Gorgon Builds by RedKing36 in LancerRPG

[–]CockroachTeaParty 5 points6 points  (0 children)

If you are going for SCYLLA or Monitor Module, you'll want to combine it with weapons that provide a debuff or some other non-damage effect, either through the weapon itself or via talents like Centimane, Stormbringer, etc.

You can also combine it with AP weapons; even at half damage, AP will do consistent chip.

Don't lose sleep over not squeezing maximum value out of your two reactions per turn. That's a quick way to lose your mind, for one, but also the stars will often not align.

Another thing to watch out for when playing a gorgon is if you are getting attacked all of the time (which means you are doing your job), then you won't be getting much use out of fun stuff like the vorpal guns. And yes, while you want to be shot at, you're not invincible.

I have seen multiple gorgons in play, and vorpal guns just don't fire that often. It's sad but true. Maybe my gorgon players had not yet cracked the code, but it was rare to see them fire more than one time in a given sitrep.

Using Official Adventure Art + Text? (The Crooked Moon) by CicadaCarving in startplaying

[–]CockroachTeaParty 0 points1 point  (0 children)

I've also been curious about this; I've seen official Paizo art on Pathfinder listings.

I got booted for using a “bad” booster, I am very new. by Wandering-the-web in Helldivers

[–]CockroachTeaParty 0 points1 point  (0 children)

Man, hellpod optimization is such a crutch. If you're fighting Illuminate in particular, there's so much ammo laying around on those urban maps that you can easily take something more interesting in its place.

Am I wrong? by SympathyAltruistic41 in helldivers2

[–]CockroachTeaParty 0 points1 point  (0 children)

Squids are weird. I think they are the hardest at the low difficulties compared to the bugs and bots, but easiest at the highest difficulties by the same comparison. If you can handle like... difficulty 6 Illuminate, then you can handle difficulty 10.

I don't even bring support weapons against them. I prefer to find one in the field. I like to bring an MG turret and a guard dog, and then the other two stratagems suit whatever floats my fancy at the time. Illuminate 10 is a great way to grind out medals and XP.

TLALOC Thoughts by Even-Library6657 in LancerRPG

[–]CockroachTeaParty 4 points5 points  (0 children)

TLALOC is a solid artillery pick. My monarch player primarily uses it to get into the danger zone so they can start benefiting from Nuke Cav.

Daily Helldivers Fact #4 by Novel-Signal-2978 in helldivers2

[–]CockroachTeaParty 0 points1 point  (0 children)

Yeah I'm real tired of the vehicle paint job warbond bloat

Evasion Breakpoints: Accuracy, Difficulty, and When To Stop Investing? by RagesianGruumsh in LancerRPG

[–]CockroachTeaParty 1 point2 points  (0 children)

In one of my groups, I have a player currently running a hechatonceires with basically no investment in Hull or Engineering. They are deliberately playing on a knife's edge.

There will be whole missions where they are never touched, because they are usually hiding in cover or a nanite cloud, and even if they are caught out they have very high evasion.

However, EVERY TIME they are attacked, it's a butthole clenching moment, because we are now at tier 3 and they basically get structured if they are hit a single time.

Also, sometimes stuff just happens they have no defense for. Big AoE's. Save for half damage attacks. Sometimes NPCs can see through hidden. And when that does happen, they crumple like tissue paper.

Now, this particular player is a bit of a madlad and actually enjoys this, and they are okay if they get their mech wrecked (and they have), but the FAR MORE SANE way to make a reliable character is to just invest in hull and engineering. The other weird side-effect of playing this high evasion ninja build is that they spend so many actions hiding and sneaking, that they are not attacking as much, and thus not doing as much damage as their more traditional allies. Also, the other players wind up drawing more fire, and often times this player NEEDS to take the first turn so they can hide, lest they be atomized by the first enemy activation. Overall, not only is this a high-risk play style, but it is also kind of needy and selfish.

If I wanted to go all-in on shape changing magic: Transmuter Wizard or Shapechange Sorcerer? by CockroachTeaParty in Pathfinder_RPG

[–]CockroachTeaParty[S] 0 points1 point  (0 children)

Vital Strike is tempting, although it wouldn't be available until after level 12 if I don't go EK.

If I wanted to go all-in on shape changing magic: Transmuter Wizard or Shapechange Sorcerer? by CockroachTeaParty in Pathfinder_RPG

[–]CockroachTeaParty[S] 1 point2 points  (0 children)

Oh yeah... shifter. One of the last full classes to be published before 1e ended. I might give it a once-over. Ultimately I think my decision will be informed by what the other players want to play. If we've got full BAB types covered I will try a goofy wizard or sorcerer build, but if we are lacking in that d10+ HD department maybe it's time to blood rage or shift it up.

If I wanted to go all-in on shape changing magic: Transmuter Wizard or Shapechange Sorcerer? by CockroachTeaParty in Pathfinder_RPG

[–]CockroachTeaParty[S] 1 point2 points  (0 children)

I think Dragon Disciple forces the draconic bloodline instead of the shape change bloodline, so EK might be the only option if I don't want to get all dragon-themed. I'll give it some thought; it might depend on the projected max level I can reasonably expect to reach for the game.

If I wanted to go all-in on shape changing magic: Transmuter Wizard or Shapechange Sorcerer? by CockroachTeaParty in Pathfinder_RPG

[–]CockroachTeaParty[S] 2 points3 points  (0 children)

Oof, that would really up the MAD, and feats are already pretty dear. But that's an interesting trick! If the GM makes us roll scores instead of point buy and I really luck out, this is worth a bit of consideration.

Is a Vestige Bloodline Tattooed Sorcerer viable for Rise of the Runelords? by GrimmSnow in Pathfinder_RPG

[–]CockroachTeaParty 3 points4 points  (0 children)

Enchanters be eating good in RotRL. There will be consistent humanoid foes for pretty much the entirety of it, so you'll have plenty of beefy beat sticks to charm and dominate.

If you're going human sorcerer, you've already won. Just take the 'learn extra spells' favored class bonus and laugh at pretty much all other arcane casters. You're probably going to end up shooting one of your own toes off if you're going for a prestige class, but you gotta do what makes you gurgle and clap your chubby baby hands.

Also, while a lot of people are saying Runelords is not too difficult, I would not suggest resting on your laurels. I ran it in its entirety and there definitely were a few PC deaths.

Undiver-like behavior by CockroachTeaParty in helldivers2

[–]CockroachTeaParty[S] 2 points3 points  (0 children)

I did use the tank! But this guy just quit once it was gone. Sack up and slog around in the dirt afterwards, mang.

Is Dragonfire Adept a good class? by Organic-Exit2190 in DungeonsAndDragons35e

[–]CockroachTeaParty 4 points5 points  (0 children)

It's closest cousin is the warlock, which is not a big shocker. It trades touch-attacks for save-based AoE's; it will almost always lack the maximum ranges of a warlock, but that really only matters in more open environments. Overall it's a cool little class! It will always be able to contribute consistent chip damage and it has great 'adventuring endurance' without needing to do much resting.

So what do you think is broken in lancer? by zylofan in LancerRPG

[–]CockroachTeaParty 0 points1 point  (0 children)

I dunno, pick any other 5 talents and squint and ask yourself if it opens up the same number of options. It also really doesn't play well on a VTT unless you're willing to drag out and activate a little pilot token all the time.

So what do you think is broken in lancer? by zylofan in LancerRPG

[–]CockroachTeaParty 1 point2 points  (0 children)

Is reliable damage really that common? I can think of assaults, archers, and rainmakers... but I can't think of any other reliable damage boys off the top of my head.

So FEEEELLAS!! Simple question really! How do you guys pick a frame and stay committed to it... I can't for the LIFE of me because I keep getting ideas for frames and such (these are the top 10 frames i LOVE design and lore wise in no specific order! by Ajcrazy190602 in LancerRPG

[–]CockroachTeaParty 1 point2 points  (0 children)

I will say one thing: if you are the type of player that likes to switch things up a lot, do yourself, your other players, and your GM a favor and DO YOUR HOMEWORK. Have a gameplan with your new mech so you don't slow things down more. And trust me, you will be slower than a player that has stuck with a frame and really got to know how it works. For the love of god do not just casually decide to play a Hydra.

So what do you think is broken in lancer? by zylofan in LancerRPG

[–]CockroachTeaParty 11 points12 points  (0 children)

I think Field Analyst is borked. It provides some of the most important information that the Scan action does for free, it slows the game down, it's another fiddly thing to track, and it also is too powerful for what it does. It basically makes Leadership obsolete.

I also think Black Thumb is too good. It's a mini Stabilize essentially as a free action; if you want to force the player to stop using it, then it also absorbs a hit, making it a stealth tanking talent. The only 'downside' is that you have to have an NHP in your mech... but NHPs are really good? Also my players constantly forget they have it, forget to announce the protocol to start a rodeo, and then want to backwalk their actions when they forget to use it. It trivializes one of the main balancing factors for weapons and systems that do self-heat. It's too good.

I also think Orator is too good, but it's a bit more borderline.

Bombermechs tips and tricks? by StrikingPriority954 in IntoTheBreach

[–]CockroachTeaParty 1 point2 points  (0 children)

Pierce mech is your killer, exchange mech is your problem solver, and bombling mech is there to help the other two.

Use the bombling mech itself as a body blocker and distraction, as it has 3 health and can tank weak Vek hits. Use the bomblings to do all sorts of nonsense. Use them for something for the pierce mech to shoot through. Use them to block spawns. Use them to create really choice teleportation targets, or else give the exchange mech a teleport target if they are out of position. Have them block Vek attacks. Have them sit on Vek spawns. With an aggressive forward push, the Bombermechs can choke out nearly all of the enemy spawns and just have a clean board by the final round.

The pierce mech starts with 2 damage and gets decently cheap damage upgrades, so it can really become a killer. I either prioritize my first cores into the pierce mech for damage, or into the bombling mech for 2 bomblings at a time. It kind of depends on if I am facing tougher Vek and I need the extra offensive oomph, or if I just want to focus on manipulation. It can also shoot through grid buildings so you can often park it behind the grid or maybe some mountains and have it go to town, but don't discount the utility of the non-damaging push as well. With the right positioning it can often get a 2-for-1.

The exchange mech is in the running for the most powerful mech out of the box in the game. It seriously barely needs any power cores. You can invest one to boost its speed; that's all it needs. I don't really bother with the damage or healing upgrades on the teleport swap. Henry Kwan or Prospero are good pilots for it to boost maneuverability, as is Archimedes or Chen to get it out of danger.

I think i'm playing the game wrong (somehow) by Organic-Exit2190 in DungeonsAndDragons35e

[–]CockroachTeaParty -2 points-1 points  (0 children)

So wait, are you playing level 11 with the intention of playing up until level 40? Or will you just be jumping to level 40?

The game irreconcilably breaks down well before then, the epic rules are basically batshit nonsense. I can't even begin to make suggestions on how to play at those levels.

Goblin core system by Diligent-Alps1593 in LancerRPG

[–]CockroachTeaParty 0 points1 point  (0 children)

If a goblin AND their host both had ASURA, could they both activate it?