I really like good CC but I just wish they made it simpler. Like shooting but in base to base. I don’t see the need for CC over 20. A fighter with CC14 and burst 3, should beat out an opponent with CC12 and burst 1. The same that usually happens with shooting.
Meh, I like to feel a clear difference in gameplay between shooting and CC, as they are two very different things. I fail to see what's wrong with the current system, as it works as intended (except for NBW), i.e. that a CC expert is almost certain to win and kill a non-CC expert. And this is without addind burst to CC (except for these rare +1B).
It’s the simplifier in me, I think. I don’t think they should have different rules if there doesn’t need to be.
It isn’t any different from shooting. It just has different attribute values and burst from shooting. Shooting with BS more than 20 use the same rule as CC. I think current CC stats are clever choice because it makes different vibes from the same rule but different attribute values.
CC used to be more like shooting it is just that CB realised it wasn't good enough and were compensating that with higher and higher CC stat every new edition. And this is wrong approach when understanding how CB does balance and point costs. Example, you have a shitty 15 point model with SMG pay for mimetism -3 same cost as a Combined Army Total reaction bot. This is very wrong approach. There needs to be scaling cost to skills and stats. Boosting CC again will lead to crappy CC models like Shikami stay pretty much crap, while some 2 wound berserking models, camouflaged CC monsters or a basic Morlock, all that are already good will become better. So if they want to make CC better, boosting a CC stat or making CC crits more potent will not do anything good for overall game health. If anything it will screw things up.
Well, from a simplification point of view, it does make sense. But the game is filled with stuff that are more sophisticated than they could be, or different while they could be identical, just because it makes sense from a fluff point of view, adds flavor, or is just fun. IMHO, Infinity shouldn't be oversimplified if it impedes this, especially for things that are not particularly complicated like CC. A good counter-example to this would maybe be the cut in the number of Hacking programs from N3 to N4. There were way too much, a lot of them were never used, so it did helped to simplify without losing too much (even if I'd have prefer some in between, now it feels maybe a bit too simple).
Personally I see value in the current formulaic approach. Not taxing for synergy allows powerful, desirable units and strengthens faction identity when done well, as PanO might have unusually efficient HMG carriers while Nomads get the best combinations on their flankers. Done poorly, it's a shitshow as whatever's newest gets hyperefficient loadouts to drive sales. I've seen both approaches from CB at different points. Crossing my fingers that the next army design pass is a good one.
Unfortunately, we know the formula is bad and that CB bends it to adjust costs when they want a mini to get better (with Impetuous, Frenzy, SMG, etc...).
We know more than enough about the formula to say for sure that it is very sub-optimal, and in addition, that CB plays around it when they find it is not giving the desired point value. Indeed, N5 may not have the same formula but based on what we already know, it seems the new one will not be very different. CB spoke about stability and "polishing the diamond", that's not really compatible with a large change in how the units are costed.
it doesn't make sense because they hav a "theme" tax. Some things are more expensive because it's a rare thing but can be AVA1. Or because of some other arbitrary thing they make up. Or cheaper because they like them more.
Another reason for CC over 20 is the case where CC specialist vs BS attack. You want advantage for CC specialist when they FtF against typical BS attack with B1 or 2 (even 3 in suppression). If CC specialists are like CC 14 with B 3, it’s no better than just shooting their face. CC over 20 gives you higher chance of crit to ignore their BS attack and kill the target. CC over 20 with B3 might be too powerful so I see the reason of CC being high attribute but low burst.
Oh another rule that I hope gets a pass is Holo projector. It's such a cool idea, but it can be misunderstood and confusing. But I have no idea how to fix it without it becoming overpowered.
I like holomask on its own, it does feel like it's not useful during reactive turns and less protection than camo but in active turns it's definitely a skill that can do a lot. I would wish they would either remove the holomask+holoecho interactions which can be weird or at least allow the army app to support using both by allowing the fake models in the courtesy list. I still don't know how people do in tournaments if they want to use both holomask and holoecho to try and place 3 ghulam or similar things.
In my eyes, holomask is very effective in reactive turn: it allows your model to keep pretending to be something completely different. I have my Lt. mas as a compeltely non-Lt.-capable troop many times - and as a result, being left in peace, or at least not being a priority target. I have, at times, used a holomasked unit - posing as something dangerous, like a HI with long-ranged weapon - block an entire line of fire: my opponents preferring to go around it rhather than brave , say, a HMG Janissary. Of course, those benefits are effective only as long as the model remains in Holomask state. Once it shows its true colors, the advantage is gone. Also, these only work if you actually pay attention to what way you are using the trooper. But these are all a matter of whether the price for this specific piece of equipment is considered adequate, or not.
I just thought about this yesterday. Bostria said in his metachemistry interview that the upcoming "Essentials" box will just be the first, and that there will be such a box for all the vanilla armies. Now, we also know JSA is becoming a vanilla faction in N5. Which puts the new number of currently produced vanilla factions at 9... unless you add Tohaa. So, in order to make 5 boxes with 2 vanilla factions respectively facing off against each other – they kinda need Tohaa. I might, however, be missing or misinterpreting something. We'll see. Was just a random thought.
Holoecho in reactive seems valuable to me - ending the turn with the model out of LoS and holoing an echo to a position where it peeks around a corner makes for useful mindgames - if you want to move the model into an ARO position, it's a very safe way of doing so, and if you don't want to expose it, you will at least almost force a wasted shot from your opponent to clear it.
Where did you get that CB will release 5 faction vs faction boxes? I mean, they might do it given enought time, but that would take at least a couple of years.
From what he said it sounded like the Essentials boxes are meant to cover the vanilla armies, and that there's supposed to be more than just one box. They're basically your new starter set to get into the game. From that perspective it makes sense that you should be able to choose from any of the major factions.