going from extreme impetuous to normal is not a downgrade. It's a serious buff. PD: yeah, i know there are already some T2 CC weapons in game. but still are fluff nonsense. Why make a CC weapon that will break at the first hit. (because that's what T2 ammo does) And remember, T2 is simply bad refined AP, so why make ceremonial scot weapons with a 2nd class product? (and give them to an anonimous USARF soldier and a half russian guy?)
@fari I was meaning to convey that the move from extreme impetuous to normal impetuous is a buff for McMurrough. A really weird one too, given they gave him beserk at the same time (OK so he's now a raging beserker but he also became calm enough to restrain himself from charging forward). I love using McMurrough but I do think he's too good as it stands and needs a bit of a rejig. If CB is looking at nerfing him a little I would rather go back to extreme impetuous than lose beserk lol.
yeah, if he keeps berserk, as a former member of the 2nd Cameronian Reg, we can argue that all cameronians must get berserk (what mach with the fluff of the cameronian miniature)
CC weapons don't use the same terminal effect as their ballistic counterparts, for example Wallace's sword doesn't actually explode, it's just capable of massive damage. It's one of the many abstractions that are necessary to keep the game playable over realistic, like how grenade launchers, hand grenades and light artillery all have the same blast radius, HI can't just switch off their wifi etc...
Well, they can... for 2 seconds. And they have to do it again every time they suspect a comms attack. Reset makes far less sense than any Ariadnan magical unhackable electronics. As for the fluff of the T2 swords, remember Teseum isn't just overpriced ammo hoarded by Russians. It's the key component in all of Infinity's computers and hard enough to be used as effective spaceship armour when properly refined.
But Ariadna doesn't have "magical unhackable electronics." (Besides, what's one of the most common early prompts on a help desk script?) The only thing a hacker really can't do is immobilize Ariadnan HI (except Blackjacks and Ratniks, natch.) Of course, they can't be firewalled, either. But Isolation (with breaking fireteams) is possible, as is disrupting a hypothetical HI's MSV. My only disconnect, that could be resolved with N4, is unhackable Ariadnan HI being immobilized by EM ammo; like with the infowar attacks, they don't have the components (an exo-skeleton to support enough armor to give W2) to be attacked.
Not with Veteran, natch! The classic fireteam leaders like Frontoviks and Vet Kazaks are immune to Isolation :)
Well, yeah, you proved the point. 1 of 7 or 8 HI units immune to Immobilization from hacking is also immune to Isolation.
Why Ariadnan should be hackable? They are using different systems, technology and aren connected by the same network as human sphere. If they are connected at all. Hacking should get more support programs to show its advantages beacause now it is focused on killing other hackers.
Agreed, with the last at least. Could make Wardrivers useable and the MRRF Alguacile into a really interesting option. CA, Sphere and Nomads all use separate networks and the CA aren't just technologically divergent, they're completely alien. The Arianan exclusion from the Hacking game is completely arbitrary, and not particularly fun in N3 since it can basically exclude an entire Hacking-heavy list archetype. Here's hoping that N4 makes Hacking work better by itself instead of being wholly dependent on the opponent.
Except that the lack of hacking on Ariadna's part means that other armies can feel free to use supportware without worry.
Also, Ariadna seems specifically designed for introducing players who want to play Infinity without some more complex layers (like hacking) and a bit of a buffer against mistakes (the necessity of discovering camo, ability to throw smoke, etc.).
Eh, they will still encounter hacking and msv2 kamaus are a thing, so I disagree. It's more that the faction as a whole is running a pretty intense denial strategy.
When you look at it on a unit by unit basis, Ariadna's HI or use of lower tech exoskeletons is f@#$ing magic. But in the wider expanse of the game the sectoral being lower tech does have it's drawbacks, and at times you feel them. As we start to get some heavy infantry in terms of our thiccbois, they get hacked and we're sort of out of luck in terms of solutions. Zero MSV2 and very rare imported sets of MSV1, no white noise, abedo, viometric visors the list goes on of stuff that we just don't have. So yes, unhackable heavy infantry. But on the other hand having played other sectorals since my first and only love was Ariadna. There's solutions to situations and problems that we just don't have We can't outshoot memetism/camo with MSV2, we do it the hardway with a getting close with a heavy flamethrower. Hackers and smart missles? Nope, putting a man's head out to FO. The list goes on. Now if an ariadnan showed up packing ODD, or Abedo I'd be rather worried. I completely agree that the reason why Ariadna HI seem like magic is because, like I posted in the Yu Jing N4 thread, the design trends of HI have become quite blurry with a slew of NWI+Shock immune watering down what made the vet kazak a unicorn. And the 4-4 move and 3+ ARM isn't much of a concrete rule, nor does it really stand out. HI don't really have a distinct flavor anymore, and so the only flavor that Ariadna has of not hackable sticks out like a sure thumb.
@holycannoli Fair enough. I'd be very worried if Ariadna started getting units with ODD or MSV2 too and missing out on those things does make us a "low tech faction". But IMO being lowtech does seem to be more of an advantage than a disadvantage for Ariadna because what we do get more than makes up for not having these special pieces of gear - high order count, tons of camo, lots of smoke and template weapons, lots of infiltration to get the smoke and templates close to the enemy, the ability to entirely ignore any hacking, and some pretty good shooters. All of these things are extremely effective under the current rules. I don't know about you guys, but when I play Ariadna I always feel like I'm commanding a powerhouse army capable of crushing anyone, rather than a guerrilla force that is fighting an uphill battle against technologically superior opponents, which is what Ariadna is meant to be in the fluff. On our HI, if they could be hacked, its true they would be vulnerable to it but I think we do have enough defenses to make it really hard for an opposing hacker to actually do the deed. Mines and infiltrators make it hard for a hacker to get close enough to hack and with template weapons everywhere, Ariadna is super effective at killing off opposing infiltrators with initiative attacks in the active turn. The best way to do it would probably end up being pitchers, which we wouldn't have a defence against except good ARO placement. And finally, if the hacking did actually happen it is possible to repair it with an engineer (it might actually give our engineers something to do for once).
Better use of an engineer than waiting on someone to shoot my 5pt Mul so I can repair a STR point for my classified....
I'd say "restorative" units need some help as a concept in general in this game. While STR / W restoration could benefit from small indirect changes, engineers' status removal at least needs a good look at. Of course, Ariadna has a number of faction-specific issues with those on top of it...
I think it’s rather silly that you can kill your own models by failing. I would rather see steep negative mods -6 paramedic, -3 Doctor 0 Doc+, Akbar +3. A model can lay there all game unconscious but as soon as you try to help it dies? No how it works. Medical intervention of any kind seldom makes things worse. It would give incentive for Shock/T2. You still have order expenditure risk on the healers part. Right now I’m almost never willing to risk an order to get to a down model and another to take a shot at killing it. BUT, I may be willing to risk those two orders plus another order or two to bring back a vital piece.
I always assumed a failed roll indicating that the target was beyond battlefield help, rather than them being killed by the medical intervention. The doc patches them up as best they can but it's not good enough to get them back in the fight. Also, if I've managed to connect forum to real life/Facebook correctly I used a 112 to resurrect my Spetsnaz in our game at Gen Con last year, which was pretty instrumental to me winning!