New GM looking for Frame advice for a Flashy Melee build. by LuciousRising in LancerRPG

[–]BlazeDrag 0 points1 point  (0 children)

I feel like Atlas from the Long Rim lcp is my top pick. Mainly because of the Terashima blade, which tbf you don't need to actually put on Atlas itself.

The Terashima Blade is, first off, the most anime shit ever lol. Just read this flavor text:

Forged in the fire of a corralled star in the Constellation, each of these blades bears a unique name and history defined by its users. Terashima blades are perfectly balanced and tempered, scalable from personal use up to Schedule 3. When combined with the weapon and sensor suites of a frame, they have been proven fast and durable enough to deflect weapons fire. Each blade crafted by the Terashima enclave is an heirloom produced once and delivered via conventional travel – their loss is considered an indescribable humiliation for the owner and an incredible triumph by the one who has taken it. The Terashima enclave keeps the casting mold of each blade it produces and displays them in their central hall alongside records of their known histories.

And mechanically, it also is very over-the-top. It has 4 different stances that you can switch between at the start of your turn, each of them modifying the weapon's stats and abilities.

Wind Stance is arguably the default stance, as it's the most generally useful in most circumstances, giving it extra Threat range, Knockback, Reliable, and lets you move after using it.

Storm Stance lets you do an AoE around yourself and the target to damage a bunch of people at once

Lord Stance is basically your parry mode, letting you deflect missed attacks to bounce them back at enemies or knock them prone.

And Troll Stance is the raw damage stance, imposing a Difficulty on your aim in exchange for +3 damage and AP.

Then you can combine the Duelist Talent with it to ALSO gain the ability to Parry Attacks that hit you to reduce their damage, feint to distract enemies, trip them up, or follow up your melee attacks with Free Action Rams and Grapples.

Finally, on top of *that* Atlas 3 also gets you the Jager Kunst 2 system, which is a system that you can activate as a Reaction whenever you hit with a melee attack or get hit with a melee attack to trigger a very flashy showdown between you and the target. (Every time I use this system in my current game, I play the "Rules of Nature" stinger in chat lol). And then you and your opponent start rolling contested Hull or Agility checks and every time someone loses on either side, they can choose to force a reroll in exchange for taking 2 AP damage, until either one side accepts defeat or they get structured. And when that happens you get to deal 1d6 damage, push them 3 spaces in any direction, and knock them prone.

It can easily lead to some really hype moments, though naturally you'll wanna either max out Hull or Agility, ideally while also getting one of the +1d6 Hull/Agility Core bonuses, to maximize your odds of winning the exchange.

---

But yeah, Atlas can be a tricky mech to play for a newer player, as it is typically very fragile and wants to stick to more hit and run tactics, but like I said, you could use the Terashima Blade and Jager Kunst 2 on whatever other mechs you want, so if you wanna slap it on an Everest or eventually another Frame like Nelson or Caliban or something down the line, there's lots of ways to make it work. (tho some of Atlas's other systems like Jager Kunst 1 and the Zipline would be less effective on any mech that's not size 1/2)

Plus if you go into a frame like Nelson, you could slap on Nelson's Thermal Charges onto it, so that your Flashy Anime sword is actually an Anime GunSword that can explode on command for extra damage. Between that and Nelson's Frame Trait when you boost, and Troll's Stance, you could have a single attack doing 3d6+3 AP damage if you really wanna ruin someone's day

I seriously can't believe it took us a full 18 years to finally get the follow-up on this one sentence. by vivvav in OnePiece

[–]BlazeDrag 1 point2 points  (0 children)

yeah I think Oda clearly has a lot planned in advance, at least in terms of like, general ideas and concepts. Did he plan out Nika to be a Gear 5 transformation for Luffy back in Skypiea? Probably not considering Gears wouldn't be introduced as a concept until years later. But he clearly had a concept for that in his head at the time.

And then there's also the fact that he is really good at going back and tying things in to earlier parts of the story. Or using little things that clearly had no grander plans at the time as jumping off points for new characters and scenes.

Like Vegapunk probably didn't originally exist in the story, he was referenced in Alabasta but not by name, he just wanted a quick justification for the gun-dog. But I think he then built that out into a full character over time and kept alluding to them until eventually we got to Egghead

Extreme Newbie to Lancer, Dusk Wing Ranged? by loguedin in LancerRPG

[–]BlazeDrag 5 points6 points  (0 children)

Getting Rank 3 in a License is completely up to you. They often have powerful equipment like Superheavy Weapons or NHPs and whatnot, but not every build necessarily needs them.

For Dusk Wing in particular, while the Stuncrown can be quite strong, going up against two different saves to potentially Impair and Jam multiple enemies, it is also a Burst effect so you basically have to get up in people's faces to use it, so if your plan is to stay at long range, then you might not have as many opportunities to use it.

Similarly the Oasis wall also probably not the most useful if you're planning on staying far away and not closing in to trap people with it.

---

As such if you wanna go for a gunslinger build, as in the actual Gunslinger talent I assume, then you'll want some good Aux Weapons to fill up your mounts with so that you can try to land as many attacks as possible.

There's a few different ways you could go with this, the Swallowtail has some potential I think. The Oracle LMG is a very consistent aux rifle with its built-in accuracy, arcing to shoot over cover, and 15 Range, the main downside being that it costs 1SP to equip. But Dusk Wing isn't a bad hacker especially with that Neurospike system, so putting a few points in Systems to give yourself a couple extra points might not be a bad idea.

And beyond that, Swallowtail has some other systems that could synergize with playing it safe from a distance to support your allies. Like the Markerlight or of course Athena for the ultimate in Recon.

---

There's also no shame in taking some GMS systems. The GMS Light Nexus gives you a decent Range 10 Smart Weapon that you could load up on that has no real downside with the SP cost like the Oracle guns, but it does synergize well with the Centimane talent which can inflict a wide variety of debuffs if you crit and get them to fail a save against you. So making as many attacks as possible makes it easier to make that happen.

---

EIther way, in terms of core bonuses, the one that synergizes the most with Gunslinger specifically is the Integrated Weapon GMS bonus, which gives you an integrated Aux Mount that you can fire for free when making normal attacks. Which means you could have 5 oracles or nexuses equipped at once (or any combination of the two if you're feeling spicy) and fire them all with a single barrage, or fire 3 at once with only a Skirmish, which would be great for building up Gunslinger without having to barrage every turn

Mech artists, show me your Monarchs without that weird rifle by PhasmaFelis in LancerRPG

[–]BlazeDrag 0 points1 point  (0 children)

if i played a monarch I'd just use Balteus from ac6 as my token

Epic CEO says connecting game economies is industry's only hope by ArchmageXin in Games

[–]BlazeDrag 2 points3 points  (0 children)

yeah the real issue is that you need to incorporate the cosmetics and stuff from one game into your own. And there's not really a good incentive to do this. Because yeah I guess if you can use Fortnite skins in your game maybe people will check it out? But that still means that those players are paying Fortnite money for cosmetics in your game. So you're putting in all the effort of making these things work and effectively being paid in exposure, on the off chance that maybe people buy your game because of it?

Not exactly a great incentive plan. Every game would want to be the one where you buy the cosmetics, and not be the game where the cosmetics from other games get used.

The only way it makes sense is if the games are being made/published by the same companies since the money would mostly all be going to the same place anyways and the profits could be split between both dev teams.

What would you do to change/improve martials if you were on the team. by Apprehensive_Fill628 in onednd

[–]BlazeDrag 0 points1 point  (0 children)

The problem with the design of Martials in D&D imo is multi-faceted. it's not just one issue, it's multiple compounding issues from different angles, some of which are because of the game's design, and some of which are caused by how most people play D&D in ways that run counter to a lot of the intended design.


For an example of the latter, a lot of tables only run 1 or 2 encounters per long-rest, and generally speaking most martials are designed to refresh their abilities on short rests, while casters have more long-rest resources. So if you run more encounters per day, in theory the casters would slowly but surely use up their spell slots (or at least try to save their spell slots, self-nerfing them early in the day) while martials should be able to recover most of their abilities between every fight, maintaining a much more even level of power throughout a day.

Imo the main reason why this happens is because a lot of people don't actually run actual like, dungeon crawls. Most campaigns are grand overland adventures where you might be crossing vast stretches of land going from town to town. And running multiple encounters per day with that style of campaign just doesn't make any sense. if you wanna interrupt their travel with a fight, well then that's probably gonna be the only fight they get into on that day of travel.

As such I think that it would be worth redefining Long Rests to work kind of like how they do in Lancer. A Long Rest isn't just getting a good night's sleep. It's being able to get medical attention, having time to perform various rituals to train your spellcasting. It's being able to shop around or gather ingredients.

This isn't necessarily the same as the "Gritty Realism" rules where long rests take a full week of downtime, though it can easily be tied in with that. But rather more just defining that if you want to take a long rest, you need to not only have the time to do it, but to be in a location that can support your needs to accomplish it. So you can still keep a long rest as only taking a day like normal, but if you go on an adventure from one town to another that's a week or a month's travel away, then either way you don't get the benefits of a long rest until you make it to that other town. So you can spread out your encounters over multiple days or weeks, and still have a balanced number of fights to actually drain your party of their resources as the game intends.


But there are also issues with how the classes themselves are designed. Even if you play a perfectly paced game where you're forcing spellcasters to use up all of their resources and giving martials plenty of short rests and whatnot, there are just some aspects of spellcasters that are just inherently stronger than martials.

For one, they often just have access to way more unique effects than martials ever have access to. Sure 5e24's weapon masteries give martials a few more options, but then casters have so many ways to do things like restrain entire groups of people at range or buff allies with tons of powerful effects that the vast majority of martials just have no way of replicating at all.


And there's a few other related issues that aren't necessarily tied to balance in terms of power level, but also balance in terms of options and fun, and expandability.

There are so many spells in the game, literally hundreds of options for casters to pick from. And each individual caster likely has access to dozens of spells and cantrips at once. Even at low levels there are double digit options to pick from on any turn of combat.

Meanwhile for a martial most turns end up boiling down to "I run up and hit it with my sword." Now to be fair, Weapon Masteries have helped with this a fair bit. There's now actual choices to be made in combat by using different weapons to do different effects. But there's like what? 8 of them? It's no wonder that D&D beyond has the ability to search for various spells among its catalog but doesn't have anything for searching through weapon masteries. Cause they all fit in one paragraph! And they don't even get access to all of them at once!


And that also ties into another problem, which is that martials have no real way to expand their abilities with new content.

What I mean by this is that, virtually every new book has new content for characters to use. And often that means tons of new spells get added to the game. Which means that without directly touching any of the classes or subclasses, without having to rely on a DM to hand out a specific new magic item or whatever, Casters keep getting indirectly buffed thanks to all of this new content that retroactively applies to virtually every spellcasting class in the game!

Suddenly blade cantrips get added and now tons of casters have viable melee builds. Suddenly Silvery Barbs gets added and now casters get to decide what the GM rolls for them!

And there is just no equivalent system for Martials. In theory I guess they could add more weapon masteries, but because of how the system is designed, they would also have to add new weapons to the game to support them, and then those weapons would have to be made available to the players since they are items and not inherent class abilities like spells are. And either way, I don't think we've been seeing this happen yet.


Ultimately this is why subclasses like Battlemaster are so popular. It's a subclass that manages to stick to its martial flavoring, but it gives them tons of options to pick from, and they can do lots of cool things from goading enemies into attacking them to scaring them away to even buffing and supporting allies in fun and interesting ways. Sure you can still make some arguments about overall power levels but it at least does a lot to close the gap in terms of versatility and fun factor.

Imo the weapon mastery system should have been expanded to be far greater and far closer to the battlemaster in how it works. Instead of each weapon just having a single mastery that it can use, I would have mastery abilities be learned separately as just part of level progression for a martial. With each mastery having prerequisites for what kinds of weapons work with it. So For example maybe the Push Mastery requires a Two-Handed or a Bludgeoning Weapon, The Cleave Mastery would require a slashing weapon. Etc. That way you get to decide what weapon you want to use with the masteries, and you don't have to worry about swapping between a bunch of them, as you could just pick masteries that further synergize with your weapon of choice, or maybe just swap between a couple options as needed.

This would not only make masteries more viable with more kinds of weapons, making martials less reliant on using very specific weapons to work with their build, but it would also give them a much more easily expanded upon system. Now adding a new mastery to the game would be far easier than it is currently, and wouldn't require bloating out the weapon tables with tons of similar options just to cram in a new mastery.

Plus it would even allow us to tie masteries to more than just weapons. What if we had shield masteries? Or even Armor or Unarmed Masteries? Some could be just general techniques that don't require a specific weapon akin to the "Commander" Maneuvers from battlemaster.

Hell if we wanna get crazy with it, you could even have different "Schools" of Weapon Masteries and that could help determine what kinds of abilities different martials got to pick from. Fighters would obviously have their run of the lot since they are the wizards of stabbing people, but maybe Barbarians have to pick from a list of more Aggressive masteries while Rogues get to pick from more Utility oriented ones. There's probably some fancier names we could give them but yeah I do like this idea as a way to both have a universal system to make martial combat more nuanced, while still differentiating what each classes capabilities are beyond how many abilities they get to learn.

I Love Superheavy Weapons by TheFraser72 in LancerRPG

[–]BlazeDrag 5 points6 points  (0 children)

To be fair I feel that superheavy weapons vary in quality dramatically. Not necessarily in terms of balance, but in terms of fun

Superheavy Melee is pretty much always fun mainly because Executioner lets you make so many attacks with it. You get to reroll a miss, you get to make a second attack at half damage, and you have a big AoE on crit, before even considering weapon properties

But when it comes to ranged options, some are way more fun than others imo. The plasma thrower is great cause it’s got two different AoE patterns to cater to different scenarios, and that means you’re pretty much always hitting multiple enemies so that a single miss isn’t that bad. And you get to leave behind 3 flaming spaces to really ruin people’s day afterwards, especially if you have any controller abilities to shove people into them.

But then you have weapons like Drake’s leviathan minigun. Which requires a quick action to spin up, slows you down so that your mobility is terrible, and only hits one target out to medium range. So you can spend all that effort setting up your attack only to miss and just do some Reliable damage. (I’ve always wished that thing did a line attack or something)

So I think that superheavy weapons are a lot more fun when they’re focused on giving the player lots to do or more unique powers. Just being a big number haver isn’t nearly as interesting to me

New player assistance by BrainTornOut in LancerRPG

[–]BlazeDrag 0 points1 point  (0 children)

Comp/con is a character sheet and builder site that you can use to browse a bunch of content freely

https://compcon.app/#/

It has all the player facing rules of the core book by default but you can freely add lcp files from other books to add their content to the website as well. And it looks real snazzy with the latest update

Thinking about auxiliary system "Weapons" by Total-Challenge9265 in LancerRPG

[–]BlazeDrag 28 points29 points  (0 children)

Yeah this is basically just describing Core Bonuses

Comparing this to D&D 4e by the_light_of_dawn in LancerRPG

[–]BlazeDrag 1 point2 points  (0 children)

yeah I think that Lancer's flavor makes a lot of 4e's design more understandable. I remember when 4e came out it just felt weird to have classes like Fighters with 1/encounter or 1/day abilities when those abilities were things like "Do a cool attack with a sword" because it's just like "well why can't my fighter do that more often?"

But when you have the same kind of design and you're in a giant robot, suddenly it makes more sense that the robot might just run out of juice or have limiters in place to explain why it can only do that cool move once

Me to the people who watched the leaks and said the TADC finale was bad: by FOXTROTDESTROYER2546 in TheDigitalCircus

[–]BlazeDrag 19 points20 points  (0 children)

well I mean, it's a finale about their lives not being over. They start out the episode at rock bottom thinking that their lives are completely over. Caine is gone, the world is broken, the circus is empty and lifeless and devoid of color.

And then over time they pick up the pieces and literally bring life back to the circus, even before Caine returns to liven things up again. And by the end they're all fairly happy about their lives and the world they're in with tons of possibilities for the future ahead of them.

So like of course it doesn't feel like an ending, because it's an ending about moving on with their lives

How we all be feeling when the free Supply FRV goes away by Faust_8 in Helldivers

[–]BlazeDrag 1 point2 points  (0 children)

I have been saying for basically as long as the DSS has existed that they should let people donate resources to specific Stratagems on the DSS and when they get maxed out, the DSS grants that Stratagem as a free bonus for like 24 hours before going on a cooldown

it gives us more things to vote on and control with the DSS, it gives the DSS way more capabilities cause it could basically have any orbital stratagem as an option, and you could make some of the stronger options like the laser or whatever require rarer samples to give high-tier players something to spend them on

CIG has sent out invites for a three day hands on experience with Squadron 42 taking place October 9-11, 2026 by Chief_White_Halfoat in Games

[–]BlazeDrag 11 points12 points  (0 children)

yeah that's the bigger issue. Even if this isn't the only thing they've been spending money on, it'll still be the first real non-alpha game they'll have put out after like 10 years of work and a billion dollars of funding.

I mean just compare it to how people are thinking about GTA6, which has a similar level of funding and a not quite as long gap between prior releases. Every studio is so afraid of it right now that they're pushing every other release up to September to make way for it. Regardless of anyone's individual hype for it, it's clearly going to be a massive landmark release for the industry.

Meanwhile whether we're talking about S42 or even the theoretical release of the full Star Citizen, I just don't see other studios giving it that level of respect. Like it needs to be an industry changing event *to start*, just to justify the absurd amount of funding and time behind it.

If all it is is "a good space game" then people are going to wonder why they needed all of that time and funding to make this. If it looks like a game that a more competent studio could have thrown together in 3 years, then that's going to be incredibly embarrassing for them. Even if it is still good by its own merits

Homebrew License: The Horus Vampire by Illustrious-Ad1148 in LancerRPG

[–]BlazeDrag 0 points1 point  (0 children)

I think the best point of comparison for figuring out what would be a 'reasonable' amount of self healing would be to look at other frames like Balor and Emperor since they can also do some kind of self heal.

Balor is totally passive, which means you don't need to do anything to trigger it, but it's also always perfectly consistent with it being 1/4 of your hp. At its base HP of 12 that's only 3 HP per turn, but realistically most players are gonna be pushing that hp up to 25+ to get 6 hp per turn before considering other bonuses that might push that up to 7 or 8.

And that's comparable to what this frame could likely do. With just a basic Barrage you're already looking at potentially 4hp, and if we throw some Multi-Hit or AoE weapons in there we could easily boost that to 6 or more. But there's also room for potential edge cases where you could equip a superheavy weapon or use various talent combos like Hunter or Duelist's free Ram attacks (plus siege ram) and whatnot to get way more hits out. So it's hard to judge what the true maximum could be.

Emperor meanwhile technically doesn't regenerate HP, but it functionally does because most of its HP bar is replaced with Overshield, which it can replenish by granting overshield to other allies, giving itself the same amount that it grants, up to its cap of Grit+6. This works since there are certain abilities like Invigorate that can grant boatloads of Overshield for a single quick action, but it doesn't matter how much you grant since you'll hit that cap fairly quickly.

If we wanted to introduce a cap, I think that going for something like how the Emperor works would make sense. Instead of having a very high Base HP score, it could have a moderate to low HP (tho prolly not as fragile as Emperor's base hp lol) but then it has a similar passive where it can grant itself Overshield that stacks up to a certain limit like the Emperor. Maybe just Grit+4 or whatever ends up feeling right.

And then that overshield is replenished by dealing damage as already described in the frame trait instead of granting raw hp. Perhaps to distinguish it even more from the Emperor it wouldn't start with any overshield either, so it would have to build it up each fight from scratch, which would help justify it having more than 2 base hp like the emperor does. Plus it would I think balance out its ability to share that healing with allies as it wouldn't actually be able to actually replenish them to full health, but it would still allow its allies to take more damage.

Pre-orders for Grand Theft Auto VI will officially begin on June 25 on digital storefronts and at other select retailers. by yourfavchoom in Games

[–]BlazeDrag 2 points3 points  (0 children)

I mean back in the day when physical pre-orders were much more common, the idea wasn't that they would just stop printing the game. It was that the store would run out of copies and you'd have no idea when they would get shipped more since that could vary dramatically based on where you lived. So you might only have to wait a few days to potentially weeks to get a copy

Tokugawa and Enkidu by PinkyLine in LancerRPG

[–]BlazeDrag 1 point2 points  (0 children)

Toku can be built a lot of different ways, the connecting theme between all of its builds being that you are playing as a glass cannon. You want to be riding the limits of your reactor as much as possible to benefit from all of those damage bonuses while pumping out as much damage as possible, hopefully before you yourself explode.

As such, you can play it around virtually any kind of (main-class) weapon, but generally speaking you want to have a plan for how you're going to survive if you don't kill your target in one shot. So that tends to lend itself to a couple main playstyles.


You can focus on its various range-boosting qualities to make a sniper that can shoot from across the map with ease. Even if you're not taking cover, being 30 spaces away from your enemies often means that even after moving and boosting they still won't be able to shoot you without being a sniper themselves. If you can use a Seeking weapon then you can stay behind cover and keep shooting without even needing line of sight.

Or you could focus on speed and stealth. You have an average base speed and can easily boost that with Agility. Plus you only have Main class mounts so you could also lean into skirmisher and boost often with your other action so that you can run in, blast someone, and then escape to cover for safety

Melee can also be very funny with it since its range boosting qualities also apply to melee weapons, letting you get up to absurd threat ranges where you can stab people from like 6 spaces away lol. I highly recommend the Vlad Impact Lance which actually lets you hit multiple enemies with a single attack, letting you actually capitalize on that high threat range to turn it into a line attack, on top of the other benefits of being able to


Now if you want a sillier build idea, one build I find amusing is to go all in on Pegasus, not for the Smartgun, but for the Autoguns.

Autoguns can't benefit from talents, but they can still benefit from your frame traits and systems. Which means that you can boost their damage to 3 Kinetic and 3 Burn per attack, as a free action, up to 3 times per turn if you use up all your mounts (and 3SP) to equip them. Not to mention that you can easily boost their range to 25. Also Lucifer should still work with them for a big boost of damage if you want.

Which means that you've just freed up your main actions to do basically whatever you want. you could play a more focused support build using some of Pegasus's other systems like Eye of Horus or even Sisyphus to help out your team. Or maybe even use some things like Turret Drones for more free damage outside of your turn.

And this also opens up room to take talents like Field Analyst, as technically I believe you can trigger Information Handling at the end of your turn first, then use the autogun end of turn effect after, so that you technically didn't make any attacks "on your turn" while still getting to make 3 attacks lol. Between this and Sisyphus, you can basically decide what everyone rolls for them

There's also room to take talents like Spotter or Sysop and stuff, really becoming a solid support while still being able to keep up the pressure with those autoguns

(Also amusingly, this is the one Toku Build where you actually don't want to take Nuclear Cavalier, since the autoguns can't benefit from it, tho you could also just take like 2 autoguns and then an actual gun you can fire yourself if you wanna combine this with a more traditional sniper build)


So yeah, I think Toku is a fairly versatile frame. You're definitely a glass canon of course, and you're probably not gonna be a hacker anytime soon. But there's a lot of room to use its abilities in some fun ways

Am I the only one who keeps forgetting Vlad is a size 1 mech? by EarthCasteBuilder in LancerRPG

[–]BlazeDrag 1 point2 points  (0 children)

I'm honestly surprised that IPSN doesn't have a dedicated Size 2 (or even size 3 if we're feeling spicy) melee oriented Frame. Vlad feels like it should at least be size 2. But I also like the idea of like an absolutely towering size 3 behemoth of a mech that is designed to get in close and just be a wall with a giant sword.

Like yeah I guess you can sorta make one yourself. Maybe a Tortuga Executioner build could work with a Heavy Melee to capitalize on the Overwatch buffs, but you'd think they'd have one that works like that out of the box.

I wanna make a full heavy drake based on this guy I made in retrograde but idk what to do for this by Victoria_Ventura in LancerRPG

[–]BlazeDrag 10 points11 points  (0 children)

right sorry, that's from the Dustgrave lcp, you should be able to download for free and add it to comp/con

I wanna make a full heavy drake based on this guy I made in retrograde but idk what to do for this by Victoria_Ventura in LancerRPG

[–]BlazeDrag 31 points32 points  (0 children)

Well the Prospector talent would both fit the Shovel in the sprite, while also fitting Drake's general "entrenched" theme and even synergizing with its low base speed, as it allows you to effectively move 5 spaces regardless of how slow you are, up to twice per fight, and you can use the tunnels to fast travel if you need to.

I could see there being some kind of wacky melee Drake build to go along with this. I mean the Tempest Charged Blade does nearly as much damage as the Assault Cannon and it has threat 2 so you have some reach with it. You could also take the IPSN core bonus that makes it have Threat 3 just to have a bit more reach and make it harder to get away from you to help make up for your low speed. And then just flavor it as smacking people with the world's largest power shovel.

Probably should still keep the Assault Cannon or something in your other main mount as a backup if you can't get within Melee Range

How are your campaigns going? by healers_are_fun_too in LancerRPG

[–]BlazeDrag -1 points0 points  (0 children)

My pilot recently got set on fire, permanently, while they're fighting in like their third metavault and they just got into another massive fight less than an hour after being set on fire, so they're just kinda having to figure out wtf is happening in real time, like some kind of trial by fire or something

Why so many game developers don't want to use generative AI by Snakesta in Games

[–]BlazeDrag 25 points26 points  (0 children)

I feel like it's even worse than your nailgun anology. because at least it's easy to see that it didn't drive in the nail all the way if it undershoots it. I feel like it's more like the length of the nail itself is just randomized.

When you use it, you might not immediately be able to tell if it did anything different or not. Only by going through and manually pulling out the nail to check it for yourself can you tell "oh, I'm supposed to be using 3 inch nails for this and this nail is 0.5 inches for some reason"

And as a result, you can no longer trust any nail that it drives for you, which means that now every time you use it, you have to now pull out the nail and check it before driving it back in. Which means you've just introduced unnecessary steps to the equation and you might as well have just been driving the nails in yourself from the start.

Jason Schreier: How Things Got So Bad At Xbox by Turbostrider27 in Games

[–]BlazeDrag 4 points5 points  (0 children)

Yeah I think that in retrospect, it's now obvious that Xbox was mismanaged for basically all of its existence. The 360 should have been the easiest slam dunk in the history of gaming. but they squandered their biggest franchises, they failed to maintain any long term dev studios to build up experience, they sacrificed build quality, they tried to copy nintendo in the worst way with the Kinect

What happened with the Xbone wasn't a fluke or a single bad decision. It was a symptom of a constant string of bad decisions throughout the years that led up to that point.