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Post by John Robinson on Apr 4, 2018 17:45:20 GMT -5
Weapons & Combat Initiative: Update#47 One of the Best! Weapons are much more realistic. Time to put on your tactical thinking caps. To master the battlefield you have to think outside the AoE attack box. Buff, debuff talents should, and now require effort too use.
Initiative determines who fires first, and how many times in one combat round attack talents can be used. At the end of each round Initiative is restored to 100% unless there is a multi round debuff that affects the characters initiative.
For example Tricky Gunplay will apply -6 initiative for 2 turns. Negative Initiative is applied immediately if the target doesn't already have the debuff.
Certainly gives more weight to debuff talents such as the Soldier's Discipline talent. Better yet the Military officer's 'Leader in Ranks' group debuff (cost 12 init). Buff and Debuff talents have their own initiative point costs unrelated to weapons.
Crew Combat Initiative = Big Dice((Quickness + Wisdom)/2)) + Initiative Bonuses
Displayed on the Character stats screen. Every fighter has an Initiative range, this is your budget. For example my soldier has an Initiative range of (11-21) +0.
Every weapon costs initiative points to use. For example to fire the Falcon XE rifle will cost 10 intiative points. A combat attack talent will equal 1 or 2x the weapon initiative cost to use.
When you display your Character's talents the initiative cost will be automatically adjusted based on the weapons currently equipped.
For example when my soldier is equipped with a Peregrine heavy machine gun, using the Blowback talent will display a cost 14 initiative to use. If equipped with the Falcon XE rifle Blowback will display 10 initiative to use.
These are the weapons currently found in the A4 weapons locker ship component. What's happening? The pistol is likely to get 3 shots per round. The blade, xe rifle, and snubber possibly 2 attacks. The heavy machine gun, and sniper rifle 1.
Weapon A4 | Init | Dmg | Acc | Pierce | Parry | Aoe | Nakka Blade | 8 | 41-66 | 6 | 14% | 5 | yes | Falcon XE | 10 | 51-84 | 6 | 44% | 0 | yes | Peregrine HMG | 14 | 55-92 | 6 | 76% | 0 | yes | Assault Snubber | 10 | 45-86 | 7 | 58% | 1 | yes | Keening Sniper | 18 | 60-110 | 10 | 92% | 0 | No | Void Eagle | 6 | 41-64 | 7 | 10% | 2 | yes |
Note: The armor you are wearing will affect your initiative bonus. Example if my Soldier has a +4 initiative trait bonus, but equipped heavy armor -4, the bonus would be zero.
Combat Move & fire table Lists the A4 , new A5 weapons locker Ranged weapons, (movement + fire patterns). Attack talent descriptions.
For more? You might find the Unofficial Players Guide of some basic help.
Am I storming down the mountain with the Stone tablets? No way, just trying to explain it to myself.
Thanks Cory Trese and fallen . Without your help I'd still be stumbling in the dark smashing into furniture. +
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Apr 4, 2018 18:02:42 GMT -5
Sorry for derailing your thread somewhat, but I've no experience with this and am very interested. Can you actually use LMG/HMG with Blowback? I thought those were for ranged attacks only? Or does that only apply to Default Attacks, and Talents don't care which subtype you have equipped as long as it's the correct type (i.e. rifle vs. pistol vs. blade)??
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Post by Cory Trese on Apr 4, 2018 18:19:06 GMT -5
Great post, thanks. Remember these also do very well as Steam guides. Thanks John Robinson
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Post by John Robinson on Apr 4, 2018 18:49:47 GMT -5
Sorry for derailing your thread somewhat, but I've no experience with this and am very interested. Can you actually use LMG/HMG with Blowback? I thought those were for ranged attacks only? Or does that only apply to Default Attacks, and Talents don't care which subtype you have equipped as long as it's the correct type (i.e. rifle vs. pistol vs. blade)?? Yes Blowback is a rifle talent with range x x x o | o o x x o = legal firing position, and target slot. (rifle/hmg are always ranged attacks) no derail athios you are top notch!
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Post by John Robinson on Apr 4, 2018 18:52:53 GMT -5
Great post, thanks. Remember these also do very well as Steam guides. Thanks John RobinsonThanks Cory Trese for the happy. (Big relief it looks accurate to you.) Didn't think it good enough for Steam guide primetime. I'll give it a go.
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Post by LordofSyn on Apr 4, 2018 20:09:49 GMT -5
Huzzah! Better than I would have typed it. I can explain somewhat better on video, but not as in depth. +10
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Post by fallen on Apr 4, 2018 21:13:21 GMT -5
John Robinson - big +1 for a great post and well explained. One minor tweak is that Tricky Gunplay used to hit with -20 Initiative but now it is -6. Still extremely powerful Talent Note that negative Initiative is applied immediately if the target doesn't already have the debuff. You're not in the dark my friend, this post was enlightened Glad you like Update #47!!
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Post by John Robinson on Apr 5, 2018 4:16:09 GMT -5
fallen Thanks! You and Cory Trese really made me feel good today. Hey Paula look I got on "A" on my post. The tweaks are water to the thirsty. Have edited the post. Man am I glad you changed Tricky Gunplay. Taking a hit with -20 would be like trying to fire an Hmg one handed from Grandma's walker.
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Post by fallen on Apr 5, 2018 9:37:49 GMT -5
John Robinson - everything related to Init had to be rebalanced. Tricky Gunplay now lets you trade your Init for someone else's, but the curse lasts to the next turn, so you're trading 6 for 12 over 2 turns. Also is an amazing tool for ending an enemy's turn, if you can hit someone with 5 Init, they skip their last action altogether. All in all, Pistoleers as boss now
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Post by LordofSyn on Apr 5, 2018 10:17:36 GMT -5
John Robinson - everything related to Init had to be rebalanced. Tricky Gunplay now lets you trade your Init for someone else's, but the curse lasts to the next turn, so you're trading 6 for 12 over 2 turns. Also is an amazing tool for ending an enemy's turn, if you can hit someone with 5 Init, they skip their last action altogether. All in all, Pistoleers as boss now Yeah they are. The pistoleer and swordsman combat roles are standouts currently but only in that they are usually lighter/faster. There are superb divisions and sub divisions of duty for all combat types due to the great Talents available to each combat class. I already know these will be expanded on in the future. Now just looking for the better gear.
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Post by John Robinson on Apr 5, 2018 16:32:34 GMT -5
John Robinson - everything related to Init had to be rebalanced. Tricky Gunplay now lets you trade your Init for someone else's, but the curse lasts to the next turn, so you're trading 6 for 12 over 2 turns. Also is an amazing tool for ending an enemy's turn, if you can hit someone with 5 Init, they skip their last action altogether. All in all, Pistoleers as boss now Wow! You got the wiki updated super quick, this is really paying off, great initial decision. Looks like I got a few corrections to make. I was wondering how it carried over to round-2, very important to know. With the original fire pattern x o o o | o o o x provides more flexibility for teams with more than one pistoleer. Might be interesting to play with entire combat team of Spy/Pistoleers. Also thanks for tipping me off on how the enemy AI plans to us TG against me haha
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