tag:blogger.com,1999:blog-6923363875556294478.post3054955447233004584..comments2023-03-22T23:06:36.519-03:00Comments on GimmickLabs: Level SelectUnknownnoreply@blogger.comBlogger56125tag:blogger.com,1999:blog-6923363875556294478.post-33611449243400001172014-02-21T11:30:34.261-03:002014-02-21T11:30:34.261-03:00If there is a lot of demand I could write a custom...If there is a lot of demand I could write a custom weapons system, but any custom -anything- system is exploitable by definition so it'd run into a few problems. <br /><br />First off it would have to be a set of optional rules with its own series of drawbacks, kind of like how you could not have multiple Techniques or One-Shots in GGG. They would have to penalize you just for using them in some way to counterbalance the fact that you're probably going to find a way to make weapons effectively better (if not technically better) than the baseline.<br /><br />Also, with static +modifiers out of the question, it'd be really hard to write abilities you can use to customize your weapons. Balance is not just about how many points something costs, but about when and how often you can use it. For example, BCG does not have high-damage Blasts you can easily repeat without at least having to jump one or two hoops, because attacking multiple targets at once is effectively a force multiplier. Likewise, Slow doesn't really work as a drawback on a One-Shot Weapon, so many of the current abilities would need prohibitions on which ones you can and cannot combine.<br /><br />I could -probably- write around those inherent limitations. But I'd rather get the game to work well at its most basic before I start adding things on top and risk feature creep.Gimmickhttps://www.blogger.com/profile/12791352400624401508noreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-16444230099373804542014-02-21T08:02:41.528-03:002014-02-21T08:02:41.528-03:00A) Obiously the guy that uses aimed slow weapon is...A) Obiously the guy that uses aimed slow weapon isn't good candidate for aim support, duh. There could be another guy with not slow weapon that could use the aim assist bonus so it's not like the damage is wasted. Why the hell would you even have aim assist in your team in the first place if there is nobody to use it on?<br /><br />B) Do you even understand basic statistics? 2 dice of the same type have more variability than one.<br /><br />C) You offensive power as a beam weapon user comes from advantages on beam wepaons not high might. You already count those advantages in your calculations. Your might will actually be very average.<br /><br />E) You just calculated yourself that aiming is much better in this situation. (and did it badly because the enemy mech should have 6 energy not 5) Even trying to skew it by applying difficult terrain didn't make it work. Maybe try using support with EMP next time. But it's still "arguable" . Really?<br /><br />F) Try again main utility is rerolling low die roll. The bonus advantage is just an extra bonus. You're using 2 genre points vs one. If you want to be fair try comparing 4 normal attack vs 2 aimed (2 try agains on each side)<br /><br />G) You conveniently forgot the point about other active defenses where attacking twice is MUCH weaker than aiming. This point has more weight than all your other points too since defenses are much more common.<br /><br />Include the point about active defenses. Do you seriously think two shots vs 1 aimed shot on approach is balanced? Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-23725711073517311122014-02-21T04:52:52.274-03:002014-02-21T04:52:52.274-03:00E) Barrier Busting: Let's assume a theoretical...E) Barrier Busting: Let's assume a theoretical 'vanilla party' of one ranged attacker, one melee attacker, one supporter and one megatank. We'll assume everybody makes optimal decisions for their role and the party has perfect cohesion, just to make this easier. We'll start the attackers with Standard Chassis stats and the supporter and megatank with 0 Might because they'll spend every turn doing something that isn't attacking, so they're nonfactors (the attackers start with MIght 5). Everybody is PL1. Now let's say this party is fighting a hellishly beefy opponent with EN 5 and Guard 5, dedicated to tanking EVERYTHING with an Absolute Barrier. If both attackers are using Reactored Beam Weapons, then any roll result is 'free damage' from Round 1 onwards, since they can't miss, but have to pierce the barrier. On average, they will do about 1 point of damage to the tanky Gear on Round 1, then 3 in Round 2. What if they Aimed? That increases their damage by 5 (2+4, minus 1 from not attacking in round 1). So on a party with just two attackers, it pays to not just attack the shield and aim. If the support can supply accuracy boosts (either through Difficult Terrain or Aim Assists on the Ranged attacker, or ideally, both), the increase in damage goes down to just 1. If there's a third attacker, barrier busting is very important, because your damage increases drastically by attacking every turn.<br /><br />F) Genre Powers: The obvious example here is Try Again. That's a free Advantage you give up by not attacking so you can use the Power twice. I'd say Signature Weapon, but that opens a whole new can of worms since it requires the introduction of secondary weapons. That said, just Try Again by itself is enough to swing things decisively in favor of hitting twice. If we want to include it, Come At Me Bro too, but that's hard to sell because of the monster energy requirements making it impractical unless you're in Range 5.<br /><br />There's lots of moving parts to think about, but barring something I missed, about the only arguable point is barrier busting - everything else clearly speaks of double taps being better even with minimal tension. The general rule seems to be that offense provides increasing returns with each point - the more you have of it, the more you want in any way you can find, be it more actions, more Might bonuses, or anything else. Interesting stuff to look at, really. Overall, pretty tightly balanced either way.EvernautStudioshttps://www.blogger.com/profile/15151845938933464566noreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-91428845661958433862014-02-21T04:51:57.463-03:002014-02-21T04:51:57.463-03:00I wouldn't be touting it if we were arguing ab...I wouldn't be touting it if we were arguing about a Power Rifle vs the Infinite Blade, though. The Powered Rifle fills the *exact* same niche as the Infinite Blade (consistent long range attacks round in round out) instead of being worse due to hitting only once for every two IB attacks like the Lux Cannon. The only point I'm making here is that the Lux Cannon is not a goodl weapon to use on the approach because you're taking the IB to not have to waste a single turn not attacking. But to expand on the things I said a little more, let's tackle them one by one:<br /><br />A) Aim Assist: I mentioned this because if you can have it applied to your attack even once, you actually exceed the damage of the Lux Cannon (15 'net Tension' vs 13, since we were already including Aiming into the Lux Cannon's damage and it doesn't stack). If you add it twice, which you can and the Lux Cannon cannot due to its Slowness, the number shoots up to 17. Is it inefficient? Yes, very. It's still an example of how stacking up bonuses multiple times tends to beat just a single big shot unless said big shot is calibrated to deal about 2.5 times the damage of a single hit.<br /><br />B) Dice: I did include the 0.5 bonus practically out of pedantry, but it's worth remembering it exists. Just something that you wouldn't think matters too much, but does because variance is more devastating the less dice you chuck out.<br /><br />C) Might Edge: I wasn't actually thinking about Grunts here but rather about offense heavy Gear dealing more damage to a balanced one, like how a Destroyer will hit an Eagle for a bit of extra damage at PL4 and higher. This isn't an irrelevant consideration if you're not facing superbosses. An offensively skewed Gear will deal bonus damage against enemies who aren't hyperdefensive. Statistically speaking, if you're Might-heavy you're going to either break even or beat the Guard of most enemies. In those cases, the IB beats the Lux Cannon because it gets to abuse the offensive advantage by squeezing an extra shot in.<br /><br />D) Guard Reductions: Just to point out how much of a hardcore boost this is to the IB compared to the Lux Cannon, assuming a Guard of 6 (not exactly a loony value, two of the Gear templates start with this!), the IB gains 3 damage on the Lux Cannon. It only gets worse as Guard increases, too. Even the worst case scenario (Guard 2) still gives the IB a small edge, which is all it needs to pull ahead.<br /><br />(Cont.)EvernautStudioshttps://www.blogger.com/profile/15151845938933464566noreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-51813774178638080182014-02-20T22:34:59.166-03:002014-02-20T22:34:59.166-03:00Also please think about some of the things you'...Also please think about some of the things you're writing instead of just listing everything you can think up just to prove your point.<br /><br />Touting the ability to damage absolute barrier every turn as an advantage is ridiculous when you were using powered rifle that can fire every turn with aim action to mitigate the absolute barrier effectiveness in the previous example of beam vs absolute barrier 1v1Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-54703296014051600542014-02-20T22:21:05.067-03:002014-02-20T22:21:05.067-03:00note on two-opportunities vs one
dice - rolling 2...note on two-opportunities vs one<br /><br />dice - rolling 2 dice increases variability but it goes both ways. You're as likely to deal massive damage as you are to deal almost none at all. That said the average of d10 is 5,5 so you get additional 0.5 of damage on average. You can count that if you like.<br /><br />might advantage - you're as likely to have might advantage against weak grunts as you are to have might disadvantage against tanky enemies. irrelevant<br /><br />enemy Guard reduction AKA difficult terrain - valid point, two attack become better in this situation<br /><br />aim assist - (disregarding the fact that aim assist is terrible to the point of being useless) infinite blade is a melee weapon so it gets only +2 from aim, using it on a ranged weapon (like lux cannon) will be more effective. You kind of shot yourself in the foot with that one.<br /><br />Even if you assume something like powered rifle it's not like there is shortage of allies needing aim assist every turn.<br /><br />genre powers - Maybe, but I don't think so. Can you provide example of genre power where having two weaker attack opportunities is better than one strong one?Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-29931763677888590882014-02-20T22:04:38.954-03:002014-02-20T22:04:38.954-03:00Aimed attacks vs attacking every turn
As you calc...Aimed attacks vs attacking every turn<br /><br />As you calculated yourself it's 5+6 vs 11.<br /><br />Having two opportunities to apply all this stuff twice is a VERY minor bonus. There are opportunities to do so every single turn.<br /><br />Why do you list "wasting" damage on absolute barrier as a plus I don't really understand. Instead of going through it twice on two turns it's MUCH more efficient to just make everybody aim on the first turn and then unload everything on the second. <br /><br />Outranging capability when you ambush enemy is negated by range advantage getting nullified when the enemy is ambushing you. Ambush scenarios are mostly irrelevant in balance discusions.<br /><br />All those things are VERY minor bonuses. There is a HUGE flaw to attacking twice though. Active defenses. Even if you assume enemy has a basic defense that negates 3 points your damage becomes 2+3 vs 8. It gets much worse with stronger defenses. You can reasonably assume quite a few enemies will have those defenses so it's a significant disadvantage.<br /><br />My point is that aimed shot is pretty much always better in the first 2 turns. It has similar effectiveness on the next 2 and only after tension 4+ shooting every turn becomes better. <br /><br />The context we were duscussing it is for use with grand weapon.<br />As a weapon that you use when closing in lux cannon is perfect. It also uses the same amount of energy as grand weapon making you very energy efficient.<br />Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-86235380636262682192014-02-20T21:23:25.618-03:002014-02-20T21:23:25.618-03:00Let's run the numbers, shall we?
Base Chassis...Let's run the numbers, shall we?<br /><br />Base Chassis: Standard 4<br /><br />Might 5, EN 5 = 10 MP<br />Experimental Reactor = 10 MP<br />Weapons = 20/30 MP<br />Might 6, 7 = 13 MP<br />EN 6, 7 = 13 MP<br />Weapon Specialization = 20 MP<br /><br />You can hit this at PL3 and have room to spare for defenses, Integrated Weapons and upgrading either your main statistics or side ones, easily. Weapon Specialization is pretty easily accessible overall.<br /><br />And no, when Tension is low it's pretty much always better to attack if you can swing it, because any beam weapon is already punching at 'Tension 5' from Round 1 in practical terms (the Lux Cannon and Grand Weapon go to Tension 7 if you use their energy guzzling tricks). It's pure math: One attack at Tension 5, plus one attack at Tension 6 vs one attack at Tension 11, except the double whammy gets to apply dice to damage twice, Genre Power boosts twice, enemy Guard reductions twice, Might>Guard advantages twice, Aim boosts from allies twice and so on, increasing its damage overall by a bit with each factor you add. Hell, you even get to contribute to team efforts to punch through an Absolute Barrier and exhaust enemy EN stocks twice too. It's pretty much always a winner. I don't even have to address the 'outrange enemies' part because it should be obvious that there will be situations where you'll catch enemies offguard and leave them unable to attack you. It just happens and it's a really nice bonus when it does. The Infinite Blade is a superior weapon for consistent long-ranged attacking than the Lux Cannon, for what should be obvious reasons.EvernautStudioshttps://www.blogger.com/profile/15151845938933464566noreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-41083680948787339802014-02-20T21:15:58.869-03:002014-02-20T21:15:58.869-03:00I did the build and you can actually get it on lev...I did the build and you can actually get it on level 2. Level 3 is still more comfortable but it works on level 2 without any major problems. It's a really murderous build. It deals pretty brutal damage.<br /><br />On level 2, +11 attack without aiming, bypasses all defenses, assuming enemy guard in 5-7 level you can blow off a threshold every turn. Guard and threshold bumped to 5, no active defenses.<br /><br />If you count bypassing defenses as +3 damage which is a little underestimate it has almost the same efficiency as pumping might to 10. And it still scales very well after that because it only has 5 might.<br />It's pretty scary.<br /><br />Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-15486931371328798042014-02-20T14:19:30.005-03:002014-02-20T14:19:30.005-03:00Weapon specialization + energy 8 costs you = 20 XP...Weapon specialization + energy 8 costs you = 20 XP +5 +6 +7 +8 = 46 XP<br />That's power level 4 as I said.<br />If you wand to squeeze with energy 7 you might make it on level 3 but but as a super glass cannon.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-60849021363931203882014-02-20T14:14:05.360-03:002014-02-20T14:14:05.360-03:00If you want more weapons in BCG you have to make t...If you want more weapons in BCG you have to make them yourself as a DM without any system, just using the current weapons as balancing guidelines. Any formalized system for creating weapons is unlikely as most weapons are just giving you advantage under certain circumstances so each case is pretty much unique.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-70211986029512984542014-02-20T14:03:33.133-03:002014-02-20T14:03:33.133-03:00Lux Cannon vs Infinite Blade
A) You approach when...Lux Cannon vs Infinite Blade<br /><br />A) You approach when tension is low so 1 attack with aim is better than 2 without.<br /><br />B) Aiming gives +5 range. You almost always aim with lux cannon. You need systems 1 to reach 11 range.<br /><br />C) Infinite blade need 6 energy to have range 15. Lux needs 5. You can get extra systems for saving that energy point.<br /><br />Implying that infinite blade that only is used at range is better than other ranged beam weapons is retarded. Even if it was true that would mean that balance is seriously fucked up if secondary mode of melee weapon outperforms all ranged weapons.<br /><br />If you want range weapon that can fire every turn take powered rifle or better charge cannon.<br /><br />Enemies can move and fire and aim so you won't won't really outrange anybody.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-14822223451803944312014-02-20T13:06:45.779-03:002014-02-20T13:06:45.779-03:00My players and I have been doing a Giant Guardian ...My players and I have been doing a Giant Guardian Generation 1.7 game for the last like year. There's probably about a year left in it, but the next season I'm looking at swapping over to Battle Century G. I just like a lot of the elements more, especially mechs being primarily upgrade-based instead of weapon-based.<br /><br />My party, however, dislikes it. We've been using the 1.7 rules with some serious modifications to allow for a lot of custom weapons; we broke down points values on the standard weapons, then came up with a rough price for the effects based on it. <br /><br />Unfortunately, I think we accidentally turned the game into rocket tag. Oops.<br /><br />But my players are curious if any form of customized weapon system is going to be offered as an option in Battle Century G, and I confess that I am too. While I love the standard weapons as a GM (it makes life so easy), my players like their toys, and I'm wondering if you had any ideas for alternative systems or methods of weapon creation that wouldn't wind up being ludicrously imbalanced.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-11871016872935967032014-02-20T12:52:48.224-03:002014-02-20T12:52:48.224-03:00I didn't. This is why I mentioned maneuvering ...I didn't. This is why I mentioned maneuvering then shooting twice. You're also forgetting that the sniper rifle *cannot be used at all without aiming*. It's why you Maneuver for your first action or second, depending on whether you went first or last. This very, very heavily increases your chances of surviving (IIRC it's makes it statistically unlikely to suffer a single maim?). The Powered Rifle has the advantage of taking two actions for every one the sniper makes, and should abuse that if he has Signature Weapon to inflict a crippling strike.<br /><br />As for the Lux Cannon and Infinite Blade, that is actually mistaken. The Cannon is only a better ranged weapon if you make the following assumptions:<br /><br />A) You don't need to make at least two attacks on the approach. Hitting twice is more or less always more important than hitting once with bonuses.<br /><br />B) You don't need to make an attack from Range 11 or further. The Lux Cannon can only hit from that range after Aiming or with Systems 6 (which you don't have room for, anyways).<br /><br />C) Your energy is only 4 or lower. If that's the case, yyyyyyyyeah you shouldn't be using Beams in the first place.<br /><br />This is why you take the Infinite Blade as your reliable 'use this every turn outside the best case scenario' weapon and not the Lux Cannon. It provides its enormous range right out of the box so long as your EN is 5 or higher, which it should be at any level if you're using this weapon, it can attack every turn, and it will turn the tables on any ranged attacker with less than 10 Systems by allowing you to outrange them instead of being outranged. Just a far better pick, really.<br /><br />As for Weapon Specialization, you actually just need EN 7 or 8, really. You're not going to use the Experimental Reactor or spend unnecessary energy when you need to use it, because bypassing the target's massive Active Defense deals enough damage to 'pay back' the cost. EN 10 is if you want to have your cake and eat it too, but waiting until then is kind of inefficient, really.EvernautStudioshttps://www.blogger.com/profile/15151845938933464566noreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-8725721241521778352014-02-20T09:14:46.387-03:002014-02-20T09:14:46.387-03:00Oh. One more important thing. I was forgetting inv...Oh. One more important thing. I was forgetting invincible alloy ability all this time. It prevents you from dying once leaving you with 1 HP. This means that beam guy needs extra shot which skews the numbers heavily in normal guy favor.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-77610460087833448542014-02-20T09:10:56.872-03:002014-02-20T09:10:56.872-03:00Oh. You want to use signature weapon without aimin...Oh. You want to use signature weapon without aiming? That's bad choice. If you don't kill him then he snipes you and you lose powered rifle.<br /><br />preemptive shot<br />+4 base +1 tension +5 signature = +10<br /><br />Can't kill even on a roll of 10.<br /><br />Then he has normal snipe with +8 that maims your rifle with 75%+ chance and it's over.<br /><br />Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-61398320421746729782014-02-20T09:05:20.738-03:002014-02-20T09:05:20.738-03:00This duel shows just how important anti maiming me...This duel shows just how important anti maiming measures are. They're the like second most important thing after weapons.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-45042702314482276422014-02-20T09:02:45.541-03:002014-02-20T09:02:45.541-03:00Regardign normal vs beam duel.
If you go in with a...Regardign normal vs beam duel.<br />If you go in with assistant (signature weapon) at PL0 you don't have integrated weapons. <br /><br />Normal guy can snipe you for +8 too which has very high chance to maim your rifle and that basically means you're dead. Whoever shoots first has the big advantage advantage. Normal sniper still has an advantage. Especially if he puts the leftover 5 points into threshold instead of energy.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-15822865884254610422014-02-20T08:51:24.992-03:002014-02-20T08:51:24.992-03:00If you have grand weapon it;s pointless to use inf...If you have grand weapon it;s pointless to use infinite blade in melee because grand weapon will always be better. You'd only be using it for range. And for range lux cannon is just better.<br /><br />You can't afford 5 en for weapon specialization anyway. You'd need to have energy 10. That's like power level 5.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-64286375692093159052014-02-19T23:59:40.832-03:002014-02-19T23:59:40.832-03:00If you have Signature Weapon you actually don'...If you have Signature Weapon you actually don't care for aiming - at that point, even the worst possible roll is an automatic Maim (because assuming equal Might and Guard, you's inflicting a minimum of 5 damage on a 1 in Turn 1), and the best possible result is damn near an instant kill. It's better to just preempt the sniper and go for broke if you have Signature Weapon access (the absolute best choice here is to pump your Might to the enemy's Guard +1 to force him to up Threshold in response, since otherwise you can oneshot him). If you win init, shoot and shoot again because you've actually got decent odds of winning outright and crippling your opponent even if you don't. If you lose init, you probably want to Maneuver, shoot, and then either maneuver or shoot, I'm not sure which. Turns out that the best defense may be to take an Assistant with Signature Weapon against a sniper on PL 0. Who'd have thought?<br /><br />As for the Melee Beam discussion, when I say your kit is complete with the Grand Weapon, I mean that you can instantly burst a target in your optimal scenario for an absolute heckload of damage, and on top of that perform proficiently at all ranges. Technically you already have an ideal kit with Infinite Blade, Experimental Reactor and EN 6 (the point where you can launch a psychotically powerful attack from range 15 every turn), but the Grand Weapon makes your best case scenario downright terrifying because you mow down two of a standard PL0/1 enemy's thresholds on a 5 and can instantly kill pretty much any target you can Engage and Synchro Attack with two other players regardless of what you roll. I stand corrected, though: Relative to the Grand Weapon, the Radiant Fist is absolutely terrible, because it takes too long to scale up for too little payoff. I'm not even sure about what can be done to fix it either, because it's not like the Grand Weapon is some stupidly amazing weapon - the Radiant Fist and all other single target techniques just scale very slowly.<br /><br />(You never ever want to mix range types if possible though, just saying - that means Weapon Specialization does not apply to half your arsenal, which is bad karma. It's better to specialize on either melee or shooting and commit to it than halfass and end up with kinda worthless secondary weapons.)EvernautStudioshttps://www.blogger.com/profile/15151845938933464566noreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-85895737332282681452014-02-19T21:21:46.567-03:002014-02-19T21:21:46.567-03:00Eh. I did the rough math and it looks like signatu...Eh. I did the rough math and it looks like signature weapon has a decent chance to cripple even after halving it. Best tactic is to counter with your own signature weapon. You get 5 HP advantage with that exchange and lower might difference to 2. <br /><br />First shot (signature weapon on both sides)<br />normal +6 base +2 tension +5 signature = +13<br />beam +8 base +2 tension +5 signature = +15<br /><br />Second shot<br />normal +6 base +4 tension = +10<br />beam +8 base +4 tension -6 absolute barrier = +6<br /><br /><br />normal total = +23<br />beam total = +21<br /><br />Slight advantage to normal guy. After that normal dude still has 2 points of advantage and will come out ahead in long term.<br /><br />I'd say it's 60%/40%.<br /><br />Still very close. The normal guy advantage will actually grow with power levels because he gets 2 defense with 1 point of energy but the beam guy gets only 1 attack for 1 might. Also as the threshold levels go up the fight will go on for longer meaning even more advantage to normal dude. At least until beam gets weapon specialization but that costs 20 xp + 26 xp for energy = 56 xp so it'd be power level 4.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-91460124903217771152014-02-19T20:53:36.722-03:002014-02-19T20:53:36.722-03:00Signature weapon is one shot. The other guy can ha...Signature weapon is one shot. The other guy can halve the damage from that shot with genre power too. Still not enough to overcome 6+ point difference in might advantage.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-57780381507789883442014-02-19T20:48:44.113-03:002014-02-19T20:48:44.113-03:00If you take custom barrier instead of integrated w...If you take custom barrier instead of integrated weapons you're lowering your effective HP by 1/2 because once your powered rifle is maimed it's game over for you. The extra +5 guard doesn't help that much because enemy is aiming too and breaking through it. The other dude has sniper rifle too. If you can shoot him he can shoot you too.<br /><br />Your margin of success is less than 1%.<br />Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-26713799578676907282014-02-19T20:45:31.227-03:002014-02-19T20:45:31.227-03:00Once I have infinite blade why bother with grand w...Once I have infinite blade why bother with grand weapon if I can get +1 might instead? Why bother with radiant fist after that if I can have yet another +1 might?<br />(and some XP to spare). <br /><br />>At that point your kit is complete and there is very little your enemies can do against you because you're good at all ranges<br /><br />You are good at all ranges from the moment you get infinite blade. The extra weapons don't give you any more versatility at all.<br /><br />If you actually want to have 2 beam weapons take lux cannon and grand weapon. They cover all ranges too and do this better than infinite blade + grand weapon.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-46006673992309052302014-02-19T20:39:45.198-03:002014-02-19T20:39:45.198-03:00Grand weapon does +12 with tension 4 for 1 more en...Grand weapon does +12 with tension 4 for 1 more energy.<br />Add 1 more might to your mech too for saving those 10 XP. <br />Anonymousnoreply@blogger.com