Let's talk about our the best character, the Thai Guy with three super-pistols; How do you Kokram? do you run him in Haris, or in a core? or as an individual character? As for me, I love his FD profile; with some yaozaos and heavy shotgun, he did many wonders.
Actually, do people run his Feuerbach profile? Feels kinda risky running him as a pointman with B3 and no visors/mods, especially since he's also the NCO and engineer, and I'd never leave him out as ARO if I could help it (maybe if you had a paramedic in the link?). Maybe as a backup shooter if you've got Shang-Jesus or something? I find I often run out of points long before I run out of SWC in IA, so might as well have him carry a big gun too?
So far I've used only successfully the shotgun profile flanked by Long Ya, Guilang and Kanren to clog up the midfield. Haven't had much opportunity to try his other variants, though.
I really liked him, MR version, in a duo with the Guijia. I'm not as worried about him being splattered like Haidao or Jeong. The Gujia was even hacked at one point and Krit just walked up and fixed him. The FD version I've only used twice. Once was great second was meh but i'll keep trying him out. I hope to use the Feuerbach at some point.
FD version is definitely fun. I've used it a few times now: Hes a fairly good specialist that will have more orders at hand. He also counts as veteran and has those d-charges to get objetives done. He starts half of the way to the enemy and that means more efficiency towards reaching targets. that repeater is the better Early Area denial tool we have on IA. That 6-2 movement is pretty good too, and he an move 4 inches on a suscessfull dodge. Pretty usefull to get to shotgun range without harm or make pseudocautious. and it's mobility is reinforced by him being NCO. that double Heavy pistol retakes the 8-16 rangeband to odds a little avove a SMG. as a plus, those pistols provide a fairly decent CC roll on an active turn The E/mitter provides some midrange ARO and a coordinated/shoot on the back tool. E/M mines povides some defensive tool and a source to mine combo. This is where good things start to fade off. You'll be pretty exposed alone in the middle of the table. Maybe that's not the Ideal place for your Engineer with 2 yaozaos to survive and do engineering things. Repeaters are good but not enough to do the job done. You'll need to build a list around Hacking. And it's not a direct defense against hackers. He's hackable, with BTS 3 and no access to tinbot. And guess what? an engineer can't take negative status effects from himself. He doesn't have stealth so no cautious movements on enemy ZoC and enemy hackers can become a pain in the ass Midrange (8-16) shooting is almost at the level of a basic keisotsu. 3 shots at 10s if the enemy has cover and doesn't have mimetism. short range is a little over the performance of a SMG thanks to the extra damage and the direct templates. But defensively is not as good as a suppressive fire It's cost is around 2 times the cost of a basic skirmisher... that cost makes it even harder to build and tune the list. It also magnifies his loneliness and the capability to defend him with a network of skirmisher or midtable mines... On fireteam some of those problems kind of disappear, but it's kind of a boomer that he becomes the priority target of the fireteam to be hacked. Once hacked, it's like loosing his capability of doing engineering stuff, and with that HS getting to objectives while being isolated or inmmobilized is pretty hard. Multi rifle is nice. Relatively afordable (3 points less than taisheng). Fairly decent damage 14 AP/shock is pretty good inside a fireteam, He also has an average positive rangeband. He improves the fireteam performance on CC. Hes a solid option to break PAQs or objectives inside missions. He can benefitt from tinbots and fireteam bonusses. He an fix the suicidal pango FTO... In my opinion the Feuerbach seems like a bakup reactive piece for a cheap defensive fireteam arrount the son-bae (guided misile bot) and some zhanshis. The son-bae is a decent sacrifice ARO piece that an benefit from marksmanship and can easily be fixed. Krit an easily reach the pango (with a 6" cautious move, a 4" dodge or even shooting). And once you are more advanced in the game he an provide extra orders and some firepower for the fireteam.