Not that I know of anything that's better, but the Kriza's 35% vs 25% (estimates) aren't great odds. For people's information: Grenzer MSR has an almost identical performance profile to the Kamau if enemy is shooting from cover, slightly worse if shot at from outside of cover (though both performs better than versus cover), and slightly better than if shot at by someone with MSV. Grenzer being the better of the two when Grenzer MSR meets Kamau MSR. I think we have a new worst-case-scenario on our hands... Why, CB, why did you remove Nimbus when we need it more than ever?!
Lets just take a deep breath here before we start vilifying core linked Grenzer... ...to remember that Bolts are doing it too.
I'd have expected the Grenzer to be better in all cases except Mimmetism(-6) and versus a target out of cover due to ARM3 vs ARM1/2. So an Avatar is probably your going to be the best option (but still probably bad), due to the way ARM, APvsDA and the underlying maths work.
Noooooo! They just plugged this loophole, the fourth most powerful and by far the most expensive of the top-10 ARO pieces. Yan Huo Neuro profile no longer has a Tinbot, but the skill is native :(
Well... that combo wasn't as good as Kamau, Grenzer or Bolt Multi Snipers, so I dunno about "too good"
I've had a separate related question come up in a chat with other players - what does this mean for weapons with "+1B"? If you take the Yan Huo with the +1 Burst Missile Launcher, how does this interact with the Neurocinetics tinbot? Do you get burst 2 on ARO because the weapon itself is +1 burst? I'd love to hear them input on it, but the fuzzy point is: Pg 81 - +1B bonuses (that aren't fireteams) only apply on active turn. Neurocinetics switches the active/reactive bursts. Does the +1 burst count as the weapon's burst? If so, Neurocinetics carries that burst bonus into the reactive turn. If not, it doesn't. EDIT: Yup I just noticed they patched the profile, this is gone either way, lol. Though this tells me that neurocinetics + +1B is intended to be "you get 2 burst on reactive turn because the gun itself is +1 burst".
True, just gotta be content with the Shanger and Guijia buffs I guess. Would have been interesting just to mess around with a screwy ava 4 yan huo duo teams with tinbot Neuro hmrc's. Guess we gotta play it the way it was meant to be played now... Is Kriza B6 still a thing?
Actually, yeah... that's a damned good question. Does Neurocinetics even work on this profile? The burst bonus is a separate rule with no interaction to the Neurocinetics rule and is explicitly stated as not working in Reactive turn and "the full burst of the weapon" is 1...
It’s the same thing as N3... It’s ambiguous depending on the order you choose to apply modifiers, and I choose to apply them in the order that makes everything work. 1. Increase active turn burst 2. Swap active and reactive burst values
I disagree there even is a timing thing at all; IMPORTANT If these Modifiers (MODs) affect Burst (B), they are only applied during the Active Turn. Troopers with more than one of these MODs may only apply one of them at a time. As you can see, it's not about swapping the values, you're simply not allowed to apply that MOD during the Reactive Turn, so if it is your Reactive Turn the MOD is simply put not there. Neurocinetics should, but doesn't, make any alterations to the way MODs are applied, either; NEUROCINETICS AUTOMATIC SKILL Obligatory EFFECTS ► During the Active Turn, the Burst (B) value of all the BS Weapons of the Trooper with this Special Skill are reduced to 1. ► During the Reactive Turn, Neurocinetics allows the Trooper to use the whole Burst (B) value against a single target