Author Topic: General Discussion and Suggestions  (Read 247331 times)

Offline Anomander

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Re: General Discussion and Suggestions
« Reply #780 on: July 21, 2017, 12:54:24 AM »
Quote from: RD
Yes, you can take nanomachines on top of DR, but my point is that unlike DR they only kick in so long as you survive with greater 0 HP in the first place, and if it's a close-run thing, that's a pretty good sign that nanomachines won't be providing enough healing anyway. Unless you're already taking scratch damage, it's overcosted.
I'm not sure what your position on the first option is anymore. That upgrade makes it at least as good as DR now, which seemed to be a concern then.
Either way, it as at the very least worth as much as what you'd get for 1 upgrade point in most other options. Many upgrades are only good for certain builds anyway.

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Plus hey, if it's the acessories that are imba, then why is the poor Real Pilot so less popular than the Super Pilot?
Maybe in your campaign
Might have something to do with your campaign not being gestalt and ours being one. Supers have a lot of potential when coupled with more class abilities.
« Last Edit: July 21, 2017, 12:58:46 AM by Anomander »

Offline Raineh Daze

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Re: General Discussion and Suggestions
« Reply #781 on: July 21, 2017, 01:03:51 AM »
Quote from: RD
Yes, you can take nanomachines on top of DR, but my point is that unlike DR they only kick in so long as you survive with greater 0 HP in the first place, and if it's a close-run thing, that's a pretty good sign that nanomachines won't be providing enough healing anyway. Unless you're already taking scratch damage, it's overcosted.
I'm not sure what your position on the first option is anymore. That upgrade makes it at least as good as DR now, which seemed to be a concern then.
Either way, it as at the very least worth as much as what you'd get for 1 upgrade point in most other options. Many upgrades are only good for certain builds anyway.

It's not one upgrade point to be able to resurrect from zero HP--it's 6. It has a 5-point cost to access and those five points are pretty useless.

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Plus hey, if it's the acessories that are imba, then why is the poor Real Pilot so less popular than the Super Pilot?
Maybe in your campaign
Might have something to do with your campaign not being gestalt and ours being one. Supers have a lot of potential when coupled with more class abAnilities.
[/quote]

Still waiting for a refresher on that as per the latest OOC. :P

Also I have to wholly reiterate that I have never picked Supers on their abilities, as it's always seemed better to go Real. I just like giant robots. And consistent size.

Offline Anomander

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Re: General Discussion and Suggestions
« Reply #782 on: July 21, 2017, 01:15:39 AM »
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It's not one upgrade point to be able to resurrect from zero HP--it's 6. It has a 5-point cost to access and those five points are pretty useless.
If that's how you feel about nanomachines, then it only makes your upgrade selection process a bit easier by simply putting them elsewhere. That upgrade itself costs only 1 upgrade point. I myself find them pretty useful for tanky builds.
« Last Edit: July 21, 2017, 02:20:02 AM by Anomander »

Offline Raineh Daze

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Re: General Discussion and Suggestions
« Reply #783 on: July 21, 2017, 01:28:03 AM »
Quote
It's not one upgrade point to be able to resurrect from zero HP--it's 6. It has a 5-point cost to access and those five points are pretty useless.
If that's how you feel about nanomachines, then it only makes your upgrade selection process a bit easier by simply putting them elsewhere. That upgrade itself costs only 1 upgrade point. I myself find them pretty useful for tanky builds.

Given every other source of healing? Yes. Nanomachines are eh at best. So they're still a cost to "not dying but contributing nothing". Which, as acknowledged, is likely just sitting around.

Even trading just good weapon access doesn't make these worth the cost. Mysterious Power is still absurdly overpriced even if NM became useful, too.

Offline ketaro

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Re: General Discussion and Suggestions
« Reply #784 on: July 21, 2017, 01:41:58 AM »
How does Enduring Code and Pilot Repair interact with Super Nanoarmors?
Eeerr, they work normally? Enduring Code would mean that when your super nanoarmor reaches 0/negative HP you can either remain motionless while it quickly repair or take it off for acting and then putting back on when you're done for it to quickly repair itself. Pilot Repair, well, grants regeneration to the pilot, and if you're killed while outside, putting it on would patch you up. You may want to combine it with sentient in that case since it's kinda harder for other people to make you don your super nanoarmor than is placing them inside the super's cockpit.

Oh, so Enduring Code allows your Regen from Nanomachines to keep running when at or below 0 hp? That's kinda nice.
But I wouldn't be allowed to move until above 0 hp? Not even Spirits can be used? I could see how that'd be tricky to use then...but in the case of specifically Nanoarmors, that's a really nice option compared to the usual having to wait 2d12 hours when it gets destroyed.

Offline Raineh Daze

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Re: General Discussion and Suggestions
« Reply #785 on: July 21, 2017, 01:44:41 AM »
How does Enduring Code and Pilot Repair interact with Super Nanoarmors?
Eeerr, they work normally? Enduring Code would mean that when your super nanoarmor reaches 0/negative HP you can either remain motionless while it quickly repair or take it off for acting and then putting back on when you're done for it to quickly repair itself. Pilot Repair, well, grants regeneration to the pilot, and if you're killed while outside, putting it on would patch you up. You may want to combine it with sentient in that case since it's kinda harder for other people to make you don your super nanoarmor than is placing them inside the super's cockpit.

Oh, so Enduring Code allows your Regen from Nanomachines to keep running when at or below 0 hp? That's kinda nice.
But I wouldn't be allowed to move until above 0 hp? Not even Spirits can be used? I could see how that'd be tricky to use then...but in the case of specifically Nanoarmors, that's a really nice option compared to the usual having to wait 2d12 hours when it gets destroyed.

If you don't get attacked again. The rather big downside.

Offline ketaro

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Re: General Discussion and Suggestions
« Reply #786 on: July 21, 2017, 01:49:03 AM »
How does Enduring Code and Pilot Repair interact with Super Nanoarmors?
Eeerr, they work normally? Enduring Code would mean that when your super nanoarmor reaches 0/negative HP you can either remain motionless while it quickly repair or take it off for acting and then putting back on when you're done for it to quickly repair itself. Pilot Repair, well, grants regeneration to the pilot, and if you're killed while outside, putting it on would patch you up. You may want to combine it with sentient in that case since it's kinda harder for other people to make you don your super nanoarmor than is placing them inside the super's cockpit.

Oh, so Enduring Code allows your Regen from Nanomachines to keep running when at or below 0 hp? That's kinda nice.
But I wouldn't be allowed to move until above 0 hp? Not even Spirits can be used? I could see how that'd be tricky to use then...but in the case of specifically Nanoarmors, that's a really nice option compared to the usual having to wait 2d12 hours when it gets destroyed.

If you don't get attacked again. The rather big downside.

That's the exact same downside to having Fast Healing so.....  :huh

Offline Raineh Daze

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Re: General Discussion and Suggestions
« Reply #787 on: July 21, 2017, 02:04:48 AM »
How does Enduring Code and Pilot Repair interact with Super Nanoarmors?
Eeerr, they work normally? Enduring Code would mean that when your super nanoarmor reaches 0/negative HP you can either remain motionless while it quickly repair or take it off for acting and then putting back on when you're done for it to quickly repair itself. Pilot Repair, well, grants regeneration to the pilot, and if you're killed while outside, putting it on would patch you up. You may want to combine it with sentient in that case since it's kinda harder for other people to make you don your super nanoarmor than is placing them inside the super's cockpit.

Oh, so Enduring Code allows your Regen from Nanomachines to keep running when at or below 0 hp? That's kinda nice.
But I wouldn't be allowed to move until above 0 hp? Not even Spirits can be used? I could see how that'd be tricky to use then...but in the case of specifically Nanoarmors, that's a really nice option compared to the usual having to wait 2d12 hours when it gets destroyed.

If you don't get attacked again. The rather big downside.

That's the exact same downside to having Fast Healing so.....  :huh

Die Hard lets you act at not-dead negative HP. Various things extend it further. Even by vanilla rules you can take a single standard action before going into full bleed-out.

This is letting you not die... if nobody does anything and you can't do a thing.

Offline SorO_Lost

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Re: General Discussion and Suggestions
« Reply #788 on: July 21, 2017, 02:14:45 AM »
Plus hey, if it's the acessories that are imba, then why is the poor Real Pilot so less popular than the Super Pilot?
Maybe in your campaign, but in the one I'm doing, we've got two 'reals' (one moon vanguard with mostly real levels and one engineer), a super, and a ship captain, with not a session going by without someone commenting how absurdly powerful reals are (I've already posted the numbers on how reals at top level are more durable and more damaging than supers and been dismissed, so I won't do so again).
Might have something to do with your campaign not being gestalt and ours being one. Supers have a lot of potential when coupled with more class abilities.
Code: [Select]
Anomander: Super 9 / Real 1 / Other 4
RD: Super 14
Kuro: Super 3 / Arcane 10*
Harald: Super 2 / Captain 10
SorO: Arcane 14
Ninja: Divine 12
Kataro: Real 13*
------------------------------
Clanjos: Super 1
Ninja: Real 1
Nan: Real 1
Scout: Real 1
Kuro: Real 1
Elevevated: Real 1
RD: Captain 1
So in the level 1 game 14% were Super Pilots while 74% were Real Pilots. In the High level game with lots of multiclassing the level spread comes out to 14% other, 15% Real Pilot, 29% Super Pilot, and 37% Arcane/Divine Pilot. Between the two games, a player's usage of Real Pilot is almost double compared to Super Pilot.

So I guess for Osl statement to be true, he's counting the caster Classes which are Super Robots and no Real Robot alternative option offered.

Offline Anomander

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Re: General Discussion and Suggestions
« Reply #789 on: July 21, 2017, 02:19:30 AM »
^Aye. Even Ketaro has super robot levels for his nanoarmor, iirc. The arcane pilot was probably the strongest pilot caster. Didn't really check the new psionic ones.

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Mysterious Power is still absurdly overpriced even if NM became useful, too.
Compared to what? Consider their worth in Battery upgrades.

Reactor offers bonus energy recovery to a base 100 EN super robot equal to 10R+XR.
R being the Reactor level (I, II or III) and X being the number of battery upgrade picks.

The worth of each reactor level in upgrade points can be determined by the amount of energy recovered over 3 rounds, which is usually the span of a short encounter. In each case, they regenerate at the very least the amount of bonus energy they would have acquired if you picked their upgrade points' worth in Battery upgrades (Reactor III regens 90 (9 battery upgrades) over 3 rounds at the minimum EN amount).
For a mecha who is likely to have high energy costs, the mysterious power upgrades are actually a discount over the battery upgrades.

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This is letting you not die... if nobody does anything and you can't do a thing.
It opens the door to many options to get back in the fight, though. Often, the key to survival is simply getting an extra round without getting blown up.

Offline ketaro

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Re: General Discussion and Suggestions
« Reply #790 on: July 21, 2017, 03:14:33 AM »
To be fair, in most cases where Die Hard triggers, it's not your turn and you're gonna with you didn't have Die Hard -_-'

Offline Fzzr

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Re: General Discussion and Suggestions
« Reply #791 on: July 21, 2017, 04:17:48 AM »
Hopefully an oversight: As written, Pilot Repair works on meatbags but not Androids!

Offline SorO_Lost

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Re: General Discussion and Suggestions
« Reply #792 on: July 21, 2017, 05:01:46 AM »
^Aye. Even Ketaro has super robot levels for his nanoarmor, iirc. The arcane pilot was probably the strongest pilot caster. Didn't really check the new psionic ones.
Nah, it's like a Healer vs Warblade debate. One of them anyone can build something far more effective 99% of the time but the other one in the hands of a highly skilled optimizer using an array of PrCs, Feats, & Items can produce a result that can cast Wish. We just happen to be played in a forum known as "minmaxboards", in a intended to be optimized game, using gestated rules.

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Mysterious Power is still absurdly overpriced even if NM became useful, too.
Compared to what? Consider their worth in Battery upgrades.
Yeah, they are not the only ones through.

Like at level 7, a Super that blew almost half his upgrade points on Energy gets a 100 base, +50 from the Battery Upgrade, and can take Mysterious Power three times for +45/rnd. A 7th level Real on the other hand can select the WeissWriter for a base of 130 energy which gets four Hardpoints, investing half of those into energy he picks Fission System for 20% energy regen and Long Cape to reduce all energy costs by 20% which effectively gives him a pool of 156 points and is like regenerating 15 per round.

Except the Real Robot also has 25 Arsenal Space instead of 4 and already has better weapons. And that model comes with Beam Coat for free and the energy focus makes Lightwave Barrier a prime choice, -24 energy a hit thanks to the Long Cape to reduce all none-missile damage by 50%. Combine with Quantum Generator for a 50% chance for attacks to miss unless they specifically spend a Hardpoint on Blindsight and on average you take -75% less damage each round before Spirit to offset the low DR penalty of that model too. And you still have a Hardpoint less to play with too since it gets 4.
« Last Edit: July 21, 2017, 05:05:24 AM by SorO_Lost »

Offline Raineh Daze

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Re: General Discussion and Suggestions
« Reply #793 on: July 21, 2017, 09:20:11 AM »
To be fair, in most cases where Die Hard triggers, it's not your turn and you're gonna with you didn't have Die Hard -_-'

Not the exact point. It's giving you a Die Hard upgrade that lets you do even less than Die Hard. I don't count the increased lower HP bound as particularly significant with the amount of damage weapons get in here.

Offline Anomander

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Re: General Discussion and Suggestions
« Reply #794 on: July 21, 2017, 08:46:16 PM »
Quote
^Aye. Even Ketaro has super robot levels for his nanoarmor, iirc. The arcane pilot was probably the strongest pilot caster. Didn't really check the new psionic ones.
Nah, it's like a Healer vs Warblade debate. One of them anyone can build something far more effective 99% of the time but the other one in the hands of a highly skilled optimizer using an array of PrCs, Feats, & Items can produce a result that can cast Wish. We just happen to be played in a forum known as "minmaxboards", in a intended to be optimized game, using gestated rules.

Aye. I did mention that unlike their campaign, ours is gestalted. The campaign setting is intended to be used on gestalt, still.

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Mysterious Power is still absurdly overpriced even if NM became useful, too.
Compared to what? Consider their worth in Battery upgrades.
Yeah, they are not the only ones through.

Like at level 7, a Super that blew almost half his upgrade points on Energy gets a 100 base, +50 from the Battery Upgrade, and can take Mysterious Power three times for +45/rnd. A 7th level Real on the other hand can select the WeissWriter for a base of 130 energy which gets four Hardpoints, investing half of those into energy he picks Fission System for 20% energy regen and Long Cape to reduce all energy costs by 20% which effectively gives him a pool of 156 points and is like regenerating 15 per round.

Except the Real Robot also has 25 Arsenal Space instead of 4 and already has better weapons. And that model comes with Beam Coat for free and the energy focus makes Lightwave Barrier a prime choice, -24 energy a hit thanks to the Long Cape to reduce all none-missile damage by 50%. Combine with Quantum Generator for a 50% chance for attacks to miss unless they specifically spend a Hardpoint on Blindsight and on average you take -75% less damage each round before Spirit to offset the low DR penalty of that model too. And you still have a Hardpoint less to play with too since it gets 4.

I was mostly comparing the worth of Mysterious Power vs another upgrade so as to demonstrate that its value in upgrade points is sensibly superior.
I wasn't trying to prove that it makes it superior to Real Robots, or that a Real Robot cannot do better at a given level.

Though that is beyond the point I wanted to make, in your example though you used an EN recovery 5 EN short of the real amount. 150 EN would recover 50 EN/round since the default recovery is 5 EN per round and Reactor increases the recovery rather than replace it. Just in case you've been recovering 5 EN less per round since the EN rules change (if we even had an encounter using them yet).

Quantum Generator and Beam Coat/Lightwave Barrier cannot coexist simultaneously but the Real could give up the Quantum Generator for a while if its benefits are jeopardized. The energy barriers do not have their energy costs mitigated by Long Cape, which only accounts for energy spent for maneuvers. Similarly, its 156 effective energy (+ savings on recovered energy per round) only works if all that energy is spent on maneuvers.

Sure, I'll concede that the Real has an edge over a Super that would invest massively into energy, but I'll never pretend that such an investment is actually a good idea. The point was only that as far as energy recovery goes, a Super is better served spending its upgrades on Mysterious Power than the equivalent amount on Batteries. It doesn't have to be maxed. A mecha's energy economy should be planned around the amount a player estimates will be needed throughout an encounter. The rest should be invested in making the robot more efficient at what it does.
Else you end with a robot with tons of energy but that cannot do much with it.

I believe that your point is that a Real Robot has an easier time managing just that. I don't recall opposing the notion (but given the recent exchanges here I imagine your points were also extensions of your previous arguments).
On that subject, I estimate that a Real robot indeed has an easier time at it. One of the reasons I feel a Super still has the upper hand in a gestalt campaign is that it can more easily be configured to fill specific gaps in a build or better existent advantages, which is often what is required for optimization.
But not in everything. Stealth, for one, isn't a Super forte.
« Last Edit: July 21, 2017, 08:58:35 PM by Anomander »

Offline ketaro

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Re: General Discussion and Suggestions
« Reply #795 on: July 21, 2017, 09:11:26 PM »
Default recovery for Energy is a static 5? I thought it was 10%?

Offline Raineh Daze

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Re: General Discussion and Suggestions
« Reply #796 on: July 21, 2017, 09:13:23 PM »
Quote
On that subject, I estimate that a Real robot indeed has an easier time at it. One of the reasons I feel a Super still has the upper hand in a gestalt campaign is that it can more easily be configured to fill specific gaps in a build or better existent advantages, which is often what is required for optimization.

Size consistency aside, it's not really offering much in the way of role-filling that you're not getting from real robots, and with reals you have the option to just completely switch out the robot and change the upgrades without requiring a friendly ship captain with the appropriate ship modification. The weapons are pretty fixed unless you start dabbling with real robots.

 
Default recovery for Energy is a static 5? I thought it was 10%?

Nope, it was changed to a static 5. You can move less than 30MU flying per round once you bottom out, and without reactor, good luck recovering for maneuvers or energy weapons. There's a reason that I've been bothered by the Mysterious Power vs Hardpoint cost; it's all too easy to have massively reduced energy before even fighting.

Offline Anomander

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Re: General Discussion and Suggestions
« Reply #797 on: July 21, 2017, 09:28:16 PM »
Actually, I'd be of the opinion that since the hardpoint gain is out perhaps it is no longer needed to prevent arsenal increases if you take mysterious power/nanomachines. There is already plenty of upgrades that are interesting enough. Except perhaps with much less arsenal per upgrade pick and a change in the limit per pilot level to make it more linear. After all, whether level 4 or level 20 the amount of arsenal is somewhat just as valuable throughout the entire progression since the arsenal points remain limited by the arsenal options available to a given level.
« Last Edit: July 21, 2017, 09:34:39 PM by Anomander »

Offline Raineh Daze

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Re: General Discussion and Suggestions
« Reply #798 on: July 21, 2017, 09:35:17 PM »
All this about the Arsenal has reminded me one thing, though.

Supers have an upgrade to make ranged weapons use STR. They have no native ranged ability that isn't tied into a maneuver. Bit odd.

Offline Anomander

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Re: General Discussion and Suggestions
« Reply #799 on: July 21, 2017, 09:52:37 PM »
Technically, a pure super robot can still get a ranged in-built weapon using the Gamble spirit to steal once off a defeated mecha. More seriously, Osle did leave some options here and there for the sole purpose of giving options to certain builds. Even for stuff that hasn't been worked on yet.
« Last Edit: July 21, 2017, 10:06:51 PM by Anomander »