's a second laser or something, not the thermal lance")
i do feel like melt is a lot less niche now than it was before tbf
now you can splash a piece of terrain and potentially prime a whole group of enemies for the next round, which is very useful for projecting threat if nothing else
i still dislike how scourers can't key off each other's focus down. i understand why it is the way it is, but 'shared, non-overlapping feature' is always annoying to me. that's why i like the change to shroud zones for example
SUCCESS
So, Avenger: Took Rallying Cry, Judgement Shotgun and Determination as optionals. To be frank, this has been night and fucking day compared to the original Avenger, both before and after Revenge had procced. Vanguard Armor makes the Avenger much tougher to focus down, but also allows it to perform, well, as a Vanguard - using that bulk to spearhead into points of interest and soak Overwatch ahead of the pack. Players ultimately didn't seem as pressured to focus it down once they realized it had major damage reduction, meaning a better spread across the encounter.
Rallying Cry assisted well in this regard, making sure allies (in this case, even a Speed 2) could keep pace.
Determination would of come up, but I had an unfortunate case of A: forgetting I had it and B: being kind of in a rough spot anyway, as the Avenger would of died on the same turn anyway to an Overcharged Arc Projector arc seeing it already had procced and burned through Revenge. Still, appreciated as an option. Judgement Shotgun is Judgement Shotgun in the end, but I do feel now with less pressure on the Avenger - and more on its allies - it became far more relevant in play with reloads. Managed a 24 damage shot against an Exposed target, so well worth the investment.
Ultimately, in terms of total durability, the Avenger felt tough but didn't overstay the welcome. Revenge giving Overshield feels fairly different when contrast with the more persevering but restrictive Vanguard Armor, and I think the two work well to establish firmly how the NPC plays - stick close to allies, then once Revenge is up use the un-ignorable but more limited Overshield to enable aggressive play. Erupting Shrapnel's Revenge effects are also welcome, though I admit to having looked over them at first (and ultimately, two of the four players were gunshy, and the others were tucked out of the way in terms of range and line of sight anyway.)
@brisk flax
Only other note is this was, admittedly, a single standard Avenger - no templates or anything, and it managed to survive from Round 1 to Round 6 with its own durability and allied Overshield assistance, so it got to see a lot of action overall
I assume it's unintentional, but how the avenger's solidarity (veteran feature) is currently written, it seems like their bondmate surviving on 1 HP can trigger without limit
Utilized the Spite recently in a more traditional Holdout (it was slightly different due to action restrictions but shouldn’t prompt much friction), have some notes about Edict specifically:
- It got 2 turns where it could do stuff with Edict, and overall Edict felt good to use and impactful. The 2 choices I used were End Turn Prone and End Turn Away from Size 1+ objects. Crown of Thorns saw no use.
- Players found it fair, forcing them to either modify their gameplan (in one case ignore the objective to their detriment) in order to obey the edicts, and the one time a player did take damage from it it was far from inconsequential. They really noticed it.
- I did target the NucCav with Imprison, but the 1 Heat did manage to put him in a position where an Invade -> Overcharge Invade allowed me to eat a Stress out of him with the Spite. Still didn't have as big an impact as I was hoping however. The inability to clear heat I mean. His strats don't involve a lot of self heat.
- Didn't get a chance to use the Vet ability but that's ok.
- What really made Edict feel impactful was Condemnation. Perhaps being able to affect multiple characters with Edict, specifically the ones I wasn't imprisoning, made it feel more impactful, but it still did quite a bit. Managed to get it both turns due to lucky recharges so it came in clutch.
OVerall it saw a lot of use but never once felt unfair, and it never felt like it had nothing to do either
Enthrone also saw use to help a self-destructing enemy get to self-destructing, and while it did do some work it didn't do too too much
Nothing against it, I'm sure with a completely different strategy I could've made use of it better
That third point is something I've seen come up a lot with the core Spite. Imprison often FEELS like it should be a big deal, but it weirdly isn't always the way you think it should be
That's why the current version has the ticking heat effect added
Yeah imo the ticking heat made an impact and I appreciated it
the NucCav in question is a Pegasus who tends to overcharge as much as necessary to get into DZ, and then not do any more self heat while staying there, which is slightly atypical in terms of NucCav strats. Hence why being unable to clear heat felt less impactful. Still, being assured that regardless I could use Edict on him was useful
The last Spite combat report I read seemed to make more use of Imprison over Edict, so this feels more like the opposite of that.
I assume we used the same version of the spite across both too- last I checked I was using the current latest version
I think this isn't ENTIRELY uncommon, there are a few ways to nukecav, but I think that it's actually easy to "settle" for playing this way if Imprison lands on you, which is why my take is that it's sometimes less onerous than you want it to be
Imprison is more of a direct punishment to things like, idk, Displacer OC looping or something, specific strats
but it's relatively easy for Nuclear Cavaliers to just downshift into "okay guess I'll chill here for a while"
which forces the spite or anyone else to manually apply heat rather than it serving as a looming sword
Hm yeah, could be better to use it on targets that don't have any heat to make overcharging a scarier prospect
this is basically where the heat accumulation and edict both came from
And yeah the used wallflower version is the 1.19.2 LCP
I view Imprison as a very spooky ability on paper, but one which can be weirdly toothless
the core wallflower solution to this is "make it do damage" which is functional but very boring
I agree- I expected Edict to be the workhorse of the fight with Imprison being circumstantially dangerous
question: do you know how much ticking heat Imprison did? Was it allowed to go on for long enough to ramp or no?
also hi hello, here are some behind the scenes details
Currently the rebake is at 200 copies sold and $3450 gross revenue
This is "gross" as in Itch has not yet taken their cut, defaulting to 10%, among other fees
The rebake's budget breaks down thusly:
1). Cover art cost $850
2). Layout cost $1000
3). lcp team payments are currently at $500, and will be $750 once one of the team gets back to me with their payment details
this is an overall budget of $2600, which is basically as cheap as it goes for wanting something that doesn't look like shit and has usable functionality
In terms of budgeting, I could probably have eschewed cover art and gone with something like stock art or just plain text on a page or whatever, there are considerations to make there, but given the lack of interior art for the project, I consider this to basically be "the art budget" insofar as it goes, and I like being able to give peyton work
Layout is non-negotiable, this is necessary
Suldan gets by with plain raw text layout because I'm charging zero dollars for it, but for a thing I want to sell for money, this is how it goes
I experimented with doing layout myself using valk's Lancer Style Tools thing, and basically: I can't do it
like idk what the trick to it is, but after fucking around for hours and failing, my conclusion is that if I want to do my own layout, I would need an entirely foreign skillset I do not have
lcp wise, I could probably have also made an lcp myself, but since other people went and did it and this was a huge factor in as many people testing out the rebake material as they did (and thus improving the quality) I saw no reason to go "thanks but I will use my own version"
You can probably find artists who'll do cover art for cheaper, but this is one of those "you need to evaluate your own feelings in regards to fair wages" deals
I do think that "I won't use cover art/I will use stock or open source art" is absolutely a fair and valid approach, to be clear
in a sense, I think of cover art here a bit like a marketing/advertising budget as well
I did it after his first turn of the round, so it was only 1, but because of the Overheat I managed to force 1 was enough. Particularly because the Edict I gave him was end the turn prone, hence why I was able to land the two invades necessary to overheat
Gotcha
Without the 1 heat I simply would've met the heat cap rather than exceeded it
the reason I'm checking is I'm debating whether to keep it scaling (given the spite can also manually invade) or leave it as a flat 1 period
I was hoping for the scaling heat to come in but the combat didn't last long enough
Then again if I missed the second invade and his turn came around, he would've instantly overheated and that would've mattered
Imprison really feels like it would've mattered more if combat lasted another round or two, which isn't a uniquely Imprison problem- a few Lancer effects feel as if they'd be more impactful if the user could stick around for longer
yeah that's ANOTHER Imprison issue, imo
it's the "assassin shroud" problem
4E D&D had an assassin class that stacked "shrouds" on a target and could then cash them in for big money damage
so what happens when you spend the fight doing that and then it ends, well uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
(also your target could get sniped under you, but that's not quite as relevant here)
I also was kinda afraid to move the Imprison, not really because of losing the Heat scaling, but because the person I had imprisoned already was near overheating and everyone else was pretty safe when it came to their heatcaps, hence it not feeling like as big of a threat
I do think the Spite this combat was more of an "objective defender" that could've easily pivoted to an "ally defender" if given the need to (Enthrone + the right Edict option), which felt nice and like a good thing but that kinda versatility could be considered a con from a general game design standpoint. Aka "I like it but I can see why you wouldn't"
it's hard to really peg an "average" lancer combat duration but broadly I don't feel like it's out of line to place like a three-round-max assumption on things, not that the fight will end in three rounds, but "this is about as long as you can reliably assume any given thing will last even if it's supposed to be long-term"
yeah thats always going to be awkward, isn't it
on the PC side of things you at least have systems like carrying over a dice or refunding an effect or something, but for an NPC especially they exist for one scene and one scene only, so it has to have effect in that one scene which often encourages shorter timings
stuff like the scourer or pyro where its a one-two punch
telegraph into punish over two turns
You could go in the opposite direction where you simply crank up the scaling, but if you (for example) made an Ultra Spite that would get really overwhelming fast
yeah that's a consideration as well
But with a max range of 20 and a speed of 2, I think it's not a big demand to ask a character to become adjacent to a spite within 3 rounds to prevent scaling from getting out of hand
Honestly thanks so much for this whole break down, it’s helpful to see how the costs and budget worked out. Great to see that it’s doing numbers in just 2 day’s time tbh
Yeah, I also really appreciate that breakdown! Despite the fact I'll probably never publish something, I'm really interested in those kinds of details. Unfortunately most projects never discuss them publicly.
Yeah I want to do that
I wish more people would
It also really highlights that if you CAN teach yourself stuff like layout it can pay big dividends
but you're "paying for it" in terms of doing the labor yourself
I know Eld has been singing the praises of being able to use Affinity for his own work on Shirtless On a Rooftop, and Tom has also been doing his own layout for things like Cain, etc
I don't think that I COULDN'T learn how necessarily, BUT between all the other shit I have to deal with in my day to day life and the fact that I'm starting from zero, to do that with something like this project would probably set it back by a not-inconsiderate number of months
and even then, I doubt it would do as smoothly as Mina did it, who took 100-ish raw text pages and gave me a full first draft laid out to first-party standard in five days
And I should be clear, I don't think your project NEEDS to be super ultra glossy
like, the whole OSR movement loves (to be uncharitable for a moment) art that kinda sucks
glad to hear it's already broken even
I'm doing my part!
I am shocked at how much layout eats up here
I do think a CERTAIN baseline minimum amount of layout is 100% necessary
I think it makes sense if you consider that Mina is basically having to do more than just copy/paste stuff
she's having to apply formatting to everything, then ensure it all ends up looking good on the page, and she's doing this for basically 80+ pages
I'll be honest, I was expecting layout to cost more
now part of this is also that Mina is a seasoned professional who even has an official position with an elfgame publisher (Rowan Rook & Deckard) and does a lot of jobs elsewhere, so she's someone who is very much in Know Your Worth territory
a lot of this budget breakdown comes essentially from me going "I have worked with professionals before, and I want to pay them professional rates to do work for me"
I probably could have, if I put my mind to it, put out a call for layout and gotten someone to do the job for a cheaper price
same as if I went on fiver to get a cover artist
but I also very specifically wanted Mina McJanda the Lancer Layout Designer to do work on this because I know they know how to do Lancer standard layout with all the attendant trade dress
I do not think it's unfair to shop around for cheaper rates per se
Can confirm, trying to learn a program and do my own layout from scratch as a first-time person took the better part of a year. And that was with me having a lot of free time due to circumstances - I can't imagine having a busy life and still trying to do that.
Yeah it makes sense to keep it 'in house' insofar as investing into Lancer as a professionally viable hobby pays for itself I guess
but I do think that at a certain point you do run the risk of dipping into the "paying shitty wages" end of the pool, and it's hard for me to be an outspoken advocate of Pay People A Fair Fucking Price You Assholes while also going "today I will see if I can get full-grade cover art for $100"
plus, going with someone else always brings a certain level of uncertainty to a project, not that this is necessarily a thing that should prevent you from branching out, but I know Peyton and Mina can get the job done
(And, frankly, my hack-job absolutely isn't comparable to what a professional is capable of. I'd really only recommend doing layout yourself if you really don't have the budget - which, for a hobby project, is a valid concern.)
I also, speaking honestly for a second, could probably have not paid the lcp gang for their work and just gone "thank you very much" and credited them and left it at that, but I will not monetize someone else's work without compensation
I know sometimes people are like "oh I just did it for love of the game" but the lcp is a big contributing factor both to what helped this project take off in a substantial way and is also a tremendous value add for the actual sallable version, and I will never be like "yes thank you unpaid fan labor for making this happen"
I really gave it a go using the google docs version of Valk's layout stuff, but holy moly does it stink (trying to do layout, not the tools)
like there's a reason I still post homebrew using the old lancer beta raw text formatting
maybe this is my "too old to open a pdf" moment
Even as someone with zero publishing experience, I'm not. Layout is an art, a science, and a boat load of tedium from my understanding. Time consuming even if you're experienced.
it's genuinely wizard magic
I have insane respect for layout people
Also also: part of "I want to pay Peyton to do my cover art" is simply that I like working with Peyton, he's a cool dude and always manages to surprise me
it's fun to collab with him on stuff and discuss references and stuff
after having to wrangle formatting for Squad Kits and then having like, all my other homebrew documents literally explode because google decided to update how their google doc formatting works for some reason
yeah
it really is fucking magic
Cannot blame you on GDocs, I’ll admit I only really work in Word and it has its fair share of Cursed
we talked a lot about mecha designers and who we should draw from with this one, about old 80s military designer magazine ads, etc
It was a lot of banging my head against a brick wall until the wall broke, haha. Frankly, I know I would not have the time or energy currently to do things from scratch at the current point in my life. (Thankfully, past-Data did all that work I can steal, so I can actually do a second project's layout.)
my work in suldan uses openoffice and I'm very much in that "moving an image one centimeter causes the whole layout to fuck up" swamp and dude it sucks so fucking bad
I remember when doing Iridia, I couldn't figure out why things kept breaking and shifting pages. It turns out I needed to move every header .001 pixels to the right.
jesus christ lmao
yeah that sounds about right with my experiences
legit would rather walk off a bridge
its painfully arbitrary
this is basically why I consider layout a non-negotiable part of the budget for my stuff
I understand the Tech Priest of Mars now.
I will use clip art for the cover before I try to do layout
See, you're the smart one here.
I went "how bad can it be?" and then sunk cost fallacied myself.
also on the subject of sales, someone in the comments remarked "Bad day to be living in a third world country" and just to be clear, if where you're living makes obtaining a copy of the rebake project hard due to currency exchange rates, please contact me and I will arrange something for you
you can also just pirate my stuff if you want, that's cool too
do not openly discuss doing so here because of server rules etc, BUT fundamentally it's fine, I do not care if it happens
working on the lcp was cool cuz i like seeing git repos with proper release pipelines xD
I should probably make a write up on how best to set them up for your own projects ngl
yeah I'm such a dumbass that me working on an lcp is like "well time to open up visual studio again and start modifying existing stuff"
I wouldn't have known about things like how to set "you need to have the core NPC data to make this work"
We did a lot of learning through this, has been great fun - credit goes to Eleonor for setting up proper workflow procedure for releases and whatnot 😎🫴👑
this also strikes me as the type of supplement to have a long tail, so yeah, glad it's working out well
Just grabbed my copy, which one of the unsung heroes of these getting to PDF stages is the bookmarks for subsections. Sure I can just Ctrl+F it, but one click navigation is just feelsgoodman. But for something that's basically replaced the CRB NPCs in my game, this thing is a huge value even if it's a purely GM aimed supplement.
Seems to be somebody named Mina, who did the formatting
The next Wallflower rebake I plan on testing is an untemplated avenger, but the Sitrep also allows enemies to get revived a limited number of times and I plan on running revived as a contiguous NPCs (so if Revenge triggers it stays triggered on the revive cause it’s the same NPC) so I really hope that doesn’t skew results to heavily. Best case- it’s akin to conditional Structure Templating?
it's also making me realize that maybe I should actually charge something for PPG, but at this point I feel I'm too deep in it lol
Never too late to starting charging for your work
yeah as noted, mina handled the layout, which includes bookmarking
I love reddit
stunning..
they got you here i'm afraid
their brilliance is jaw-dropping, that's for sure
reminds me of the guy who had an absolute meltdown over "why can't you pre-deploy turrets?" in solstice rain in a thread where literally everyone ignored the entire sidebar I had to say on the subject
that's... wow
I have never seen such a stark divide in brains between two sites of the same community
Everyone knows the prerequisite to entering a TTRPG community - whether a player or GM - is gaining the ability to selectively read. 😔
Kai Tave yet again being misattributed for something he didn’t write
Can't believe he withheld stuff from SSMR to sell as a separate product. /s
Next he’s gonna jack up the price of Legionnaire (joke)
That sound you hear is me blowing every single fuze at once. I have never seen nor heard of a table top RPG that is structured like. . . like this! It's like saying the wizard can't cast ANY spell unless initiative has been rolled. This game just refuses to let any thing work out side the exact situation it was suppose to.
LIke 'By default, systems and abilities can’t be placed or switched on before combat begins, as the actions required to deploy or activate them are considered part of the cost of utilizing them." answer the question i've always had when Pilot.net through this at me: Can you use a jump jet system to cross a river: No. You have to walk through the bottom of the thing. Unless combat's been rolled I don't think you can even fire your Gun RAW? Like if you have a bridge and you need to blow it up? I just. . .
This is. . . FUCK ME there is no design space for anything 'non-combat', the Whitewash Sealant Spray, which is a written as a fire suppression system in it's own lore! can not be used out of combat, if you see a fire, and intiive has not be declared: RAW, your suppose to just watch it burn. . . .
My only advice is to take this rule and fucking burn it.
Damn that’s not a transparent background I’ve been had
Wow
Conveniently, the rule has to be let burn, because Whitewash Sealant can't put it out.
no no, it makes it better
Did they just get so overwhelmed with anger reading the quoted part of that sidebar they just couldn’t see literally every part you wrote after
unironically yes
Talk about a disappointing melt down.
Yet another day in which I am glad I never got invested in Reddit
i need to just stop posting shit to reddit lmao
Oh dear-
Speedreader, opinion discarded
[Reply to:](#1334655875679260692 message) ```
That sound you hear is me blowing every single fuze at once. I have never seen nor heard of a t…
wasn't SSMR made by someone else???
It was
ha...
I'm not the biggest fan of SSMR myself but Shaka is pretty cool, they don't deserve to catch strays like that
I strongly dislike ssmr from a gameplay perspective but i dont know enough about it from a story perspective to critique it there
Either way Shaka seems cool and this thread isnt about ssmr its about NPC:R
Reddit is just kind of a breeding ground for Dunning-Kruger case studies
congratulations on your promotion to "creator of any lancer content" i suppose
i feel this happens with startling regularity
i think the only thing i can say with any confidence is "i hope nothing i make ends up on reddit"
I wanna make a pickup game and that’s probably a good time to test out NPCs- what would be a better stress test, two Lurkers or two Striders?
I would like both tested, but if you're gonna run multiples, lurkers do have the built-in Bring Multiples synergy
Right now, as it stands, the rebake Avenger has gotten the most testing, followed by the Spite which still hasn't had a LOT but it's had like a couple-few games, then the Lurker has had I think one test with not a lot of feedback, and the Strider has had none
frankly I will take whatever I can get
I could probably do two Lurkers and one Strider just to test the waters, as strider is complicated still so I’d rather see if I can handle one before seeing if two becomes overwhelming
Has it been simplified? Yes. Is it simple? No.
I'm still hoping to get Strider data at some point in the future but my game schedules keep getting pushed back so I might just have to see about doing another interim test game to get it out the way
Every once in a blue moon I check the Reddit and see someone claim I made something that I most definitely did not make and I immediately start 
starting to think we need anti-credits at this rate /j
"made by X, absolutely NOT the creator of A, B, nor C"
gonna have to bring back signet rings
Gonna ask here since the rebaked versions of the NPCs are significantly different- any suggestions for sitrep + NPCs to accompany 2 Lurkers and a Strider?
I've not used a Rebake Aegis before so that's my first thought, even if it's a bit redundant with a Lurker
And a Slinger no wait not everyone knows what that is Archer could have fun with the soft cover
I'm just designing my first pickup game rn (I've ran other games before but never a pickup) but probably 4 since that's what I'm used to
because 2 lurkers and a strider seem like a strong, at least on paper (I suspect they both may be kind of janky in places but I await more data) striker contingent
so idk that I would necessarily aim for more in that direction
I'd add in a striker that benefits from the Lurkers such as Assassin but that'd be too much striking
yeah
Think it'd be better to drop the Strider?
I think you probably want some control, maybe a hive (it's unfortunate a lot of the less blow-your-reactor-up controllers involve placing shit on the ground too) or maybe even a barricade
and then for defenders, bastion isn't a good fit I think, might be better to go with a sentinel
UNLESS you're doing some zone control sitrep stuff in which case demolisher or pyro maybe
I was thinking a Hornet or Slinger Archer in terms of controller personally, though if the theme was Area Denial Seeder would be my pick over Hive (too many soft cover zones otherwise)
Scout could be an interesting option as well
Archer is generally good but also very punchy
so is the Sentinel but its range is at least shorter
Hornet could work, you'll have a very mobile force at that point
I was personally liking the Demolisher + Strider pairing- the strider accompanies the Demolisher while using it for cover and sniping, then when someone gets too close it swaps kits and dips, leaving them in Demo range while being harried by the Strider
Pyro could be something but Pyro in general doesn't really interest me
Would Extraction be a bad pairing with this kinda setup?
TO be fair there is the VEt Trait or Remote Projector, and with 2 Lurkers Blackwall feels kinda funny
Even with Mobile Emitters, with Lurkers bouncing between upwards of six shroud zones and a Strider doing Strider things, who's gonna be hunkered by the shield bubble?
Hmm. True. I was thinking it could act as a safe haven but yeah no
You're making a very mobile opfor here and I think it's better to lean into that, if you're going to have slower elements I think stuff like the Demolisher to serve as an anchor/anvil makes more sense
Gotcha
Hell, you could go with a Goliath even
You know what a Goliath sounds fun!
... but I miss Demolisher so I'm going with that
Throwing in a Scout with Pathfinder too
tbh, an aegis wouldn't pair too badly I think(since it could camp a shroud zone and provide a lot of extra safety for defensive shroud)
bit of a weird pairing, but it could work.
(though defense net doesn't actually protect shroud zones. a shame.)
Works better if the Lurker is the most mobile unit in the sitrep however- if you have multiple who can match them it doesn't exactly leave the Aegis much to do
Plus with 2 lurkers folks can just camp in the 6 various shroud zones instead
yeah that's my thought
you have lots of lurker mobility, and striders are set up to want to be on the move
an aegis would be better with something like, idk, an assault
With 1 lurker I can see the appeal though
That and also the weird relationship with first and third party
Its kinda wild how often I see people call the first party modules something else to not call them first party
Ontolotactical areay for the ultra says it gets charges when not attacking or forcing saves. Does that mean it's not an oversight of allowing lockon still?
It's Raleigh rules
Would it break Full Metal Jacket? Then you can't get a charge
Otherwise go for it
As noted, it's very much meant to be a thing that facilitates a support ultra playstyle, as part of the goal of the revised ultra template was to broaden out the ways the ultra template could be used beyond defenses and guns
Awesome. I already have plenty of ideas for supporting ultras
I'm definitely planning to use a Support Ultra Hive that's basically "how many different methods of forced movement can I put into play?"
Pretty much entirely because I saw the HorOS Puppet Crasher and went "I could build an entire thing around this"
You know I just realized- pertaining to this supplement’s opinion on Multiattack, technically speaking the Engineer is a multiattacker NPC
and so is the breacher :P
i think "no multiattack" should be considered short for "no tier-scaling multiattacks"
Engineer is a multiattacker that ramps up if left unattended
Breacher and rainmaker are also multiattackers but they're intentional rather than tier scaling afrerthoughts
Yeah Rainmaker and Breacher were explicitly stated as “multi attackers that can stay around” in the design notes, but in terms of NPCs people consider “multiattackers” I think Engineer is an unconventional one
The rainmaker is multi attacker the way the bombard is
Like, "attack multiple guys at once" is never a problem in that sense
There's a reason you can't go "I'd like to consolidate my mortar AoE to attack one target nine times thanks"
Part of the engineer is that it ramps and can be interfered with, part of it is the engineer doesn't have fine control over who gets attacked
You can't, as an engineer, always direct 6x turret attacks at the exact target you want
In a way, turrets are vaguely AoE ish
Still, you can target a single character multiple times with turrets so I think that leans it more into “Multiattack” territory than “AOE” territory. Rainmaker I agree with, though it flips the script somewhat by making it about positioning relative to the Rainmaker rather than to one’s allies
Rainmaker is just a weird aoe, engineer turrets are a secret third thing
Of "single attacks with fixed targeting rules that come from summoned entities that can be destroyed to reduce the number of shots"
I’d put it into a “conditional Multiattack” category personally
I mean sure but also why
Well it has to build up the turrets and kinda rely on positioning + its Engineer Mark to maximize damage output. The big one is that it’s counterable in a way that isn’t “be untargetable” or “be harder to hit”
The existence of an additional counter is what makes it “conditional Multiattacker” in my mind
Berserker technically falls into that category too actually, but I’ve not been as vocal about how I see Berserker as a Multiattacker (which I do) (the two traits it has at base that aren’t weapons are just “attack again if X”) (tho Avalanche Charge is more comparable to barraging I suppose)
cataphract also has a "as a quick action get another attack" in Charge
I view those as basically slantwise overcharging
Yeah Avalanche charge was more secondary in my mind compared to aggression
I feel like (in my mind) after a certain point Multiattacking becomes a Spectrum lol
part of it too is how it interacts with templates
my operator attacks three times every time they pull the trigger
so when I overcharge, that's another three attacks
so now my veteran operator is actually attacking SIX times
etc
supreme melee ronin, that sort of thing
the tier-scaling multiattack stuff just ends up hooking into a bunch of stuff in ways that exacerbates the issue
I could see an alternative universe where Rainmaker gets something like 2/3/4 targets by tier and it's actually a relatively reasonable tier-scaling multiattack
But that has issues with scaling weirdly depending on player count
Yeah, after usingg rainmakers on 3 to 5 player counts it varies wildly
We all are aware that the multiattack hate was primarily for tier scaling, right
I'm going to be running Solstice Rain soon and im looking forward to giving the rebaked opfor a shot. I'm confident i can eyeball the optionals, most are 1 /1 to something else
this last run though of Solstice Rain i used the rebakes and liked it a lot
Anything come to mind after the fact, advice wise?
A friend of mine: "I'm having trouble visualizing how the Bunker Buster's reload clause would work, within the fiction. Why would hitting 3 or more characters cause a gun to reload?"
Me: "Space magic."
They get a high whenever they hit and it makes them reload faster
Qhen they only target 1 person they get sad and forget to reload
lol
I'll use that
mute drive shells returning data on target effect and confidence interval at time of impact that allows for rapid gun-laying and subsequent consecutive strikes
aka, space magic
in seriousness though, i did always kind of assume the fiction for it something unloading when it scores a bad hit would probably be less about ammo and more "we didn't get good target effect, check fire"
mechanically its obviously a "no you should try and get more than one target if you want the funny shells" which reinforces the Bombard's role as a crowd buster, but that'd be my angle for fluff at least
Also one way it could be played off "the bombard was really accurate so it used less shells in this barrage than it normally does so it gets to act as if it had automatically reloaded"?
Just random idea etc if you really need an in-universe explanation >.>
I ran a test with each of the Wallflower NPCs
- Spite: got shut down, after hitting the Ghengis with Imprison
- Avenger: Vangaurd Armor let it get off its Revenge, despite the players knowing what it did.
- Strider: got taken out very quickly. I've had them be really pesky (positive) because of thier maneuvering options in another test. Take more GM brain-bandwidth than most other NPCs because of the kits and all their effects. This is also what makes them interesting.
- Lurker: I ran a veteran one, and it was great. Being able to Overcharge let it do boatloads of damage with the whip (but it didn't feel unfair). It got destroyed after a Sunzi Warp Grenade pulled it out of its shroud zone into range of a Sekhmet build
Something I'm curious about is did you feel the Lurker needed to lean on overcharging or not? The rebake's damage is much more predicated around first pulling someone into the zone before it really starts going off (the whips damage was reduced baseline, returning to old values upon attacking anyone in the zone), so I'm curious to know if it feels slower to threaten people without being able to force the issue via additional actions
I misread the Whip as "does double damage while the Lurker is in the zone", not "...while the target is in the zone", so I think my results were skewed (I also forgot the accuracy bonus, so that might be why it didn't feel overpowered)
Still, it felt way better than the vanilla lurker, which never felt like they got anything done
I think the Lurker grabbing people into the zones, where they are then in threat is a really fun interaction with interesting counterplay (someone escaped a shroud zone with Terashima Wind Stance's free movement into a Sunzi Accelerator, which was neat)
also, my Starcraft-addled brain is very happy that the Lurker gets a line attack in the optionals
I think they'd get enough done as a controller-y Striker if they weren't veterans. just getting 5 more range on the placement of Shroud Zones does a lot for them
looking at the Goliath and we assume Engineering and Systems aren't supposed to get set to 0 at Tier 3?
assuming (again) that Systems is supposed to go to +3 and Engineering stays at +1, but just wanted to confirm before reading on
yeah that seems to be an error(by the older doc); it should be +3 and +1
I assume the LCP is fine
Always gotta be something
Oh well, I'll get to it eventually, but probably not for a while. I can't nickel and dime mina with these sorts of things
That is definitely the one big advantage of doing the layout yourself - you can easily (disclaimer: ease may vary) fix things yourself.
"thank goodness this release is finally done. after so much review, I'm almost certain the stats are correct at this point"
the guileful goliath:
The good news is, stat scaling should be considerably more intuitive, which means it's not too hard to figure out
also I just checked, and this one isn't on me at least: the latest master draft had the stats correct
So I had heard something about the idea of a Solstice Rain/Winter Scar draft using these NPCs, is that something that exists yet or is it just a loose idea?
All you’d need to do is just swap the Kai rebake NPCs for the originals with a little improv on the optionals? So no, I don’t think this exists yet, but I’m not sure GMs with Kai’s rebake would need one?
oh yeah I just meant with some of the Balance tweaks (IE the Operator boss fight maybe packing less of a direct punch now)
Its fine, I played against them. Its a very different fight
Like, an optimally played operator with all those systems can roll a low LL party who dont know to much how to deal with it. Ik valks OSR rebake says "nerf kiros" and take away a lot of optionals. I persuaded the GM to give them all back because it was a rebaked operator and rebaked ultra and it made it more balanced
We rolled him anyway but thats because the GM gave us too many repairs beforehand as a bonus, was slightly misplayed and for narrative reasons he couldn't stabilise so overcharging never really happened
But I generally believe ultras have had a bit of bite taken out of them in some aspects (to make them more fair because some of their default abilities were more bullshit and the rebake makes it more fair), but module fights are balanced around the ultra being a tad bullshit. So depending on the starting NPC and the ultra optionals, changing and slightly buffing ultras in prewritten modules won't be the worse thing if you're confident to do so
Nova missiles and short cycle lance synergise very well together
Echo everything Al said, they're on the money.
Only thing I'd add is against a party of six ll2 pilots, ultra op still managed to hold their own just fine, got their scl off like 3-4 times and two players ended up losing their mechs, with the others severely wounded-and they didn't even fight him LAST, they still had the submarine encounter to clear.
So if the gm is on top of their game and playing to win, especially with Kiros, you don't feel the balance too much, Kiros has more than enough tools to lay waste to a party who doesn't take him seriously.
Very well actually!
I buffed up the 2 other units slightly (making them spec ops)
So the whole fight was fairly tough and I did manage to straight up destroy a players mech (he didn't clear exposed tho)
Testing Striders and Avenger in a latest composition and had sort of a niche interaction pop up.
Avenger gets caught in a cone AoE with another NPC, who dies. Depending on order, the Avenger either takes resisted damage (from Vanguard Armor), then pops Revenge when the other NPC dies, or pops Revenge from the other NPC death, then the overshield takes the damage of the AoE. I'm assuming this is mostly just GM call on how order of operations would work there?
Generally, whoever did the AoE damage is going to determine what happens in which order
If I attack your guys with a howitzer, I decide:
1). who gets attacked in which order, and
2). who takes damage in which order
I suppose if you, the GM, triggered some sort of environmental map hazard that causes an explosion, you would then be the one to determine what order things happen in
Ah, that makes sense. In this case, the Avenger popped Revenge first which basically blew away the overshield when it took its attack second (Daisy Cutter is a lotta damage), but good to know for future ones. Striders otherwise are operating pretty well within expected parameters. Nothing that stood out beyond what's in the writeup already.
Higher overhead than the average NPC, but it's a Strider, so you know that going in.
I know the core NPC version is final and maybe this is addressed elsewhere, but search is being useless unfortunately.
I noticed the Goliath's systems bonus is +1/+2/0 and its engineering bonus is +1/+1/0. Is that decrease at tier 3 intentional?
I believe it was a mistake in editing; I think the LCP has it right?
should be 1/2/3 and 1/1/1 IIRC
Yes, this was a typo in the layout phase. The draft Kai sent over does not have this mistake.
could I ask some advice about how to best use the rebake operator? I've used it once ('twas a commander, if it matters) and nothing about it really. . . clicked. the (relatively) inaccurate rpr meant that I wanted to be closer to the PCs to bypass cover and such. however, it's an operator, so it's very flimsy. I never felt like I could position it right and it got left out in the open after taking a shot often. is this intentional? am I screwing something up?
Usually it goes
- Peek into flanking
- Shoot gun
- Move back out of line of sight
Use teleport or boost as appropriate for 1 or 3
And also prioritize survivability over accuracy
Because you have Strike and Fade, but more importantly Reliable damage, there are contingencies in place to make sure you can just strike from a distance and stay safe
Operator is like the Mongolian Horse Archers who stay just out of reach and pepper you with arrows all the while
The sanctioned action is to kite
Just make sure that if you think you’ll miss, aim for an unarmored target
The Crit effect is there specifically when you decide to Strike an Armored Target
Studies have shown that 90% of armies quit right before the horse archers retreat for real
Just keep going, it'll work this time I promise
Beyond all the advice people are giving, something to keep in mind is teamwork. The operator can give itself accuracy via strike and fade, but consider things like lock on, prone, etc that other members of the opfor can give out to help shots land
No rebake NPC should really be an island, the operator is the NPC that feels this perhaps more keenly in the sense that the CRB operator is ridiculously self-sufficient and has no real need for teamwork
Defensively, NPCs can provide cover for the operator, other defensive bonuses like priest overshield, etc
You also need to consider who you're targeting and how. High evasion low armor targets may be hard to land a decisive hit on unless you commit to aggressive teleporting, but you have Reliable damage to achieve some effect on that sort of target
Lower evasion targets may be tougher and considering whether to try and crit fish for the burn is a consideration, etc
many thanks! I will take this all into consideration. I think that, perhaps, the PCs being a Gorgon, Habsburger, and one striker might’ve screwed with my ability to properly, well, hit things
next time I run an operator, I might slap a hive with crb’s seeker cloud in the opfor for support
A Gorgon would be a toughie to deal with, but I’d personally risk the Metastatic Paralysis and target it if the Striker isn’t exposing itself- only Scylla + the Core triggers from attacking the Gorgon specifically, and even as a damage sponge it has no armor, so it’s likely your 2nd safest target to pepper with hits, and if you crit on it it’s not an HA frame so the burn should hurt more
The Hapsburg meanwhile is a near non-target, as even at 6 evasion and little reason to increase it the multitudes of difficulty stacking + armor make it a risky target in most situations
Also Eisen Shield
If the Striker has no armor tho, then yeah just attack it missing is better than nothing
yeah, I was trying to threaten the gorgon by dragging it out of position (thanks rebake goliath!) so that it would be away from the habsburg and an easier target, but that kept not working. then the operator got grabbed by the habsburg and just struggled until the sitrep was won 💀
Heh, yeah that happens
Apologies if this has been addressed (Discord search does not work well in threads): does the .lcp import into Foundry easily, or will I need to do some manual adjustments to get the NPCs made?
unfortunately house guard 3 was a constant threat, since both the habs and gorg had it. while it wasn’t a good strategy on my end, it threatened me enough to be too cautious
Some NPCs that work well with the Operator are other Defenders, the Operator is vulnerable to being chased, so having a roadblock NPC like the sentinel, goliath or pyro is a great way to use the Operator
Bastion also works quite well, with the Operator also working great by just hiding behind the Bastion to keep shooting enemies that come close
The defender have to step up if the operator is forced in a bad position
I attempted that strat, actually! I had a goliath and an aegis in the opfor. I, uh, didn’t position well.
Having fast melee strikers also helps to tie down players
it worked well for the rest of the opfor, though! (some scourers)
Ah yeah that’d do it
Fun fact, being prone does nothing to the operator's base movement other than making it easier to hit you and unable to boost
Cuz they just teleport
… huh
Y-yeah I guess that’s how it’d work
It’d be neat if there was a rider to a Support ability that cleared prone- like Empowered Cloud or smthn
Yeah, but PCs don't have any way to clear prone off allies either.
Actually, no, they have one way. Tesseract.
It is a recharge 6 system but this is basically it
Oh I guess I missed that
I didn't notice any issues importing it, aside from the rebate classes and generated NPCs not getting the default images.
Thanks! Do I import just the rebake, or the base NPC .lcp and then the rebake?
You can just import the rebake iirc
Compcon enforces dependencies, but I don’t believe Foundry does at the moment
Someone in the comments on the itch page was asking about that and I'd meant to ping @subtle nacelle and co about it
If it can be done (easily, by them) then I'll see about getting it done in the moderate-ish future
otherwise, as noted, I think it imports just fine into foundry
I also think that Supports and Priests can make good pairings with Operators. Priests can simply toss them a Dispersal Shield and then focus their efforts elsewhere, while the Support can do the same with Latch Drones. Mirages are also a pretty good pairing, a lot of nasty possibilities there from sharing Dataveil to simply moving them around to put them into better positions, etc
The Operator can act somewhat independently if it has some persistent sort of buff going for it, and I think they benefit from those effects very strongly
Also, I think Pyros are potentially a real mean Operator pairing
being able to teleport around all the fires the Pyro sets, making use of Firebreak defensively, etc
and if you do happen to land a burn crit, that can synergize with the Pyro if it's in a position to
https://gee-blog.vercel.app/npcs-rebaked-bach/ On an unrelated note, Peyton did a blog regarding the cover art and the design of the BWV-AT-01 Bach
I ran an operator with a bastion and it was highly effective
bastion's able to provide cover + resistance, and when each of them have spare QAs they can help to reload or lock on for the other
There's not much that they can do there, IMO. Unless I explicitly add/change default image handling for the rebake classes (which I'll consider!), the LCP can't make Foundry add the default images unless it overwrites the core NPC ids. I think their current approach is better, in case someone wants both sets for whatever reason.
Gotcha. I don't really have a lot of understanding of Foundry's particular quirks so I appreciate the explanation, and if it's too much of a hassle then I'm not super fussed about it
Not overwriting core NPC ids is pretty important stuff, as the rebake isn't meant to do that, so preserving that element is paramount
The seeder's Mag Mines movement can't cause a mine to go off, right? If a player finds that the mine's moved next to them they can just disarm it as normal on their turn?
Correct
arms at the end of the deploying character’s turn and –
unless otherwise specified – is triggered when any
character enters an adjacent space. Characters leaving
an adjacent space will not trigger a mine.```
The trigger for mines is "someone moves adjacent" (voluntarily or not)
the mine moving adjacent to someone doesn't do it
It's like razor swarms, if a Hive moves a razor swarm on top of you it won't immediately cause you to take burn because you didn't move into it, that's why things like that have an "or if you start your turn within the zone" clause as well, to cover scenarios like that
note that mag mines are both a "may" and the movement is "up to 2 spaces," so you have some flexibility there
assuming feedback is still being accepted on wallflower rebakes: I ran a strider and it worked pretty well! this particular one did have hades missiles grafted onto it but that didn't significantly affect how it played. this particular map (top of a moving train) was pretty light on cover but it still didn't feel like, oppressively strong like the RAW one does. it worked well with a grunt defender backing it up. speaking from a GM perspective, I enjoyed the "stay in existing kit for a bonus" thing a lot; it felt self-synergistic and I think kind of helped amplify the whole vibe of strider being flexible
I could definitely feel the loss of accuracy on its long rifle. even with the kit bonus lock on, it did whiff a few shots. I don't think that's a problem, because there are other sources of accuracy and my PCs are tier 3 and running evasion-heavy setups (dusk wing with flicker field is the big one, plus hecatoncheires razor swarm for soft cover), but I figured I'd note it just in case it helps at all
I wanted to try out adaptive camo to see how it felt, too, but this comp is packing a lotus projector so it didn't come up. same with uhhhhhh spare parts -- it got Sherman Moment'd and took like 13 burn to the face so it didn't get a chance to use it :p
I am indeed taking wallflower rebake feedback, and I probably will be for a number of months to come, so the more the merrier
I'll keep the note on the rifle in mind, it's true that swapping into the kit and then firing might feel a bit constrained with the dynamic of having to wait until the next turn for the free lock on, making the rifle upon swap much less enticing
The Assault has a similar base to-hit value BUT has a way to get accuracy on the same turn they shoot (via flanking or choosing suitable targets) and right now the strider doesn't
yeah, it does have longer setup times as a result of that. I think its high speed helps it a bit, though, as I never super felt like it was too sluggish and couldn't keep up; it fills the speedy artillery niche quite well
Since I adjusted the to-hit rate away from the wallflower version of +0, +1 Accuracy, I'm going to look and see if a different base value works better
although this map was very uhhhh unconventional, which might have skewed that in its favor a bit
like, this might be one of the rare cases where I consider giving an NPC that didn't have it previously something like a +2/4/6
There was a weird interaction I came across with the Strider, wherein a mortar using Lancaster player got Flashbanged which reduced their LOS to adjacent hexes, but then was planning to use the mortar (which has arcing and thus doesn't require LOS), and I wasn't quite sure if it'd still be able to fire. I suppose in-fiction, a mortar firing blindly on coordinates supplied by another mech isn't exactly unrealistic, but it did cause me a moment of wondering whether that would work that way.
at the very least, I think +1/2/3 shouldn't be out of order
yes that's how arcing works with blind
"doesn't have LoS" is ignored by "doesn't need LoS"
same with seeking
that makes sense yeah. a small bump could help it out for sure; I do think it did actually miss an attack by 1 on the roll at some point 
When blinded, use bullets with eyes
this is why blind, while a very potent debuff, isn't quite on par with Jammed
nanocomp, gandivas, etc, all very popular and prevalent things can ignore it
also just in case it helps, when I say "unconventional map" this is what I'm illustrating. PCs started out on the left and gradually advanced to the right, with enemies deploying in hover flight on the sides and boarding up ahead to cut off their approach. this is a bit of a crummy secondhand screenshot because I'm not at my PC at the moment but it hopefully helps illustrate a bit; if this is too out of the norm for the feeback to the terribly helpful then that's fair enough honestly :p
I will say, the range specific invisibility worked out quite well. Two Striders avoided being Sherman core laser'd to death (unlike the guy on the far side of them) due to lucky invisible rolls, but then a Tortuga walked up to point blank range and just shoved a shotgun in one's face.
in play I did quite like adaptive camo, also. we did bypass it heavily but a few times the high speed meant it could easily slip away from the lotus projector and force an actual quick action redeploy
very good 'range band' ability.
Ran an Avenger w/ Fervor recently (untemplated but because of a map gimmick it had 2 structure- don’t worry about it)- against the Zheng player (or all of them) it was harassing it never not succeeded on getting Erupting Shrapnel off, making it really hard to damage before shifting into revenge mode.
Moreover while Fervor didn’t do much on it’s Ronin ally who already got hit with a Dispersal Shield it did give a dangerous durability bonus to the Ultra Vet Pyro. It was dealing a lot of damage and impossible to take out by the lone Striker, and the artillery couldn’t get a good bead on it nor put a dent in its armor before it triggered Revenge.
After it triggered revenge it went down easily, but I did make use of swapping Lock On out of its action rotation in exchange for Invade since it now had the accuracy to open with it, allowing it to try and Stress the Zheng with the other heat sources as well as ensure Erupting Shrapnel continued to trigger consistently + made it more durable.
I will say it did feel like it didn’t have much in terms of actions so its turns were really samey, but this isn’t really a bad thing plus base Avenger is much the same. Hell relying on basic actions + Slug Pistol made it feel more dangerous than the last Rebake Avenger I ran, which had a Judgement Shotgun and could teleport
yeah after a certain point there's only so much "unique action rotation" a lancer NPC can have
like I agree if an NPC is down to just spamming shit while rooted in place, one of my concerns for the Spite, that can be a bit of an issue, but "lock on + aggressive action" is like Ranged Striker 101
some guys just have a gun.
It was absolutely the second most dangerous NPC in the Sitrep and it only had 1 optional and nothing else (and also the map gimmick), and it was accompanied by a Veteran Ultra Pyro and a Commander Elite Priest with Glitch Scanners + Blip grafted to it
It also did a funny thing where it got hit with Investiture, then the priest died leaving it with the same bonuses but permanent and better. That’s not a problem or anything I just thought it was cool.
that is pretty funny yeah
so far, on the whole, the rebake Avenger seems to be in the most solid place
not saying don't give me more feedback, but at the moment it feels the most like "yeah this is working"
If I had to say something, I could say you could drop it’s systems by 1 so the Invade + Erupting Shrapnel combo was less self sufficient but that’s it and I don’t feel strongly about it
It was a potent combo but it’s potent on any striker with a decently accurate weapon- I was just learning how potent it was this fight
So could you unpack what's going on with Erupting Shrapnel + Invade, because I want to make sure I'm understanding things clearly
Also the Avenger's Systems is -1 across the board, so are you proposing it go lower?
I'm assuming invade target for impair > shoot target > they make the save with impaired
but, uh, I think you missed that post-revenge erupting shrapnel doesn't need a save
I did forget that, but I was still doing that combo pre-revenge
yeah I figured it might be the impaired synergy
And yeah- but like this is if I had to say something, it’s not something I feel strongly about
yeah -1 isn't like in the dumpster, BUT I tend to value it as "generally not great at hacking" considering there's no scaling on it either
The Zheng was feeling extremely harassed by Shrapnel Rounds- the player often kept complaining about just being unable to do anything because Erupting Shrapnel just kept keeping him from doing his thing and kinda defanged him
it's not garbage and a number of mechs don't have good e-defense anyway, though I tend to assume those ones will probably be putting points into engineering
Probably more a build thing than an NPC thing
yeah idk, sometimes the bear gets you
this version even does less damage
I'm guessing the movement is the one that really hurt
He was planning on putting points in engineering, but at this point. In the campaign he hasn’t gotten to that point
Actually no Revenge triggered only after the first structure so it was pretty late into the fight
It was mainly just the damage
And the fact he kept getting hit and failing the save
dang okay, well you can tell him it could've been worse