I might actually consider CCing a Fusilier with a Ghulam in more than 0% of circumstances if I had a B of 3 in active.
I read the first five pages and then skipped to the end, so forgive me if it was discussed in the interim. Seems like there is a lot of worrying going on considering we don’t know the following: 1. What Jammers will do in N4. 2. How Jammers will interact with link bonuses in N4. 3. What the link bonuses in N4 will be. 4. If SSL2 will still be a link bonus. 5. If SSL2 will still work the same way. 6. Probably more things too. I dunno. Just seems like an awful waste of energy to be burnt up about anything between now and N4. Especially considering that the world is on lockdown and most people can’t even get games in anyway...
I don’t mean to be pushy, nor sound like a fanboy, but you should really consider writing the type of articles I mentioned earlier. I kind of was aware of the principle you’re laying out, mostly because Blood Bowl taught me well in the “think of your every move as your last move” department, but seeing written like this really teaches me something about Infinity.
Two things with the fluff; 1) A lot of the articles are "in world", rather than a neutral all knowing perspective. A report by PanO about the UpRising will paint PanO as good, Yu Jing as bad. 2) Like a comic book, each portrayal focuses on it's "hero". When reading the Haqqislam stuff, Hassassins cannot be stopped. Read PanO, and the Hexas guys are the best. Yu Jing's ninja's and stuff. ALEPH's Danavas are unstoppable uber hackers unless you're reading the Nomad section where theirs are best. On topic, how about if I just covered have the board in Nullfiers, is that good? :)
Mechanically CC is in a very good state, ignoring that cost gets too high and needs impetuous to balance it out. I really really don't want it to have a warhammer feel of just being really close ranged shooting. I don't understand why anyone would want that.
Consider it this way: it's not really a waste, because a lot of people are trapped inside and very badly need an outlet for pent-up energy. Threads like this are but one of several options for release that a stable internet connection provides in this trying time.
Fuck, I'd actually completely forgotten about them. There's a tool that doesn't show it's quality right up until it completely saves a game.
CC is functioning just fine at the high end of CC values. If you start upping burst on CC, you have to compensate by reducing really high CC values, which has the outcome of making CC less deadly for CC specialists. Unless you want Oniwabans to be B3 by default. That would not be healthy for the game.
This is a really good point. A lot of fear of Jammers seems to misappraise the fact that a Jammer doesn't kill anything, and unlike E/M doesn't even IMM anything. A thoughtfully used piece can still be a massive pain in the bum for your opponent when isolated, because they still have to kill it to get around it, and it still has an order it can do stuff with itself. In a way it's similar to flashpulses, they can seem very strong as ARO's (and they can be), but you have to account for the fact that while they can stop that rambo, they don't kill it like a hard aro might, and thus you're going to have to spend your own orders to kill it, which isn't nearly as efficient as using your opponents orders to kill it. That basically just restates what you said. But I think it bears repeating :)
Scaling CC up to have rifle-like burst values would require also scaling the CC attributes down to rifle-like levels. BS of 15 is considered top tier, so CC would need to max out at similar levels. It would require a very significant rewrite, and the profiles we've seen in Code 1 haven't suggested that CC is being rescaled that significantly.
Actually, it is... in the other direction! Adil's N3 profile is a good melee option, but his C1 profile physically can't fail against anything worse than a TAG in CC without a crit when usin the Para-CCW, and most REMs don't even get a roll. Even Knights are on track to fight like Mymidons do now. On the downside, no Stealth with MA anymore, so Hackers, Jammers and Tohaa Fart Wizards will be even better at stopping anything from approaching.
Hang on, did I miss something big here about Code One? Can you walk me through your reasoning on this?
From the Yu Jing reveals on Kaldstrom Week, it was explained that Adil has basically MA1, I-Kohl L1 and a CCW which inflicts another -3, in addtion to a sky-high CC score and a few other positive modifiers. Comes out to something like a 15-point swing, and most REMs have low enough CC that Adil's big negative modifiers will zero them out. End result is that anything less than a CC17 elite has zero chance to beat Adil's modified roll without a crit. Adil's the worst offender so far with his massive negatives, but the other CC units shown (exception Gunnar, who's missing a lot of skills) are also a full step above their N3 incarnations at the absolute least.
I think it was only ever useful in The Grid to stop enemies from using FO on objectives. As a way to deal with Jammers it's basically never going to be order-effective.
Even in that context, though, they can still be deployed in such a way (on top of an inaccessible rooftop, for example) that it totally fucks with one side's ability to complete objectives (by isolating their button-pushers) in a way that's both overpowered and unfun. In some missions, it's as good as a kill. The fact that it takes troopers out of SF Mode is just icing on the shit cake. It comes off as having been created as a braindead "screw over this unit with no risk" option.
How are you getting that WB on top of a roof? Also, a lot of factions don't have 6 point irregular warbands, so that doesn't really help.