On a side note, what would those be? The most I can think of is McMurrough with ARM 4 who at the same time cannot take cover. Then again, I'm poorly educated on units with Total Immunity outside of various Dog-Faces.
Criticals Yepyyy....we've back to it again. Crit's topic, "as planned"! Every half of the year ( http://infinitytheforums.com/forum/topic/50470-the-big-critical-hits-debate/ ), same topic, same problems, same divided community. Though, last time I remember like there was a careful suggestion to alter a little bit criticals (like leave either critical beats all opponents rolls OR critical make autowound, but NOT both) and topic grew with thousands of suggestions, negative and postive and zero effect after all. I think, if people really want to change it, we should bring it to facebook, write to CB (all together), make group petition ...otherwise it will remain unchanged. Every half of the year, same problem and same final effect... booooring ;((( Symbiomates The more I think about symbiomates more I doubt any change will come :(. Symbiomates are crazy strong. But, take away it from Tohaa and suddenly, every Tohaa shall cry "how scary surprise shots are and we have no sixth sense L2" or "we die after small fire hit" or "ours units BS is so low comparing to other factions bs"....they will find smth to complain. But every faction on competitive level has some auto-include options, Nomads with intruders, buracks OR Ariadna with chassers and spetznazes OR hasssasins with muatawies OR NCA with auxilias, hexas, CA with ikadrons, r-drones :), MO with magister knights .... I don't think CB is so operative to release FAQ's every month, carefully listening to community and make deep testing. Infinity is critically random and is not balanced by units costs but by rules and units utilities, possibilities to make attacks from various angles. I wouldn't count on any change with units which are already in Rulebook :(
I am a Tohaa player and am trying out playing without mates so far its actually more intresting and harder. Not sure what you are points are we got sixth sense lvl 2 on our kaauris, fire isn't a real factor anymore besides gorgos and we got a bunch of nice surprise shots ourself. I am a Tohaa player that is a bit annoyed by mates for the same reason I don't like crits, I don't find them fun, useful yes but not fun
It is not models cannot be killed, they can with specialised equipment, good tactics ectr, but a Jotumn in cover, cannot be killed with rifles and many TAGs can get close to that, it is not that criticals are the only way for them to be killed, it is an insurance that they can never stay assured they are risk free when in the active turn.
I like Crits. They help make every decision scarier and firefight more intense. I understand the desire to keep competitive play less RNG based but without them things can become a little too predictable. Crits add a cinematic feeling to the game for me. They make the game more fun at the cost of the competition.
Thats like arguing a bs12 model cant hit an odd model in cover at -3. Crits should not cushion bad player choice. Furthermore could you comment on if CB had changed how they test crits, my understanding based on last time we talked about it was that CB marks them down but keeps playing as if they were normal ammo. Perspnally ive always felt this is part of the reson MI are usually in such fragile straits, a lack of appreciation for lost resources due to crits as it were
Wasn't this extensively clarified to be that they only did this (i.e. ignored the killing or disabling effect of crits) if the result would cause the test to end having reached no conclusion. E.g. Play 30 minutes to test a specific new gear and the unit carrying it gets killed by a lucky shot from a Keisotsu 40" away. Waste another 30 minutes or write it down and say "noted, but let's say that Keisotsu actually rolled a 4 and missed"?
yeah I think so, but the thing is, that still gives a false impression of how the unit did, personally I think at that point it should restart fresh. That constant restarting (or not constant) is going to give them a stronger concept of what players feel about taking units that are vulnerable to such risks
There's a whole bunch of stuff Tohaa doesn't get. We get mates, 3 man links and extra wounds. Just accept it. Stop complaining.
The current rules for Criticals are bad, if they were not this issue wouldn’t be raised every 6 months like clockwork. Fatality LV2 brought them back into the spotlight again and just compound how much of an aberration in the rules they are. They could and should be improved.
I'm not sure if the critical system is bad so much as it is... how to put it... abrasive? I know a lot of people like the swingy nature of criticals, but personally I don't. It's just that, for melee and how melee is designed, that one hit has to have great effect and that means crits need to be likely. @Obeisance having something unique and having something unique that is too strong or too weak are different things. I think what people are discussing and what you need to address is that there is a deep rooted belief among several players that either the 'mates are too potent or too cheap (or both). Simply saying "No, go away" is counter-productive. For everyone.
Crits balance the game. It lets anything hurt anything in ARO. It just sucks when crits snowball in a game/turn. Maybe your number of crits/turn could be limited by your LT's WIP? 13, 1/player turn. 14, 2/player turn. Etc. But seriously, I'm sick of hearing complaining about Symbiomates. That and no releases this year has made me pretty meh about Tohaa. I feel like I've accidentally started playing Convergence of Cyriss (when it was new), except I wasn't told it was a limited release faction. I remember the disappointment a friend would show when all the other factions for new toys and he got nothing on a new book drop.
What major archetype do tohaa not get? Ad check Smoke check Msv2 check To check Camo check Infiltration check Tag check Honestly hacking and 5 man links are it but both are more than compensated for by being either non hackable or multiple 3 mans.
That’s the reason they exist. A term consistently used to describe the game by CB is cinematic. There has to be the one in a million chance for something to happen... the Zhanshi putting down an Avatar with a crit... the Sierra getting three crits in ARO on an Oniwaban to seal a victory... that’s a vital part of the game.
Dice calculator disagrees with the notion that this part of the idea was implemented successfully. "Vital" means the game would not exist without such things, or that it would be pointless. To which I disagree. That makes little sense though. So what if the same happens, but through a "regular" bad roll on part of model being tested? Possibly this process either doesn't really have much to do with crits per se, or reasons are different.
No. Some people don't like the Crit rules, which is why they're brought up every 6 months. Doesn't mean its a bad rule. There's a difference.