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vexwerewolf · 1 day
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Commission for predstrogen~
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vexwerewolf · 1 day
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hey, I’m a friend of @bulletkin on discord and I was wondering if you have a good Enkidu build in mind. We are a team of five, with a risky close range (me, enkidu) a support (swallowtail) a long distance big guns (deaths head), a mid range NHP and pilot duo (Pegasus, it’s complicated but I am happy to elaborate) and a tech attacker (hydra). you may have noticed that I am the only (full) close range mech, and unfortunately I am really good at exploding. Do you have higher level Enkidu routes/suggestions? I’m trying to get my movement up and be more debilitating when in close combat. Thanks!!
-- HA ENKIDU @ LL6 -- [ LICENSES ] HA Tokugawa 3, IPS-N Tortuga 3 [ CORE BONUSES ] Reinforced Frame, Heatfall Coolant System [ TALENTS ] Nuclear Cavalier 3, Hunter 2, Skirmisher 2, Combined Arms 1, Duelist 1 [ STATS ] HULL:4 AGI:2 SYS:0 ENGI:2 STRUCTURE:4 HP:28 ARMOR:0 STRESS:4 HEATCAP:10 REPAIR:5 TECH ATK:-2 LIMITED:+1 SPD:4 EVA:10 EDEF:8 SENSE:5 SAVE:13 [ WEAPONS ] Integrated: Plasma Talons Integrated: Fuel Rod Gun FLEX MOUNT: Torch FLEX MOUNT: Assault Rifle [ SYSTEMS ] Personalizations, HyperDense Armor, Deep Well Heat Sink
I call this one War Without Reason. It might not hit your "movement up" goal, but it will hopefully fix your exploding issue.
The maths works out like this: frames with 0 or 1 Armor don't benefit as much from the +1 Armor that Sloped Plating gives as much as they do from the +5 HP given by Reinforced Frame. We're going to pump Hull to 4, which in addition to +8 HP gives us that sweet +2 Repair Cap as well, and stacked with the +2 HP from Personalizations and the +3 HP you get from Grit, that takes us up to a truly absurd 28 HP.
Then, we use HyperDense Armor from the IPS-N Tortuga. This gives us Resistance to both damage and heat from all sources beyond Range 3 - which is the effective range of our Plasma Talons. Against enemies who don't have a way of Shredding us or otherwise bypassing Resistance, we effectively have twice as much HP. Sure, it leaves us Slowed, but once we get into the Danger Zone we have Speed 7 so it barely matters. It also protects us from heatgun enemies trying to slag our reactor.
Speaking of which, once we get into the Danger Zone - which we can do reliably and safely given that we have a Torch and our Overcharge never goes above 1d6 - our build really gets going. The first two ranks of Nuclear Cavalier turn on, we gain access to Plasma Talons and if we start a turn still in the Danger Zone, we gain Resistance to heat from Deep Well Heat Sink, meaning we can overcharge on the cheap and our Torch only gains us 1 heat.
We have two reliable sources of soft cover: whenever we're engaged with an enemy, we gain it, and whenever we take a turn without harming anyone, we gain it. This increases our survivability against ranged attacks.
We have Hunter 2 for one specific reason: you can now throw your fucking Plasma Talons at people, effectively extending their range by 2 spaces. Since Thrown weapons are still melee attacks, this doesn't violate the prohibition on ranged attacks from All Fours.
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vexwerewolf · 1 day
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Hot Shit | Tom Cardy
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vexwerewolf · 2 days
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@busbug
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vexwerewolf · 2 days
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Does it say what license level the NPCs are balanced at? I assumed that their starting templates with no additional systems was balanced for LL0 but you said 15 hp at LL6 was vulnerable to structure from a quarter of NPCs- help
License Levels 0-4 are Tier 1.
License Levels 5-8 are Tier 2.
License Levels 9+ are Tier 3.
Enemies at higher Tiers get more HP, higher save targets, usually get higher Evasion and E-Def, have better stats so they make checks and saves better, and usually deal more damage with their weapons.
I may have been exaggerating slightly when I said that "a quarter" of Tier 2 enemies can structure a 15 HP mech in one hit, it's probably not that many, but 15 HP is not something you want to be running around with if you have no Armor and only average Evasion.
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vexwerewolf · 2 days
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Tracking Bug is strictly worse than Eye of HORUS.
Hey, do you have suggestions on a stealthy, shoot'n'scoot build for the Pegasus? I'm really, really new, but I like the idea of this thing that can always hit you and fades away until the next attack.
-- HORUS Pegasus @ LL6 -- [ LICENSES ] HORUS Pegasus 3, SSC Metalmark 3 [ CORE BONUSES ] Overpower Caliber, The Lesson of the Open Door [ TALENTS ] Infiltrator 3, Skirmisher 3, Crack Shot 3 [ STATS ] HULL:2 AGI:2 SYS:0 ENGI:4 STRUCTURE:4 HP:17 ARMOR:0 STRESS:4 HEATCAP:10 REPAIR:4 TECH ATK:+1 LIMITED:+2 SPD:5 EVA:10 EDEF:10 SENSE:10 SAVE:15 [ WEAPONS ] FLEX MOUNT: Smartgun FLEX MOUNT: Smartgun HEAVY MOUNT: Anti-Materiel Rifle // Overpower Caliber [ SYSTEMS ] Personalizations, Active Camouflage, Pattern-A Smoke Charges x5
So this is a very simple build.
What we're doing here is creeping around the edges of the battlefield, looking for a good opening. We use our Active Camouflage to remain Hidden even when it isn't our turn, and we look for a good firing position.
Our ideal turn start has us Hidden and in hard cover. We activate Crack Shot protocol and Active Camouflage if our heat's looking okay, line up on our intended target and shoot them with the AMR, hopefully hitting and hopefully critting. We don't bother rolling dice for our AMR - we just use By The Way, I Know Everything to set our damage to 11, or 14 if we crit. Having hit an enemy with an attack from Hidden, we proc Ambush, plus Watch This if we crit. With Lesson of the Open Door buffing our Save Target, we're well-positioned to inflict a horrid array of status effects on our target.
That was our first quick action. We spend the next quick action to Hide again, rendering us untargetable.
Next turn, Immobilized from Crack Shot goes away and we only need to keep Active Camouflage up if we're in immediate danger. We have various options:
If we want supreme mobility (or if there's someone close to us) we can exploit the extra movement from Mastermind: using Boost breaks Hidden after it resolves, so we can Boost, use the slide from Mastermind and then move normally, allowing us to move up to 15 spaces, 5 of it reactionless. If we're feeling really spicy, we could even Boost adjacent to an enemy, use the flashbomb clause of Mastermind and then run 10 away from them.
We can Skirmish with a Smartgun and proc all the same effects as last turn. If we want to apply more damage and don't need to be Hidden next turn, we can even Barrage with both.
Occasionally we'll need to Stabilize to deal with the heat build up from Active Camouflage, but that's great because it also allows us to reload our AMR.
This mech only has 17 HP, so with 0 Armor and 10 Evasion its survivability is fairly low, but this is aided by the fact that it spends most of its time Invisible, and due to the absurd range of its AMR (and the fact that its Smartguns don't even need line of sight) it often won't even be in range for enemies to hit at all. Skirmisher III also means that the first reaction attack taken against us each round will miss automatically, and if we're smart, enemies won't get an opportunity to make a second one.
The largest dangers to this build:
Enemies that have AoE attacks and thus they can get around their inability to target you by targetting an area that they think contains you, although Invisible will still protect you from this by providing a 50% miss chance. In particular, Bombards can just dispense with trying to narrow down your location and shell your entire zipcode instead.
Enemies with abilities that deal damage but aren't attacks. This completely bypasses Invisibility, and since this sort of ability tends to be AoE, they can also ignore Hidden if they have a reasonable idea of where you are. A great example is the Assault's optional Micro-Missile Barrage trait.
Enemies that are themselves also Invisible. Because we have no Reliable damage and there wasn't room on this mech for Eye of Horus, we have no reliable way of penetrating Invisible. This means our ability to engage with such enemies are completely at the mercy of the dice.
SCOUTS. They ignore Hidden and Invisible entirely, and have multiple tools that strip Hidden and Invisible from us, completely negating the main survivability tools of our build. Worse, they have excellent Evasion, decent E-Defence and can become Invisible themselves. Prioritize their destruction, or better yet - get your allies to do it.
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vexwerewolf · 2 days
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we need another bidoof’s law to refer to the phenomenon where someone says some rude stupid shit in the reblogs of your post and you go to their blog and all their posts are about nature loving you and being kind to each other and cute illustrations about friendship etc. the cognitive dissonance
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vexwerewolf · 2 days
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Sure, I could do that, but that puts the mech at 15 HP, which given that it's LL6, is few enough HP that a single good hit from about a quarter of the NPC classes will structure it
Hey, do you have suggestions on a stealthy, shoot'n'scoot build for the Pegasus? I'm really, really new, but I like the idea of this thing that can always hit you and fades away until the next attack.
-- HORUS Pegasus @ LL6 -- [ LICENSES ] HORUS Pegasus 3, SSC Metalmark 3 [ CORE BONUSES ] Overpower Caliber, The Lesson of the Open Door [ TALENTS ] Infiltrator 3, Skirmisher 3, Crack Shot 3 [ STATS ] HULL:2 AGI:2 SYS:0 ENGI:4 STRUCTURE:4 HP:17 ARMOR:0 STRESS:4 HEATCAP:10 REPAIR:4 TECH ATK:+1 LIMITED:+2 SPD:5 EVA:10 EDEF:10 SENSE:10 SAVE:15 [ WEAPONS ] FLEX MOUNT: Smartgun FLEX MOUNT: Smartgun HEAVY MOUNT: Anti-Materiel Rifle // Overpower Caliber [ SYSTEMS ] Personalizations, Active Camouflage, Pattern-A Smoke Charges x5
So this is a very simple build.
What we're doing here is creeping around the edges of the battlefield, looking for a good opening. We use our Active Camouflage to remain Hidden even when it isn't our turn, and we look for a good firing position.
Our ideal turn start has us Hidden and in hard cover. We activate Crack Shot protocol and Active Camouflage if our heat's looking okay, line up on our intended target and shoot them with the AMR, hopefully hitting and hopefully critting. We don't bother rolling dice for our AMR - we just use By The Way, I Know Everything to set our damage to 11, or 14 if we crit. Having hit an enemy with an attack from Hidden, we proc Ambush, plus Watch This if we crit. With Lesson of the Open Door buffing our Save Target, we're well-positioned to inflict a horrid array of status effects on our target.
That was our first quick action. We spend the next quick action to Hide again, rendering us untargetable.
Next turn, Immobilized from Crack Shot goes away and we only need to keep Active Camouflage up if we're in immediate danger. We have various options:
If we want supreme mobility (or if there's someone close to us) we can exploit the extra movement from Mastermind: using Boost breaks Hidden after it resolves, so we can Boost, use the slide from Mastermind and then move normally, allowing us to move up to 15 spaces, 5 of it reactionless. If we're feeling really spicy, we could even Boost adjacent to an enemy, use the flashbomb clause of Mastermind and then run 10 away from them.
We can Skirmish with a Smartgun and proc all the same effects as last turn. If we want to apply more damage and don't need to be Hidden next turn, we can even Barrage with both.
Occasionally we'll need to Stabilize to deal with the heat build up from Active Camouflage, but that's great because it also allows us to reload our AMR.
This mech only has 17 HP, so with 0 Armor and 10 Evasion its survivability is fairly low, but this is aided by the fact that it spends most of its time Invisible, and due to the absurd range of its AMR (and the fact that its Smartguns don't even need line of sight) it often won't even be in range for enemies to hit at all. Skirmisher III also means that the first reaction attack taken against us each round will miss automatically, and if we're smart, enemies won't get an opportunity to make a second one.
The largest dangers to this build:
Enemies that have AoE attacks and thus they can get around their inability to target you by targetting an area that they think contains you, although Invisible will still protect you from this by providing a 50% miss chance. In particular, Bombards can just dispense with trying to narrow down your location and shell your entire zipcode instead.
Enemies with abilities that deal damage but aren't attacks. This completely bypasses Invisibility, and since this sort of ability tends to be AoE, they can also ignore Hidden if they have a reasonable idea of where you are. A great example is the Assault's optional Micro-Missile Barrage trait.
Enemies that are themselves also Invisible. Because we have no Reliable damage and there wasn't room on this mech for Eye of Horus, we have no reliable way of penetrating Invisible. This means our ability to engage with such enemies are completely at the mercy of the dice.
SCOUTS. They ignore Hidden and Invisible entirely, and have multiple tools that strip Hidden and Invisible from us, completely negating the main survivability tools of our build. Worse, they have excellent Evasion, decent E-Defence and can become Invisible themselves. Prioritize their destruction, or better yet - get your allies to do it.
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vexwerewolf · 2 days
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sorry i started scrolling your page and forgot i wasn't on home i didn't mean to spam your notifs
You didn't?
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vexwerewolf · 2 days
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Which Lancer build has the most "If you aren't willing to shell your own position, you aren't willing to win." Energy?
Not anything a player can access. It's the Bombard NPC. The Bombard's Cluster Munitions trait gives it additional damage to its attacks for each target beyond the first, but this doesn't necessarily need to be a target hostile to the Bombard, and the Bombard can target itself with its own blast.
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vexwerewolf · 2 days
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vexwerewolf · 2 days
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my dumbass thought they meant like, evil pets
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vexwerewolf · 2 days
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LANCER COMMISSION
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vexwerewolf · 2 days
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The problem is that the list of deeply specific, highly involved kinks I'm not already into gets shorter with time
It is imperative that you assemble a collection of tumblr mutuals who are vocal about their deeply specific, highly involved kinks that you don’t share at all. If you humble yourself with the diversity of the human experience enough you can become inoculated against reactionary puritanism permanently
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vexwerewolf · 2 days
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Pretty sure this video demonstrates that he doesn't
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vexwerewolf · 2 days
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The Gorgon is scary because it can kill you just by being seen.
The Dusk Wing is scary because it uses technology its designers didn't create and clearly don't understand.
The Genghis is scary because it represents the absolute nadir of human cruelty.
The Saladin is scary because it's proof that even tools of fascism can be made to seem warm and comforting.
The Balor is scary because it is self-evident proof that the inherently destructive and dangerous technology it uses cannot be controlled.
The Monarch is scary because it demonstrates that tools of war and killing can become status symbols.
The Lich is scary because it suggests the futures where we do not learn from our mistakes vastly outnumber the ones where we do.
The Caliban is scary simply because it's honest.
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Ngl the Lancer writers hilarious for this one
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vexwerewolf · 2 days
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just spitballing (i am far too sleepy to put real thought behind this right now) but is the best possible Big Fist mech Empakaii with a supermassive D/D288 thrown on? idk if my math works there but 2 blackbeard/1 caliban/3 zheng delivers doesn’t it? save me vex lancerfunny
No, the best possible Big Fist mech is not a D/D 288 Empakaii. At that point it's absurdly overspecialised. There is literally no way you can use both Superheavy weapons in a single turn unless you're using the D/D288 in its uncharged Skirmish mode, in which case it's literally just a strictly worse Nanocarbon Sword.
The Empakaii already has a huge fist that has absurd reach. Putting the D/D 288 on it just robs it of any other tactical option than "get very close and punch," which is sometimes just not viable. You should always be running at least one ranged weapon even on melee-focused mechs. The Assault Rifle's a good choice for this, but at the bare minimum you should have something that can hit targets 8 spaces away.
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