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super sweet best pal
Nov 18, 2009

C :homebrew:

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super sweet best pal
Nov 18, 2009

C

super sweet best pal
Nov 18, 2009

B

super sweet best pal
Nov 18, 2009

A

super sweet best pal
Nov 18, 2009

C

If we fail, we fail spectacularly!

super sweet best pal
Nov 18, 2009

A

super sweet best pal
Nov 18, 2009

B :ninja:

super sweet best pal
Nov 18, 2009

B

super sweet best pal
Nov 18, 2009

L4

super sweet best pal
Nov 18, 2009

Now I'm doubly sold on Seizure Robot.

super sweet best pal
Nov 18, 2009

The main problem I have with L2 is the part where it says the instant transmission is traumatic to the user. Traumatic how? Is it physical, psychological or both?

super sweet best pal
Nov 18, 2009

D

super sweet best pal
Nov 18, 2009

C

super sweet best pal
Nov 18, 2009

CF

super sweet best pal
Nov 18, 2009

A

Stick with the group for now.

super sweet best pal
Nov 18, 2009

Are we in our new suit or still using the old one?

super sweet best pal
Nov 18, 2009

B

We'll be more useful with a mech.

super sweet best pal
Nov 18, 2009

C

super sweet best pal
Nov 18, 2009

L4

How is there any other choice. :colbert:

super sweet best pal
Nov 18, 2009

Kai Tave posted:

I can field this one. So in mechanical terms, weapons in Lancer fall into four broad size categories which typically, but not always, influence the general boundaries of their stats. Auxiliary weapons are the smallest and lightest, generally dealing damage anywhere from the 1d3 of a GMS standard pattern handgun to the 1d6 of an IPS-N Hand Cannon, but that 1d6 comes with having to reload between shots. Auxiliary weapons are usually fired in braces, so lots of little shots. Then you have main, heavy, and superheavy weapons, with damage values going from 1d6-ish at main to 3d6-ish at superheavy.

The Vorpal Gun is a main weapon that can only be fired in response to allies being attacked, but in exchange for this it does a whopping 2d6 damage no questions asked. The Gorgon, as a mech, doesn't actually have the mounting capabiities to take heavy or superheavy weapons. Consequently, the Vorpal Gun gives it the ability to pack heavy weapon grade damage into a main mount slot, albeit with a restriction. Now since the Gorgon has a couple of main mounts and a flexible mount (capable of either taking a single main or two auxiliary weapons), we'll still be able to keep our shotgun and light drones if we like, then mount a Vorpal Gun for enhanced overwatch with a punch.

The fluff for the Vorpal Gun is succinct and to the point.


And since it seems like a foregone conclusion, I might as well throw my vote for L4 in there as well.

For the sake of argument (if the AI buddy wasn't on the table), does Gorgon's intercept defense role work with or against this gun's mechanic?

super sweet best pal
Nov 18, 2009

A

super sweet best pal
Nov 18, 2009

PoultryGeist posted:

Well, the SDF ships are already on standby for the bombardment, and some could be called in for emergency support if needed. But having them at the ready after the mechs have specifically knocked out comms/defenses is different enough to use another letter:

D: Secretly Board with the Mechs to Knock out Defenses Prior to an All-Out Assault

D

super sweet best pal
Nov 18, 2009

A

super sweet best pal
Nov 18, 2009

B

super sweet best pal
Nov 18, 2009

B

super sweet best pal
Nov 18, 2009

B

super sweet best pal
Nov 18, 2009

C

super sweet best pal
Nov 18, 2009

A

super sweet best pal
Nov 18, 2009

A

super sweet best pal
Nov 18, 2009

CF

super sweet best pal
Nov 18, 2009

CD

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super sweet best pal
Nov 18, 2009

C

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