Case1: Trooper gets targeted by hacking attack via repeater -> Trooper declares Dodge ARO -> Trooper Dodge moves near the repeater, which makes her immune to future template attacks. Alternatively the trooper can move near the edge of repeater ZoC and Guts move out of repeater area. Case2: Non-hackable enemy activates near your repeater -> All hackers (including Killer hackers) declare Dodge AROs and get free movement. In both cases the Dodges are made without-3 MOD, so killer hacker Nourkias is going to have his belly full once CB fixes the E/M CCW bug. I have hard time believing that cases1&2 are intentional.
Case 1 of being able to dodge out of the Repeater Area is, to my knowledge, the point of the change. It lets units try to run out of the Hacking Area rather than be forced to stand there Reset'ing over and over until they finally succumb. Oh and standing next to a repeater to try and make yourself immune to Templates doesn't actually work because they can just fire the Template from their feet to your head and they'll miss their repeater. Unless you mean impact Templates but those are pretty darn rare. Case 2 is the abusable one, and the one that they need to hit with an FAQ.
@Delta57Dash regarding case1, many people have complained that Guided Missile Launcher is too powerful. This change nerfs it significantly. But claiming that all of this is intentional… sorry I don’t buy that.
Gee, it sure would be helpful if CB explained their rationale for making rules changes so we could know what they were thinking...
Having a hacker tucked away with her tech visor hacking shit ala Kusanagi but doing backflips every time someone moves 300 mts away is super immersive, this is how I've been picturing my anime cyberpunk game all this time
Because that's what the rules say If you are gaining an ARO from hacking area and you declare dodge. You meet none of the above criteria
Sarcasm is the most unhelpful way to explain a question. I see, thanks, it will probably be patched to have -3 but even without it I do not see it as a big issue, its a rare occasion that this would happen for more than one order.
It is as easy to change from: In ARO, if the Active trooper is inside ZoC and outside LoF To: In Aro, if the Active trooper is inside ZoC or ZoH and outside LoF ZoH being Zone of Hacking of course.
Justifying everything to the point of trolling is not helpful either. Also, even with the sarcasm removed, it stays true that having a hacker rolling back and forth because people are moving in her little visor display doesn't make an ounce of sense.
G: Jump additional bodies have been dodging back and forth if one of the bodies have a valid ARO since ever. So I do not see the issue. Additionally, think yourselve being a hacker sitting down in your little corner of the table checking your hacking areas that extend over the table thanks to your repeaters. You see a blip on your radar as one enemy trooper is entering the ZoC of the repeater that is covering the entrance of your Deployment Zone, and it is the one closest to you. You analyze what enemy it is the one breaching your defenses… to realize that is a Bearpode. A Bearpode that is now two orders away to eat your hacker face… wouldn’t you start dodging away from the nasty, ugly, scary and flurry Bearpode as soon as you can and as much as you can too?
Um. No? It depends on the army. This isn't an issue for Ariadna, O-12, or Tohaa who have no hackers that genuinely wants to move. PanO with their DeFersen will have problems spreading repeaters enough, but if they manage can still get to use this much more than you think. Aleph have a bit low-key melee hackers and have some inherent issues spreading the net. Yu Jing are better at spreading the net but if you bring the kind of overpriced hacker-melee units I think you'll be surprised at the speed they get compared to real mobility units like Bixie With Haqq it starts to get real. Nahab are terrifying units and generally speaking I'd say they are mostly kept in check for being a bit on the short side of mobility. Well, having your Pitchers spread a repeater net solves that issue for them. The real abuse is with Combined and their various space vampires. When Bit+Kiss is done spreading their repeater net across a good 70+% of the table (this isn't as high a number as it seems considering the Remotes take care of most of CA's side of the table), Nourkias previously didn't have much use for them after frying the one hacker that wasn't tucked away in the deepest recesses of the opponent DZ. Now I can easily see him getting from friendly DZ to hostile DZ in one turn using only AROs. Drop a Tiger in their DZ? Nourkias moves 4" closer to your DZ on the other side of the table. Move to shoot one of the repeaters with a Guilang? Nourkias moves closer to your DZ. Have a Ninja clear an Ikadron? Nourkias moves closer to your DZ. Move your Libertos past an M-Dron? Not stealth! Nourkias Dodges past the middle line. And while all this is going on, Bit (and any of the other hackers that feel even remotely threatened) is constantly trying to reposition so that she's harder and harder to get to, increasing the number of orders needed to clear them out, while never ever triggering a ZoC or LOF ARO for them.
I think you might have played Proxies wrong. Only if the specific Proxy got an ARO from their own Zone of Control and their own Line of Fire could they ARO. If one of the Proxies didn't have the active trooper in ZoC or LoF then that Proxy couldn't ARO - and still can't unless it's a Hacker Proxy and has opponent in hacking area, even if the new wording is a lot less clear than it used to. Below is the old wording with bold emphasis added: During the Reactive Turn, the G: Jumper Trooper can activate a Proxy by placing the Active Proxy Token beside it if an enemy Trooper declares an Order in LoF or ZoC, which allows this Proxy to declare an ARO normally.
The issue I see with the interpretation of dodge not getting -3 is that by using this interpretation Stealth also does not work in hacking area, which is not correct.
I can see the hacker seen in their operations area a unit they really do not want to see forcing them to hastily redeploy, dodge movement is not just tumbling away from incoming shots. Also asking a genuine question is not a trolling, we are not all in the same mindset.
We have an FAQ for that thankfully. I think the biggest issue with this 2.0 rulebook is parts of the rules changes have come out of nowhere and very clearly have issues that have been easily spotted by the community within minutes of release so why didn't CB also notice them?
Way to cherry pick the narrative but I'll bite: imagine that Bearpode is gonna eat your dearest friend and prospective love interest Angus, who is 6 feet away from you, how come you can't tell him to run? Or is that hacking cursed and only you can act on the information? Btw, you already know the position of almost every piece on the board and their movements and so do your imaginary soldiers because (I assume) telemetry is a thing, so by that logic everybody should be able to dodge every time anything moves, having knowledge of where the opponent troops are is not only a hacker thing. I get why this change had to happen because of the loophole when the FAQ came, it's just the core rules are such a spaghetti code CB needs to keep applying patch after patch that making the game more convoluted and at times make no narrative sense at all.
Ill have to check what FAQ remains valid and what does not, it is a logical question since 2.0 has incorporated the FAQ in it. It may be an oversight or an assumption the community does not share, two things are certain it is entirely different for tens of people to comb a document and entirely different for thousands of people combing the same document and also the issue can be raised and the opinion would be that "nobody would interpret it that way" and then the majority does. Regardless 2.0 is out in the wild and any issues found out will be addressed. Overall the Dodge and Reset changes are an improvement on the gameplay.