tag:blogger.com,1999:blog-6923363875556294478.post7077800681497881732..comments2023-03-22T23:06:36.519-03:00Comments on GimmickLabs: Terrain Ho!Unknownnoreply@blogger.comBlogger30125tag:blogger.com,1999:blog-6923363875556294478.post-13195699311253385122014-05-15T17:33:02.893-03:002014-05-15T17:33:02.893-03:00The thing with Extreme Terrain is that most of the...The thing with Extreme Terrain is that most of the time it should only trigger once. You can, after all, move with every action.<br /><br />When you can't move away easily is when you basically got done by positioning + planning. But you still have countermeasures like Slippery Chassis and Mind over Matter to get out of Duel + Extreme or Difficult + Extreme lockdowns.<br /><br />If your Sys/Spe are both low then yes, it is really dangerous. But it basically exists to scare the narrow fighters that have it easier against most other threats, so that's intended.<br /><br />Invest in getting either stat up to eight, unmaimable antigrav, or an applicable transformation (flyer and extreme fortification both work) and you'll be fine.<br /><br />If you spend enough MP to get a stat up to 10 then you've earned the right to not have to worry about it, I think. But at that point I'd expect the opposition to be able to halve your Speed too anyway.Gimmickhttps://www.blogger.com/profile/12791352400624401508noreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-37471788589061277592014-05-15T17:10:20.699-03:002014-05-15T17:10:20.699-03:00I tried that for fire at will first, it doesn'...I tried that for fire at will first, it doesn't work out too well.<br /><br />Base damage starts at 1 and increases by 1 for every 2 systems and every 2 turns. This gives us the following results:<br /><br />(Note that I am rounding tension up)<br /><br />Systems 4 - If we start firing from round 1 this only deals 14 damage. Not enough to kill anything with Threshold 4. If you start firing from round 3 you still need to survive until round 7 to reach 18 damage.<br /><br />Systems 6 - Four shots deal 18 Damage then the last two deal another 12 for a total of 30. If you wait until round 3 to start firing you'll need a Threshold of 10 (or a lot of healing) to survive. This is a 6 turn clock that is not too hard to pull off if you just buy a ton of defensive stuff.<br /><br />Systems 8 - 16 Damage in 3 shots. Six shots nets you 36 and by the end you've dealt 52 unavoidable flat damage. You can basically kill anything while throwing active defenses/defensive genre powers at whatever comes your way.<br /><br />Basically by the time you are done with your barrage there is nothing that could have survived barring a similarly specialized regenerator. Systems alone is even more overpowered.<br /><br />Speed vs 15 is effective from the first few turns and the damage it can deal right out of the gate looks scary, but there are more ways to mitigate it (you can use Try Again if you roll a 1, unlike with flat damage) and the average it deals is overall lower so it should work out.Gimmickhttps://www.blogger.com/profile/12791352400624401508noreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-49197408560765733282014-05-15T06:14:18.418-03:002014-05-15T06:14:18.418-03:00It's actually 0.3 on tension 3
0.6 on tension ...It's actually 0.3 on tension 3<br />0.6 on tension 4<br />1 on tension 5<br />1.5 on tension 6<br /><br />If you have systems/speed 10 you just don't worry about extreme terrain.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-38931794701070394822014-05-15T06:11:12.827-03:002014-05-15T06:11:12.827-03:00If boss has speed/systems 10 and you have expected...If boss has speed/systems 10 and you have expected damage of 0.6 damage on tension 3 doubling that will give you 1.2 damage. Not a huge change exactly.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-36547101468518578622014-05-15T05:53:21.557-03:002014-05-15T05:53:21.557-03:00I disagree with that because otherwise Extreme Ter...I disagree with that because otherwise Extreme Terrain is something Bosses laugh at. It's a sadly real fact that with only one roll per round, Extreme Terrain scales too slowly to ever frighten them, and a higher DN just makes mincemeat of mooks and rivals. Doubling the number of rolls is the best possible solution,r eally.EvernautStudioshttps://www.blogger.com/profile/15151845938933464566noreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-31090828176400772362014-05-15T05:19:07.062-03:002014-05-15T05:19:07.062-03:00Incinerator with a line effect looks ok. It's ...Incinerator with a line effect looks ok. It's melee so aiming won't make it OP.<br />It doesn't need the provision about underwater or space. Maybe it shoots acid or electric gel and can work everywhere.<br /><br />I would just change extreme terrain to one roll at the start of round instead of both at the start and at the end. Extreme terrain is dangerous enough with just one roll. It doesn't really need two.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-20161625989357641462014-05-15T05:12:16.591-03:002014-05-15T05:12:16.591-03:00Support abilities that give low-moderate guarantee...Support abilities that give low-moderate guaranteed damage without rolls is a good niche. They won't have the dpr of normal weapons but are very reliable.<br /><br />Airstike (10) - half-systems damage seems like a good point<br />Fire-at-Will (10) - it should scale off half-systems too, maybe half-systems + half-tension<br />Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-70049388208507668742014-05-15T00:52:31.966-03:002014-05-15T00:52:31.966-03:00That 'cannot create terrain while underwater o...That 'cannot create terrain while underwater or in space' line is a dealbreaker. That's "REALISM!" bullshit that gets in the way of what would be a strong but fun weapon otherwise (which would be more overpowered in Anonymous' opinion compared to the current one, but idgaf about that). I'd axe it, because it's not like it's a balancing factor or whatever. It just means that the Incinerator is a weapon you take Trump Card for and just pull out when the terrain allows for proper use, which is dumb.EvernautStudioshttps://www.blogger.com/profile/15151845938933464566noreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-72385040183993368322014-05-14T23:49:31.607-03:002014-05-14T23:49:31.607-03:00I immediately realized this also sets your own Zon...I immediately realized this also sets your own Zone on fire which can be pretty awkward when you accidentally kill yourself. Guess it would also need a line about letting you spare your own Zone if you want to. Only optional because it'd be pretty useful in a duel.Gimmickhttps://www.blogger.com/profile/12791352400624401508noreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-77651088873475006362014-05-14T23:42:34.360-03:002014-05-14T23:42:34.360-03:00If I'm going to make an energy burner I'd ...If I'm going to make an energy burner I'd rather set out to make one from the start. I'd like to keep this as a flamethrower if possible. Might as well go all the way conceptually then.<br /><br />Incinerator: Boost 4, Long Range, Overheating. This Weapon attacks all Zones within Range in a straight line aimed in a direction of your choice. When you Boost Incinerator, all Zones affected become Extreme Terrain for a Round. This cannot create Extreme Terrain while underwater or in space.<br /><br />I haven't done any math on this yet, but the extra damage has enough conditionals attached it shouldn't be a problem. This way it keeps its flavor and can hit for a lot, but against fliers/terrain specialists/in the wrong type of terrain it is just an overheating beam. <br /><br />It is a bit complex, though! Coincidentally related to a topic I wanted to discuss next, which is complexity and when it is good and when it is bad.Gimmickhttps://www.blogger.com/profile/12791352400624401508noreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-37468775983009134532014-05-14T22:56:47.567-03:002014-05-14T22:56:47.567-03:00*And the fact that it can hurt you more than it ca...*And the fact that it can hurt you more than it can help is awful. Whoopsadaisy, typo! May as well attach some ideas to this post to make it worthwhile while I'm at it. If the Incinerator is too powerful (which I question because it's a fucking melee range weapon that guzzles energy to be worth a damn, the whole fucking weapon goes against the things a melee build needs, especially with an EN cost of 4 that makes it piss-easy to shut down), how about giving it a Boost cost, then a certain amount of extra energy you can overcharge into it to burn off the target's EN for their next turn and deal them an equivalent amount of damage? So say I use my Incinerator, Boost it, and spend 3 extra EN on it. If I hit, I deal +3 damage, and my target regains three less energy when he next takes a turn (because he's overheating). The numbers could be tweaked (maybe the bonus damage should be halved, maybe it shouldn't), but it seems like a potentially decent way to make it unique and not too deepsy. How's that sound? EvernautStudioshttps://www.blogger.com/profile/15151845938933464566noreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-34473242815521455962014-05-14T22:46:41.986-03:002014-05-14T22:46:41.986-03:00That Incinerator just feels kinda lame. Half-Tensi...That Incinerator just feels kinda lame. Half-Tension effects generally are, even when they work perfectly, and the fact that it can seriously hurt you more than it can help (Round 3, you overheat and add one damage while taking three. Talk about a gyp compared to +4 damage or hitting two targets!). As for the other two tools, my thoughts:<br /><br />A) That Fire At Will variant could afford to be a five-pointer and not mess anything up too terribly, since it'd be single target and not scale with your competence but with the enemy's crappiness. It's neat, but should not replace the current one which is just damn useful and a good thing to have in the Support's arsenal.<br /><br />B) That Airstrike is exactly what you want out of a minion killer. I'd implement the switch right not and never look back. The current version is just not needed compared to something with upfront damage. It's not good against bosses and rivals, but makes you feel like a king against mobs. That's what a good upgrade does. Well done!<br /><br />Overall, decent batch. Two out of three ain't bad, IMO.EvernautStudioshttps://www.blogger.com/profile/15151845938933464566noreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-14862042561882135052014-05-14T19:22:43.246-03:002014-05-14T19:22:43.246-03:00I forgot to mention it was going to have Incinerat...I forgot to mention it was going to have Incinerator's energy cost go up during sunday, to bring it up to par with the Double Blaster. But this is not about it being difficult to use but about it scaling in power way too fast. I looked at a few alternatives for the three discussed abilities. Here are two options I particularly liked:<br /><br />Fire at Will: One Enemy must Test Speed against a DN of 15, if they fail they take the amount they missed the DN by as Damage.<br /><br />This makes sense from the angle that you can't shield yourself against or parry a barrage, you have to get out of the way. There are no strange rule interactions here, because it only deals with Speed and pure Damage. <br /><br />On the rules side this is powerful enough that can take out two grunts or a rival of moderate Threshold/Speed (4-6ish) in 6 shots or less. It suits them well because most of the time it delivers an unavoidable chunk of damage with no delays, attack rolls, or requiring a tension buildup.<br /><br />The downside is that it does not scale well, so there are a lot of things you simply won't be able to solo with it. Anything with a Speed of 8 will take an average of 2 Damage per use and therefore laughs at it, Healing/Regeneration essentially counter each activation with their own, and Absolute Barrier blocks it forever.<br /><br />Haven't tested it obviously, but it looks solid.<br /><br />Airstrike: All Units within a target area the size of a Blast suffer an amount of Damage equal to half your Systems.<br /><br />Better control over your drones and funnels and superior coordination with your minions and allies means they can dish out the pain more efficiently. This is also quite simple.<br /><br />Balance wise it is going to take several activations to kill anything with it. But at Systems 6 you have enough ammo to take out a wave of Threshold 4 Grunts. It is not fast and it does not get better with time, but it is upfront and it does hit in an area.<br /><br />It bothers me a little that it gets double benefit from Systems, kind of making it a power stat instead of working off of opposed rolls or something else. But it gets the job done at being a tool for specialists who want an alternative to Bombardment.<br /><br />Then there's Incinerator. I'm not too pleased with this one, but the numbers add up pretty decently from what I checked.<br /><br />Incinerator. Boost 2, Overheating. When you boost it and it hits, it deals an additional amount of Damage equal to half the current Tension.<br /><br />Spammable like you'd expect from a flamethrower. Hits often for a little extra bonus damage. Sometimes hurts you. It is not as flashy as its brother the twin buster rifle but it does not have to be, it just has to work.Gimmickhttps://www.blogger.com/profile/12791352400624401508noreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-21581181207044426192014-05-14T16:43:13.463-03:002014-05-14T16:43:13.463-03:00Actually, that build DOES have anti-maim, I just f...Actually, that build DOES have anti-maim, I just forgot to list it. Run the numbers, it comes out to 50 XP total as it is now. Add Integrated Weapons and you get the actual XP value I listed. It's a 'whoops', but not a big one.<br /><br />As for not using active defenses because of maims, it honestly doesn't matter. Damage mitigation is damage mitigation, you don't care if it gets maimed so long as it gives you more combat stamina before it croaks. Your only job is to outlast enemy fire long enough to dismantle your targets. Anything that helps you kill quicker or last longer is a good deal. Considering your enemies have to scan you to find out where your ADs are, it's a crapshoot whether they even get to maim it before destroying you unless they burn GP on it. Should you prioritize it over more killy? No. But when more killy isn't available and you have the energy to spare, ADs ain't a bad deal.EvernautStudioshttps://www.blogger.com/profile/15151845938933464566noreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-37778092245897888912014-05-14T07:54:20.942-03:002014-05-14T07:54:20.942-03:00What if you're in space? Does flight protect y...What if you're in space? Does flight protect you there too?Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-3299831866555196622014-05-14T04:30:07.128-03:002014-05-14T04:30:07.128-03:00You still got extra free shot from reversible thru...You still got extra free shot from reversible thrusters.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-4535825863621436642014-05-14T04:29:10.489-03:002014-05-14T04:29:10.489-03:00Also that sniper build is terrible because it has ...Also that sniper build is terrible because it has no anti maim and can be taken out by a light breeze. It gets disabled with 1 hit of any kind. Way too glass cannon.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-15135867283373271622014-05-14T04:22:53.631-03:002014-05-14T04:22:53.631-03:00The reason you shouldn't use active defenses o...The reason you shouldn't use active defenses on beam mechs is that they get maimed. Integrated weapons only makes your weapons unmaimable not defenses. Invincible alloy protects defenses but has energy upkeep.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-70588438186418330962014-05-14T00:15:58.601-03:002014-05-14T00:15:58.601-03:00Do note that while Extreme Terrain is strong, it c...Do note that while Extreme Terrain is strong, it can be cancelled via flight and movement. Fire at Will is meant to do above average damage and to attack from an angle that might/guard specialists don't handle very well. It should also be something that can represent an attack from turrets/bits/sidekicks/whatever. Everything else is flexible. I just thought using preexisting rules would work well, but if Ensnaring Trap and Finger Net discarded the Terrain rules to be more straightforward then so can Fire at Will and Incinerator.<br /><br />But it is supposed to hit for a decent chunk, and potentially let a Support specialist beat a straight combat specialist who didn't invest in alternative defenses.<br /><br />Airstrike could use a different variable too, I just don't want it going over 5 too easily. It has to be good but not better than using actual long range blast weapons for a fraction of the price. I'd like to avoid giving it infinite ammo though, infinite unavoidable area damage raises too many red flags.<br /><br />Beams are a different issue. Conceptually the idea is that they have a normal firing mode and an overload mode for an energy cost. It also keeps them from being dead weight when something happens to your energy reserves. if it does not come across well we could ultimately remove the option and just make them always cost energy.Gimmickhttps://www.blogger.com/profile/12791352400624401508noreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-42119109878285313282014-05-13T20:29:29.384-03:002014-05-13T20:29:29.384-03:00Anonymous is getting Beams wrong. To cover it quic...Anonymous is getting Beams wrong. To cover it quickly:<br /><br />A) Boosted Beams and the Experimental Reactor are not part of the same ruleset. You're mix-and-matching pieces.<br /><br />B) There's actually a really long stretch where you can easily sink energy into Beams and still have a decent leftover for Active Defenses, assuming you're using Boosted Beams. Starting with EN 6, you have enough energy to use Assisted Targeting/Extending Blade and still have 1/2 EN leftover to protect yourself with. This is a pretty practical thing to do, even if you're eventually gunning for the Double Blaster/Assisted Targeting combo that guzzles up all ten points of EN, because a support unit can feed you energy wtih an Overcharger so you can defend yourself.<br /><br />On a similar note, those sniper builds feel wrong to me. As a sniper, Reversible Thrusters are of questionable use IMO, for the reasons I presented above to debunk the theory of Airstrike being good against mobs. It's *better*, for sure, but when you do a sufficiently high amount of damage you don't need the thrusters for a while, since you're dismantling your targets. Here's what my own sniper build would look like, instead:<br /><br />Sniper Rifle (5 XP)<br />Might 4 -> Might 8 (20 XP)<br />Energy 4 -> Energy 6 (10 XP)<br />Commander Type (20 XP)<br />Assisted Targeting (5 XP)<br />Speed 4 -> Speed 2 (-5 XP)<br />Guard 4 -> Guard 2 (-5 XP)<br /><br />Total: 60 XP (15 more than support sniper, still doable at PL1)<br /><br />Assuming identical XP investments, one build is more mobile, less fragile, and has room for other options, but the other has longer range and higher damage. Using the assumptions you proposed and assuming the Sniper aims every turn, damage estimates:<br /><br />normal = 10.5 + tension<br />"support" = 2x tension - 1.5<br /><br />As a plain analysis shows, the Support Sniper never catches up with the dedicated sniper, who puts out an absolutely scary amount of damage per turn. Even if you grant the bonus from Assisted Targeting to another ally for the support sniper, he is still massively outperformed by a dedicated sniper build. And I'd argue that if we're assuming a support sniper has an ally to pass Assisted Targeting to, it's not even much of a stretch to assume the standard sniper has a friendly Base Unit to shield him and let him run a proper kiting operation as one unit boosts forever forward or backwards and the other fires killshots round after round. Most amusingly, a true sniper team still works in pairs in BCG!EvernautStudioshttps://www.blogger.com/profile/15151845938933464566noreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-60234652925314808192014-05-13T20:03:27.446-03:002014-05-13T20:03:27.446-03:00The problem with the 'Supports can fall back!&...The problem with the 'Supports can fall back!' assumption is that it does not actually work in play because most 'maps' have limited sizes, as per the rulebook. If we very generously estimate that you're in a 40-square map and deploy smack dab in the middle of it while an enemy deploys on a corner, and assume you're facing a reasonably built melee foe, AND have Systems 10 and Speed 4 (somehow, don't ask me what voodoo magic went into it), and your opponent has Speed 4 as well...it covers 6 squares a round by Boosting, plus five from Overboosting, meaning it gains seven squares on you per round. Assuming you go second so you get to move back and fire every turn, here's how things go (and remember, this is a BIG battlefield, AND I'm making assumptions that do not favor the guy trying to close in. There's a lot of stuff that is going wrong for the targeted mob, and in a normal 20-square battlefield you're just plain hosed):<br /><br />Round 1: 13 zones away<br />Round 2: 5 zones away. (NOTE: Support attacker hittable with Extending Blade at this range)<br />Round 3: ENGAGED<br /><br />Conclusion? Assuming you're facing a grunt squad (heck, grunt PAIR) that is competently built, you're just gonna get mobbed to hell and back and die horribly. Airstrike doesn't help you deal with small mobs coming at you because it takes way too long to ramp up. It's not an actual answer to mob squads and it doesn't give you a fighting chance. If you have to beat down a mob squad, your best option is to use Assisted Targeting on the dude who can use a Rail Bazooka, not try to go heromode and Airstrike them. It really doesn't make sense to keep Airstrike around as an anti-mob weaponry that doesn't work the way you need it to to keep mobs down.EvernautStudioshttps://www.blogger.com/profile/15151845938933464566noreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-71951605755898759482014-05-13T09:26:03.929-03:002014-05-13T09:26:03.929-03:00I don't like the whole (boosted) beam weapon i...I don't like the whole (boosted) beam weapon idea. Why would beam weapons have the ability to attack without spending energy? The whole idea of them is that they need energy to be used. This and reducing their cost means they need to be toned down in power. They also can't be too versatile now. It makes them loose a lot of flavor. The unboosted mode of the weapon is almost useless anyway on almost all weapons. It makes beam techniques useable but the old ones could be discounted to 5 XP too and work just as well. Overall I like the old beam weapons better.<br /><br />BTW <br />Radiant fist is still inferior to incinerator and pointless.<br />Beam saber is still worse than the new chainblade.<br />Beam rifle is still kinda bad.<br /><br />You also can't take both active defenses and beam weapons. You either pour all your energy into offense or defense. Splitting it is just too inefficient.<br />You either go <br />beam + reactor + integrated weapons<br />OR<br />normal + active defenses + invincible alloy<br /><br />Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-45483324586892876722014-05-13T09:06:33.018-03:002014-05-13T09:06:33.018-03:00Also. Normal sniper cost should include slippery a...Also. Normal sniper cost should include slippery and be 40 XP. "Support" effectively gets it for free and extra ability to "ignore" enemies engaging him in duels.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-5305569271449178632014-05-13T09:01:18.503-03:002014-05-13T09:01:18.503-03:00Fire at will-spam-cost
fire at will = 10XP
comman...Fire at will-spam-cost<br /><br />fire at will = 10XP<br />commander type =20 XP<br />resupply = 5 XP<br />invincible alloy = 10 XP<br />systems 4->6 = 10 XP<br />might 0 = -10 XP<br />reversible thrusters = "free"<br /><br />That comes to 45 XP investment ie. starting build<br /><br />normal sinper build cost<br /><br />sniper weapon = 5 XP<br />anti-maim = 10 XP<br />reversible thrusters = 10 XP<br />might 4->6 = 10 XP<br /><br />total 35 XP<br /><br />"support" sniper build (45 XP)<br />+ damage estimate = 4.5 + 2x tension - enemy systems/speed<br />+ range 12<br />+ bypasses most active defenses<br />+ ability to cheaply expand utility by taking 5 cost supports<br />+ cheaper in the long run because you don't invest in might<br />- only 7 "ammo"<br />+ very good scaling from systems (range 16 and 9 "ammo" with systems 6->8)<br /><br />normal sniper (35 XP)<br />+ damage estimate = 0.5 + might + tension - enemy guard<br />+ range 9<br />+ ability to aim<br />+ ability to spend energy to improve damage<br />+ unlimited ammo<br />- more expensive in the long run because you need to pump might<br /><br />damage analysis<br /><br />Let's assume you have +2 might advantage over enemy guard and enemy systems/speed average is 6. Very generous assumptions that favor normal sniper.<br /><br />estimates<br />normal = 2.5 + tension<br />"support" = 2x tension - 1.5<br /><br />support should outperform normal on tension 4<br /><br />actual expected values<br />normal vs "support" <br /><br />tension 1 = 3.6 vs 2<br />tension 2 = 4.5 vs 3.5<br />tension 3 = 5.5 vs 5.1<br />tension 4 = 6.5 vs 6.8<br />tension 5 = 7.5 vs 8.6<br />tension 6 = 8.5 vs 10.5<br />tension 7 = 9.5 vs 12.5<br /><br />"support" deals more damage on tension 4+<br />overall very comparable values. And that's on assumptions favoring normal build. Speed/systems 6 is reasonable assumption for most enemies. Only bosses, support mechs and lance chargers will have one of those above 6.<br /><br />Now more realistic scenario where normal sniper is aiming with sniper rifle at the start and support has target assist support to use on low tension. (target assist counts as +4 damage on another mech using ranged weapon)<br /><br />tension 1 = aim vs +4 damage<br />tension 2 = 10.5 vs +4 damage<br />tension 3 = aim vs 5.1<br />tension 4 = 12.5 vs 6.8<br />tension 5 = 7.5 vs 8.6<br />tension 6 = 8.5 vs 10.5<br />tension 7 = 9.5 vs 12.5<br /><br />Damage comes out to be basically the same. Most active defenses however significantly lower damage of normal sniper while "support" is only vulnerable to absolute barrier that affects normal guy the same. The enemies "support" is bad against i.e. supports and chargers are very unlikely to compromise entire enemy force so he should be able to pick targets he's effective against most of the time.He does have some problem against bosses but base tension damage is still not bad against them by any means.<br /><br />"Support" is also cheaper XP wise in the long run because normal sniper will have to participate in might/guard arms race and pump it to 10 eventually while <br />"support" can very comfortably leave his systems at 8.<br /><br />tl;dr Both sniper builds are very similiar in dpr effectiveness which is ridiculous because "support" is much more versatile and has more easy branching options. Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-85351054894080143562014-05-12T23:06:47.150-03:002014-05-12T23:06:47.150-03:00The disadvantage of Fire at Will is that you have ...The disadvantage of Fire at Will is that you have to spend essentially a whole power level to repeat it every turn and once you run out of uses there is no way to get more back.<br /><br />It lets a support user beat a heavy combat specialist one on one, but I don't see this as a bad thing. If stacking damage-per-turn bonuses beats everything else all the time, why would you ever play anything else?<br /><br />Incinerator does have the issue that it causes a powerful status effect -and- grants you an advantage to make it easier to stick said effect. It attacks from two angles when most weapons can only hit from one, but it does cost quite a bit of energy and hits you too.<br /><br />There's a few ways it could go. It could cause just one Systems/Speed Test on hit. It could lose the Advantage from Boosting. It could be Slow. The main reason I haven't touched it is that nothing quite feels right for a flamethrower or equivalent.Gimmickhttps://www.blogger.com/profile/12791352400624401508noreply@blogger.com