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The definite N4 Comments, Suggestions, Ideas, wishlist's and Bugs that need fixing thread

Discussion in 'Access Guide to the Human Sphere' started by psychoticstorm, Aug 6, 2019.

  1. dhellfox

    dhellfox The keeper of the Forgotten

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    different crits for specific ammo, hmmm i hope they don't bog the game down in 300+ point missions
     
  2. Mahtamori

    Mahtamori Well-Known Member

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    Hmm, hope they reduce the cost of low amounts of armour and for NWI and 2 wounds on low-ARM models. High ARM really benefits from this, but low ARM such as Zuyong I'm not so sure...
     
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  3. Armihaul

    Armihaul Well-Known Member

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    some people understands that those 2 rolls can only make 1 wound, while other people understands it as becoming a DA. Which is it?
     
  4. Firellon

    Firellon Optimising underdogs

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    I believe it does not make much sense since it skips the special ammo types or potentially makes it really, really weak

    Suggesting the simplest interpretation: every hit caused by crit means there are two hits instead with exactly the same ammo.
    So, crit with HMG = 2 armour saves from DAM 15, normal ammo
    Crit with DA Multi rifle = 4 armour save from DAM 13, normal ammo
    Crit with Missile Launcher = 6 armour saves from DAM 14, AP ammo (if no template) or normal (if template)
    Crit with Monofilament = 2 armour saves against DAM 12, monofilament ammo
    Crit from T2 rifle = 2 armour saves against DAM 13, T2 ammo

    That would make crits from DA/EXP/T2 much stronger than from normal ammo while crits from monofilament weaker (since you could still save from DAM 12 with a bit of luck), but I think it's okay if they rebalance the costs correspondingly.
     
  5. colbrook

    colbrook Grenade Delivery Specialist

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    Another option is an additional roll, so DA becomes 3 ARM rolls on a crit, EXP becomes 4.

    Again, we only have info on Normal ammo so far, though this does make ARM more valuable, which is good.
     
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  6. SpectralOwl

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    Extra dice also provide weak guns a small chance to drop HI or other resilient troops with one shot, so it's also a nerf to Wounds and Dogged/NWI tanking.
     
  7. ijw

    ijw Ian Wood aka the Wargaming Trader. Rules & Wiki
    Infinity Rules Staff Warcor

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    Running some numbers, for a DAM13 critical against a trooper (EDIT with ARM1) in the open:
    Chance of suffering 1+ wounds: 84%
    Chance of suffering 2 wounds: 36%

    So a Dogged/NWI trooper is going to still be active 64% of the time, and a normal trooper 16% of the time, so it's still a noticeable benefit, even if you ignore all the non-critical hits.

    In cover, or ARM4 in the open:
    Chance of suffering 1+ wounds: 70%
    Chance of suffering 2 wounds: 20%

    So Dogged/NWI is on 80% to still be active vs 30%.
     
  8. inane.imp

    inane.imp Well-Known Member

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    Multiwound/pauedo-multiwound low-midARM (0-4) get hurt the most.

    High ARM multiwound benefit the most.

    Low-mid ARM single wound, it really depends on how Shock works.
     
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  9. colbrook

    colbrook Grenade Delivery Specialist

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    Good
     
  10. Nuada Airgetlam

    Nuada Airgetlam Nazis sod off ///

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    So it's at once a nerf to Symbiont Armour but a boost to Symbiomates, if they stay as is?
     
  11. Armihaul

    Armihaul Well-Known Member

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    its a nerf to most units in the game, most of HI seem to me will remain affected the same, and a buf for high ARM TAGs
     
  12. inane.imp

    inane.imp Well-Known Member

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    It depends how much you value the certainty that a single Normal Crit can’t put down a multiwound/pseudo-multiwound model. In comparison to now they trade slightly more resilience on average for potentially being put down by a single Crit.

    It’s actually good for how it hurts Warbands (no cover means that they’re likely to take more wounds than anything else).

    Overall I quite like it.

    I’m not too concerned about what this means for TAGs: I don’t think I’ve ever relied on a Normal ammo ARO to deal with TAGs. So it’ll really matter how special ammo plays out.
     
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  13. Mahtamori

    Mahtamori Well-Known Member

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    Also means that 13 Keisotsu vs Avatar changes a lot to no longer be a statistically even fight.

    Typically when I've fielded TAGs they've lost at least 1 STR to lucky crits, if not 2 or 3 STR, so while my opponent's plan has never quite been to rely on combi crits to bring the TAG down, that's what has ended up doing the job at least partially.
     
  14. inane.imp

    inane.imp Well-Known Member

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    Yeah. I’m ok with this provided that effective tools are available. Those couple of random wounds you lose on your TAG do really undermine its effectiveness, but they’re not reliable enough for a defensive player to bank on them. So running a TAG across 100 games, you’re going to get screwed by lucky Combi crits but only a handful of your opponent’s are going to really benefit from them.

    But that example is why I’m keen to understanding how Spwcial ammo works. That Keisots vs Avatar probably works as 12 Keisot FOs making use of Flashpulses instead of Combis.

    TBH though this is an awful way to tease rules. All it does is feed speculation without actually providing any clarity. It’s just enough to make people worried about CB’s direction without providing real understanding. Dropping all the Crit and ammo rules at once would have resulted in a better understanding of the intent for N4.
     
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  15. Brokenwolf

    Brokenwolf Well-Known Member

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    I like the critical change because it will now make it more interactive. No longer, "I was crit, now I automatically die."

    I also think that armor making an impact with criticals is a great thing.
     
  16. Nuada Airgetlam

    Nuada Airgetlam Nazis sod off ///

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    Yup, I've pretty much decided to skip following anything Bostria says. Not because I don't like the guy, but because I don't trust the format they've chosen for his delivery of information.

    Once I know, I'll know. Until then, it's conjecture, smoke and mirrors. Not worth my time and attention.
     
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  17. DukeofEarl

    DukeofEarl Well-Known Member

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    I would take it as you have to pass two armor rolls not to take the single wound of damage. Extrapolating that to Special Ammos isn't too hard from that stance
     
  18. Mob of Blondes

    Mob of Blondes Well-Known Member

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    I was going to ask for the mm:ss when talk about critics starts... then realized that. Do critics now let you reroll damage rolls (once each, so from auto in N3 to more probable than normal success in N4)? Or do they give you one more try like if upgraded to next special ammo? Or half way, one more roll, but capped at previous number of max injuries? *shrug* Lots of better ways to spend time.
     
  19. Ingrimm

    Ingrimm Member

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    I recommend reorganizing the structure of "Template Weapons and Equipment", "Speculative Fire" and "Intuitive Attack"

    Since I'm not too deep into the rules yet I recently have to check them and find problems for me to understand them. Lately I had to check what the modification for shooting a Grenadelauncher without LoF is. I ended up at the Intuitive Attack due to searching in the Wiki which was wrong.

    Basically "Speculative Fire" and "Intuitive Attack" address an attack of a tarket without LoF. One with a direct template weapon and one with a Circular Template Weapon. But splitting the information around the three above topics make it hard to understand. Maybe just providing a section with attacking with template weapon would help. Maybe the different approaches for "Speculative Fire" and "Intuitive Attack" are not necessary at all? Would the odds be a lot different if I have to make a Wip roll before the BS attack (like in Intuitive Attack) instead of adding a -6 for Speculative Fire?
     
  20. inane.imp

    inane.imp Well-Known Member

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    Yes the odds are significantly different. A flat WIP roll (Intuitive attack) will almost always be better than a modified BS roll (Speculative Fire). Moreover, how they function is very different: Infinity has effectively 3 different 'outside LOF' states (in Total Cover, outside Line of Sight [ie. obscured by another trooper or in a ZVZ] and outside Facing) and Speculative Fire works against all of these whereas Intuitive Attack is still affected by Total Cover.

    I do think that Direct Template Weapons and Impact Template Weapons should be separated out more clearly, because the overlap they have is relatively limited.

    Where I think that there's room for consolidation is Guided and Spec Fire. These are functionally the same attack, but they follow different rules. I would combine them by adjusting the mods on the Guided profile of Smart weapons while also making U-Turn/ECM apply to all Spec Fire from outside ZOC.
     
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