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Post by drspendlove on Jan 7, 2021 11:14:30 GMT -5
bit.ly/heroesofsteel for rules and more
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Post by drspendlove on Jan 7, 2021 10:32:01 GMT -5
Precise Pursuit: Launch a Interdictor craft with a 4 Turn flight plan (launch, close, attack, land) to make a attack run against the enemy ship with +50% to Hit Craft. If the attack run hits, causes -30 Escape, -35 Radiation Resist, -35 Void Resist, +20 Morale Dmg/Turn for the next 3 Turns
I suggest the language be cleaned up to state "+50% Hit Chance" instead of "+50% to Hit Craft" as it is a craft hitting a capital ship, not hitting other craft here. Note that the language is pretty clear on this one:
Tip of the Spear: Launch an Interdictor craft with a 3 Turn flight plan to defend against enemy craft and shoot down up to one Missile or Torpedo a Turn. On launch, Buffs launched friendly Craft with +25% Hit Chance, +10% Dmg, +10% Critical for 3 Turns
Here the craft are given bonus "Hit Chance" which is easy to grok.
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Post by drspendlove on Jan 4, 2021 15:08:08 GMT -5
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Post by drspendlove on Dec 30, 2020 13:16:06 GMT -5
Oh I know this, but I never thought to BRIBE to get to this exact state.
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Post by drspendlove on Dec 30, 2020 11:17:51 GMT -5
If there were ever one final update to TBF, it should include a relic per templar type. Here's my suggestions:
Engineer (left of Defensive Perimeter 4), 150 RP, 4 Gear Levels Perpetua Reactor (Leviathan Reactor for Engineer and Hydra) +1 to duration of buffs, +24 Max Heat, +8 Fire Resist Analysis: Make Engineer a Buff-master with added heat and buff duration to spam all the great buffs. Fire resist is icing on the cake. Works for the Hydra too to make use of the interesting buffs Hydras can offer.
Scout (left of Scout 7), 150 RP, 6 Gear Levels Celerity Kit (Pilot Suit for Scout and Captain), +3 MP, -5 Max Heat, +3 Dodge Analysis: Make speedrunning Captains open up a whole new suite of options but at a high gear level cost. Make Scouts have additional methods for speed that don't rely on using only one of their stealth talents.
Soldier (below Grenadier 4), 150 RP, 4 Gear Levels EMP Suite (Targeting System for Berserk and Soldier) +8% Penetration, +34 Plasma Damage, Grenades cost no Heat Analysis: Make grenades for either class deadly from plasma, and be heat sensitive when throwing in bulk (probably with resupplies). This also couples with the Strikepoint relic to make for massive plasma damage with high penetration chance.
Captain (below Reaver), 150 RP, 6 Gear Levels Heart of Shalun (Tact-System for Captain and Paladin) +2 All Accuracy, +20 Parry Analysis: Give a huge boon to a Captain or Paladin that is relying less on auto-block and more on parry for melee defense. With minimal offensive advantage and no soak/deflection/auto-block this is a risky relic but solid for those that stack enough parry and avoid ranged attackers. Old: +2 Melee Accuracy, +20 Parry Analysis: Give a huge boon to a Captain or Paladin that is relying less on auto-block and more on parry for melee defense. With minimal offensive advantage and no soak/deflection/auto-block this is a risky relic but solid for those that stack enough parry and avoid ranged attackers.
Hydra (below Close In Fire 5), 150 RP, 6 Gear Levels Molten Ablation Plating (Armor Coating for Hydra, Neptune and Paladin) -1 MP, +120 Max Heat, +18 Fire Resist Analysis: Give a single heavy armor user nearly infinite heat to play with and some help versus flames. The Gear level cost is high for the lack of armor, deflection, and HP, so hopefully the liberation of heat restrictions makes up for it.
Neptune (below Concentrator 5), 150 RP, 6 Gear Levels Breach Rounds (Weapon-Mod for Soldier and Neptune) All critical hits are penetrating hits, +3% Critical Analysis: Benefit lower penetration Neptunes and Soldiers that can land hits on foes like Goltanks. OLD VERSION: All penetrating hits are critical hits, +1% Penetration Analysis: Useless against targets you cannot penetrate. Overwhelming against those you can.
Paladin (above Healer 4), 150 RP, 6 Gear Levels Gestalt Plating (Armor Coating for Hydra, Neptune, and Paladin) +64 Max HP, -8 Damage, +10 Max Heat, +12 Radiation Resist Analysis: Massive HP boost with some side perks for heat and radiation defenses. Comes at a penalty to all damage dealt. Good for a medic, probably not so good for a gunner.
Berserk (right of Shield Wall 4), 150 RP, 6 Gear Levels Zealot Proc (Expert-Proc for Berserks) +35 HP, Counter-attacks are always critical hits if they connect. Analysis: Large HP boost to make counter-attack play survivable. Pairs with counter-attack talents to crush enemies. No accuracy boost so hopefully talents, attributes, and skills are enough to make the counters actually land.
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Post by drspendlove on Dec 29, 2020 19:20:31 GMT -5
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Post by drspendlove on Dec 29, 2020 18:56:56 GMT -5
The trick goes like this: You want to fight a pirate at hostility -2.
You have the option to bribe, however.
You bribe ONCE.
This gets hostility to -1
Then you ATTACK
The first round, you get a free turn to not be attacked while they wait for you to get into bitcoin transmission range.
Use that to twitch surge, boost range change, whatever.
Pretty inexpensive for the start of a snowball.
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Post by drspendlove on Dec 26, 2020 18:00:35 GMT -5
Meticulous Tuning? Meticulous upkeep?
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Post by drspendlove on Dec 20, 2020 14:27:57 GMT -5
Tamilin does great for AP penalties! What are you talking about!?
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Post by drspendlove on Dec 18, 2020 12:57:36 GMT -5
A rare hostile card during orbital ops (but most especially salvage) should be "Sudden Flash Charge": A hostile ship jumps into attack range without warning!
It'd still do the agility check to see if it landed in 3 or 4 though. It'd be an unavoidable ship combat but the foe has already jumped and has already taken modest damage to their HW drive.
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Post by drspendlove on Dec 16, 2020 15:54:36 GMT -5
Would you ever invest in full vent and the self-buff (platform stability or whatever) before heavily investing in attack talents though?
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Post by drspendlove on Dec 15, 2020 9:15:52 GMT -5
Nice balance changes on Cold Blooded Threats and Call for Surrender. Call for Surrender had some use versus Xeno in reducing their range change but didn't make much sense before. All you, I believe Not quite. The buff to Cold Blooded Threats wasn't me, I don't think.
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Post by drspendlove on Dec 14, 2020 12:58:05 GMT -5
Like all good Templars, the Neptune relies on not letting the xeno get close enough to hit. In fact, that massive Repeater Cannon helps with that. Full Vent is amazing when you need a Neptune to get back on its feet after it kills half the xeno team but is about to overheat critically. FV lets a Neptune operate at near constant full-auto mode without a paired engineer. It turns you into more of a glass cannon, but it lets you prolong how long you can keep that cannon roaring. Are you saying Berserks aren't good Templars?
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Post by drspendlove on Dec 14, 2020 9:16:22 GMT -5
Wing Tech 15 Emergency Refurbishing Ship Combat Talent 12 Week Cooldown
Repair the most damaged, docked small craft (10 + 3x repair)% of its hull points and restore (10 + Tactics) morale to all craft pilots.
Base stats at rank 15: 37% hull repair to one craft and 13 morale restored to each craft pilot.
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Post by drspendlove on Dec 14, 2020 8:54:00 GMT -5
Pilot 8 Efficient Orbit Patrol Card Game Talent 9 Week Cooldown
On drawing a reward card when patrolling, reduce the time spent in the patrol by (30 + Navigation)%.
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