What are your expectations for version N5.3?

Discussion in 'Access Guide to the Human Sphere' started by Angus, Aug 19, 2026 at 10:47 AM.

  1. Angus

    Angus Well-Known Member

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    Here are the changes I would like to see:

    1. Sharpening the Distinction in Hacking Network Strengths

    • Cap the current Pitcher's maximum range at 24".

    • Introduce a new weapon, the Relay Launcher: functions similarly to a Pitcher, but reaches up to 32" with better range modifiers.

    • Goal: This solves faction identity issues while allowing most factions to engage with Hacking more proactively than in N4.
    2. EVO Hacker Quality-of-Life Buff
    • EVO Hackers should be allowed to activate one Support Device program during Deployment / Pre-game.

    • Goal: Increases player incentive to include EVO Hackers in list building.
    3. Re-evaluating Point Costs for High-Point CQC Heavy Infantry
    • Re-examine the pricing for premium (30+ pts) CQC Heavy Infantry (e.g., Mendoza, Ajax, Hector, Jaime).

    • Goal: Unlike budget CQC HI, these high-cost models are hard to justify in list building. They offer no distinct efficiency advantage over unhackable units, yet carry the full burden of Hacking vulnerabilities.
    4. Line trooper Optimization & Profile Streamlining
    • Profile loadouts for Line trooper should reflect distinct faction identity/fluff (e.g., the Morat Vanguard HMG profile).

    • Remove obvious "no-brainer" or free upgrades—such as the legacy 12-pt O-12 Kappa Hacker or the current NW Free FO profile—which reflect lazy point-cost design.
    5. Rebalancing the Discoball (Accessibility & Power Level)
    • As a "generic utility tool," the Discoball should not outperform specialized equipment.

    • Since the +3 Range Modifier was removed from Smoke Grenades, the Discoball should likewise lose its +3 Range Band.

    6. Overhauling the Climbing Skill
    • The Climbing skill is far too restrictive and practically useless in competitive play:
      • Remove the requirement that "The Trooper’s base must be in contact with a vertical surface."

      • Remove the rule forcing movement to immediately halt upon reaching a horizontal surface.

    7. Standardizing Doctor / Engineer Protocols (and Medikit / Gizmokit)
    • Allow Doctors and Medikits to target units that are not in an Unconscious State.

    • Standardize the failure state across all healing/repair skill checks to: Receives a Wound loss.

    • Goal: Reduces cognitive load for players while significantly boosting Doctor utility.

    8. Streamlining Aerial Skills & Tech-Recovery
    • Erase Tech-Recovery and make any IMM State (Immobilized) an explicit Cancellation Clause for Aerial Skills.

    • Goal: Reduces overall rule bloat and the number of niche skills players must memorize.Additionally, VH should be given explicit weaknesses.
    9. Restructuring Rulebook Organization (Moving away from Alphabetical Order)
    • Alphabetical skill sorting serves no practical tabletop utility. Rules should be organized logically by tactical category to improve readability and rule-checking speed.

    • Example (using Sharavaras): Group related rules into practical functional clusters:

      • Post-Hit / Damage Resolution: Courage, Remote Presence

      • Special Deployment: Combat Jump, Parachutist, Hidden Deployment, Forward Deployment (+4")

      • BS Attacks / Shooting Modifiers: BS Attack (-3), Albedo, MSV, Mimetism (-3)

      • Close Combat (CC): CC Attack (-6), Natural Born Warrior

      • Movement / Mobility: Stealth, Super-Jump, Climbing Plus
    10. Fireteam Adjustments & Faction Identity
    • Fireteam Incentives: While Duo and Haris Fireteams are currently in a healthy spot, 4-to-5-model Fireteams lack attraction. CB should find ways to incentivize running full 4-5 model fireteams.

    • Linkable Utility Tools: Factions with access to Pitchers and Mine Dispensers need careful oversight regarding whether those profiles are Linkable.

    • Faction Differentiation: In N5, more factions gained access to Mine Dispensers. Differentiating which factions excel at using these tools through Fireteam compositions would greatly enhance unique faction identities.
    11. Game Balance, Skill Stacking, and Outlier Units
    • Meta & Win-Rate Monitoring: Factions that consistently hit the top 20% in major tournaments need targeted tuning. Similarly, factions with low pick-rates and low win-rates require active dev attention.

    • Over-Stacked Skill Modifiers: Address units with excessive modifier stacking in a single niche. The issue isn't having many skills, but having too many modifiers applied to one specific action.
      • Example (Stinger): The Stinger stacks up to 4 separate shooting modifiers, making it nearly impossible to gain a face-to-face advantage against it because the tools to counter it are heavily filtered out.
    • Cyberplug & Order Efficiency: Cyberplug units require immediate scrutiny. Their mechanic of not losing an order upon death makes them exceptionally powerful. While similar to Posthumans, Cyberplugs suffer from a glaring point-cost disparity for that level of order resilience.

    • Skill Allocation Flavor (Surprise Attack): Questionable allocation of Surprise Attack (-6). While not inherently game-breaking, other fluff-appropriate units deserve it more.

      • Example (Kitsune): Kitsune could easily have MA reduced from level 5 to 4, in exchange for upgrading her Surprise Attack from -3 to -6 to better fit her assassin theme.
    12. Making Deployable Cover and Turrets Viable

    • Deployable Cover Improvements: Deployable Cover has been virtually ignored ever since its introduction and needs targeted buffs to become appealing.
      • Perimeter & Minelayer: Deployable Cover should gain the Perimeter trait so it can function as a genuine tactical tool, and select profiles should receive Deployable Cover + Minelayer loadouts.
    • Turret Cost Audit: Turrets are simply overpriced for what they offer. Their 3-point cost severely limits their appeal, and reducing them to 2 points would make them much more viable.
     
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