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Kai Tave posted:I mean the rules were actually bad, like "there's no point in using the pilot melee weapon option because it's so heavily penalized that you're better off simply shooting, even with the penalty for using guns while engaged" and jockeying being ridiculously penalized due to the way that pilot hardsuits were statted I agree, but both of those things are easily fixed by tweaking numbers rather than introducing tactical turn-based pilot combat and a ton of pilot gear options. Fortunately, that turn-based pilot combat is explicitly optional in 1.7.5, and I can continue to tell my players to ignore all pilot gear options in licences, which fixes my problems with the game. e; vvv it didn't get scrapped at all though? 1.7.5 still has hardsuits and pilot weapons, it just has more options for customising those (which are unnecessary). Lemon-Lime fucked around with this message at 20:49 on Dec 31, 2018 |
# ? Dec 31, 2018 20:41 |
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# ? May 18, 2024 22:22 |
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Lemon-Lime posted:Both of those things are easily fixed by tweaking numbers. They really weren't though which is why the system eventually got scrapped and started over with.
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# ? Dec 31, 2018 20:43 |
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Lemon-Lime posted:Fortunately, that turn-based pilot combat is explicitly optional in 1.7.5, and I can continue to tell my players to ignore all pilot gear options in licences, which fixes my problems with the game. Why wouldn't you just never have mechless combat situations? There are interesting gear options behind licenses and can work as narrative-side perks to ranking up a corp. Also you can gin up a build in this game that works like a D&D hunter/pet combo and it's pretty cool. Is your complaint that there's too much unnecessary fiddling that can happen with pilot builds (probably true) or that the inclusion of pilot combat rules, at all, contributes to people playing with a weak system in a game that should be about mech combat (probably true, also)? I agree that pilot stuff in general can be streamlined. It's weird to be like "thank gently caress i can houserule my game now finally!!!" when the house rule should be "resolve non-mounted combat situations narratively" in like, all cases, unless your players specifically want it.
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# ? Dec 31, 2018 22:18 |
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Lemon-Lime posted:e; vvv it didn't get scrapped at all though? 1.7.5 still has hardsuits and pilot weapons, it just has more options for customising those (which are unnecessary). The original pilot system treated hardsuits as mechs, basically. Extremely tiny, extremely lovely mechs, but with all the attendant stats and interactions barring, I believe, the ability to accrue heat. Trying to handle them that way didn't work because the system just wasn't set up to comfortably work with something like that despite Tom messing with it several times so he jettisoned handling it that way in favor of a different baseline setup.
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# ? Dec 31, 2018 22:24 |
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HEY GUESS WHAT https://twitter.com/Lancer_RPG/status/1080595674847096832
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# ? Jan 2, 2019 23:54 |
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There like an intro adventure or anything?
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# ? Jan 3, 2019 03:31 |
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Cassa posted:There like an intro adventure or anything? It hasn't been updated to 1.8, but No Room for a Wallflower is the intro adventure they are designing along with the game.
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# ? Jan 3, 2019 03:40 |
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Check out these hot new Pegasus traits.quote:¿%: ?extr!ude gun
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# ? Jan 3, 2019 03:57 |
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i love gun
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# ? Jan 3, 2019 04:39 |
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Horus hacking the system, literally.
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# ? Jan 3, 2019 07:23 |
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Aw jeez, not content with delivering a substantial 1.8 update (on Tom's birthday no less), Miguel also stopped by to drop off a booklet on everyone's favorite imperialist corpro-state Harrison Armory. This is the first part of two, and he plans on doing similar booklets for all the major factions eventually.
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# ? Jan 3, 2019 08:32 |
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Of course this would happen right after I went to the trouble of printing all of 1.75! New update is interesting, I do like how some of the systems have been moved to passives. Not sure about the action economy stuff, seems like a huge change. The Harrison booklet is great too, I love the lore in this game. Planning the 2nd session of my game now, the Lancers are going to encounter the aftermath of a space battle, with some gear to salvage and maybe a surviving merc for some roleplaying stuff. They are also gonna run into a patrol of corpo-state mechs. Not all the Lancers have flight capable mechs so space combat might be troublesome, but I think if I include their ship plus a bunch of wreckage as terrain it could be interesting.
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# ? Jan 4, 2019 09:35 |
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Blisster posted:Of course this would happen right after I went to the trouble of printing all of 1.75! Printing? Jesus dude that's over 400 pages, I hope you're getting a sweet deal somewhere. The only real thing that's changed action economy wise is Barrage moving from all mounts to two mounts, but given that for the most part mechs never really had more than three mounts I don't think it's necessarily that much of an upheaval in terms of learning new stuff. The upside is that secondary fire penalties are no longer around so multiple attacks made out of weapons other than auxiliary weapons will be more accurate on average. I'd say the bigger change to the previous edition's state of affairs is that the GMS core bonuses which let you put a heavy weapon on any mech are no longer there...having room to mount heavy/superheavy weapons is much more of a part of an individual mech's identity, and "tech up to a heavy mount ASAP" is no longer essentially a feat tax.
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# ? Jan 4, 2019 10:10 |
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1.8 Nelson is a downer compared to 1.7.5 Nelson.
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# ? Jan 5, 2019 03:46 |
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wiegieman posted:1.8 Nelson is a downer compared to 1.7.5 Nelson. Your War Pike can get 3d6 damage and Threat 5 at License Level 2 when you Boost, Duelist 2 Lunge, and pop a Thermal Charge (The Duelist 1 accuracy even counters the difficulty from Duelist 2 special attacks). You then get to love tap with the Aux in the Main/Aux mount. You also get turbo Juggernaut hip checks since the Momentum Trait applies to your next melee attack, so Boost-ed Ram attacks with a Siege Ram become 1d3+1d6 bonus with knockback 6, with bonus physics for bowling pin style knockdowns. RAMJET increases this to Knockback 8.
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# ? Jan 5, 2019 04:31 |
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I guess, but I don't have a lot of play experience so I'm not sure how much to value knockback. I liked the ability the Nelson had to rush somebody down and 1v1 them, which the old mounts could do better, and the reactive armor really helped with the 0 base armor.
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# ? Jan 5, 2019 04:53 |
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wiegieman posted:I guess, but I don't have a lot of play experience so I'm not sure how much to value knockback. I liked the ability the Nelson had to rush somebody down and 1v1 them, which the old mounts could do better, and the reactive armor really helped with the 0 base armor. Knockback is good because it allows you to hit someone even who might be close enough to you for you to wind up in engagement, but displace them sufficiently that you aren't tangled up with them and triggering OAs. If you've played 4E D&D, the value of being able to push people even small distances in melee can work out to be pretty good. However here's the actual really cool part about the 1.8 Nelson. In 1.7.5 and earlier, the Nelson's passive ability worked like this: quote:Before or after you make any skirmish or barrage action, you can move 1 in any direction. Now in 1.8 it works like this: quote:After making any attack, the Nelson can move 1 in any direction. And yes, this is a deliberate change. This means you get that movement on each individual attack, not just once per barrage or skirmish. Even with the reduction in size of barrages, this means that you can get up to six additional bits of movement during the span of a barrage + overcharge skirmish turn, and when you turn on your core active each of those 1 movements becomes 4 so you can just sort of run around the battlefield hitting whoever you want and leaving without them being able to hit you back. And you can also do the stuff 40 Proof Listerine is talking about.
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# ? Jan 5, 2019 05:33 |
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Kai Tave posted:Now in 1.8 it works like this: GMS Knives are throwable now, and by default on the Nelson you can take three of them. This synchronizes with the War Pike being throwable. If you're at Range 5, you can Barrage to throw the Pike, move forward, repeat 3x with the rest of your throwables, then since you're adjacent to the other mech, pick back up all your throwables. If you splash into SSC Metalmark for Shock Knives, those are also throwable and have 2 burn each. Pop a Shock Wreath on the War Pike, and you can now reliably do 8 burn per turn on a barrage or 4 burn / Skirmish from outside threat range.
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# ? Jan 5, 2019 06:41 |
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And honestly, the War Pike being Threat 3 now is just a nice change in and of itself because combine that with Duelist 2's lunge and you can hit someone from 5 spaces away without even needing to throw your spear.
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# ? Jan 5, 2019 07:01 |
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40 Proof Listerine posted:War Pike uh oh looks like the D&D 4e spear barb is back Knockback is also good because it can knock someone out of a grapple.
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# ? Jan 5, 2019 07:03 |
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I like the new Manticore though. That plus a Black Witch or a Vlad could do a lot of damage.
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# ? Jan 6, 2019 19:24 |
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Just a pair of perfectly ordinary pilots, nothing to see here.
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# ? Jan 10, 2019 01:46 |
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Kai Tave posted:
FULL RECOVERY
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# ? Jan 10, 2019 02:02 |
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Oh and hey, here's another part of the Harrison Armory field guide, complete with a handy object lesson in what happens when you manage to piss off RA.
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# ? Jan 10, 2019 02:21 |
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I think it should be a rule that if John Creighton-Cruz Harrison III (Long May He Reign) shows up in your game, he has to die in a absolutely ridiculously dramatic manner. Otherwise he'd be a disgrace to his lineage.
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# ? Jan 10, 2019 02:56 |
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I'm just reading the rulebook now, especially since there is a new beta out. Can you do space battles? This seemed very Titanfall-ish
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# ? Jan 10, 2019 03:48 |
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NutritiousSnack posted:I'm just reading the rulebook now, especially since there is a new beta out. Can you do space battles? This seemed very Titanfall-ish There's npc templates for smaller ships, and you can strap jump-jets and EVA rigs to mechs. No capital-scale battles, but it's been mentioned as something for a possible stretch goal or supplement
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# ? Jan 10, 2019 04:02 |
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Mechs being involved in space battles is 100% canon. Actual fleet-level space combat isn't something the rules are currently set up to support but like PoultryGeist said it's something that the devs would like to visit at some point down the line. Pages 454-457 present an overview of what space combat in Lancer looks like.
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# ? Jan 10, 2019 04:15 |
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Mech involvement is mostly (completely?) limited to boarding actions, hopefully to capture capital ships before they can fire their slow-charging main gun and turn it on the enemy fleet.
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# ? Jan 10, 2019 04:17 |
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wiegieman posted:Mech involvement is mostly (completely?) limited to boarding actions, hopefully to capture capital ships before they can fire their slow-charging main gun and turn it on the enemy fleet. To a large extent this is true, though Tom and Miguel have mentioned that mechs can also be used in a role similar to fighters and bombers through the use of attached booster rigs which provide them with both additional thrusters as well as armaments. It's been mentioned that Barbarossa frames are occasionally put into use as subline gunships. Also in one of the vignettes Miguel posted to the twitter account you can see mechs being used as fighter escorts charged with protecting torpedoes on their way to their targets.
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# ? Jan 10, 2019 04:24 |
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PoultryGeist posted:There's npc templates for smaller ships, and you can strap jump-jets and EVA rigs to mechs. No capital-scale battles, but it's been mentioned as something for a possible stretch goal or supplement Kai Tave posted:Mechs being involved in space battles is 100% canon. Actual fleet-level space combat isn't something the rules are currently set up to support but like PoultryGeist said it's something that the devs would like to visit at some point down the line. Pages 454-457 present an overview of what space combat in Lancer looks like. I'm glad that they're limiting their focus now, but keeping this open in the future. Going all Red Comet on a battlefleet while NPCs shout out curses is something I need injected into my veins.
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# ? Jan 10, 2019 08:08 |
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Tom a year ago: There's no way I can do a lot of art for this RPG I'm working on, I'll do a few pieces and get other people to handle the rest when it's ready. Tom earlier today: I took a break from editing and decided to draw some more character artwork while my brain is wandering.
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# ? Jan 10, 2019 22:48 |
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Combat Granny is too powerful.
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# ? Jan 10, 2019 23:11 |
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Gramma Hawk is amazing.
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# ? Jan 11, 2019 04:04 |
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Not nearly as good as Granny Hawk, but they can't all be. Don't leave home without your tactical garlic.
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# ? Jan 11, 2019 04:36 |
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I put a combat granny NPC in my last session. She was a Mirrorsmoke merc and the only survivor of a space battle featuring a new enemy weapon, and she offered to work for the players. Unfortunately my players decided they needed to shoot her so that their mission remained top secret. It may have been a mistake to tell them to maintain secrecy at all costs.
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# ? Jan 12, 2019 08:02 |
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Maintain secrecy at most costs
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# ? Jan 12, 2019 08:09 |
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Blisster posted:I put a combat granny NPC in my last session. She was a Mirrorsmoke merc and the only survivor of a space battle featuring a new enemy weapon, and she offered to work for the players. Unfortunately my players decided they needed to shoot her so that their mission remained top secret. Just have her show back up at some point in the future none the worse for wear. You never said how she survived that mystery weapon after all.
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# ? Jan 12, 2019 08:23 |
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Kai Tave posted:Just have her show back up at some point in the future none the worse for wear. You never said how she survived that mystery weapon after all. I'm already planning to do this with the inexperienced but mysteriously talented enemy pilot that they killed in the following battle. They immediately realized he was anime protagonist material and decided to make him their #1 target, I'm kind of proud of them for this one actually.
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# ? Jan 12, 2019 08:30 |
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# ? May 18, 2024 22:22 |
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I was told Lancer was at least initially a Shadow of the Demon Lord hack. How different is it nowadays? Based on a character generator I saw a few pages ago, I'd say 'very' looks like a plausible answer to my question.
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# ? Jan 20, 2019 15:25 |