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Random thought about AP Ammo

Discussion in 'Access Guide to the Human Sphere' started by Stiopa, Jul 23, 2018.

  1. Teslarod

    Teslarod when in doubt, Yeet

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    HRMC is light Multi - unlike for Multi Snipers DA is B1 for it, so it's only useful for AROs.

    The -1 DAM -3ARM AP version isn't really all that different from the existing odds. Up to ARM9 the most you gain or lose is one point of ARM.
    Jotums with ARM 10 are the only thing that would gain 2 points of ARM vs AP.

    Overall it still would be a slight nerf. ARM 0 and ARM6+ should occur more often than ARM3 troops.
     
  2. inane.imp

    inane.imp Well-Known Member

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    ARM3 MI say hi. In certain factions they're extremely common. The best way to manage this would be to reduce the cost of going from ARM2-3. I'm fairly certain that at present it's 2pts, reducing that to 1pt would offset the change.

    The overall effect would be to slightly buff high ARM (reducing it's cost marginally) and leave AP roughly as effective as it is while simplifying it to a straight mod.

    Where your plan runs into real difficulties is Breaker: BTS 0, 3, 6, 9. 9 is extremely uncommon, 6 is rare but common enough for this to be noticeable and 3 is extremely common. Honestly I don't know how to make a reasonable assessment against that.

    Personally, I think the whole thing will become a mess.
     
  3. Mahtamori

    Mahtamori Well-Known Member

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    While on the topic of radical changes (*gasp* making ARM more reasonably priced); reduce granularity in ARM to the same level as BTS and make BTS-targetting ammo more common? AP would be reducing the ARM value one level, which on the whole is kind of neat since most advantages and disadvantages in this game is in increments of 3. This would, of course, mean that models with +9 BTS would go up in price.

    On a similar note; making ARM and BTS into MODs (i.e. capping them at +12) would make the dynamics of the Jotum very interesting should the Jotum be assigned exclusive access to +12 ARM value.
     
  4. loricus

    loricus Satellite Druid

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    Meaning it would not gain armor from cover unless to counteract AP?
     
  5. Mahtamori

    Mahtamori Well-Known Member

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    Yeah. It's a dumb thought in general, but a fun brain toy :p
     
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  6. loricus

    loricus Satellite Druid

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    No dumb ideas in brain storming :p
     
  7. eciu

    eciu Easter worshiper

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    Make a superJump unit with G:Sync buddy who cannot SuperJump?;P

    Oh wait a sec, its not brainstorming its reality :(
     
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  8. Ben Kenobi

    Ben Kenobi Well-Known Member

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    I knew that I should not have written "brainstorming"
    Cause you first collect all proposals and then you are discussing them.
    That's in a forum impossible, and yes, that's reality.
     
  9. loricus

    loricus Satellite Druid

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    I didn't notice you say brainstorming that was my choice of word. If one doesn't make a case for being an authority I treat is as brainstorming, I don't expect everyone to always have things thought through and tested and it's okay to just say things.
     
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  10. DaRedOne

    DaRedOne Morat Warrior Philosopher
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    This actually sounds awesome. It could create a situation that would make players more agressive with the Jotum. Or maybe I just like the idea of being able to eschew cover altogether.
     
  11. inane.imp

    inane.imp Well-Known Member

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    People don't already move without cover with Jotums?
     
  12. DaRedOne

    DaRedOne Morat Warrior Philosopher
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    Well, not if they don't want to lose their Jotum on the first turn. Most of the times I see people put tags on the table they're hugging cover as much as any other model. The big difference is that tags are sorta easier to flank.

    I see some good reasons for AP weapons to work as it is being discussed here, but I do agree that it should end up with either AP weapons getting more expensive or ARM3-4 models getting cheaper.
     
  13. Section9

    Section9 Well-Known Member

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    ARM is already the most overvalued stat in the game.
     
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  14. daboarder

    daboarder Force One Commander
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    As with everything its a trade off.

    A TAG that have little to fear can move far more freely thanks to its ARM however you still want to maximise survivabillity in the fight.

    A TAG mostly just has the added option of Bullying the opponent and forgoing cover when there are no threats to it on the table.

    That evaluation of course is the skill behind playing them
     
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  15. daboarder

    daboarder Force One Commander
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    To a certain extent, ther3 are break points.

    Arm 3,5,8,10 are where its affects are most noticeable.
     
  16. Section9

    Section9 Well-Known Member

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    Guess what 'high' ARM values are most prevalent in the game?
    ARM8 is TAGs (so is ARM10).
    ARM5 is some S2 HI and all the S5 HI.
    ARM3 is Dogwarriors and all the 'light' HI. Plus about half the MI.
     
  17. daboarder

    daboarder Force One Commander
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    I know, thats part of why I pointed them out. Because they are certianly the places where it starts to matter.

    1-2 no one cares, 3 and you go to ARM6 in cover so playing around that certainly becomes relevant. as you are shruging fire 50%ish of the time

    4, meh whatever, may as well be 3 and your wounds at this point are whats really keeping you alive

    5, ARM8 in cover, typically with multiple wounds, now we're cooking

    ARM8, you just tripped the AP/DA point AND you are mostly immune to fire at ARM11 in Cover, they better flank you or bring really high burst High DAM/AP

    Arm10, HAHAHAHAHAHAHAH Burn puny mortals
     
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  18. inane.imp

    inane.imp Well-Known Member

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    "I crit you with my Flashpulse" [emoji14]
     
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  19. daboarder

    daboarder Force One Commander
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    Which is why they are one of the best ARO pieces in the game
     
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  20. RecklessPrudence

    RecklessPrudence Well-Known Member

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    Aww... all of a sudden I'm wishing the new Rudra Gunbots were just one Armour higher... Although as long as the Asura gets some tweaks, I might have a whole new appreciation for her!
     
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