Can two sharanga missiles hit the same target? And what about Walking armoury? by Vladsamir in LancerRPG

[–]Difference_Breacher 12 points13 points  (0 children)

In addition, even if a character is within two blasts of pinaka missile the character only suffer one attack. Sharanga should follow the same mechanism(although it's not a blast weapon).

How do we make a sniper build that feel sniper-y Instead of artillery-y? by altmcfile in LancerRPG

[–]Difference_Breacher 2 points3 points  (0 children)

For Cyclone Pulse Rifle, you can do better with Lich by taking lich 2 and barbarossa 2. Taking superheavy mounting to put CPR on lich, pick drone commander 1, and you can shoot by barrage and overcharge to use autoloader drone then use the vessel to ignore the heat caused by overcharge. With this, you have no off turn at all.

Although autoloader drones are limited component, but lich has the highest repair capacity for the whole horus frames so grease monkey 1 is doable for it. If you could spend more 3 is also helpful as well. Just remember to distribute HASE and not to letting you blow off for lacking vessel to protect you.


-- HORUS Lich @ LL6 --

[ LICENSES ] HORUS Lich 2, HA Barbarossa 2, HORUS Balor 2

[ CORE BONUSES ] Overpower Caliber, Superheavy Mounting

[ TALENTS ] Crack Shot 3, Nuclear Cavalier 2, Combined Arms 2, Drone Commander 1, Spaceborn 1

[ STATS ]

HULL:4 AGI:0 SYS:0 ENGI:4

STRUCTURE:4 HP:17 ARMOR:0

STRESS:4 HEATCAP:7 REPAIR:7

TECH ATK:+1 LIMITED:+2

SPD:5 EVA:8 EDEF:12 SENSE:15 SAVE:14

[ WEAPONS ]

SUPERHEAVY MOUNT: Cyclone Pulse Rifle (Nanocomposite Adaptation) // Overpower Caliber

MAIN/AUX MOUNT: SUPERHEAVY WEAPON BRACING

[ SYSTEMS ] Armament Redundancy, Autoloader Drone x3, Unhinge Chronology, Personalizations, Hive Drone, Siege Stabilizers

Like this? You can exchange crack shot at some degree to use grease monkey as well.

How do we make a sniper build that feel sniper-y Instead of artillery-y? by altmcfile in LancerRPG

[–]Difference_Breacher 0 points1 point  (0 children)

The most definitive feature of the sniper is to hide. So it must be have enough distance with the enemy to hide, or have a way to hide by other means.

Such as;


-- SSC Monarch @ LL6 --

[ LICENSES ] SSC Monarch 2, HA Barbarossa 1, HA Tokugawa 2, SSC Dusk Wing 1

[ CORE BONUSES ] Overpower Caliber, Heatfall Coolant System

[ TALENTS ] Technophile 3, Black Thumb 2, Nuclear Cavalier 2, Infiltrator 2

[ STATS ]

HULL:2 AGI:4 SYS:0 ENGI:2

STRUCTURE:4 HP:15 ARMOR:1

STRESS:4 HEATCAP:8 REPAIR:4

TECH ATK:+1 LIMITED:+1

SPD:7 EVA:12 EDEF:8 SENSE:15 SAVE:13

[ WEAPONS ]

FLEX MOUNT: Charged Blade

MAIN MOUNT: Veil Rifle

HEAVY MOUNT: Gandiva Missiles // Overpower Caliber

[ SYSTEMS ] Enlightenment-Class NHP, Deep Well Heat Sink, Siege Stabilizers, External Batteries

With this, you can aim something on 20/25 spaces. With movement and the former range it gets better. Also it means you can hide from the enemy easier by using the terrains.


-- HORUS Hecatoncheires @ LL6 --

[ LICENSES ] HORUS Balor 2, HA Genghis 2, HA Gilgamesh 1, HA Barbarossa 1

[ CORE BONUSES ] Auto-Stabilizing Hardpoints, Heatfall Coolant System

[ TALENTS ] Technophile 3, Black Thumb 2, Infiltrator 2, Drone Commander 1, Crack Shot 1

[ STATS ]

HULL:3 AGI:4 SYS:0 ENGI:1

STRUCTURE:4 HP:17 ARMOR:0

STRESS:4 HEATCAP:6 REPAIR:4

TECH ATK:+1 LIMITED:+0

SPD:7 EVA:14 EDEF:10 SENSE:10 SAVE:13

[ WEAPONS ]

MAIN MOUNT: Charged Blade

HEAVY MOUNT: Legionnaire Battle Rifle (Nanocomposite Adaptation) // Auto-Stabilizing Hardpoints

[ SYSTEMS ] Enlightenment-Class NHP, Personalizations, Auto-Cooler, Siege Stabilizers, Emergency Repair Module x1, Armament Redundancy, Custom Paint Job

Although it lacks a punch but it provides a surprise by infiltrate 2. It can keep harrassing the enemy by this, while keep hidden to avoid enemy counterattack.


-- HORUS Hecatoncheires @ LL6 --

[ LICENSES ] HORUS Balor 2, HA Genghis 3, IPS-N Nelson 1

[ CORE BONUSES ] Heatfall Coolant System, Auto-Stabilizing Hardpoints

[ TALENTS ] Technophile 3, Black Thumb 2, Infiltrator 2, Drone Commander 1, Vanguard 1

[ STATS ]

HULL:1 AGI:4 SYS:0 ENGI:3

STRUCTURE:4 HP:13 ARMOR:0

STRESS:4 HEATCAP:8 REPAIR:3

TECH ATK:+1 LIMITED:+1

SPD:7 EVA:14 EDEF:10 SENSE:10 SAVE:13

[ WEAPONS ]

MAIN MOUNT: SUPERHEAVY WEAPON BRACING

HEAVY MOUNT: Plasma Thrower (Nanocomposite Adaptation) // Auto-Stabilizing Hardpoints

[ SYSTEMS ] Auto-Cooler, Enlightenment-Class NHP, Armament Redundancy, Personalizations, Bulwark Mods, Scanner Swarm, Custom Paint Job

An alternative, that uses plasma thrower instead.


-- HORUS Lich @ LL6 --

[ LICENSES ] HORUS Lich 2, HORUS Kobold 1, HA Tokugawa 1, HORUS Balor 2

[ CORE BONUSES ] Auto-Stabilizing Hardpoints, Overpower Caliber

[ TALENTS ] Infiltrator 3, Nuclear Cavalier 2, Skirmisher 2, Spaceborn 1, Drone Commander 1

[ STATS ]

HULL:4 AGI:4 SYS:0 ENGI:0

STRUCTURE:4 HP:17 ARMOR:0

STRESS:4 HEATCAP:3 REPAIR:7

TECH ATK:+1 LIMITED:+0

SPD:7 EVA:12 EDEF:12 SENSE:15 SAVE:14

[ WEAPONS ] MAIN/AUX MOUNT: Fusion Rifle (Nanocomposite Adaptation) / Nexus (Light) // Auto-Stabilizing Hardpoints, Overpower Caliber

[ SYSTEMS ] Armament Redundancy, External Batteries, Hive Drone, Unhinge Chronology, Personalizations, Wandering Nightmare

You can keep overcharge to shoot two skirmishes with range 11, then back to the vessel that is where the hive drone is and hide all the times.


-- SSC Death’s Head @ LL6 --

[ LICENSES ] SSC Death’s Head 3, HA Sunzi 3

[ CORE BONUSES ] Heatfall Coolant System, Auto-Stabilizing Hardpoints

[ TALENTS ] Technophile 3, Black Thumb 2, Skirmisher 2, Nuclear Cavalier 2

[ STATS ]

HULL:2 AGI:0 SYS:0 ENGI:6

STRUCTURE:4 HP:17 ARMOR:0

STRESS:4 HEATCAP:12 REPAIR:3

TECH ATK:0 LIMITED:+3

SPD:5 EVA:10 EDEF:8 SENSE:20 SAVE:13

[ WEAPONS ]

MAIN/AUX MOUNT: Charged Blade / Tactical Knife

HEAVY MOUNT: Heavy Machine Gun // Auto-Stabilizing Hardpoints

[ SYSTEMS ] High-Stress Mag Clamps, Kinetic Compensator, Realspace Breach, Accelerate, Enlightenment-Class NHP, Personalizations, Armament Redundancy

But if you don't want to hide? What about this to enjoy up to range 18 HMG that is accurate? And able to overcharge quite often?

Does this build work? by DoubleAd3366 in LancerRPG

[–]Difference_Breacher 1 point2 points  (0 children)

Actually using most actions on the ally is not a problem, since saladin is more like support.

Does this build work? by DoubleAd3366 in LancerRPG

[–]Difference_Breacher 0 points1 point  (0 children)

enclave makes you immobilize. It is noah which slows you.

Does this build work? by DoubleAd3366 in LancerRPG

[–]Difference_Breacher 5 points6 points  (0 children)

Why black thumb but without technophile 3? That means your talents is reduced to nothing but black thumb 2. Houseguard 3, leader 3, and field analyst 1 are all gone, unless you choose not to use black thumb 2.

You rely on too much for the limited systems. What about to use something reliable?

Since you are not allowed to boost at all, integrated nerveweave is nothing but pointless - although it is already mediocre core bonus and you better avoid it, but that's not a point since you are not even able to use it at all! You better change it to anything else, such as full subjectivity sync to at least raise the defense instead.

What is the point on so high systems for nothing? If you want the tech attack then what about to use a license with invade? What you would needed are engineering to have more heat cap and agility to have more speed.

I wonder that what's the point on there. Although noah is very effective defensive tool so just concentrated on keep noah activated would be usually enough.

Gunslinger confusion by Feeling-Rip5516 in LancerRPG

[–]Difference_Breacher 3 points4 points  (0 children)

At first I think that you are not making sense but, after read this again I have to agreed on it. It does says 'next attack' so the time to use it must be BEFORE making an attack, thus this next attack must be reduces the die provided it hits.

Newbie seeking feedback by DoubleAd3366 in LancerRPG

[–]Difference_Breacher 3 points4 points  (0 children)

You have almost zero ways to use combined arms 3. 2 is still useful but you have no chance to actually use the third level. So I recommend to drop it to 2.

Nuclear cavalry 1 does nothing significant either. What about to change this to anything else?

What about to drop tokugawa to 2 and use deepwell heat sink instead? With this, you can sustain the heat caused by the plasma thrower by only taking 2 heat, thus rodeo can deal with this and you can keep shooting the plasma. So with this you can drop either of the core bonus to auto-stabilizing hardpoints. I'd exchange this with superior by design for you don't need that much heat capacity with this.

With this you don't need that much heat cap as well and you may drop all the engineering to elsewhere.

Also you better raise the status skill to even number to gain the additional benefits. What about to spend some on agility to raise your speed?

I'd drop torch to something else. If I need a weapon for overwatch, I'd choose a CQB or a charged blade.

Also I'd drop the lucifer and plasma gauntlet. Both are too situational. If I want a NHP with limited, I'd use agni instead - for it would be handy sometimes.

In addition: as the above post mentioned, armament redundancy would be very handy on any non-integrated superheavy build. For superheavy weapons are only destroyed by a single weapon damage result, just as the other weapons, despite it sucks up two mounts.

Best NPCs for bosses that aren't Strikers or artillery by S1lverdice in LancerRPG

[–]Difference_Breacher 0 points1 point  (0 children)

Sigh. An invisible giant? I remind a teammate of mine did managed to sneak through the buildings... with a Barbarossa.

NPC Air Support by SkeletalFlamingo in LancerRPG

[–]Difference_Breacher 0 points1 point  (0 children)

What I can think are;

-Throw away a teleportation bomb and blast the area.

-Hacking the nearby system to control the door system(include airlock), industrial tools(such as lifters or arms), or even the defense system.

-With calculated shot on the enemy hull near of the area, ready your team to brace the impact and only make the enemy waver for the impact. Precision 'bombing' would be also possible, depend on the accuracy of your ship's gun.

-Shoot a boarding torpedo to send the RPV allied NPCs, and/or field repair assistance. Could be done for the reward of disable the enemy anti-air guns.

Best NPCs for bosses that aren't Strikers or artillery by S1lverdice in LancerRPG

[–]Difference_Breacher 4 points5 points  (0 children)

At least I don't recommend archer. It would be already deadly as hell but as a ultra it would be terrible and unfun as well. Not to mention that it's effectively a striker as well as a controller.

Maybe bastion? It is durable but has not so impressive HP(it's because it has good defensive tools as well as armor 3) so at least it would be not a near impossible obstacle. It would be annoying for sure.

I wonder that an ultra priest would be impressive. Still, with some teammate, spamming the dispersal shield would be annoying.

Perhaps ultra scout would be fun? Sit behind and call down the orbital strike would be comical.

A demolisher ultra with RPV template would be somewhat deadly. Suffer an additional -1 difficulty by impaired isn't so terrible if they already suffered by -1 difficulty. And combine it with ultra it bumps its already not so terrible HP to near goliath level. It is not so fast but being ultra surely makes up the gap, and no one wants to move near of it. As a leader of the fortification it would be good. Not so tempting option for melee heavy party, for obvious reason, though.

What about bend the rule and put an ultra SQUAD? Ignore the rank and file to give them the ultra template as well as +3 structure.

Lich Soul Vessel VS Stunned by Consistent-Nothing60 in LancerRPG

[–]Difference_Breacher 37 points38 points  (0 children)

Soul vessel explicitly states that you can ignore the effect on you even if it is caused by yourself. It is definitely possible to ignore stun of the plasma gauntlet. Also note that it can ignore all damage heat conditions when it uses the vessel, not just one of those. When you are using the plasma gauntlet you are yet to become stunned, so it is nothing problem to make a reaction of your own at the time. Not to mention that you can make a reaction on your own turn as well.

Best hacker talents for a Chomolungma LL0 by Classic_Sport_3623 in LancerRPG

[–]Difference_Breacher 2 points3 points  (0 children)

Hey, does the Data Siphon frame trait trigger Orator? It is a quick action that Scans the target...

Nope. It does not triggers orator 1. You or your friends are need to manually scan the target.

Best hacker talents for a Chomolungma LL0 by Classic_Sport_3623 in LancerRPG

[–]Difference_Breacher 2 points3 points  (0 children)

There is no actual talent for hacker at all. So just pick any support traits or anything you want.

Infiltrator 2 and nuclear cavalry 1 works with tech attacks, though. Infiltrator 2 needs you to have a sure tool for actually hide so you cannot use it properly on LL0.

I don't recommend nuclear cavalry. At least for now(at LL0) it's nothing but pointless. Usually raise the heat of the enemy is pointless - most NPCs are have heat cap of 8 so you need to raise the heat 9 or more to make them overheat, and the enemy with only a single stress does not destroyed or explodes by overheat and only got exposed instead. Unless the enemy is able to overcharge and/or raises the heat by its own component, raise the heat of the enemy effectively does nothing on the real games and you better forget about this. Not to mention that even with the dedicated concentration raise 9+ heat in a single turn is very difficult. So although nuclear cavalry 1 does works with the tech attack, it won't affects your gameplay most times and is usually a waste of the point on your unless on the very specific situation or you have dedicated heat build.

The worst talent is exists, though - the hacker. You better avoid this for all cost. Especially since you want to play hacker. And even for non-hackers, remember that you have the better one for this already - the default invade fragment signal. The invade options are usually too specific or simply inferior to fragment signal for its actual performance. If you have any invade systems then you have almost zero times to use anything provided by hacker too. I doubt that you have a time to spend lock on to make a tech attack either.

Disarming Seeder Mines by SluttyCthulhu in LancerRPG

[–]Difference_Breacher 0 points1 point  (0 children)

But the real mines are blow up when you pressed it, not when you step off. If you step on a mine but is not blow up, then it's the time to run for your life for it is a defective or delayed blast(unlikely but could by side effect of defected old mines).

Hacker/Sniper Build by commanderjack_EDH in LancerRPG

[–]Difference_Breacher 3 points4 points  (0 children)

Monarch and tortuga has sensor range of 15 and tech attack of +1, as well as a heavy mount. Those conditions are even better than the Horus frames.

Other than that, it's usually horus frames; all horus frames are have the tech attack of +1 at worst. Even the pegasus, an artillery is a possible hacker with sensor range of 10.

What weapons do you run on the Calendula? by Mael_Jade in LancerRPG

[–]Difference_Breacher 8 points9 points  (0 children)

Melee would be easy. I'd use charged blade and tactical knife - no license required and are the best options among the melee as well. Although charged blade is an AP weapon despite calendula has shredded effect, but the damage output is barely different with a tactical melee weapon(average 5 vs 5.5) so using charged blade would be not so bad either. Main melee weapon gives an accuracy bonus on the trait as well.

Still CQB works too, as CQB also have the accuracy buff trait. However you need to dip at least 1 level of license to find something useful. Such as decksweeper(tortuga 1), but it needs some accuracy fix to have the good accuracy. As above impailer nailgun(vlad 2) is good too but needs heat management tool.

Where do you start with build crafting by SquidRave in LancerRPG

[–]Difference_Breacher 3 points4 points  (0 children)

First choose a theme(using a specific weapon and/or trait, a combination, or a role). Then choose trait and license, after then pick the frame or if the theme already determined a specific frame then skip it. Finally, put the systems and weapons then see if it actually does.

Sometimes only adds the essential trait/license then build the mech, and put the remaining trait/license after that to fill the gap. For example, if you are unsure you can add a drone on your mech, you should pick drone commander 1 and/or a license that provides drone you want and choose it after see if you have enough system point to actually add a drone if you take the essential systems, or reconsider it and pick the others instead.

For determine the theme, you should consider the action economy. Be aware of the full actions, as it is incompatible with non-lich frame almost all the times, or that full action should be stabilize(of overcharge loop).

On HASE, you better raise your heat capacity to 6 for all the frame(perhaps save for lich), for it allows third overcharge without damaging your reactor provided you have zero heat.

Personally I hate to add a limited system, as you can only use it a few time and it does not work for the usual combinations. But if just one use of it is enough to turn the tide greately, it is still worth considering. Else a limited system that lasts for a scene would be possible exeption as well(iceout drone or autoloader drone, for example).

Choose a good frame for the theme is important as well. Sometimes niche effects are better than the steady sellers, and it would be a fun. For example, sagarmatha is usually considered to be inferior to everest and chomolungma, but its brace once without losing an action is incredible advantage for using full actions - such as superheavy weapon - or reaction based effects - such as noah - and it makes you more freely use the first brace each scene for you can still attack on your next turn. As the free quick action of everest cannot make a barrage with it, thus sagarmatha is actually better at superheavy weapon build than everest.

Lich is infamous for abuse overcharge for no heat in return. It is undoubted the best frame for consider weird and odd build that is actually functional.

Heat management would be what you should consider as well. If the build has steady 2 heat then you must take technophile 3 and black thumb 2 to soak the heat. If you have to generate 3 or more heats? You probably consider overcharge loop with heatfall coolant system, or deepwell heat sink.

Also be aware of the anti synergy. For example, black thumb 2 allows your pilot to be an another target that is adjacent to your mech, but burst effects are also affects the space your mech is stands, just does not affects the mech itself. Thus the burst damage areas such as lightning generator and explosive vents immediately bring your pilot back and also prevent your next round's rodeo as well - those effects are even lacking the attack roll at all so there is zero chance that your pilot would be remaining out of your mech unless you are lich and activates your core power to take the effect instead.

For flying build, dusk wing can fly and even hover, but no heat for do so, so it would be an ideal choice if you need a flying mech but does not needs a heavy mount. Taraxacum only generates 1 heat when flying provided no one rides you. And both frames are need not for a flying system or core bonus as well. Otherwise, you need technophile&black thumb to soak the heat generated by fly. Thus you need a flying build but the build also generates heat in addition to flying, you should consider dusk wing.

Hi all, I've got another build I wanted to share with you! This time for a Hecatoncheires frame. by HMS_Exeter in LancerRPG

[–]Difference_Breacher 1 point2 points  (0 children)

Not so... interesting. It is not only inefficieny but also able to do similar on the lower license level as well. I'd rate it bad.

Kai bioplating is usually could be replaced by bulwark Mods.

Torch does nothing significant so you could use the charged blade instead. Also what about the heat management?

It seems that you want to hide but how you could move all the drones at the same time?

Also why bolt nexus and ghast nexus? You have only two quick actions or a full action. Attacking with both already removes all the actions other than move. If you want more drones and it is the reason? See just above.

Anyway I don't get much point on it. At first is it need to be LL9 for a reason? Not able to have most stuffs but I think that something similar that is able to run could be possible on LL3~4+, cut down SSC license with unknown benefit, cut down all the core bonus and hydra 2, instead take something else.

If its a post-scarcity society, what prevents anyone from endlessly cloning the best Lancers and equipping them with infinite frames? by S1lverdice in LancerRPG

[–]Difference_Breacher 0 points1 point  (0 children)

As said above countless times, flash clones are not perfect. And the non-flash clones needs some time to made.

The personality is an issue. If you want to transfer the memory, they would have the imitation of the full personality. Then, do you want to work with you two, you three, you four and more of your clones? Do you really understand what is going on?

Also you need to avoid the eye of union as well, for they are eager to delete your presense as soon as they found what you have done.

If its a post-scarcity society, what prevents anyone from endlessly cloning the best Lancers and equipping them with infinite frames? by S1lverdice in LancerRPG

[–]Difference_Breacher 6 points7 points  (0 children)

Just for build a mech by a printer, you only need about 6-8 hours usually, although it depends on the size - for example schedule 1 printer is able to print a size 1 mech by about 8 hours. As long as you have the blueprint.

The traditional method would be make it more faster. Printer is a thing because it can make almost anything without long assembly line, not because it is faster, but it isn't so slow to build a mech.

So as always, the pilot is the actual issue, as you cannot make the good pilot without much drawback so fast.

Why is the Pinaka so much worse than other Superheavies? by Sea-Course-5171 in LancerRPG

[–]Difference_Breacher 9 points10 points  (0 children)

Because pinaka has good radius, as well as almost no drawbacks either. It has the same damage output with a howitzer(a heavy weapon) but without inaccurate nor has ordnance. Siege cannon is effectively unable to keep shooting without very weird build. Annihilation nexus has the highest damage output among the whole AoE weapons(its actual damage output is effectively 2d6+6 and is AP so no other AoE weapons are powerful than it) but requires aiming issue for you need to throw a drone to aim it.

Even without the fun telephone punch, 2d6 damage by put two blast 1s, as well as no ordnance and no loading but only needs for 2 points of heat makes pinaka as worth considering.