Every Tohaa player at my store thinks you can't take a Guts. Do you have a link to where this is discussed?
Please remain polite and classy, @paraelix The system is hand-adjustes at it's core. It has to be at some point a hand adjustment to get started. What I'm saying is that I don't agree with nor share the evaluation of several abilities that CB has done, not the drivel you claim with no evidence I wrote.
The rule says; Avoiding needing to is not the same as not allowed. You just choose to take Guts, and to fail it.
I believe the Guts Roll mechanic for 'mates have not been settled properly and is up for review in the FAQ roject that CB is doing.
Please don't try to take the moral highground only to then refer to my words as drivel. It is hypocritical.
To be fair m8, as an outside observer I see you state "facts" about hand adjusting when I have seen actual evidence of the formula (mods and CB staff saying there is one, and please not try and reverse engineer it). The fact that you state that "at it's core it is hand adjusted" can be discounted without evidence. Or do you mean since a human made the formula, everything that derives from it is hence "done by hand"? I am trying to understand your reasoning, before this devolves into name calling
At the core each ability must be evaluated somehow. This inescapable. I do not agree that this evaluation is correct in all places resulting in profiles that are better or worse, or in the case of the CA TR REM a uniquely endowed unit due to these evaluations. This is far from the hand-adjustment that paraelix erroneously claims I say CB is doing. The difference is that in the prior case we can see similar effects evident in most units which share these abilities while in the case paraelix claims I claim you'd only be able to see it evident for specific units and not in similar units. The most classic example of the first is the commonly held notion that ARM is too expensive (universally) while for the latter I believe the last hand-adjustment died when the Pheasant got updated.
So in summary, what you're saying is that the way they assign a points cost to skill/stats/equipment/weapons is what has that impact? So that say, 2 skills that are costed as 3 points may very well be wildly more/less useful than one another, despite being costed equally?
This does not align with Mahtamori's statement regarding the CA TR REM, though. Where he says that they have manipulated the Mimetism skill to cost less for that specific model. What you have said is that CB create fixed values for skills but that two different skills of the same cost may have greater or lesser impact. With what you have said, Mimetism would need to be a fixed cost of 1 pt across all models. And Mahtamori would need to be objecting to Mimetism being priced at 1pt. I do not feel this is evident in his posts - as stated above.
They have also "manipulated" Mimetism to cost more for Tikbalang, para. The comment I made assumed that it should be self-evident that Mimetism on a TR HMG is universally worth a lot more than 1 point, but I guess that assumption was wrong, and that this is an example of the flaws of CB's system.
And that is precisely the reason why I say that one shouldn't just compare units outside their faction; faction balance has to be considered as a whole. As Tohaa has lots of Fireteams (and that means a lot of Burst 2 ARO's), it has the worst "TR REM". Just once per game, and only one wound, and only if you have taken a Symbiobomb-Kaeltar and given it to the Gorgos, and only if you haven't lost the Symbiont Armour, and only if you pass the WILL13 roll because if you fail it you loose the Symbiobomb. There is an awful lot of "if's" there. A standard TAG can loose all its wounds and be back again completly repaired next turn. I also have the same opinion, if you ignore every attack during that Order, no Guts for you because nothing happened at all. There is at least one example of hand-adjusted-price model: the CA Evo REM. Why does it have a Combi but doesn't cost, say, 6 points more that other Evo REMs?
There's a lot of ifs for, say, a Tikbalang as well, regarding if the Pan-O player has bothered with a Mechanic, if they have the CTs to avoid taking damage, if they can move a helper bot into BtB, etc. All things being equal I think I haven't seen anyone risk repairing a TAG before it is unconscious, so... yeah, Revitilize is more for topping up than a recovery tactic. It would've been interesting if it had allowed to revive a disabled Symbiont CA's EVO is better equipped than Human EVOs, clearly, but it's on a different chassi and with no ARM. From what I can tell and cross-reference, the S3 chassi is also cheaper than S4, so I'd say it's all above boards.
I loath Tohaa utterly and would not miss them for a pico-second including Armand Le Muet. They can all burn! This is a personal opinion that I don't wish to digress into long-winded, complicated and frequently irrational arguments explaining why I feel this way about them. Please just accept that I have thought about them a lot and come to this conclusion. I would enjoy the game more without them.
The difference is, the PanO has the ability to change these ifs. Take a TAG and no engineer? Really? The only really important things are the orders you have to spend. And you can do it as often as you have orders left
And when do you have a lot of orders to spare? Also please note how you will damage that TAG if you fail the WIP check on the WIP 12 Engineer, forcing you to spend another resource - CTs - to re-roll (something that's not available to a WIP 13 Tokusetsu trying to get an O-Yoroi back in working order). Repairing isn't as trivial as you seem to be implying, it takes real skill to know when to write the TAG off as a loss instead of trying to get it back up again. These concerns, the Gorgos simply doesn't have. It takes one skill and exactly one skill to activate a 'bomb and should it fail you won't take any damage. Will it get the Gorgos up from Unconscious? No. Will it be able to get the Gorgos in operational mode several times per game? No. Which one is better and which one is worse? I don't think 'bombs and Engineers are comparable at all, this is an internal issue. Ask yourself whether the other 'bomb tactics are better or whether the 'mate will do more for you instead. Pan-O, Yu Jing, JSA, etc, will be getting that Engineer along for objectives, if not for repairing, and the Corahtar Discipline isn't a specialist skill so that's one more thing speaking in favour of 'mates. I mean, the only point I was making was that the Gorgos actually could repair, not that it was good ;) (In fact, I think it's more on level with Spotlight for Hackers. The point of a Hacker isn't Spotlight, but it's there if you need it as a clutch move)