Author Topic: General Discussion and Suggestions  (Read 247201 times)

Offline SorO_Lost

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Re: General Discussion and Suggestions
« Reply #840 on: July 27, 2017, 06:49:00 AM »
Oh, and I forgot to mention: One thing that's clear from that data, regardless of all other opinions about Real/Super balance, is the the Alteisen Reise is still OP compared to other reals of tier 7.
Scroll further down?

Alteisen Riese
SI/SP: Large/125mu
HP/EN: 400hp/100en (+10en/rnd)
DR: 40
SV: +7
NA/DG: +22/+0
AR/HD: 25/3
Gear: -
Weapons:
   +9 revolving bunker, melee (6d6, 19/x3, grabbing, power, rending), 6 ammo.
   +11 gatling gun, 20mu ranged (6d6, 20/x2, pinning), 20 ammo.
   +10 plasma horn, melee (5d8, 20/x3, defensive, power, rending), -10en/hit.
   +13 claymore avalance, 20mu ranged (20d12, 19/x3 area, brutal, heavy, pinning, power, push, rending), 4 ammo.
Astranagant
SI/SP: Huge/80mu & fly(good) 60mu
HP/EN: 250hp/160en (+50hp/rnd & +48en/rnd)
DR: 30
SV: +6
NA/DG: +11/+11
AR/HD: 10/4
Gear: Regeneration 2 & Reactor 2
Weapons:
   +9 attracter shower, 100mu ranged (11d10, 19/x2, area, brutal, disarming, pinning, power), 6 ammo.
   +9 axion cannon, 150mu ranged (25d10, 19/x4, brutal, concussive, downfall, heavy, power), -45en/shot.
   +9 infinity cylinder, ∞ ranged (13d12, 20/x5, area, brutal, disarming, heavy, pinning, power), 1 ammo.
   +9 zol orichalcon sword, melee (11d8, 18/x2, downfall, pushing, rending), -15en/hit.
   +10 anti photon vulcan, 20mu ranged (6d10, 20/x2, brutal, defensive, pushing), -5en/shot.
   +10 t-link feather x2, 50mu ranged (9d12, 19/x2, brutal, grabbing, rending, twin-linked), ammo 12.
Astranagant's bigger size which makes it easier to hit but it has flight. It has less HP/DR but comes with regeneration, only loses out on a single point of Save bonus too. It has the same +22 bonus to AC except half of it is Dodge which has it's own pros/cons. Less arsenal space but comes with more and higher damaging weapons. It also has more Hardpoints too.

Loadouts
Of the 7th tier choices, since you can argue the Alteisen Riese is the "tank" build so pilots will probably select the Z.O Armor, Artificial Aegis, & Sistema Voyeur due to it's binary requirement. This gives it +30 HP, +7 DR, +14 AC, +7 Fort & +7 Reflex, and immunity to Rending/Power. Boring.

The Astranagant is more of a balanced choice, so let's go Advanced AI, Steel Soul, Minmei Doll, & Laplace's Laptop. This gives it +5 DR, +12 AC, +2 Reflex & +7 Will, +5 Attack, +35mu to Ranged, & +70mu Spd. Foresight so it can't lose it's Dodge Bonus (& has other uses). It's highly spirited, +100 points, +5 regen, -40% costs, and along with a -40% reduction in energy costs on Maneuvers it allows it's pilot to spam their Class/Spirit related abilities far more than the Riese. Like it pays for using Guard for the first nine rounds of combat, reducing all damage by -75%.

Overall
SorO likes the Astranagant.
« Last Edit: July 27, 2017, 06:51:22 AM by SorO_Lost »

Offline Anomander

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Re: General Discussion and Suggestions
« Reply #841 on: July 27, 2017, 08:24:13 AM »
There's not much reason not to pick Steel Soul at arsenal VII. 40% less spirit usage with all your spirits for a hardpoint is amazing. For any build. Everything else it gives is just a bonus.

@osle: Artificial Savagery System [Rev](IV): Transformation.
Does it mention what it actually transforms into?
« Last Edit: July 27, 2017, 08:25:56 AM by Anomander »

Offline Raineh Daze

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Re: General Discussion and Suggestions
« Reply #842 on: July 27, 2017, 09:20:56 AM »
I'm not sure that you can claim that one option is hugely better or worse than another when you deliberately take all the interesting options for one. That's a loaded argument. Also, you forgot to specifically mention that the Riese has no inherent flight access (and it has a Beam Coat). But at least they both have apparent niches... whilst having more HP and DR than a Super anyway. Out of the VII Reals, it's a case of "why would I take the Alegrias?"

Steel Soul is ridiculous. It's bad enough the Arsenal VI option is nearly better than maxing out Soul of the Machine (the regen does it), but letting Reals use all their spirits--including Zeal--for cheap and using Ship Captain or Super Pilot spirits for less than the original class and to get AC, DR, to-hit, and a will-save bonus all at once?

S-Adaptor: currently the most useless accessory. I struggle to think why you would have a pressing need for an amphibious mecha. Particularly at that level.


« Last Edit: July 27, 2017, 09:53:50 AM by Raineh Daze »

Offline YuweaCurtis

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Re: General Discussion and Suggestions
« Reply #843 on: July 27, 2017, 10:19:19 AM »
There's not much reason not to pick Steel Soul at arsenal VII. 40% less spirit usage with all your spirits for a hardpoint is amazing. For any build. Everything else it gives is just a bonus.

@osle: Artificial Savagery System [Rev](IV): Transformation.
Does it mention what it actually transforms into?

I'm thinking Tensor's Transformation, or w/e its called.

Offline Raineh Daze

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Re: General Discussion and Suggestions
« Reply #844 on: July 27, 2017, 10:26:47 AM »
Steel Soul, with a baseline spirit pool, is worth +76 Spirit total, plus other benefits. +80 at level 20. If I've got this right, it also turns Spirit Up into an effective +33 total spirit, so a minimal investment lets it go really, really far--and combined with Spirit Regen, a 15-cost Spirit effectively costs 4. Numbers! It's actually something that Super Pilots can stay ahead in, but Steel Soul is problematically good--at a -2 to AC, DR, and to-hit it rolls two accessories into one and it multiplies how useful spirit up is when said feat can be taken six times. One accessory shouldn't be giving stat bonuses and +160 effective spirit.
« Last Edit: July 27, 2017, 10:42:55 AM by Raineh Daze »

Offline oslecamo

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Re: General Discussion and Suggestions
« Reply #845 on: July 27, 2017, 12:20:38 PM »
So effectively, Getter has great dodge AC? :P

It's extremely aggressive. Not a careful build-up-over-time thing. Hell, they're pretty damn eager to use special attacks.
Splitting up in your component forms to plink away with the fighter jet weapons every other turn is extremely cautious and pretty much the opposite of leading with your best attacks. Neither of the getter pilots got their job for being particularly destructive (Ryoma planned his vengeance for his father's honor for years in some minor martial arts tournament, the second one's got delusions of grandeur but never really did anything big before being recruited, the third's a mountain monk), they got their jobs because they were the best at staying alive in a fight, whereas every previous getter pilot had got themselves killed in combat.

Anyway, I'm working on something right now. This has revealed two independent things so far: one, why the fuck would anyone want to use the Wildschwein? I'm baffled by its existence. #2: shouldn't the 7th-level shield accessory be giving 35HP, not 30?
Nerfed the valhwak so Wildschwein leads in hardpoints now. 7th-level shield extra HP is intended.

Okay, here we are. It's a spreadsheet comparing the numbers for Super Robots and Real Robots, sans things like Great One (because that has so many size consequences and conditions involving division etc. that it'll take a while to sort it all out), but that seems to lean heavily towards being a trap defensively (Great Plate: +4 Nat AC, half dodge AC works out to a net -2 AC over the course of a build, plus Colossal has a -8 AC penalty in and of itself to get the most HP)

The general trend seems to be: there's not really room to customise the base Super. You take Plating and Agility else you fall behind, that's it. Same with targetting--unless you've got the Dex/Str to compensate, you're going to fall behind the same-tier Reals without taking both of them. After Real II, it tends towards the base Real mecha containing at least one thing with equivalent defences and AC before you start digging in the arsenal stuff, and the high-tier arsenal upgrades totally throw that one out--+7 Shield AC is pretty much equivalent to the Super getting an extra 6 pilot levels of upgrades for one. If you both take one of the same upgrade, then the Reals are still winning there.
Meh, AC's honestly overrated. Besides standard D&D stuff like touch attacks and attacks that target saves, in a SRW game you've got Strike and Power and whatnot. I even added a bunch of feats so any pilot can attack vs saves instead of vs AC with any weapon.

Real Robots flat out win the weapon war, no contest there. Supers can stack damage, that's pretty much it, and don't have the same monstrous base damage dice to pull on. It only gets more out of whack later on--the number of options there before arsenal weaponry is... silly.
Maybe you missed the part where Supers are supposed to be buffing their weapons with maneuvers, which they can get favored besides having more spirit points for their trouble.

That, and any variety in battle tactics pretty much requires it because every Super Robot attack consists of "run in and hit it in melee". Appropriate, but not room for much variety.
...Really, aren't you seeing the maneuver column and custom schools in the super pilot? And if you count arcane/psycho pilots as supers, then even more attack variety.

Ketaro plays the closest thing to a pure real, and he lost on a 1x1 against a  super earlier (althought it was close).

I haven't had the opportunity to use my Real Robot since the very first fight. It did quite well.

That 1v1 was Super Nano vs. Super Nano.
Ups. :blush

Still the point stands, the most feared enemy in the campaign was a super. The reals are now part of Hugo's harem or nobody remembers them at all.

Hm, I have a proposal, based on the data--and the fact that, the roughly once-a-tier Real that just has more defences in general aside, there's a general parity between the raw AC of Super and Reals--and the kind of glaring flaw that the customisable robot isn't that customisable... don't treat Plating and Agility as distinct upgrades for cost purposes. Rather, have it so you can take any combination of either that would equal the total of two separate upgrades.

It would probably need some adjustment to the two AC-focused Great One upgrades, but otherwise it would allow for some variability in Super stats without blatantly declaring that you enjoy having abnormally low AC.

That, and you could actually build a tank Super that does not, in fact, top out at HP comparable to the most fragile Real VII mecha unless it decides it wants a bunch of size and touch penalties.
You know, Great Plating already is supposed to be that. Go over armor/HP limit for supers, less dodge.

Also added King Frame and Emperor Frame to further progress Great One/Tek Knight or Zero Pattern. And hyperdimensional step for the lulz.

And since you believe so hard AC is the ultimate and only true defense sure, I'll throw some scaling to it with great plating.


@osle: Artificial Savagery System [Rev](IV): Transformation.
Does it mention what it actually transforms into?
I'm honestly starting to believe you can't be bothered to read base mecha rules since you can't be bothered to read the basic D&D rules either. It's a spell (as it should be obvious by the [rev] tag), a core spell at that freely available online, and I don't know why I bother because you'll have "forgotten" it as soon as it isn't convenient for you in a nanosecond, but I'm positive thinking like that.

Steel Soul, with a baseline spirit pool, is worth +76 Spirit total, plus other benefits. +80 at level 20. If I've got this right, it also turns Spirit Up into an effective +33 total spirit, so a minimal investment lets it go really, really far--and combined with Spirit Regen, a 15-cost Spirit effectively costs 4. Numbers! It's actually something that Super Pilots can stay ahead in, but Steel Soul is problematically good--at a -2 to AC, DR, and to-hit it rolls two accessories into one and it multiplies how useful spirit up is when said feat can be taken six times. One accessory shouldn't be giving stat bonuses and +160 effective spirit.
Steel Soul being a bit too good I can agree with, so reduced the spirit discount to 20%.

Offline Raineh Daze

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Re: General Discussion and Suggestions
« Reply #846 on: July 27, 2017, 12:28:46 PM »
Quote
Maybe you missed the part where Supers are supposed to be buffing their weapons with maneuvers, which they can get favored besides having more spirit points for their trouble.

Er, it was just the reason for not including actual weapons in the table--it's a foregone conclusion how they work out. That and there's just too many. It gets cluttered.

Quote
You know, Great Plating already is supposed to be that. Go over armor/HP limit for supers, less dodge.

A single pair of mutually exclusive options down a specific size path being the only way to have differentiation in base stats? We've already brought up Getter enough to note that Supers can be made of spun glass as well. :p

And it was a suggestion to actually add some variability there, not "every Super that doesn't want a handicap has to take all Plating and all Agility regardless of intent".

Quote
And since you believe so hard AC is the ultimate and only true defense sure, I'll throw some scaling to it with great plating.

Taking an option that gives you AC shouldn't ever have lead to less AC. Which is how it worked: with Great Plating, you got +4 Natural AC. +4 AC from taking four levels of Growth. So that's +8 AC immediately offset by -8AC from being Colossal. Meanwhile, you're -5AC down on dodge, for a grand total of -13 Touch AC.

Offline oslecamo

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Re: General Discussion and Suggestions
« Reply #847 on: July 27, 2017, 12:50:18 PM »
Quote
You know, Great Plating already is supposed to be that. Go over armor/HP limit for supers, less dodge.

A single pair of mutually exclusive options down a specific size path being the only way to have differentiation in base stats? We've already brought up Getter enough to note that Supers can be made of spun glass as well. :p
I personally think of Getter as a plating+agility build since it can take some hits. But fun fact, in one of the SRW video games defense (that basically worked as DR) was bugged in that it didn't do anything, so all supers were pretty much useless. Except for Getter who did have some solid dodge plus Getter split that worked as basically a 50% miss change against everything.

And it was a suggestion to actually add some variability there, not "every Super that doesn't want a handicap has to take all Plating and all Agility regardless of intent".
You can and could go Great Plating and ignore Agility or Great Agility and ignore Plating.

Quote
And since you believe so hard AC is the ultimate and only true defense sure, I'll throw some scaling to it with great plating.

Taking an option that gives you AC shouldn't ever have lead to less AC. Which is how it worked: with Great Plating, you got +4 Natural AC. +4 AC from taking four levels of Growth. So that's +8 AC immediately offset by -8AC from being Colossal. Meanwhile, you're -5AC down on dodge, for a grand total of -13 Touch AC.
The main point of Great Plating wasn't the AC, it was the extra HP and DR. And you can't be down on Dodge if you never pick Agility.  :smirk

Offline Raineh Daze

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Re: General Discussion and Suggestions
« Reply #848 on: July 27, 2017, 12:57:55 PM »
Quote
Quote
You know, Great Plating already is supposed to be that. Go over armor/HP limit for supers, less dodge.

A single pair of mutually exclusive options down a specific size path being the only way to have differentiation in base stats? We've already brought up Getter enough to note that Supers can be made of spun glass as well. :p
I personally think of Getter as a plating+agility build since it can take some hits. But fun fact, in one of the SRW video games defense (that basically worked as DR) was bugged in that it didn't do anything, so all supers were pretty much useless. Except for Getter who did have some solid dodge plus Getter split that worked as basically a 50% miss change against everything.
Really? Thing's always screwed when it actually takes a hit.

Quote
And it was a suggestion to actually add some variability there, not "every Super that doesn't want a handicap has to take all Plating and all Agility regardless of intent".
You can and could go Great Plating and ignore Agility or Great Agility and ignore Plating.

Ignoring plating is totally nonviable. You end up with level 10 HP at level 20. Ignoring Agility would still set you back. It seems like there's pretty clear AC benchmarks, given that after the first tier of Reals, everything has the same AC.

Quote
Quote
And since you believe so hard AC is the ultimate and only true defense sure, I'll throw some scaling to it with great plating.

Taking an option that gives you AC shouldn't ever have lead to less AC. Which is how it worked: with Great Plating, you got +4 Natural AC. +4 AC from taking four levels of Growth. So that's +8 AC immediately offset by -8AC from being Colossal. Meanwhile, you're -5AC down on dodge, for a grand total of -13 Touch AC.
The main point of Great Plating wasn't the AC, it was the extra HP and DR. And you can't be down on Dodge if you never pick Agility.  :smirk
[/quote]

Even if AC isn't everything, you're not going to convince me that passing up fully half a die roll of AC and any movement speed is a good choice. Plating itself isn't optional otherwise you don't have enough HP to use any of the other defensive stuff. :eh

Offline Fzzr

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Re: General Discussion and Suggestions
« Reply #849 on: July 27, 2017, 01:07:10 PM »
Overall
SorO likes the Astranagant.

Okay, fair enough.

Offline oslecamo

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Re: General Discussion and Suggestions
« Reply #850 on: July 27, 2017, 01:24:00 PM »
Quote
Quote
You know, Great Plating already is supposed to be that. Go over armor/HP limit for supers, less dodge.

A single pair of mutually exclusive options down a specific size path being the only way to have differentiation in base stats? We've already brought up Getter enough to note that Supers can be made of spun glass as well. :p
I personally think of Getter as a plating+agility build since it can take some hits. But fun fact, in one of the SRW video games defense (that basically worked as DR) was bugged in that it didn't do anything, so all supers were pretty much useless. Except for Getter who did have some solid dodge plus Getter split that worked as basically a 50% miss change against everything.
Really? Thing's always screwed when it actually takes a hit.
Can tank some tentacles.
There was also the mirror match.

Quote
And it was a suggestion to actually add some variability there, not "every Super that doesn't want a handicap has to take all Plating and all Agility regardless of intent".
You can and could go Great Plating and ignore Agility or Great Agility and ignore Plating.

Ignoring plating is totally nonviable. You end up with level 10 HP at level 20. Ignoring Agility would still set you back. It seems like there's pretty clear AC benchmarks, given that after the first tier of Reals, everything has the same AC.
Alegrias has 200 HP. Only 5 more than a no-plating 19th level super and 5 less than a no-plating 20th level super.
ART 1 (VI) has 135 HP while a no-plating 16th level super would have 165.

The Astelion, a 10th level real, has a glorious 80 HP, which is less than what a no-plating 20th level that took the halved HP option would have.

As for AC, the generic reals have less, bigger reals also have less due to size penalties.

Even if AC isn't everything, you're not going to convince me that passing up fully half a die roll of AC and any movement speed is a good choice. Plating itself isn't optional otherwise you don't have enough HP to use any of the other defensive stuff. :eh

Weren't you claiming that max HP supers get one-shot? Then it's strange you're complaining about having less HP, you'll still be getting one-shot by your calculations, but at least you'll be harder to hit. :P

But really, the base HP progression of a super is faster than the plating progression. Even if you skip all of it, you're not losing more than 33% HP to a full plating build unless they go Great One.

Offline Raineh Daze

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Re: General Discussion and Suggestions
« Reply #851 on: July 27, 2017, 01:53:25 PM »
Quote
Can tank some tentacles.
There was also the mirror match.

That's HP vs AC. It turns out to be surprisingly easy to cut/bite through the thing--especially when compared with some other supers.

Ah, a pair of numbers were flipped in the formula I'd written so it was down 100 HP. Oops. At least that means that no Plating still leaves you approximately with the Allegrias... except, you know, 10 AC down. Same if you don't go agility. Great one is a great addition if you're going as big as possible. Everything else has no choice about taking the other two; this isn't a small drop in AC, it's the difference between getting hit half the time and getting hit on anything but a 1.

Offline YuweaCurtis

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Re: General Discussion and Suggestions
« Reply #852 on: July 27, 2017, 01:54:41 PM »
Great, more defense based stuff to mull over. Send help.

Offline oslecamo

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Re: General Discussion and Suggestions
« Reply #853 on: July 27, 2017, 02:19:58 PM »
Quote
Can tank some tentacles.
There was also the mirror match.

That's HP vs AC. It turns out to be surprisingly easy to cut/bite through the thing--especially when compared with some other supers.

Ah, a pair of numbers were flipped in the formula I'd written so it was down 100 HP. Oops. At least that means that no Plating still leaves you approximately with the Allegrias... except, you know, 10 AC down. Same if you don't go agility. Great one is a great addition if you're going as big as possible. Everything else has no choice about taking the other two; this isn't a small drop in AC, it's the difference between getting hit half the time and getting hit on anything but a 1.

With the new upgrades, you can get either 2 Base+11 Plating +4 Great Plating+4 King +4 Emperor=+ 25 Natural Armor, or 11 Agility+4 Great Agility +4 King +4 Emperor= +23 Dodge. For medium size, those numbers get even bigger for larger sizes.

Supers already can get more natural armor than the Alteisen Riese or more dodge than the Alegrias. What else do you want? What will it take to satisfy you? That I write "supers get real stats before adding upgrades"? Because it seems nothing less will be enough to please super fans.

Offline Raineh Daze

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Re: General Discussion and Suggestions
« Reply #854 on: July 27, 2017, 02:32:46 PM »
Because I wasn't asking for more (an option not sabotaging your AC aside), just some possibility to not have everything go down the same damn path. Right now it's like if every Real from II upwards had the same Natural AC and Dodge AC as everything else in the same tier.

Offline oslecamo

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Re: General Discussion and Suggestions
« Reply #855 on: July 27, 2017, 03:06:07 PM »
There is great plating. Great agility. Balanced plating and agility. Going smaller for size AC. Going larger size with great plating. Larger size with great agility.  Not maximizing either and just lagging some AC behind while spending points somewhere else. That is a bit more variety than reals get.

Offline YuweaCurtis

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Re: General Discussion and Suggestions
« Reply #856 on: July 27, 2017, 04:08:26 PM »
For the Experimental Module, what exactly is the upgrade point limit? Does a material pay for 1 point or to each point of the same upgrade? Or even everything under that material's list?

Also the list needs updating, unless you don't want anything else available through it.

Offline Anomander

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Re: General Discussion and Suggestions
« Reply #857 on: July 27, 2017, 06:32:44 PM »
Quote
I'm thinking Tensor's Transformation, or w/e its called.
Ah, yes. Tenser's Transformation indeed, makes sense now. Figures they'd change it to merely Transformation after removing the setting-specifics. Thought it somehow referred to the Transform mecha ability. Pretty neat for a non-caster.

Quote
For the Experimental Module, what exactly is the upgrade point limit?
It varies depending on the pilot of the mecha you apply it to. 1+(1/2 the pilot level of the mecha's pilot).

« Last Edit: July 27, 2017, 07:02:27 PM by Anomander »

Offline Fzzr

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Re: General Discussion and Suggestions
« Reply #858 on: July 27, 2017, 10:17:59 PM »
Honestly I'd be content with Supers exactly as they are now if damage across the system wasn’t so high. Around Arsenal IV I find that Super and Real defenses both start to fall behind relative to available weapon damage.

My single biggest issue with damage balance is Heavy weapon abuse. Under normal circumstances, they can be used only as a fullround action, but some maneuvers let you attack with a Heavy weapon as a standard (or even immediate!) action. Then there's the Alpha Strike type Full Attack, which lets you fire essentially all your weapons in one turn, including multiple Heavy weapons.

My suggested fix for that is to change the description of Heavy weapons to this (changes italicized):

Quote
This weapon takes a fullround action to use. It cannot make iteratives, but you can ready up an attack with an Heavy weapon as a fullround action. If any ability would allow you to full attack with a weapon after movement, then it can be used to perform one attack with this weapon. Any ability that would allow you to use a weapon and takes less than a fullround action requires a fullround action to use with a Heavy weapon. If you cannot perform a fullround action at the time you wish to use that maneuver or ability, you may not use a Heavy Weapon with it. A Heavy weapon may not be used as part of the type of Full Attack that uses more than one of the mecha's weapons, as it already requires a fullround action to use. Those weapons add twice Str/Dex modifier to damage rolls instead of just once. If a weapon has somehow the Heavy and Defensive properties simultaneously, then only the Heavy property applies.

This would mean you couldn’t use a Heavy weapon as part of a Counter off your turn. You couldn’t use something like Iron Blow to use a Heavy weapon and move in the same turn because it does not already require a fullround action to use, instead it would just let you fire the Heavy weapon without response. You would also no longer be able to avoid the "can't iterate a Heavy weapon attack" rule by just having multiple different Heavy weapons (or multiple copies of one) and doing a multi-weapon Full Attack.

Zooming in on the interaction between Heavy weapons and maneuvers that use weapons and take standard actions, here’s my view on them. Every maneuver has some benefit to the weapon you’re using. For example, Colossal Strike is a touch attack, doubles damage, and ignores DR - a great deal at 35EN. However, every single such maneuver has an unwritten additional benefit: “And if it’s a Heavy weapon, you can use it and still move that turn”. Taking a fullround action to use is the defining cost of Heavy weapons, so removing that is an incredible benefit.

Regarding the use-multiple-weapons Full Attack, that's another way to do excessive spike damage in a single turn no matter what kind of weapons you use. The restriction to "one per pilot level" becomes irrelevant to all classes around level 6 or so, because from then on you'll pretty much always be able to use as many weapons as you can hold. I recommend making that "one per four pilot levels" or "as many weapons as the number of attacks you could make in a regular full attack". Still a powerful option, but no longer objectively better than a regular Full Attack.

The reason I bring these things up is I exploit them all the time in our campaign and even I don’t think they’re fair. They turn into dominant strategies to the point where if you don’t use them, you’re crippling yourself.

Offline Raineh Daze

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Re: General Discussion and Suggestions
« Reply #859 on: July 28, 2017, 12:53:30 PM »
Now, courtesy of no other reason than my own total boredom, I've decided to see if I can build Getter Robo. Level 5 has been chosen because of how many other versions there are. Getter Emperor is, predictably, sitting somewhere beyond level 20 just based on the size requirements (3,700,000 MU means you need, approximately, another 15 size categories after colossal--so another 13 growth upgrades beyond level 20. Lol)

Amusingly, they would mechanically work better with 4 teammates, as then the temp upgrade points would let them take Great One only when combined and let me keep the base forms more similar. So, uncombined (not that they're supposed to be a fighting mecha like that, but I'll take what I can):

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Anyway, with all that out of the way, I want to know if I'm combining things right in the next step? Since it seems like additive upgrades stack, and same-weapons don't, so... unless different weapon upgrades count as different weapons...

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