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Post by Deleted on Mar 10, 2015 14:17:24 GMT -5
I was wondering what any hunders out there in the NBZ thought of the hunder's "command" defense talent. The few times I used it, I couldn't see any affect, so I decided to skip it and just used other options like evade. I'm not sure how effective it really is. Any thoughts or advice?
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Post by grävling on Mar 10, 2015 14:55:52 GMT -5
I was wondering what any hunders out there in the NBZ thought of the hunder's "command" defense talent. The few times I used it, I couldn't see any affect, so I decided to skip it and just used other options like evade. I'm not sure how effective it really is. Any thoughts or advice? I have only found it effective when playing female 2 (shooter only). Otherwise you want the dogs to run adjacent to you so you can kill them with your taser glove.
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Post by grävling on Mar 10, 2015 21:49:19 GMT -5
Dogs are only a real problem if you have low AP (so baby CKs should concentrate on AP improvement) and they get to swarm you. If your dog strategy is to shock them to death with your cyan glove, then you just need to make sure you have enough AP to move 1 square away from teeth aside from the set of teeth you intend to kill this round. Kill one dog, hop away from the rest, repeat until it is over.
Female 2s cannot use this strategy. Dogs are therefore much, much more deadly for them. If your female 2 is armed with a blasta-type gun, she may not be able to hit a dog unless it is sitting 'in the pink'. So making a dog sit there and then blasta-ing it into unconsciousness may be the strategy you want. You will need extra AP for this, but if you are playing female 2, you need extra AP for everything, so you will probably have it. Note that this is one time where getting the implants that boost firearms skills really makes sense. For female 2 the answer to the question 'will 1 point of firearms skill be worth losing all that XP that we need to make more AP' is, hmm, quite likely. rip it out when you don't need it any more.
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Post by Deleted on Mar 11, 2015 5:07:12 GMT -5
Thanks grävling. It sounds like the best defense for dealing with enemy hunds is to always maneuver so your knight is on the offense. This makes a lot of sense. My hunder prefers brawling over firearms and uses the cyan glove as his primary weapon. It would be a simple matter to always make the hunds come to him. But then, what is the point of the "command" defensive combat talent? And if it is not very useful, wouldn't the hunder be better off with an offensive combat talent?
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Post by grävling on Mar 11, 2015 6:02:27 GMT -5
Thanks grävling. It sounds like the best defense for dealing with enemy hunds is to always maneuver so your knight is on the offense. This makes a lot of sense. My hunder prefers brawling over firearms and uses the cyan glove as his primary weapon. It would be a simple matter to always make the hunds come to him. But then, what is the point of the "command" defensive combat talent? And if it is not very useful, wouldn't the hunder be better off with an offensive combat talent? I think it is the least useful of all the special combat talents, though for female 2 hunders dropping a cyan-and-brown dog (any sort) may be the difference between life and death. Cyan-and-Brown dogs are the number 1 way that my female 2 non-hunders die and end the game. The problem with the skill is that it is only useful against dogs, and dogs aren't really that much of a problem. Maybe hunders should get a different sort of bonus as well -- hunders with evo rigging installed and evo-rigged hunds on their team can escape away from battle with less difficulty than those who do not? Just thinking out loud here.
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Post by Deleted on Mar 11, 2015 6:39:34 GMT -5
Thanks grävling for the information. I've not played female 2, so I don't know the limitations, but I can see where only using firearms could be a problem against hunds in this situation. Maybe the command talent would be more useful if it actually stopped the attack right away. End of fight. Like "SIT! Good doggie, here's a biscuit, let me beat your handler now." It would be so cool if the command talent gave you the ability to turn the hund to your side in the middle of battle. Maybe even turning it into a permanent pet that can join your team immediately if there was an opening, or be sent to a kennel for pickup at a latter date. That would be really useful. Hey fallen, is that something that can be done?
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Post by grävling on Mar 11, 2015 7:46:31 GMT -5
I really like the dominate idea. If you really think that you are up for it, a hunder could dominate other dogs, to the point where they join your pack, and leave the one they are on. This should be a large AP command -- takes 5 or so. And what bad things should happen if you fail to dominate, aside from losing your 5 AP? Lose control of all your dogs for a turn, perhaps?
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Post by grävling on Mar 11, 2015 8:06:07 GMT -5
I think that you are also correct that the hunder ability makes more sense as a defensive one than as a offensive one. I am envisioning things so that when you get attacked by a dog you get: Evade(1AP) Cover(2AP) Defend(0AP) Sit!(1AP) Control(5AP) Sit just makes the dog stop attacking you and eats all his AP for this round. A successful control makes him part of your team -- for now. At the end of a battle, a hunder would need to make a different saving throw to see how many dogs he dominated actually want to stick around, which will save you from the problem of having a crowd of 30 dogs all following you ... Now the question is, will that set of buttons fit on the very small phones that the TB are supporting?
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Post by Deleted on Mar 11, 2015 8:24:06 GMT -5
I think that you are also correct that the hunder ability makes more sense as a defensive one than as a offensive one. I am envisioning things so that when you get attacked by a dog you get: Evade(1AP) Cover(2AP) Defend(0AP) Sit!(1AP) Control(5AP) Sit just makes the dog stop attacking you and eats all his AP for this round. A successful control makes him part of your team -- for now. At the end of a battle, a hunder would need to make a different saving throw to see how many dogs he dominated actually want to stick around, which will save you from the problem of having a crowd of 30 dogs all following you ... Now the question is, will that set of buttons fit on the very small phones that the TB are supporting? I really like the sit idea. And the control option too. The hunder's intimidate score would need to be alot better than the hunds to control them. If you succeed in the control option, the attack stops and the hund temporarily is added to your pack. Cool. But, If you fail at the control option, maybe instead of losing your pack, you loose AP for a turn and can only defend (0 ap) but there is a higher percentage that the defend will fail and a higher percentage that the hund will connect with additional damage. Make the hunder question the pros and cons of that option. :-)
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Post by grävling on Mar 11, 2015 8:32:37 GMT -5
We need for fallen to wake up and let us know what, if any of this, is feasible ...
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Post by Deleted on Mar 11, 2015 8:35:11 GMT -5
Yeah. WAKE UP fallen!!! It would give playing the hunder a whole new demension.
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Post by grävling on Mar 11, 2015 9:02:09 GMT -5
I think so, too.
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Post by fallen on Mar 11, 2015 9:48:16 GMT -5
Hi, awake now.
No, Cyber Knights cannot support change of team in mid-battle, so that won't be possible.
It is on the roadmap the the Hunder deserves an offensive talent.
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Post by Deleted on Mar 11, 2015 10:02:25 GMT -5
Hi, awake now. No, Cyber Knights cannot support change of team in mid-battle, so that won't be possible. It is on the roadmap the the Hunder deserves an offensive talent. That's too bad. It would've been cool :-( What about changing the command talent to stop the attack and remove the attacking hunds AP? Similar to how grappling removes AP?
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Post by fallen on Mar 11, 2015 10:16:55 GMT -5
Chance - something I can look at.
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