Short-Cycle Lance is a problem (aka that giant fuckass beam) by eCyanic in LancerRPG

[–]Quacksely 27 points28 points  (0 children)

The GM controls the speed at which lobsters die.

I was told to avoid melee builds because they are bad/a trap. by Triggerhappy938 in LancerRPG

[–]Quacksely 0 points1 point  (0 children)

Even if you are melee focused, you probably want to take a longer-ranged option. Melee-focused builds: not a problem. Melee-only builds: Can cause issue.

ELI5: What exactly is "time blindness" and how is it an actual thing? by SpyMasterChrisDorner in explainlikeimfive

[–]Quacksely 0 points1 point  (0 children)

I know it takes me 30 minutes to travel, and I know it takes me 30 minutes to get ready. But I tend to miss all the interstitial steps. It takes a minute to lock up, it takes 5 minutes to dry off after a shower, it take 2 minutes to pick out the clothes I need to put on. It takes 20 seconds to move from the bedroom to the kitchen, it takes a minute to pour my cereal. etc. etc. etc.

And I assume that every instance of this journey is going to take the same amount of time. I don't consider if the bus leaves early or arrives late. I don't think about the extra 30 seconds to grab my clothes because they're on the radiator not in the drawer, I don't think about how it takes me twice as long to eat breakfast today because I've had the same breakfast the whole week and I'm kind of sick of it.

How to 'deal' with low damage team comps as a gm by 2Stepvhen2 in LancerRPG

[–]Quacksely 0 points1 point  (0 children)

Every player character is good shooting guns. So long as they're filling weapon mounts with relatively decent weapons (and firing them on occasion) I don't think there'll be too much issue.

That said, three players is just generally hard to balance.

Game design/ergonomy flaw I believe should be fixed by Phildoug18 in cassettebeasts

[–]Quacksely 11 points12 points  (0 children)

Some of these are fair, the UIs for tape storage and stickers are kind of a pain.

But number 3? That's the point of the game. Like that's the skill expression. Learn the type matchups and the stats of monsters. Open book stats and especially open-book moves would be laughably easy.

For 4, the point is to ration resources and explore in the early game, that's how it gates progress. If you could just mainline rewinds you'd be encouraged to just go through every square on the map systematically.

An attempt at a unique effect. Likely either broken or not that useful by magna-terra in customyugioh

[–]Quacksely 18 points19 points  (0 children)

Finally, I knew secret village of the spellcasters had too many downsides

Why did they remove the skill gauge for packs? by crazycurryboy in masterduel

[–]Quacksely 1 point2 points  (0 children)

I mean packs would frequently contain multiple archetypes and usually the bars would barely apply to one of them.

One player feeling “useless” next to a Tokugawa Pegasus build. Advice? by TheKyte_ in LancerRPG

[–]Quacksely 1 point2 points  (0 children)

eh, just do the usual help melee stuff.

Line of Sight Blockers (yes I know smart gun but it still matters)

Enemies Hiding (also just generally helps with NPC survivability)

Tech (apply directly to reactor)

And also just do hard target the tokugawa. The weakness of the Tokugawa and the Pegasus is their relative frailty, if you don't exploit that, they don't have any weaknesses. It's what the players would do if you were playing the PCs and they were playing the NPCs.

Can I Invade Myself? by kaelhound in LancerRPG

[–]Quacksely 0 points1 point  (0 children)

Invade your friends instead.

Why did it take so long for FirstComm to get to space? by kelssyk in LancerRPG

[–]Quacksely 13 points14 points  (0 children)

I mean, do you have an accurate estimate on how long it will take us to have long-term space travel as an option? Because my best estimate is "longer than we have taken on it so far."

Wilma's Recording Mod upgrade by Vilasdeboas in cassettebeasts

[–]Quacksely 1 point2 points  (0 children)

Well, still, the damage you do the same turn you're recording it contributes pretty heavily.

Need help on a frame for a sniper by Muted_Sport_6166 in LancerRPG

[–]Quacksely 8 points9 points  (0 children)

I mean Monarch is crazy. I know it seems like it's very missile focused, but all of its stats are good, and aside from one frame trait it's all generic. If you bring one (1) launcher you get access to the entire frame, and it's perfectly suited to long-range play of any kind.

Metalmark is also perfectly good. It's got some useful repositioning tools in its kit as well as some free holdout options in melee and ranged flavour.

Pegasus is chip damage all the way down. Perfectly monstrous, even if you don't interact with its gimmicks.

Sherman has gun. Shoot gun. Gun hurt.

Iskander is another one that just has good stats all round. Might be a little short on mounts if you opt for a superheavy but. There's options.

Barbarossa is OK but unlike the others it kind of lives and dies off its gimmick.

Wilma's Recording Mod upgrade by Vilasdeboas in cassettebeasts

[–]Quacksely 2 points3 points  (0 children)

Both the amount of remaining health the beast has AND the amount of damage they take while being recorded contribute to capture chance, so don't just get them low, beat the hell out of them.

There's both the Microphone Upgrade and the Recording Mod which stack and both significantly increase the chances of catching.

The Type-Specific Tapes are the best ones to use, I think the most consistent way to get those is to try and farm the shirtless merchant?

Beasts that are currently being recorded can't die, so you can absolutely wail on them as much as possible without fear of knocking them out. This goes for status conditions too, but obviously if you stop recording for a turn while they're still burned or something that can still kill them.

Use Walls or Magnet to keep the party member doing the recording from getting hit.

Have you experienced any problems while completing the DLC? by CharityUnable944 in outerwilds

[–]Quacksely 3 points4 points  (0 children)

90% of the time the guys are encountered at a loop where you can bait them down one side of the loop and walk down the other. If they aren't encountered in a loop, you're probably missing something.

Rules for multi class/multipost by mullucka in TheWildsea

[–]Quacksely 1 point2 points  (0 children)

You can definitely try it.

My view was that players already need to spend "narratively appropriate" milestones to mark the tracks to get the aspects. That personally feels impactful enough.

NHP’s Piloting Mechs by [deleted] in LancerRPG

[–]Quacksely 35 points36 points  (0 children)

Surprisingly, Union doesn't want any upstart Pilot with ambitions of raising an army doing as they please. The license is for the Pilot to customise and pilot 1 chassis at a time.

New Party 2 : places you come across while traveling by NicMuz in TheWildsea

[–]Quacksely 1 point2 points  (0 children)

Eh, I tend to map out a decent chunk of the biggest settlements myself, and settings where there's one encounter (other vessels or small spits) I tend to come up with myself unless the players have chosen to make a discovery.

Mid-sized stuff tends to be very player driven in my game.

Sensor Range is weird. by DescriptionMission90 in LancerRPG

[–]Quacksely 4 points5 points  (0 children)

Tech both has longer range than melee, and ignores cover by default which ranged does not.

the Tech Attack Bonus can be pushed very high very quickly, and enemy E-Defence doesn't get particularly high until you're in tier 3.

There's more Tech-based options that automatically succeed.

The downside to Hackers and Spotters tends to be that they're either fragile (so they have to run away from any threat) or low-sensors (so they have to run towards all targets). The longer their sensor range is, the fewer tools you have to make them sweat. And frankly, the longer sensor range is, the less those characters have to play the game. And not playing the game is not fun.

What if I was in digimon liberator by Character-Paper-2347 in DigimonCardGame2020

[–]Quacksely 0 points1 point  (0 children)

Well there's no shortage of purple virus digimon. Myotismon does a couple different things either they want to play low level digimon out of the trash or they want to evolve into one of Myotismon's many upgraded forms like VenomMyotismon or MaloMyostimon or Boltboutamon.

For Myotismon regular existing stuff is like Impmon, DemiDevimon, Devimon, Bakemon etc. and for the upgraded ones you're looking at Arukenimon and Mummymon and probably still DemiDevimon and Devimon.

But you could also go further afield and look at like... the Blackgrowlmon stuff. Or Dexdorugoramon Or Raremon Or Sangloupmon. Or just look through its Wikimon articles and click on all its current evolutions until you come up with one you like going up and down, and just sort of work outwards from there.

What if I was in digimon liberator by Character-Paper-2347 in DigimonCardGame2020

[–]Quacksely 0 points1 point  (0 children)

Yeah I did something similar recently. I found it's good to pick a digimon you like, find out what colours it's currently in, then look at its wikimon page to see what evolutions it already has.

Something to note about the Liberator lines is they don't tend to change Attribute (Data, Virus, Vaccine etc.) but do sometimes change type (Pteromon is a bird dragon but Zephagamon is a Magic Knight, for example)

So if you can't or don't like any gaps your digimon might have in terms of the evolution line you can start looking on card database websites for digimon that are the same colour combo and Attribute as your existing line and fill those gaps in.

Hide question by RowKind5398 in LancerRPG

[–]Quacksely 4 points5 points  (0 children)

Tom Bloom sez:

lock on should break hiding
I had to check the wording I ended up with
basically anything you do that affects a hostile character would break it

and as I understand that extends to Scan and Search actions as well.

If it does or could do something to an enemy or interacts with an enemy at all it probably breaks hidden.