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The mimic gun seems like a really weird choice for the Pegasus. I thought the gimmick of the pegasus was consistency, but this is the most random gun out there
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# ? May 18, 2024 18:38 |
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Got to play in a one-shot today and it was very fun. I hope I can play an actual game of this at some point.
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![]() An absolute unit.
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The Tortuga is dope. Anybody have some interesting builds? I am curious how the tech attacks and the heat system work in practice. I remember tech was considered underpowered in the last version but I really like the idea of a tiny stealthy mech bringing down enemies with hacking. Also some sort of Balor/Ghengis hybrid looks fun. Keep enemies in your heat aura with the nano whio and operate in the danger zone as much as possible.
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Blisster posted:The Tortuga is dope. At the moment heat damage is in kind of a tricky spot. Heat damage was lowered in general and NPC heat capacities went up, but the flipside of this is that overheating conventional NPCs now simply automatically shuts them down, and while they can boot back up it's still basically a full turn stun. So overheating NPCs is better than it was when it just prompted a regular overheating check. On the other hand heat damage and hitpoint damage don't really work together at all, so if you're the one person dealing heat and everyone else is doing damage then you aren't really operating on the same page, so to speak. Tom's mentioned he may be fiddling with heat capacities and such if people continue to feel like it's a bit too weak, but if it winds up too easy to slap stuns on enemies that could also be a problem. Hacking aside from heat though is still pretty good with a lot of utility and control abilities in the Goblin and Minotaur, and hacking systems have been spread around throughout the licenses too so you can grab some stuff if you're an SSC-focused pilot, for example.
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![]() According to Tom, the black Event Horizon sphere isn't the Ushtabi, it's the containment field for the Ushtabi. You don't want to let the containment field go down.
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Yes. Yes. The Pegasus art does it justice.
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HORUS was already my favourite and the creepy mech designs are only making it more so. Has anyone found any good online plays of Lancer? There's a couple partially completed pbp games on rpgnet of version 1.5 and one super old youtube video series. I don't have time to run a game yet so I want to live vicariously.
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Blisster posted:HORUS was already my favourite and the creepy mech designs are only making it more so. There are a number of campaigns that have recently started up through the Discord channel, including one that's just starting a PbP playthrough of No Room For a Wallflower, and it's open for anyone to read. Another game uses voice but they've discussed recording it, and there's another still in the preliminary stages.
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For those of you who don't check the game recruitment thread, there's a brand new Lancer CYOA starting up right over here.
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Triple posting? I don't give a gently caress. Anyway some comments have been raised regarding some of the Goblin's hacking options being a bit lackluster under the latest iteration of the game, namely Celestial Paradigm Shift, so Tom's been tinkering with some ideas for making the Goblin even more of an annoying tech wizard. quote:hey so All of this is of course subject to change.
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Kai Tave posted:Triple posting? I don't give a gently caress. Ignorant opinion: hacking never seemed worth it to me. How wrong am I?
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Anniversary posted:Ignorant opinion: hacking never seemed worth it to me. It's varied from edition to edition. Early in the game's history hacking was ludicrously OP, it got tamped down more and more to the point where it was extremely action inefficient, now it's back to more useful levels imo. The main difference is that hacking used to be primarily all about dealing massive amounts of heat whereas now it's more utility based. The Minotaur's PREDATOR/PREY Concepts and various lockdown abilities or the Goblin's Puppet Code letting you walk enemies out of cover or over cliffs. A few of these utility hacks got spread out to some other licenses, mainly SSC stuff, to try and give some more variety to people who want to do some hacking instead of going "just play a Goblin" so it looks like this is an attempt to put some more dynamic options back in the Goblin's hands. Another thing which has helped hacking is the new action economy which allows you to skirmish and hack in the same turn instead of always having to choose one or the other. All that said, Tom's also mentioned that he'll probably be looking at lowering NPC heat caps somewhat, which means that overheating the opposition may also be more viable going forward as well.
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Kai Tave posted:It's varied from edition to edition. Early in the game's history hacking was ludicrously OP, it got tamped down more and more to the point where it was extremely action inefficient, now it's back to more useful levels imo. The main difference is that hacking used to be primarily all about dealing massive amounts of heat whereas now it's more utility based. The Minotaur's PREDATOR/PREY Concepts and various lockdown abilities or the Goblin's Puppet Code letting you walk enemies out of cover or over cliffs. A few of these utility hacks got spread out to some other licenses, mainly SSC stuff, to try and give some more variety to people who want to do some hacking instead of going "just play a Goblin" so it looks like this is an attempt to put some more dynamic options back in the Goblin's hands. Another thing which has helped hacking is the new action economy which allows you to skirmish and hack in the same turn instead of always having to choose one or the other. That was my general feeling. And yeah, it interested me early on and then when we were ready to start a game it just looked weak so I went with a different concept.
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The thing is you can absolutely ignore hacking if you want to, the creators don't seem to be going for a D&D-party-comp setup where someone has to play the designated hacker, you can all just roll big robots with guns and shoot stuff, but the developing idea seems to be that those who want to play hackers should have a robust toolkit of unique options at their disposal to do things other than just shoot heat at people. The game's definitely still in a fine-tuning stage at the moment, so relative power levels of various builds and strategies are still in flux, but that's the idea anyway.
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Yeah that makes sense and seems like a decent goal on their part. I switched to Pegasus for fun times, so I'm one of those people. ![]()
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Anniversary posted:Yeah that makes sense and seems like a decent goal on their part. The neat thing with the Pegasus is the Mimic Gun is (provisionally) going to count as EVERY weapon type now, which means you can do some crazy poo poo by combining various talents that normally wouldn't mix together, so you could use Vanguard, Crack Shot, and Siege Specialist abilities with it all mixed together. I admit I didn't care much for the Mimic Gun before but that's changing my mind on it.
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Kai Tave posted:The neat thing with the Pegasus is the Mimic Gun is (provisionally) going to count as EVERY weapon type now, which means you can do some crazy poo poo by combining various talents that normally wouldn't mix together, so you could use Vanguard, Crack Shot, and Siege Specialist abilities with it all mixed together. I admit I didn't care much for the Mimic Gun before but that's changing my mind on it. Yes. Please. Still not crazy about having to roll for a weapon every round? Or did that change?
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Anniversary posted:Yes. Please. No I think that's staying in for now. If/when Tom gets more actual play feedback concerning it he may (or may not) change it, it's still pretty new.
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I haven't been running Lancer for too long, but my experience with hacking by the PCs is almost entirely getting Lock On. Which is useful, but nothing to write home about. On the GM side, I've had a great time with hacking. I've had a bunch of technicals and operator NPCs in the last mission, and they've been doing a number on the players. Mostly heat build up, lock ons, and causing impairment, but it's been hampering them heavily.
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LimitedReagent posted:I haven't been running Lancer for too long, but my experience with hacking by the PCs is almost entirely getting Lock On. Which is useful, but nothing to write home about. Lock On is substantially better in 1.7.5 but largely in relation to things which proc off of it. In particular, the new Spotter talent tree lets people cash in locks for bonus actions which is incredibly useful. Have your friends slap on some Autopods and go to town. But speaking of hacking, Tom's working on some stuff: quote:here's the new OSIRIS A bit later he suggested that he was going to drop it from a Full Tech to a Quick Tech with a 1/round limitation on it.
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Yeah, my player's got Spotter 2 already, so he's making use of that nicely enough. We only just started, level 1, so I'm not entirely sure of his build. Pretty sure he's going Pegasus first, not Goblin. I'm pretty sure he wants Lesson of the Held Image so he can poo poo out Lock Ons all day long.
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So this may be spoilers for anyone who's playing the No Room For a Wallflower adventure but Miguel just uploaded part two for the very first time since the game was first released and boy howdy does a whole lot of poo poo get real in this one.
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"Can my mech have four arms? And tassels?"![]() My friend, you can do whatever you want to be.
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Kai Tave posted:"Can my mech have four arms? And tassels?" I'm sorry, does that mech have a popped collar?
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PoultryGeist posted:I'm sorry, does that mech have a popped collar? Well the description Tom gave for it says "This frame is usually used by particularly skilled and prestigious (or reckless) pilots" so yeah, probably. HA really seems to be all about those top-heavy designs. The Napoleon has something similar going on only it looks more like an EOD bomb suit.
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More than the Tokugawa? Impressive.
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Cassa posted:More than the Tokugawa? Impressive. ![]() I think it's the big ol' dome head that does it.
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These mech designs are cool as gently caress.
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Man, I feel bad for the Napoleon. You know the other Harrison models are giving it noogies all the time. ... and then it gets stuck working with that weirdo Goblin in lab because all the other tables are too tall.
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Just wanted to post this book length write up of the Aun. It’s possible to find a link but every resource I’ve seen has buried the lead on just how much stuff is in this.
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Hello thread, Played a few one-shots and got totally addicted to this game. I wanted to introduce it to my usual gaming group, but character creation is in kind of a pain right now -- or at least would be for my group (they have really only played Dungeon World. And a Descent map, once). Decided to throw together a quick javascript app and got way too into it, so I decided to actually commit and make it into a portfolio piece: ![]() more screens at: https://imgur.com/a/eDzEHUR right now it's just a viewer for pilot/configuration data, but you can grab it here, as an electron app: https://github.com/jarena3/compcon (or here: https://github.com/jarena3/compcon/releases/tag/v0.1-alpha if you don't want to gently caress around with npm). It's doing most things programmatically -- which is to say that eg. Cio's Fuel Rod Gun is being added dynamically via that talent, it's not hardcoded -- so when I start work on the editor portion it should go pretty fast. I've contacted the authors of the actual game to make sure they're cool with it, but providing they are, I'm going to really dig in. The short-term goals for the project are to get a full featured character creator/editor, then have it be able to spit out printable PDFs for tabletop play. Also an equipment catalog. Longer term, I'd like it to have it be useful for playing the game in the general sense. Equip it with stuff like an NPC builder and a campaign wiki, or do stuff like hook into discord/slack for PBW games, where it could roll dice and track stats, etc. I wanted to post it up here to see if you all had any feedback or suggestions. If there's any interest I can spin up a project.log thread, too.
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Very nice. I especially like the hp/heat/etc bars. Might have to take a look at the code later.
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Thanks! The code is pretty rough right now and not much better than a first pass sketch in most places. First thing I’ll do once I get the editor finished is take a refactoring/formatting pass so people can contribute without wanting to kill themselves
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That looks really fuckin cool and if you haven't dropped by the Discord channel to brag about it there you really ought to do so.
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![]() Welcome to the GUN SHOW. The gun show is also the spike show.
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Kai Tave posted:
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![]() When it's tea time but you still have a high-value target to eliminate.
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# ? May 18, 2024 18:38 |
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That Swallowtail art is awesome. I finished watching Gundam: Iron-Blooded Orphans recently and it made me realize this game has a severe lack of actual lances. I guess the Vlad sort of counts but it's not really the same feeling as blasting around at high speeds skewering people. I am finally off work in two days so I will be running this game soon. Can't wait to try it out for real.
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