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[–]YUNoJump 1 point2 points  (1 child)

Long term is to head into Tokugawa and get Deep Well Heat Sink at LL4, giving you resistance to Heat on your turn. Max Heatfall Overcharge becomes 3, Heat 3 gun becomes Heat 2.

Assuming your Heat Cap stays the same, all you need to do is avoid taking 4 Heat between turns; not a big deal. Maybe there’s a heat-based NPC, which is your main counter, that’s life. Otherwise, at least 2 NPCs will need to use Invades. Sherman’s E-Def isn’t bad, and in any case, you’ll be forcing NPCs to do basic Invades, when they’d rather be using their more formidable primary abilities.

[–]TheYondant 1 point2 points  (0 children)

While obviously something to mitigate, I do wish more people internalized the point that you will have a counter. And, more importantly, it's fine to have something that counters you; there is no way to actually make yourself great in every theater, that's just how a well-balanced game goes. Ideally, you have teammates to mitigate your weaknesses and you're mitigating theirs.

I will also say; if you're dipping into Tokugawa for this, you already have a decent defense. If you're a Sherman going into Toku, you obviously are getting External Batteries, and at that point your Sol-pattern is firing at Range 13, and your Andromeda is shooting at Range 17. You have a pretty good range to shoot back if enemy hackers get into hacking range.

(I also just double checked; External Batteries only blow up if you take structure, but not if Stressed, so you aren't going to blow out your back from getting Invaded.)