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Linked Jammers: Super-broken, now in White Banner

Discussion in 'Access Guide to the Human Sphere' started by Savnock, Mar 26, 2020.

  1. inane.imp

    inane.imp Well-Known Member

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    He plays Bakunin. So C+ or Superjump. When you're running 8 Morlocks odds are you get it at least once.

    But the point is more illustrative anyway. Other options do exist.
     
  2. SpectralOwl

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    Getting squatted, at least for C1. Replaced with Para-CCW, same as Adil has with the -3 modifier, at least if the Army prototype image that we got the Aquila AP MMR from is real.
     
  3. krossaks

    krossaks Well-Known Member

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    Going back to tje jammer guy,

    I think its strong, but come on did you saw the kind of links it can join?

    Haris are good but the jammer guy will be easly spoted:

    The White Banner Army──────────────────────────────────────────────────[​IMG]6 TIAN GǑU (1st Section) Boarding Shotgun, Grenades, Jammer / Pistol, CC Weapon. (0 | 25) SHÀNG JÍ (Fireteam: Haris, Tactical Awareness) Combi Rifle + Light Flamethrower + TinBot B (Deflector L2) / Pistol, Shock CCW. (0.5 | 43) JUJAK Spitfire, Heavy Flamethrower / Pistol, CC Weapon. (1.5 | 39) YĚ MĀO AP Spitfire / Pistol, CC Weapon. (1.5 | 32) YĚ MĀO Hacker (Killer Hacking Device) MULTI Rifle, Chain-colt / Pistol, CC Weapon. (0 | 28) TIAN GǑU (1st Section) Boarding Shotgun, Grenades, Jammer / Pistol, CC Weapon. (0 | 25) 3.5 SWC | 192 PointsOpen in Infinity Army

    And on cores, yes he is strong but for:

    A tippical defenive core that you usually only new to kill the SWC guy (being a Zhansi with 1,5 SWC weapon or a Shang-Ji with a rocket launcher?)
    The White Banner Army──────────────────────────────────────────────────[​IMG]5 TIAN GǑU (1st Section) Boarding Shotgun, Grenades, Jammer / Pistol, CC Weapon. (0 | 25) ZHANSHI MULTI Sniper Rifle / Pistol, Knife. (1.5 | 19) ZHANSHI Lieutenant Combi Rifle / Pistol, Knife. (0 | 11) ZHANSHI Combi Rifle / Pistol, Knife. (0 | 11) SHÀNG JÍ Heavy Rocket Launcher, Light Shotgun / Pistol, Shock CCW. (2 | 39) 3.5 SWC | 105 PointsOpen in Infinity Army

    Not very hard to deal out of certain missions like decapitation or zone missions.

    Anf finally, tje pain train.
    The White Banner Army──────────────────────────────────────────────────[​IMG]5 TIAN GǑU (1st Section) Boarding Shotgun, Grenades, Jammer / Pistol, CC Weapon. (0 | 25) SHÀNG JÍ (Fireteam: Haris, Tactical Awareness) Combi Rifle + Light Flamethrower + TinBot B (Deflector L2) / Pistol, Shock CCW. (0.5 | 43) SHÀNG JÍ Heavy Rocket Launcher, Light Shotgun / Pistol, Shock CCW. (2 | 39) JUJAK Spitfire, Heavy Flamethrower / Pistol, CC Weapon. (1.5 | 39) JUJAK Engineer Boarding Shotgun, Panzerfaust, D-Charges / Pistol, CC Weapon. (0 | 36) 4 SWC | 182 PointsOpen in Infinity Army

    Expensive as hell and deal like all the pain trains. True the jammer is strong. But also the easiest to kill from all.

    I don't know guys, i see the jammer pn links are a bit broken. But WB don't excel with his cores. And as some pointed out the long range ARO is also a bit weak.


    Ofc this is all theorical, thanks the COVID-19 WB in N3 may not see a lot of action.
     
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  4. Hachiman Taro

    Hachiman Taro Inverted gadfly

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    In most scenarios, the same way your core linked Jammer that starts in your deployment is getting 'on top of an inaccessible rooftop' overwatching a completely vital objective without any possible LOF or counterplay.

    With the power of internet imagination ;)
     
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  5. Hecaton

    Hecaton EI Anger Translator

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    Except you know, and I know, that not every faction has cheap irregular troops to trade with troops w/ Jammer.
     
  6. Hachiman Taro

    Hachiman Taro Inverted gadfly

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    Yes, different factions have different solutions. That's the point of having factions.

    Almost all of them get core linkable Light Grenade Launchers though - on top of whatever other solutions they have.
     
  7. SpectralOwl

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    Really makes you wish they'd bother sculpting one at some point...
    Or putting one on something that isn't the most dull unit in the entire faction.
    Now I think about it, the number of new LGL profiles in N3 is probably less than you could fit on one hand. Even the Securitate never got one.
     
  8. inane.imp

    inane.imp Well-Known Member

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    One of Tunguska's problems is that they have 0 Spec Fire. It's Vertigo or nothing.

    There's a few Combi+LGL sculpts floating around. Nomads see them on both Algs and Morlocks.
     
  9. Hachiman Taro

    Hachiman Taro Inverted gadfly

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    TJC are not bad at spotlighting from out of ZOC, and 6" super jumping ML HI's aren't a bad substitute though...
     
  10. Hecaton

    Hecaton EI Anger Translator

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    And not every faction has the tools to deal with Jammer hiding out of LoF, and this is not distributed in a conscious manner among sectorials/factions.

    Can't be used to deal with a Camo'd Heckler or Zulu Cobra, and even if they are revealed it's not an order-efficient way to deal with them.
     
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  11. RobertShepherd

    RobertShepherd Antipodean midwit

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    Something minor to note is that the changes to crits in N4 is a small but material nerf to jammers against all targets. The effect is lowest against BTS 0 models (but, is still a reduction in success chance) but relatively notable against much higher BTS models like the Avatar or Marut.
     
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  12. RobertShepherd

    RobertShepherd Antipodean midwit

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    Just to provide some actual numbers, a Heckler hiding in a building has the following changes to probability of success just from edition changes to crits. Both cases assume an unopposed jam roll rather than face to face so we can just evaluate the effect across different BTS values:

    Heckler attempting to jam BTS 0 model (unopposed): 44% chance of success reduced to 43.4% chance of success
    Heckler attempting to jam BTS 9 model (unopposed): 17% of success reduced to 13.8% chance of success

    The effect is most notable at the very highest BTS values, but it's still a pretty significant change to the effectiveness of BTS as a defence against jammers in the new edition even if nothing else about them changes.
     
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  13. inane.imp

    inane.imp Well-Known Member

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    You really want to be using relative change to illustrate your point. It shows the difference BTS has much more effectively than just looking at the absolute numbers.

    So for BTS9 that's a 18.8% reduction in relative effectiveness whereas for BTS0 that's a 1.3% reduction in relative effectiveness (assuming your numbers are correct).

    [emoji14]
     
  14. Brokenwolf

    Brokenwolf Protector of the Search for Knowledge

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    So it feels like to me the major issue that keeps coming up again and again is the power of fire teams and how they can create some issues with equipment (Kamau sniper. Jammers. Etc.)

    We also have seen that CB is open to simplifying the game and matching the active and passive turns. Like the new Dodge. So what if fireteams worked the same in both the active and passive turns and only the team leader got the bonuses? Wouldn't that solve most issues?
     
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  15. RobertShepherd

    RobertShepherd Antipodean midwit

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    That'd be a big change to the game (sort of; Kamau and KOJ Missiles and so on would switch to always being link leaders, but the vulnerability of fireteams to being outmaneuvered would increase massively, and it feels like that would be a sharper nerf to heavy fireteams like knights and invincible links than to passive defensive links where the cheerleaders mostly hide).

    As an unabashed vanilla player I can't really offer an unbiased perspective on it.
     
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  16. meikyoushisui

    meikyoushisui Competitor for Most Ignored User

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    Nope, as a sectorial-only player, I think you nailed the main concern -- the fireteams that people are accusing of being the most "broken" are the ones who would be impacted least by such a change. A Domaru team that wants to run up the table or even a Kriigel/Draal/Taagma Tricore Triad are really going to suffer if they can't all react to keep themselves alive in the midfield.

    The obvious solution would be to not put BS13+Mimetism+MSV2 units in remarkably cheap FT Cores.

    And make some of the nerfs to Jammers that the playerbase has been suggesting for years now.

    ~~~
    I'm not so sure why people are so focused on nerfing one of the most broadly accessible mechanics in the game to get rid of specific wrinkles caused by specific skills and equipment available to much smaller portions of the game. It's the metaphorical equivalent of doing surgery with a kitchen knife, or worse, a sledgehammer.
     
    #396 meikyoushisui, Apr 13, 2020
    Last edited: Apr 13, 2020
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  17. inane.imp

    inane.imp Well-Known Member

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    Oh no: I thoroughly dislike how SSL2 works on any Fireteam.
     
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  18. Hecaton

    Hecaton EI Anger Translator

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    It would just turn fireteams into bait for smoke + MSV 2, which is dumb as hell.
     
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  19. inane.imp

    inane.imp Well-Known Member

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    Did I say "I think SSL2 should just be removed"?
     
  20. Tourniquet

    Tourniquet TJC Tech Support

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    It probably should be, then overhauled and broken down in to many separate parts and then handed out. Like my comment over in the Nomad N4 thread.


    As much as I would like something like this (personally I'd like to see the fireteams rules locked in a concrete box and dropped into the ocean) it'd only really be relevant against older one type teams, utterly punishing to the more fragile teams (SP would get completely bodied, and they really dont need the nerf and live and die on the ability to delay), while leaving the more egregious fireteams more or less untouched as the problem piece to put down would still be a problem that needed to be dealt with.

    what we need is for someone to light the sixth sense part of the rule book on fire (see above) and maybe add another asymmetric way to handle them, which I really hope is what Carlos was getting at when he said hacking will have wider impact on non hackable stuff.
     
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