I think mimetism is overused in the game. Some factions it makes sense but others it just seems like a crutch, CBs way of making anything better. But how can we better expand on how things are done. I'm just gonna list a few different ways to win firefights and get troops closer but any fresh ideas that CB could adopt are welcome too. Forcing hard AROs with More coordinated troops that CB changes to be kitted and synergized for COs instead of relying on mimetism. More synched troops to fire at the same time. Change fireteam to function like coordinated orders. More Burst mods. Create a skill that allows firefights to become normal rolls. Create a skill that allows shooting and dodging at the same time.
Awful ideas. The game that is focused on the reactive player being relevant doesn't need making said player irrelevant.
If I'm getting the original poster's point correctly, it's not that the active player needs more power, it's that mimetism is overused as a method for making powerful shooters. So take it as a given that CB wants make a profile a strong shooter, how can they do it without always defaulting to "give it mimetism -6". Things like coordinated orders and synched profiles favor active, but mimetism, marksmanship, and normal rolls help reactive (but maybe not equally?). The question would be what "interesting" ways can you change shootouts. I'd caution against combinations of mod/counter like mimetism/msv that just creates a separate gear check for lists.
The problem lies with mimetism. Its a bland forcefield with no finesse required. If you want to always win every F2F ever the answer should be the biggest gun with the most powered armor carrying it, but instead its the sneakiest guy. Personally I'd prefer if mimetism was a conditional skill. For example, you impose the -3 if you are in cover from the opponent. Or you impose the -3 if you are beyond a certain distance. Make people work for it, even just a little. Makes the skill more interesting and leads to less invincible combat shrubbery kicking your teeth in in the open or being impossible to hit from 2" away.
Yep this, thank you, it's not that I'm trying to make the reactive turn more "irrelevant", just not make the game so repetitive and thus less interesting. As for a reactive skill, well here's some ideas and I'm sure people will cry that they are bad ideas but some will try to be productive and add their own ideas or modify any of these. And that's what we need. Sync skill that allows troops to ARO from the controllers location. Skill or coordinated order ability that is activated like suppression fire but as the above suggestion, allows multiple units to shoot from the same location as the leader or spearhead without actually having to be in that location to benefit from the cover bonus. Change suppression fire to allow full burst. Also a dodging and shooting at the same time skill could be done in reactive or active.
Removes the benefit to TO type troops like ninjas or camo units like Antipodes that are like camillions, I'm curious how mim -6 antipodes would play if they paid for it.
They wouldn't be as afraid of making a head on charge against more units. Ultimately you just save an order or two using them. And they would be more dodgy reactively. I do think marksmanship should have been more common as an alternative to mimetism. But unfortunately marksmanship can have a horrific effect when it gets into link teams. I would like to see Marksmanship LX come back. I think it was a flavorful skill that was too uncommon.
I couldn't imagine the nightmare of a unit you'd have if you gave that skill to something with access to a symbiomate.
Why would you want Guided ammo in reactive turn too? Same as above. So make Neurocinetics irrelevant? Why would you want to even touch the fundamental parts of the game, one short skill.
Not guided ammo, just an attempt to to give some reactive troops the ability to be more potent in the reactive turn with the same effect as a coordinated order rotating its participating members on the same corner. This way CB doesnt have to have an over reliance on mimetism. Same reason... Neurocinetics has more range and positive range bands. Plus, CB can just limit which troops get as a Special Skill. Berserk is MOV+MOV+CCAttack as a Special Skill. Some troops can have Dodge+BS Attack as a Special Skill. I think you already knew what I meant, and again, as a Special Skill. The point is mimetism is used too much through out the game. Any of the suggestions can shake things up, make things more interesting.
As a Special Skill on select units, this could be really cool, reduce a fractions reliance on mimetism and present a different challenge for players to overcome. I'd also like to see more amount types on templates if CB makes this a skill. That way they still compete.
Isn't it fun how, when you open a thread and you read the OP, you just don't agree with anything in there. Then you read the posts by people who have taken a stance opposite the OP, and you just don't agree with them, either.
You dont agree with the idea that mimetism is over used or with the suggestions to replace mimetism on some troops? I did say people should make their own suggestion as well or modify the one's I said.