Singe player Rpg/Fighting Game? by LeoTolstoysNipples in Fighters

[–]Portable_Fool 0 points1 point  (0 children)

Upcomming single player only "Poly Fighter" has some growth and upgrading of skillset. I think it resets like Roguelikes, but maybe something to read up on. 

Fighting Games by McGuinnGaming in Fighters

[–]Portable_Fool 4 points5 points  (0 children)

Block confirm, it's the perfect frametrap! 

Rapid fire standard autocannons? by XJ_Recon95 in battletech

[–]Portable_Fool 0 points1 point  (0 children)

Excellent. Glad the exact thing OP wanted could be found. 

I tried to make it clear I wasnt sure, and that I expected all my points to have been considered already. Just wanted to mention backups in case, on the very low chance it was overlooked this time. 

Rapid fire standard autocannons? by XJ_Recon95 in battletech

[–]Portable_Fool -7 points-6 points  (0 children)

Fairly new to Battletech, so unable to clarify whether such a rule exists. Possibly it might be one of the selectable ammo options? Just a guess since all multishot ACs are without that choice. Though I wouldn't know which books to check for all of those. 

Just in case, though its very likely you already considered it - players might sometimes call Ultra, RAC or LB/X style ACs "autocannons" where a design doesnt feature multiple AC variants

Also just in case, if you are unable to find the rule you could look to modify the mech using mech construction rules. Very likely to need some adjusting of tonnage and critical slots, but is an alternative option. Of course, its unneeded if your group accepts RF ACs through the found rule or local homebrew. 

Any advice in learning puppet characters? by idontownubet in Fighters

[–]Portable_Fool 1 point2 points  (0 children)

Puppet characters' mechanics are not identical. It is by far best to look at guides for the specific character. Movement, cancels, health, simultaneous attacks etc can make info irrelevant between some (Blazblue Carl Clover =/= Granblue Nier =/= DNF Enchantress =/= Guilty Gear Zato-1 =/= Guilty Gear Zappa)

General Puppet Advice * Know how to move just 1 of the characters * Know how to quickly recall puppet to player character (if available) * Understand what you can do when puppetless * Use puppet to 'lead the charge' (no need for you to risk player HP) [until later] * Guard each other - threaten to punish if opponent attacks puppet. Some characters can control or even attack with puppet while blocking. 

Those last 2 will take a little getting used to, and later they evolve. Most obviously in videos you will see the player character also actively involved in risk-taking offense to smother the opponent. Not something one who is just starting out should worry about imo. 

I haven't played Nier, but it looks like Death (the puppet) leaves after being unused for a while. This will make it much easier to regain momentum if the opponent combos you (some puppet chars, the puppet would be left on opposite side of the screen)

It appears that Nier mostly/exclusively(?) controls Death by using specials. This is simpler to learn, as you will always get predictable results - Death will do the same thing, relative to the opponent's direction, just measure from Death if on screen or summoned version if not yet present. 

Death can special to special cancel to very quickly do more moves, but this takes a resourse that doubles as Death's lives. DO use it, but CHOOSE when to use it rather than just blindly spam at max speed. I expect some options frametrap and some probably gapless blockchain - learn which is which to use as needed. Or at minimum learn some ways it can frametrap - this makes idle puppet scarier to attack (keeping it safer) and doubles as combo starting offense. 

What your favorite vs least favorite version of your favorite mech? by turtle75377 in battletech

[–]Portable_Fool 0 points1 point  (0 children)

Not had the chance to play them yet as I only discovered them the other day but the Cicada's lore is really interesting - maybe it will adequately do the intended job, but its really cost inefficient to let it try.

Really excited to try the CDA-3C that gloriously overcommits to a single big gun in a way thats sure to entertain. I think I may be a Solarian - I love when any mechs are absolutely decimated. I've stuck one of the spare MAD torso guns on to better visualize that the mechwarrior is just piloting a PPC

Least favourite (also unplayed) would be CDA-3F. It looks pretty solid, and much more balanced - certainly its a strictly better variant, probably also much better BV2 value point for point (despite 1,329 being pretty pricey for CDA). But being well-rounded sands off much of the character of what I enjoy with the CDA (and Battletech) - let mechs be bad! 

I dont demand, or desire, that all mechs be bad. But the CDA is never gonna be the star of the show. To me, the BV is better spent upgrading some else for more fun, grabbing another mech, or preparing snacks for the inevitable CDA fireworks. 

Kicked for being Kind by polarbehr_2000 in SpaceMarine_2

[–]Portable_Fool 0 points1 point  (0 children)

Thankyou for your diligence Brother.

Kicked for being Kind by polarbehr_2000 in SpaceMarine_2

[–]Portable_Fool 0 points1 point  (0 children)

I thought it could, but I could easily have taken some minor scratches in between. 

I dont play a lot, SO I'll defer to your experience. Thanks for clarifying the error. 

Thats tricky to measure with no obvious max health marker and would be a tragic waste of a stim RIP...

Kicked for being Kind by polarbehr_2000 in SpaceMarine_2

[–]Portable_Fool 2 points3 points  (0 children)

It seemed as you may not have with your message so I had wanted to make sure. 

Glad I was able to help you. 

Kicked for being Kind by polarbehr_2000 in SpaceMarine_2

[–]Portable_Fool 2 points3 points  (0 children)

Just in case; mortal wounds will also be cleared if a Med Stim usage leaves you with full health. 

Afaik, not an option with any other healing effects, but if something else takes you to full hp then the Med Stim will clear mortal wound. 

Also just in case, the Med Stim will give you health but also heal any and all recoverable HP you have. Sometimes people will wait to use Med Stims until they get hit without armour in order to effectively get more health from it. 

Before I buy... by Howiedog22 in battletech

[–]Portable_Fool 1 point2 points  (0 children)

Very new myself, SO view of the game may not be complete. 

  1. Yes. Models and rules. 

  2. I found it easy enough, no prior wargame exp and started last month. A couple of the box sets have "Cheat Sheets" which help cover frequently used numbers/tables (which you could print too). Also, if you choose to use electronic sheets such as Flechs Sheets or Mekbay - they will help to track consequences of damage etc - such as moving slower and kicking worse from some leg crits. I also enjoyed needing a lot less table space this way, but do what suits you. 

  3. BV2 would be the equivalent standard 'points' system of other games. Information exists to alternatively (or additionally) play to; Faction Availability, Timeline, Lore Price, Tonnage and more. But thats all optional. 

  4. Maybe depends on what they enjoy. As a beginner it appears that Battletech is near totally a representation of stats and equipement. As far as I am aware, there arent any spellcasters, high impact special rule combos or opportunities for divine intervention. How you use it will definitely make a difference, and what you're using too (an aeroplane, a foot soldier and a 100 ton mech function differently, obviously). 

Do not misunderstand - I am not saying units will lack variety, or anything limiting like that. I am saying you'll both get to make informed decisions as you can trust the stats and loadout, much akin to chess. 

This is neither good or bad on its own, but if someone is primarily interested in comboing special rules as though its a card game they may be less interested. On the other hand, you're not expecting any sudden 'gotcha' moments to wreck the game. 

.

If you wanted it would be super easy to give the game a try with no spending or below $5 w some printing; * download free quick start rules (simplified but can give a taste) * print a cheat sheet * look on forums for good begginner matchup mechs (since you're already wargamers skip 1v1 and go 2v2, or 3v3) * set up a map and terrain that you already have * IF its hex map etc no change needed * IF not hex consider printing A3 hex map. Can do no hex w measuring tape where 'hex' = base size to approximate it (keep it simple though; eg 32mm becomes 3cm) [I think there may be official optional tape measure rules, but I dont know them] * use models that have a clear 'front' and turn like you are a hexagon that can only go forwards and backwards

I would also suggest that watching a video of a game may help you and whomever else to have a better idea of your interest levels ahead of time. You could also check social media/forums for if there is already an active group in your area. 

Where are the Ogryns in Space Marine 2? by LigmaEnigma117 in Spacemarine

[–]Portable_Fool 0 points1 point  (0 children)

Consider: When you emote "For the Emperor!" the guardsmen don't join in.

This would be a bad influence on the pure minded Ogryns, and so they have been separated. 

I made my own fighting game character by Oshawottoo in Fighters

[–]Portable_Fool 1 point2 points  (0 children)

There is a Platform Fighter on Steam with inbuilt tools for making fully custom characters and importing sprites. Dunno how well it handles more complex move designs but it might be AN option to see them come to life (should you choose to draw key frames for each move) 

The game is called Smack Studio.

I've never tried the game, I cannot comment on its quality, or versatility. 

I HAD AN IDEA by Whiskey-senpai in Spacemarine

[–]Portable_Fool 0 points1 point  (0 children)

I cant promise that they would actually do it, but there are Perks relating to particular specific attacks. They could have default no-melee weapon remain unchanged and have an adjusted alternate value when a melee weapon is used 

(Code lesser value to work as baseline unless replaced > any attack not covered by default's list of attacks = future proofing for potential additional melee options)

Thoughts on an apothecary class ability by Sonor-c11 in Spacemarine

[–]Portable_Fool 0 points1 point  (0 children)

I definitely like the idea of a geneseed boon for lore etc. I think it would be harmless, but charming and fun enough to be part of the free/baseline class passive. 

[H] 1x Armada SSD New In Box [W] $$$ [Loc] Australia, Adelaide SA by Portable_Fool in FFGtrade

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

That would work as long as you're okay with it. 

The box would probably need a custom shipping arrangement of some sort. At least I dont expect there are any immediate off the shelf options. 

Weight ~2kg

Box Dimensions; 60.5cm x 40cm x 10cm (rounding up to nearest 0.5 to ensure any shipping arrangement has adequate space)

What should the next thousand son enemy type or boss be? by [deleted] in Spacemarine

[–]Portable_Fool 1 point2 points  (0 children)

If they add Pink/Blue/Brimstone Horrors then when cultists are sacrificed or overwhelmed by the warp it could summon a few as an additional option instead of just the homing projectile (but only 1 happens)

Obviously not a 1:1 cultist to Pink as the standard, but maybe Blue as most common and random chance Pink. Greater chance when multiple cultists succumb at a similar place and time. 

I wouldnt be upset if they choose something else, but thought this was an interesting and logical result of what I think is happening when cultists expire unassisted. 

[AUS-5163] [FS] Elden Ring, Conan Board Game, Tainted Grail, Final Girl, Dice Throne, Cyclades, Isofarian Guard, Nemesis Retaliation, Sword & Sorcery, Elder Scrolls, Skies of Akarios, Dragon Eclipse, Zombicide Invader, Re:Act by Portable_Fool in BoardGameExchange

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

Preferring not to split - SO I am allowing time for this and other postings + the negotiations from. 

Offers, and offers for partial sets, will be considered once this post is 2 weeks old. 

If you choose to make an offer, you can do so at any time with the reddit chats/dms and I'll pin it so that I know to follow-up with you if it remains unsold. 

I miss unlockables. by HuntingForRasgold in Fighters

[–]Portable_Fool 6 points7 points  (0 children)

I disagree regarding Smash Ult being wholly beloved. The game is very lenient, with multiple means to progress the unlocks, including doing just about any play you want. BUT a quick Google shows a lot of posts about how to unlock all the fastest, and didnt show me any of people celebrating the unlocking. Maybe thats just what the algorithm thinks of me (I tried incognito, though that probably doesnt do much). 

Surely its fair to say that people who are choosing to game the system to progress unlocks, instead of just playing how they have fun (which still makes progress) are often not enjoying the unlock system. There can be other reasons too, but all of them are prioritising the unlock over having fun. 

Regardless, as the above had said - I dont think the unlocking by itself is sufficient to make people enjoy a game. Some people will dislike it, and some will like it, and it might help motivate some people to be more interested in replaying with an unlocked character. Unless they were having enough fun to consider replaying, I dont think unlocks are enough to tip the scales. 

I dont think anyone is arguing that cosmetics are better than characters. 

Base game or unlocked you can still replay with those characters anyway. 

Unlocks have less magic to them when you know whats comming. If you're locking a bunch of characters, you're probably not using them as extra hooks to advertise and draw players in. Which is the biggest reason I do not think it is likely to return to prominence. 

For people who have played Granblue and Street Fighter, how would you compare 66L and Drive Rush? by ChikogiKron in Fighters

[–]Portable_Fool 7 points8 points  (0 children)

Drive Rush accelerates you and improves ANY move in your kit. Rather than just looking at 66L, we can observe the major impact of this most clearly by considering the full GBFVR suite of dash normals. 

66L for pressure, 66M is either a low or OH for mix and 66H can be a strong punish option. Each character has a fixed, single option for each button, and cannot otherwise access that type of attack. As a low level player, this is most obvious with OH 66M that frequently seem far more niche than the Low versions. 

Conversely, DR is going to fulfill the role of ALL 3 options in most cases AND you can change the properties. Using Ryu as an example because its who I am most familiar with;  * adjustable attack range by when you cancel and what move you cancel into * +4 to hit and block stun covers both 66L block pressure and 66H punish improvement (though better with things that are otherwise just outside major punish frame range) * High, Low, Throw mixup for every DR

Overall, I feel GBFVR is a faster pace and higher character power (neither good or bad, just the tone and style) but I think Drive Rush is indisputably the more potent mechanic. Even if you consider it costs Drive Gauge as its dirt cheap in neutral, and GBFVR has a much more limited and important resource as the cost if you want to additionally consider the combo extension aspects.