Jump to content
THIS IS THE TEST SITE OF EUROBRICKS! ×
THIS IS THE TEST SITE OF EUROBRICKS!

Recommended Posts

Posted
2 hours ago, Dutch Thriceman said:

 

Not sure what you mean with this reply samurai-turtle?

I think it was a diegetic command to Yelena, since we needed an action for her.

  • Replies 857
  • Created
  • Last Reply

Top Posters In This Topic

Posted
13 minutes ago, Kintobor said:

I read it completely differently due to a lack of double quotation marks and lack of bold text. Apologies, I'll run the round after dinner. :thumbup:

It took me a few reads tbh hahaha.

Posted
13 hours ago, Dutch Thriceman said:

 

Not sure what you mean with this reply samurai-turtle?

 

11 hours ago, Duvors said:

Hmmm...

 

11 hours ago, Zepher said:

I think it was a diegetic command to Yelena, since we needed an action for her.

 

9 hours ago, Kintobor said:

I read it completely differently due to a lack of double quotation marks and lack of bold text. Apologies, I'll run the round after dinner. :thumbup:

 

9 hours ago, Zepher said:

It took me a few reads tbh hahaha.

I don't know what you are talking about.....you dirty minded people. 

But in a seriousness I was just trying to give a repeat command. But give @Classic_Spaceman the option of doing something different and if Kintobor wanted to run the round before they respond they could of just used my suggestion. 

Posted
12 hours ago, samurai-turtle said:

Am I the only one getting a Majora's Mask vibe off this thing? 

5 hours ago, Waterbrick Down said:

Nope, that's the exact first thing I thought. :laugh:

Damn it, now that's all I can see. :laugh:

Posted
5 hours ago, Scubacarrot said:

Hey guys, any tips, do's and don'ts for rolling a character?

Nice to see a familiar face. :)

When it comes to character generation, it's hard to go wrong with this system, mainly because if you do, you can simply rearrange your stats for free in-between missions. That being said, you can use the calculator here to help you keep track of your points and how you spend them. You can look at this topic for example builds of certain archetypes. Looking forward to seeing you back!

Posted
44 minutes ago, Waterbrick Down said:

Nice to see a familiar face. :)

When it comes to character generation, it's hard to go wrong with this system, mainly because if you do, you can simply rearrange your stats for free in-between missions. That being said, you can use the calculator here to help you keep track of your points and how you spend them. You can look at this topic for example builds of certain archetypes. Looking forward to seeing you back!

Thanks! Good to be back. Made a character, let me know if I did everything right.

Posted
17 minutes ago, Scubacarrot said:

Thanks! Good to be back. Made a character, let me know if I did everything right.

You've still got 2 extra points to spend and one more free Proficiency.
Velocity: 1 → 2 = 2 Points
Skill: 1 → 2 = 2 Points (Skill now an even number, +1 free Velocity, 2 → 3)
Smarts: 1 → 3 = 4 Points (Smarts now an even number, +1 free Rank 1 Proficiency)

Total: 8 Points

In the calculator, the Points remaining and Free Skill column will turn green if everything is correct/spent. Red if something's wrong.

Posted
On 2/18/2022 at 8:27 PM, Classic_Spaceman said:

Indeed - I have been dealing with more Depression than usual over the past few weeks, but I am back now!

Hey Classic_Spaceman, I hope you are doing alright...

On 3/3/2022 at 6:30 PM, Kintobor said:

It wasn’t what I thought, but I can see it now. 

I'd just like to mention here in general, there was a discussion concerning my character build a while back and that I would have 2 points free as I had no intention to put anything into Spirit but I just double checked with the Character Calculator and I actually didn't have any available points free it was just the spirit that was an error on my part, therefor I have just removed my 1 perception and adjusted my charactersheet accordingly.

Posted
4 hours ago, Dutch Thriceman said:

Hey Classic_Spaceman, I hope you are doing alright...

I was feeling better - Then Russia invaded Ukraine, and I have not slept well since! 😬
Thank you for asking; I am getting caught up now (and I do apologise for disappearing again!). 
 

Posted
13 hours ago, Zepher said:

Welcome back, Scuba! Excited to see what you do with the build and the character!

Thanks! I'll try not to break the game with a build this time!

Posted
20 hours ago, Classic_Spaceman said:

I was feeling better - Then Russia invaded Ukraine, and I have not slept well since! 😬
Thank you for asking; I am getting caught up now (and I do apologise for disappearing again!). 
 

Damn yeah, these are crazy times, glad to hear from you though.

Posted

I honestly have not been following the newest couple of missions but I did read a lot of earlier missions and have participated in a LOT of combat in the 2 missions my character has been on.

My question is how valuable is the break up of combat distance in regards to wep/skills. At the start of the new game I contemplated taking artillery because my goal was to build a character that mostly performed support functions in combat. I chose long range instead because it seemed like most combat grids would make it challenging to always be 4 squares away. Now my experience has been that every battle enemies will close into melee range and I almost always have to focus on them or I'll be taken down after a couple rounds. I've been lucky in the current mission that the late game mobs are scared of fire.

I guess my point is I wonder if weps/skills can't be simplified to just melee and ranged (ranged being up to 3 or 4 squares away max). This would mainly help characters to not have to worry about having to put skill points into multiple skill distances (unless that is a goal of the system that I'm unaware of) or have everyone slowly slide into only focusing on melee/short range weps anyway. What has been others experience in this regard so far?

Thanks for reading!

 

Posted
6 hours ago, karmajay said:

My question is how valuable is the break up of combat distance in regards to wep/skills. At the start of the new game I contemplated taking artillery because my goal was to build a character that mostly performed support functions in combat. I chose long range instead because it seemed like most combat grids would make it challenging to always be 4 squares away. Now my experience has been that every battle enemies will close into melee range and I almost always have to focus on them or I'll be taken down after a couple rounds. I've been lucky in the current mission that the late game mobs are scared of fire.

I guess my point is I wonder if weps/skills can't be simplified to just melee and ranged (ranged being up to 3 or 4 squares away max). This would mainly help characters to not have to worry about having to put skill points into multiple skill distances (unless that is a goal of the system that I'm unaware of) or have everyone slowly slide into only focusing on melee/short range weps anyway. What has been others experience in this regard so far?

Part of the problem is that the Hydra Sprouts are "rush-down" enemies, and so a big part of their design is to be small and annoying and force the party to either deal with them or move. Being the weakest Hydra form, they've appeared a lot in this quest, but in other quests you'd probably run into a lot more enemies with guns and the like. 

I was going to mention this in the wind-up, but I think Kirwin's problem is less range as much as it is mobility. Through MMing this quest it's become pretty clear to me that Velocity is a borderline essential stat - the ability to quickly get in and out of position is kind of vital for this combat system. If you didn't want to increase your Velocity stats, I'd alternatively recommend investing in defense - either enhancing your armour, or leveling up your Skills. Having both the lowest Velocity and the lowest Skills of the party means Kirwin not only can't get out of danger, but is going to get hit harder when they're attacked, which is not an ideal combination. Leveling up Skills would also help Kiwin's support build because it means they can be supplying more Defense to people. 

It's also worth noting that Kirwin doesn't have any points in Long Range anyways -  which I think is fine for the support build that you've been working on, but it does mean that they're going to struggle with offensive output no matter what. 

Posted
On 3/8/2022 at 7:51 AM, karmajay said:

I honestly have not been following the newest couple of missions but I did read a lot of earlier missions and have participated in a LOT of combat in the 2 missions my character has been on.

My question is how valuable is the break up of combat distance in regards to wep/skills. At the start of the new game I contemplated taking artillery because my goal was to build a character that mostly performed support functions in combat. I chose long range instead because it seemed like most combat grids would make it challenging to always be 4 squares away. Now my experience has been that every battle enemies will close into melee range and I almost always have to focus on them or I'll be taken down after a couple rounds. I've been lucky in the current mission that the late game mobs are scared of fire.

I guess my point is I wonder if weps/skills can't be simplified to just melee and ranged (ranged being up to 3 or 4 squares away max). This would mainly help characters to not have to worry about having to put skill points into multiple skill distances (unless that is a goal of the system that I'm unaware of) or have everyone slowly slide into only focusing on melee/short range weps anyway. What has been others experience in this regard so far?

The Legonater's points are valid as it concerns Velocity and defenses. In Heroica 1.0 ranged combat was mathematically superior and targeting was split up into front row and back row. With a ranged weapon you did the same damage as a melee weapon, but took half damage from the back row. We didn't want that same dynamic in Heroica 2.0 hence the grid system was born. Because all weapons do the same damage (ignoring weapon grades), even in the grid system, ranged weapons would still have an advantage because they could hit more squares compared to melee weapons. Hence the ranges were broken up into short, long, and artillery, and penalties for unoptimum ranges were instituted. Velocity thus became an important stat for ranged characters to be able to position themselves for the best shot. It also meant that MM had options to increase or decrease difficulty by changing the battle grid size and shape.

I believe if we were to simplify to two skills (melee and ranged), melee would once again be put in a disadvantaged position as such a system would eliminate the unoptimum range penalties. For ranged characters, all that would matter is simply being non-adjacent to any enemy (so as to avoid an opportunistic attack) and then they'd have a greater number of targetable squares compared to a melee weapon. The ideal system is one where in ranged and melee feel equally optimal the majority of the time, albeit sometimes for different situations.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recently Browsing   0 members

    • No registered users viewing this page.

Announcements

  • THIS IS THE TEST SITE OF EUROBRICKS!

×
×
  • Create New...