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McKilligan
May 13, 2007

Acey Deezy

40 Proof Listerine posted:

New stage owns and the mechs being on a separate dedicated tab now threw me off at first and got natural quickly

I enjoy the distinction between inferior Blackbeard and superior Blackbeard, the inferior Blackbeard is the one equipped with a katana

Yeah, he had enough unique options that we didn't want to just bin him entirely - I'll get around to adding the katana to the new one eventually!

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Yvonmukluk
Oct 10, 2012

Everything is Sinister


I...may have bought a Dropfleet Commander fleet in a state of Battlegroup-induced excitement.


McKilligan posted:

New updaaaaaaaaate! I'm pretty drat proud of the new stage, would be prouder if it was 100% finish but it's serviceable for now.



Nice! The addition of the bow is especially cool, considering Emperor just dropped; although it is a tad weird the hand holding the bow also matches the colour of the bow itself when painted.

Are you going to finish out IPS-N/SSC/Horus before you start on HA's mechs?

McKilligan
May 13, 2007

Acey Deezy

Yvonmukluk posted:

I...may have bought a Dropfleet Commander fleet in a state of Battlegroup-induced excitement.


Nice! The addition of the bow is especially cool, considering Emperor just dropped; although it is a tad weird the hand holding the bow also matches the colour of the bow itself when painted.

Are you going to finish out IPS-N/SSC/Horus before you start on HA's mechs?

The hand is just a result of how we had to have things layered - had to draw a new hand as 'part' of the bow in order to change to an arrow grip, otherwise it just looks weird, since it's utilizing the superheavy weapon stance.

Up next is the Mourning Cloak, then Dusk Wing and Swallowtail (I'm excluding the Emperor for now, will wait until it's final version is out) before I start on HA, which has been much requested.

EDIT - I lied, up NEXT next is Matapacos, a zoid-flavor custom mech (couldn't decide if it should be size 1 or size 1/2, so I'm doing both)


McKilligan fucked around with this message at 01:07 on Jun 2, 2020

UraniumAnchor
May 21, 2006

Not a walrus.

McKilligan posted:

Up next is the Mourning Cloak, then Dusk Wing and Swallowtail (I'm excluding the Emperor for now, will wait until it's final version is out) before I start on HA, which has been much requested.

When you get around to the Barbarossa any chance you could give it a "siege stance" variant that makes it look more like a dug in artillery piece? Literally had a dream about this. :v:

McKilligan
May 13, 2007

Acey Deezy

UraniumAnchor posted:

When you get around to the Barbarossa any chance you could give it a "siege stance" variant that makes it look more like a dug in artillery piece? Literally had a dream about this. :v:

Oh gently caress yes, going full Siege mode will definitely be an option

PoultryGeist
Feb 27, 2013

Crystals?
It's all fun and games until the Barbarossa drops it's briefcase...

Xand_Man
Mar 2, 2004

If what you say is true
Wutang might be dangerous


PoultryGeist posted:

It's all fun and games until the Barbarossa drops it's briefcase...

"HONEY I'M HOME" floods enemy comms seconds before impact

McKilligan
May 13, 2007

Acey Deezy
Little WIP

The Lone Badger
Sep 24, 2007

McKilligan posted:

Little WIP



Can you do one with an eyepatch?

darkroot
Apr 11, 2012

Strikers Over Scarif

McKilligan posted:

Little WIP



TIME TO LEAVE
THEM
ALL

BEHIIIIIIIIIIIND

Ratoslov
Feb 15, 2012

Now prepare yourselves! You're the guests of honor at the Greatest Kung Fu Cannibal BBQ Ever!

darkroot posted:

TIME TO LEAVE
THEM
ALL

BEHIIIIIIIIIIIND

Yes, we need a chainsaw tail.

team overhead smash
Sep 2, 2006

Team-Forest-Tree-Dog:
Smashing your way into our hearts one skylight at a time

If anyone is looking to upgrade to the full version, it's in a racial justice and equality bundle ATM for only $5. Oh and the bundle contains 742 other items: https://itch.io/b/520/bundle-for-racial-justice-and-equality

McKilligan
May 13, 2007

Acey Deezy

team overhead smash posted:

If anyone is looking to upgrade to the full version, it's in a racial justice and equality bundle ATM for only $5. Oh and the bundle contains 742 other items: https://itch.io/b/520/bundle-for-racial-justice-and-equality

Seriously, bundle is nuts. Go get it, even if you have Lancer already. There's SO MUCH STUFF.

habeasdorkus
Nov 3, 2013

Royalty is a continuous shitposting motion.

McKilligan posted:

Seriously, bundle is nuts. Go get it, even if you have Lancer already. There's SO MUCH STUFF.

The bundle is AMAZING and the cause is just. I'd recommend it if it was only Oxenfree, Lancer, and Blades in the Dark.

Also, on a totally different topic, McKilligan, is there a way to get the awesome tokens from your site onto transparencies easily? I haven't been able to figure it out and would love to use them in my ongoing campaign.

McKilligan
May 13, 2007

Acey Deezy

habeasdorkus posted:

The bundle is AMAZING and the cause is just. I'd recommend it if it was only Oxenfree, Lancer, and Blades in the Dark.

Also, on a totally different topic, McKilligan, is there a way to get the awesome tokens from your site onto transparencies easily? I haven't been able to figure it out and would love to use them in my ongoing campaign.

If you want mechs, we just added an 'export' function for our +1 patrons ($1/mo) that will render a clear png file. We're looking to do the same for our fantasy units in the next update.

Otherwise you'll have to export as a PDF and open in your graphic program of choice, which is a little more tedious but not particularly difficult.

McKilligan fucked around with this message at 04:28 on Jun 7, 2020

Hugoon Chavez
Nov 4, 2011

THUNDERDOME LOSER
Does anyone have some kind of battle report or written actual play I could take a look at to get more acquainted with combat rules? I've been reading the book (finally) and am ready for a playtest with a small group, but I'd love for something of the like to be more familiar with the game before running it myself.

This is probably :corsair: talking but I do miss when Actual Plays were written down instead of podcasts or 3h youtube sessions, as much as I understand why the change happened.

Spiteski
Aug 27, 2013



Hugoon Chavez posted:

Does anyone have some kind of battle report or written actual play I could take a look at to get more acquainted with combat rules? I've been reading the book (finally) and am ready for a playtest with a small group, but I'd love for something of the like to be more familiar with the game before running it myself.

This is probably :corsair: talking but I do miss when Actual Plays were written down instead of podcasts or 3h youtube sessions, as much as I understand why the change happened.

I have an online game that we don't record but we'd be fine with recording it for a session so you can have a listen/watch of it in play. We are garbage not-streamers so expect it to be rough crap though

Hugoon Chavez
Nov 4, 2011

THUNDERDOME LOSER

Spiteski posted:

I have an online game that we don't record but we'd be fine with recording it for a session so you can have a listen/watch of it in play. We are garbage not-streamers so expect it to be rough crap though

Oh I really appreciate the offer, but I can't really watch/hear games without losing interest super fast, I don't even listen to podcasts! Which is why I was looking for some kind of write up.

We'll be playing on Wednesday so I probably will just run a sample combat myself before that. We ran a session zero of sorts today and all of my players were just amazed by comp/con, which is a nice start! It really is incredibly well done.

Biffmotron
Jan 12, 2007

Hugoon Chavez posted:

Does anyone have some kind of battle report or written actual play I could take a look at to get more acquainted with combat rules? I've been reading the book (finally) and am ready for a playtest with a small group, but I'd love for something of the like to be more familiar with the game before running it myself.

This is probably :corsair: talking but I do miss when Actual Plays were written down instead of podcasts or 3h youtube sessions, as much as I understand why the change happened.

I ran a play by post game on RPOL you could take a look at. The maps are no longer up, but you can get a sense of how the game goes. Core Lancer has a lot of moving parts, but it's also pretty elegant. On your turn you can move your speed, and take either one Full Action or Two Quick Actions. You can't take the same action twice, unless you Overcharge, which costs an increasing amount of heat each time you do.

Things to watch out for, for players and GMs.
1) Ordnance weapons have to go before anything else, except Protocols, which are a free action at the start of your turn.
2) Effects that don't specify what order they happen in, happen however the active player wants.
3) Overwatch only triggers when an enemy starts movement within your threat, not continues movement.
4) Stabilize has a bunch of OR choices in it. Clear heat or restore HP, not both. Reload weapons or end status effects, not both.

From the GM side, players are pretty tough, especially for the first fight of the day when they can overcharge safely, have all their weapons and systems intact, and so on. PCs are prety resilient, especially if they've put points in Hull. A standard at tier enemy is worth about 0.5 PCs. Fights where the PCs outnumber the enemies, unless they're Ultras or Elites, will rapidly tilt towards the players. Don't be afraid to throw in another 3 or 4 units worth of reinforcements midfight. Enemy balance is subtle. I think artillery and striker class frames are a lot better than defenders or controllers. The best status effect in the game is DEAD.

Trust COMPCON, don't try to keep it all in your head.

habeasdorkus
Nov 3, 2013

Royalty is a continuous shitposting motion.

Biffmotron posted:

Trust COMPCON, don't try to keep it all in your head.

This.

Pentecoastal Elites
Feb 27, 2007

Biffmotron posted:

Trust COMPCON, don't try to keep it all in your head.


Kitfox88
Aug 21, 2007

Anybody lose their glasses?
I'm don't need artificial intelligence when I got natural stupidity right here.

EthanSteele
Nov 18, 2007

I can hear you
Make sure to not just Deathmatch pretty much ever! The sitreps in the book are good and the turn-limit makes it so controllers and defenders are really rude. A Witch putting the chain on someone can completely change a map compared to adding one more Archer.

Assaults are not the Basic Guy.

Be moderate in encounter design, but hard in play. It's much more gratifying if the GM doesn't pull any punches once you're in play compared to an encounter being overtuned and then having to pull it back from that.

Kai Tave
Jul 2, 2012
Fallen Rib

EthanSteele posted:

Make sure to not just Deathmatch pretty much ever! The sitreps in the book are good and the turn-limit makes it so controllers and defenders are really rude. A Witch putting the chain on someone can completely change a map compared to adding one more Archer.

I would qualify this more as "you can deathmatch, but it needs to be a sometimes food." Absolutely use sitreps, and also don't be afraid to experiment with objectives outside of the ones the core book presents, but doing a straight up "you're gonna fight until one side is dead" battle is fine to do as long as it's not all you do.

EthanSteele posted:

Assaults are not the Basic Guy.

This part is absolutely true. Overusing Assaults in encounters will gently caress your players' poo poo right up. When it says "Striker" on the tin, they mean it. A single Assault or an Assault + some grunt buddies is good enough, don't ever be like "oh I'll just add four Assaults to this fight as filler."

megane
Jun 20, 2008



I kinda wish there were some "basic guys," though. Grunts are easy to kill, but they still have full (well, almost full) mechanical complexity and can be quite dangerous. Sometimes you want to put in some guys that just do a few points of damage and that's all, so the players can kick them apart and you don't have to keep track of a half-dozen triggers and systems and reactions for them.

40 Proof Listerine
Jul 1, 2007

Baroness Kanan-Zelaya of the minor House of Carbon

megane posted:

I kinda wish there were some "basic guys," though. Grunts are easy to kill, but they still have full (well, almost full) mechanical complexity and can be quite dangerous. Sometimes you want to put in some guys that just do a few points of damage and that's all, so the players can kick them apart and you don't have to keep track of a half-dozen triggers and systems and reactions for them.

It's going to be Squad NPCs.

All of their modules are passive buffs to "Barrages good" and there's a million narrative reasons that a enemy fighting force would be running combined arms.

The real spice is when you start giving other NPC systems to Squads, like Rainmaker Hound Missiles to represent wire-guided anti-armor missiles.

e: You can also make a Squad of subalterns by removing the Bio tag on the NPC; this also allows a different counterplay since they can now be hacked for damage and can Invade back

40 Proof Listerine fucked around with this message at 12:24 on Jun 8, 2020

Kai Tave
Jul 2, 2012
Fallen Rib

megane posted:

I kinda wish there were some "basic guys," though. Grunts are easy to kill, but they still have full (well, almost full) mechanical complexity and can be quite dangerous. Sometimes you want to put in some guys that just do a few points of damage and that's all, so the players can kick them apart and you don't have to keep track of a half-dozen triggers and systems and reactions for them.

In fairness, having generic enemies sort of goes against what Lancer is aiming for with regards to NPC compositions in that everything generally has a role and a reason. I first made my Conscript NPC...jesus like over a year ago at this point and that was back before NPC roles had really been solidified, but now even they have an actual role functioning as a "tar pit" Defender of sorts.

Gort
Aug 18, 2003

Good day what ho cup of tea
So, anyone got any advice for a hacker character at level 1? I used the hacking template from Compcon for the first level and mostly just spent my actions shooting nexuses at people - it didn't look worthwhile to fly or invade anyone, and the Ace and Hacker talents never fired as a result.

Leaning towards the Dusk Wing or Goblin at the moment.

Moonwolf
Jun 29, 2004

Flee from th' terrifyin' evil of "NHS"!


Goblin is the doubling down on hacking frame of the basics. Although you'll end up hanging back doing invade/lock on a lot.

The Deleter
May 22, 2010
You can also go Minotaur if inflicting status conditions is a thing you want to do. Goblin is such a good hacker its hard to imagine going anything else. Lich from Long Rim has some very funny hacking abilities but I don't know how well it synergises with the stuff in the Hacker template.

Hacking stuff is important since inflicting Slowed is really powerful on speedier characters and Impaired is generally good. Also, throw Lock Ons on people to help your buddies out! If someone is going into Shotguns then cancelling out their natural disadvantage is very helpful.

Runa
Feb 13, 2011

Gort posted:

So, anyone got any advice for a hacker character at level 1? I used the hacking template from Compcon for the first level and mostly just spent my actions shooting nexuses at people - it didn't look worthwhile to fly or invade anyone, and the Ace and Hacker talents never fired as a result.

Leaning towards the Dusk Wing or Goblin at the moment.

The Dusk Wing's more about being annoying than hacking, it just happens to have a system that lets you hack to further pursue the goal of annoying people. It's got a lot of debuffs but not a lot of the really interesting hacking shenanigans. I guess if you want to get mileage out of Ace it's not a bad choice since it's Always Flying, but it feels a little underwhelming compared to HORUS hackers or even other support-types in SSC's lineup. If you do go Dusk Wing, I will note you can fit four Aux weapons on it. The Hunter talent lv.2 lets you throw all your Aux melee weapons and they return to you automatically. The IPS-N Nelson gets Aux punch fists. Therefore, the Dusk Wing is one of those mechs capable of throwing a 4 Rocket Punch combo every turn. Six if you get another weapon mount added to it.

(Not saying its a great option, but it is funny.)

The Goblin's the good default hacker in the lineup, it's also got some illusionist tricks and with some weird but neat support functionality. It's kind of a natural base to build a hacker mech around, with the innate Accuracy to tech attacks, but you might want to dip into other mech licenses if you wanted to spice up its repertoire (it's very good on its own though). Hurl Into The Duat is strong but rotates between four phases each time you use it. You can only use it once per round so if you wanted to take control of an enemy mech you'd need to hack them four times across as many turns to do it.

Speaking of, the Minotaur's pretty interesting. It's a tank but it's got a lot of crowd control utility with all the hacks it gets access to. Most of them are basically aggro management and debuffs but Law of Blades is pretty fun. It doesn't have the windup time that Goblin's Hurl Into The Duat has so you can just immediately drop it on somebody and force them to attack one of their allies right away.

Manticore also has a lot of fun tech attack stuff it can do with positioning and punishing crowds but its hacking systems generally deal damage to you when you use them. The Manticore also has natural Resistance to the damage type its hacking systems deal to itself, so they're better when used on a Manticore rather than grabbing their licenses to use on other mechs.

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops

The Deleter posted:

If someone is going into Shotguns then cancelling out their natural disadvantage is very helpful.

Or the HMG :getin:

Tarnop
Nov 25, 2013

Pull me out

The few video actual plays I've found have been fairly uninspiring. Are there any good ones out there?

MagusDraco
Nov 11, 2011

even speedwagon was trolled

We're starting out playing the game this weekend. LL0 and I decided I wanna use the HMG with heavy gunner and siege specialist 'cause "it's a cannon." Hope this works out. Everyone including the GM are new to Lancer.

habeasdorkus
Nov 3, 2013

Royalty is a continuous shitposting motion.
Yeah, as a GM let me tell you that mixing things up is really good. Witches and especially Hives can gently caress PLAYERS UP and completely change how things work. Plus, if you discover an encounter is undertuned for the players, COMPCON makes it very easy to add reinforcements to the baddies midsession.

I'm in the midst of GMing a Holdout sitrep right now, it's the last of a three encounter mission and we're entering the final turn. Just about every player has used all of their abilities, and are down to a couple structure/reactor, and the baddies just keep coming. They're earning their next license level. The very best moment of that fight thus far was when I had a Specter (always invisible close combat assassin type) go Hidden and then teleport behind the PC in a Swallowtail. The Swallowtail's pilot sent out his invisibility revealing drone to where he thought the Specter had hidden, didn't find it, and was smart enough to recall it to his side. The PC's were able to blow it up before the Specter had a chance to thrash a very vulnerable long range only member of the party.

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops

MagusDraco posted:

We're starting out playing the game this weekend. LL0 and I decided I wanna use the HMG with heavy gunner and siege specialist 'cause "it's a cannon." Hope this works out. Everyone including the GM are new to Lancer.

The HMG is very good because it hits like a truck and, unlike other weapons that're balanced out by Loading and other use restrictions, the HMG is just inaccurate; if you can get accuracy on it from other sources it's just heavy, consistent damage, and it's so good.

Conspiratiorist
Nov 12, 2015

17th Separate Kryvyi Rih Tank Brigade named after Konstantin Pestushko
Look to my coming on the first light of the fifth sixth some day

Gort posted:

So, anyone got any advice for a hacker character at level 1? I used the hacking template from Compcon for the first level and mostly just spent my actions shooting nexuses at people - it didn't look worthwhile to fly or invade anyone, and the Ace and Hacker talents never fired as a result.

Leaning towards the Dusk Wing or Goblin at the moment.

Haven't looked at the template you speak of, but every LL0-LL1 build is some flavor of striker; everyone's on a frame with a low save target and no inherent tech attack bonus that has a heavy/main/flex mount setup. You pack weapons, you use said weapons.

Hacking/CC builds are fundamentally about having a suite of strong-but-niche options so that you're always in a situation where the toolset will be worthwhile to call upon, and/or have a couple core options that are really strong almost always (typically gated past entry-level licenses). You just can't really pull them off till LL2+.

And echoing what's been said earlier, DW is more of a hybrid debuffer/harasser than a tech specialist.

Hugoon Chavez
Nov 4, 2011

THUNDERDOME LOSER
Thanks for the replies, goons!

I just ran a small test combat in roll20 as prep for my game and it was decently smooth (considering I had to control 3 characters and all the NPCs at the same time). Ended up completely destroying one Mech which was pretty funny. Snipers don't gently caress around!

I did have to rule some situations I couldn't find the answer for in the book, so a few questions for the more experienced:

How does Hide work, really? In my encounter, the idea was that a few Mechs were hiding at the start of combat:
- Is there a way for characters (PCs or not) to perceive someone that's hiding? I know there's the Search action, but it does specify that you need to target a specific character, and if they're hiding from the start there's no way they know about them, right?
- If a unit flanks (which, if I'm getting this right, is what finding an angle around a cover to get a straight shot is called?) a hidden unit, is the unit still hiding now that it's not benefiting from cover?
- And if the above isn't true, what happens if a Unit moves adjacent to someone in hiding? Can they see them now? Is the sneaky Mecha no longer Hidden for everyone?

And also: do reliable weapons work against Grunts? Grunts say that they ignore any damage when they succeed on a save, but I'm not sure if a missing attack counts as a save for this purpose.

Besides that, the combat was pretty fun. Even at LL0 I realized I had plenty of fun choices. Invade saved a friendly Mech for one more turn, and a smoke grenade almost managed to have it survive (but didn't). I really liked how turn order plays, as choosing which player goes first is also a puzzle to solve. I think my destroyed Mech could've survived if it had gone first to remove the Stun that was caused by its latest structure damage, for instance.

EthanSteele posted:

Make sure to not just Deathmatch pretty much ever! The sitreps in the book are good and the turn-limit makes it so controllers and defenders are really rude. A Witch putting the chain on someone can completely change a map compared to adding one more Archer.

Assaults are not the Basic Guy.

Be moderate in encounter design, but hard in play. It's much more gratifying if the GM doesn't pull any punches once you're in play compared to an encounter being overtuned and then having to pull it back from that.

Good advice and my test fight definitely proved all of these right! I'm nerfing this encounter (which IS a Deathmatch, because I figured it was the best way to introduce the combat) a bit and changing one of the three Assault grunts to something else, the Reliable Assault Rifles completely destroyed my poor guy (along with the two snipers, which also proved a bit too much). Will probably prepare a second and third encounters with different Sitreps to make sure they have to earn that LL1!

Biffmotron posted:

Trust COMPCON, don't try to keep it all in your head.

I ran four instances of COMPCON for the test fight and, man, it really is an amazing tool. There's nothing about this game that isn't impressive.

Conspiratiorist
Nov 12, 2015

17th Separate Kryvyi Rih Tank Brigade named after Konstantin Pestushko
Look to my coming on the first light of the fifth sixth some day
Game assumes there's no fog of war - in combat players (and NPCs) know if there's Hidden enemies, but can't directly target them without first revealing them. And if an enemy gets revealed by anyone, they lose their Hidden status.

Reliable weapons work against grunts 100%.

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EthanSteele
Nov 18, 2007

I can hear you
In our session today we had to keep a little NPC human man alive for 6 turns. We make a bunch of bad decisions which make this difficult, but turn 2 one of the Assassins rolls a 1 on the Stress test so he's going to blow up and definitely take out the tiny human man. The only way we have to stop this from happening is to immobilize him and the only thing we have for that is destroying him or the Balor grappling him (with bonus Ram from Titanomachy!) and dragging him away. The most damage a meltdown can do is 24 and the Balor has 25hp! Perfect! Surely no other enemy on the field will attack the Balor before the meltdown! Anyway the guy eventually blows up after the Balor getting shot to hell trying to get it to be stunned and release the Assassin and ended up, post-explosion, with 2 hp. Apparently there was something weird in the air at this base because when the Dusk Wing's holograms exploded they also did the big 1 damage every time. Excellent rolling all round.

The guy we have to protect gets stabbed and shot by some big boys and ends up at 1hp. This happens the same turn the Dusk Wing got Prying Claws'd. Our path to victory is clear, the Technophile NHP Dusk Wing swoops down and the guy gets in. Cue the worst rolls the GM has ever had on attacking the Dusk Wing, cementing the NHP as the greatest pilot of all time. Eventually she goes down while the pilot is jockeying a Hornet to death and the GM continues to roll badly on attacking the 1hp human guy. Eventually we win because as soon as the last Assassin takes his turn he dies from Balor aura and the Hornet will die to the jockey.

It was rough and we had to do a bunch of stupid poo poo because we started with a bad plan where we should have just gone inside the easily defended building with only 3 entrances (one that the Barbarossa completely blocks). It was also rougher than had to be because two players don't really know the rules and make decisions based on stuff like "not being able to move through allies" which, y'know, you can and not knowing what they have written on their sheets, like Superior By Design's Impair immunity would have definitely helped the Barbarossa who was impaired for 4 out of 6 turns, but what are you gonna do.

All in all though it was exciting and intense and we got through by the skin of our teeth thanks to luck finally favouring us, except the Drake who only rolled 1s on the attack roll and we're now all license level 6.

Lancer good??

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