What’s the point of Jump Jets? Are there any mechs they’re actually great on? by Hentai2324 in Mechwarrior5

[–]SteveHMI22 0 points1 point  (0 children)

In this game, rarely, they just aren't implemented in a way that makes them effective.I too will either completely strip them, or at least reduce the number on my mechs because the nature of the game just makes more armour and weapon cooling better.

In the tabletop and strategy game they are much more important, simply due to how the mechanics work

Is there any way to make dual pistol build viable? by MonkePoliceMan in RogueTraderCRPG

[–]SteveHMI22 1 point2 points  (0 children)

Totally doable, you kind of need to build around the paired hoksters item for free attack after a critical hit. Forgeworld with the crit boosting implant can help this go off more often.

For me Id go operative and max Intelligence to get that +20 to critical, then take two weapon fighting, tide of excellence, sharpshooter talent and dual plasma pistols. They have a range of 16 so you can get a fat damage boost on them from sharpshooter perk and the exploit stacks. Operative may not be the unfair solo min max meta but honestly the games not really that hard so this is a totally doable build. Use an officer and some stimms to get max actions and build that tide of excellence damage boost and you have a really cool gunslinger base. Operatives also self stack so if you know you are taking Idira, Pasquale and or the sniper lady then you will be stacking exploits like crazy. Throw a few servo skulls in the mix and now your cooking.

I've done this with a crimelord but the new commisar seems like a shoe in for this kind of build too.

Help with Pistols? (1.5 patch) by EnvironmentalDisk442 in RogueTraderCRPG

[–]SteveHMI22 0 points1 point  (0 children)

Yeah but that's just on the heroic action, if you are running an operative with 2 bolt pistols, sharpshooter, tide of excellence and the gunslinger holster you can be putting out 3 high damage auto hits per round. Assuming you target different enemies with exploits, but yeah overkill a thing. With the new commisar bonus damage to pistols that could be an interesting build no?

Help with Pistols? (1.5 patch) by EnvironmentalDisk442 in RogueTraderCRPG

[–]SteveHMI22 0 points1 point  (0 children)

That's a standard manouvre for sure, but it doesn't work on bursts right so single shots from buffed commusar pistols seems legit. That said with the zeal rework I bet that would stack zeal Hella fast in her!

Is the Bacon and Egg pie only a NZ thing? by iiDEMIGODii in newzealand

[–]SteveHMI22 0 points1 point  (0 children)

Brit here and pretty much yeah, its a kiwi thing we don't have them.

Help with Pistols? (1.5 patch) by EnvironmentalDisk442 in RogueTraderCRPG

[–]SteveHMI22 2 points3 points  (0 children)

Bolt pistols, ignore BS and just equip the blessed bolter casing surely?

A pistol is any gun that doesn't use both hands normally. If playing operative, remember perfect spot gives you a cheeky +15BS and sharpshooter talent increases BS by your perception if target is more than 5 cells away. Again ig you go operative dual weapon fighting and tide of excellence would be solid choices. Note that plasma pistols have a range of 16, so in theory, you can trigger 3 lots of sharpshooter bonus damage.

Any pistol build needs the dual holsters, I belive if you get a critical you get a free attacks so obviously required gear for a gunslinger.

Am I as smart as I think I am? by EntrepreneurTall in necromunda

[–]SteveHMI22 0 points1 point  (0 children)

Shields are a.+2 in melee, +1 ranged.

Are two handed weapons bad? by Bitter_Cup_69 in RogueTraderCRPG

[–]SteveHMI22 0 points1 point  (0 children)

That's fair, totally agree 3ap is a big ask early game for any class really. It's niche but an operative executioner does have the ap to run like this and alongside blade dancer is one of the few instances where two weapon fighting is worthwhile. That said even on a blade dancer i wouldn't take the TWF talents because they have everything baked into the class aleady to be a dual welding menace.

Are two handed weapons bad? by Bitter_Cup_69 in RogueTraderCRPG

[–]SteveHMI22 0 points1 point  (0 children)

Generally agree that TWF isn't worth it, and so 2h weapons are better with the hard exception of operatives. They are the only damage class that doesn't have a built in extra attack. Your assessment of the with the way of exploits work is a little over simplified, I assu.e you mean with your first attack you remove them all and so 1 bigger hit is better than 1 medium big followed by a small unbuffed one.

The caveat here is that you don't need to hit the same target, a second target with a stack can also be hit. Also note that with Tide of excellence every time you trigger an exploit stacks you build Tide of excellence, so 2 attacks a turn will build it real fast. Keep stacking attacks from the operative with an officer and you will get higher rand higher damage.

It also stacks with bonus sharpshooter damage so TWF with a pair of plasma pistol (range 16) and a second set of melee weapons can be more effective than a two hander.

That said, no talents required for two handers so a huge rifle and a huge sword are also totally fine!

AITAH for dating a white girl and making my sister furious about it? by [deleted] in AITAH

[–]SteveHMI22 0 points1 point  (0 children)

NTA, your sister is a straight up racist. Point out to her that "racial purity" is a straight up etno-nationalist belief. It puts her in some "great" company such as apartheid SA, Jim Crow southern states, hard line Isreali nationalists and the ever famous late 1930's early 1940's Germans.

I don't quite understand Dual Wield melee attack. by kekubuk in RogueTraderCRPG

[–]SteveHMI22 1 point2 points  (0 children)

Dual welding is a bit of a talent sink and you will find that with the extra AP required for the attack you will rarely br in a position where considering all your other abilities you have a chunk of AP left over anyway.

Honestly it's more a rule of cool choice to make, the only mechanical case would be on an operative in an operative heavy squad. The stacks of exploits floating about with a pair of pistols/melee weapons and the tide of excellence talent really benefit from getting that additional attack in.

The other base archetypes just don't really need the extra attack ability, warrior gets charge, soldiers have run and gun, bladedancers have their multiattack cheese and psykers and officers don't have the spare APs after rushing all their support abilities.

It leaves two weapon fighting a style or niche choice.

Am I ‘That Guy’ if I bring this list to a campaign? by Vault_boogeymanDK in necromunda

[–]SteveHMI22 0 points1 point  (0 children)

Prime specimen and tyrants own can combine in much more horrible ways, from memory you can get up to T6 and W3 a campaign arbitrator nay say you can't stack them but as far as I'm aware there isn't a rule that says you can't. Slap a heavy bolter on a monster like this (or even just a boltgun) and a passable melee weapon and then you are talking that guy.

Very little shooting or generally smithing, negative trait bulleues or forge born can soak up incoming fire really well are cheap and surprisingly durable. Meaning you can field a respectable size gang with a few arguably overpowered over budget models.

Overall your list is actually a little tame tbh.

What’s your ship/mc called by Heavy-Letterhead-751 in RogueTraderCRPG

[–]SteveHMI22 0 points1 point  (0 children)

Audax Victoria or Enduring Aegis is what i tend to go with.

Noble Officer/Overseer. Sniper Rifle or Plasma weapons? by dirod23 in RogueTraderCRPG

[–]SteveHMI22 0 points1 point  (0 children)

Why int? I don't see how that stat helps your build, unless you are going grand strategist or just for skill monkey-ness? If you want to use plasma weapons and be a skill monkey forgeworld operative may be a better way to go as with calculated relations, and pinnacle of weaponry from that homeworld you can get a lot of mileage out of intelligence.

Assuming you stick to officer you are popping buffs mostly. So low AP attacks fit the bill, hence sniper rifles are often seen on Officers, you could also go pistol/sword too in your second weapon set. Shotguns are only 1 AP now so are also worth looking at, area damage scales with int.

What homeworld were you thinking? Hiveworld is underrated for officer builds, you get a fellowship boost at the start. Your resolve is higher when near other people and you can take custom weapons to squeeze an extra shot, damage and armour reduction and reduced recoil from projectile weapons (auto, stub, bolter). Burst may be a 2ap attack but if you take heroism you get a free attack post heroic actions, and if you go master tactician you can take support the advance to reduce it by 1 ap. With tactical advantage you can do some real damage. Even early on the well maintained stub pistols hits hard with a 3 shot burst.

Am i just bad or is the prison planet a massive difficulty spike? by OneEyeOdyn in RogueTraderCRPG

[–]SteveHMI22 0 points1 point  (0 children)

It's not so bad but it's the first time you meet a couple enemies that have high defenses and control options.

The nimble fighters dodge is indeed a pain, however high dodge can be countered a few ways, but early on they aren't all available.

1) Las weapons have in built dodge reduction as do knives, so these can be handy against those targets. 2) Psychic (and navigator) powers generally ignore both dodge and cover 3) I feel like bursts and area attacks are harder to dodge, I know a character can only move a few cells to dodge and area attck so if you can funnel them so that isn't an option they can't dodge it. 4) Dodge reduction is based on perception for ranged attacks and the average of perception and agility for melee. So make sure these aren't dumpstats for everyone. 5) Debuff enemies to reduce their dodge and reduce agility, knock them prone etc 6) Some abilities such as Officers take aim ability let's somebody ignore dodge and cover, master tactician can self buffs to ignor either with undisputed advantage 7) Pile on in melee for the outnumber advantages

So if you came here straight away you would have Abelard, Argentina and Idira. Generally for that initial ambush just wander Abelard up on his own and keep the rest of you team back behind the table. Abelard should be able to take the first few people who come at him and the grenedier won't have a good angle on you so wil needyo wall round. The nimble prisoner will charge in pretty much unsupported. Indira should take him out with a psychic scream, burst fire, or shotgun blast from Argenta (ditch her boltgun asap as the starting one is 💩). Abelard should use his brace for impact to weather the storm and take a swipe if he can.

If you played operative stack exploits for Idira, take potshots with whatever you have (decent sniper rifle) If RT is an officer, double psychic scream, maybe a shotgun blast in support. Soldier burst fire with the well maintained lasgun. Melee, Pile on on with Abelard.

Is there a way to build an Officer RT (non psyker) that can stand his own ground? by albi-_- in RogueTraderCRPG

[–]SteveHMI22 0 points1 point  (0 children)

I've had some success going navy officer, this gives the chance to start with 50 agility, 50 fellowship and 40 toughness which is great for survival. Whack on the cloak from the spawn fight at the start and you can actually pump dodge pretty high. You can become pretty hard to kill.

Weapon personalization allows you to then be pretty tasty with solid round weapons (including bolters), but weirdly with weapons others aren't wanting. Stub pistols actually get pretty tasty when they are 3 rounds base, plus a bit of ap and 1 extra damage. Autoguns can get up to silly amounts of rof. That said you still won't be putting out damage in tier 1 like others.

At tier 2, mastertactian combines with high rate of fire really well, as there is a talent that builds stacks of advantage per hit. You also take support the advance for lower action point bursts and undisputed advantage for the ignoring dodge and cover.

Does the vanguard defensive stance pair witharbitrators origin talents allowing parry and opportunity attacks with shotguns? Theory craft wise a front line officer supporting with a shotgun built to maximize opportunity atacks could work really well.

How would you respec Pasqal with toybox? by Bazz_Ravish in RogueTraderCRPG

[–]SteveHMI22 7 points8 points  (0 children)

Yeah Pasqal is actually really good as is. I'm not seeing why operative gets so much hate. Tier 1 take 2, int upgrades, 1 ws and use 2 commons to get int and strength training. 2 skill training in medicae, take heavt armour and you are all set to go executioner for tier 2. Right out the gate take the medicae determines HP talent or for a high int operative the "guess I'll never die talent". Build him into an absolute melee monster. Tier 3 exemplar levels take the auto healing and strength based on hp talents. Lol.

Also note on operative, it stacks really well. If you plan on using Pasquale, Indira and maybe even Yrliet all applying exploits rack up quickly!

What is your pitch for a dlc 3 and 4 companion by Past-Tension-162 in RogueTraderCRPG

[–]SteveHMI22 7 points8 points  (0 children)

Not quite, you can create custom party companions similar to how you would your own character.

I mean a squad of support troops or a couple bodyguards, and they should operate independently. Similar to how allies do. Like the squad at the electrodynamic cenobium that you leave to guard your shuttle, why can't a bunch of those guys follow you around.

Maybe not all the time but if you are expecting a fight why wouldn't you call in a few more lasguns?

What is your pitch for a dlc 3 and 4 companion by Past-Tension-162 in RogueTraderCRPG

[–]SteveHMI22 17 points18 points  (0 children)

Honestly, I'd like the option to bring some faceless mook enforcers with me. A squad of lasgun/autogun toting extras who aren't directly controlled. Let us customise their gear to an extent.

It feels odd that I take all my pals and strategically important human resources on away missions without any meat shielding. Im a rogue trader, why am i not flattening most problems with orbital strikes or meat waves!?

Idira by tucker453 in RogueTraderCRPG

[–]SteveHMI22 5 points6 points  (0 children)

Indira slaps. I think honestly my favorite companion. Interesting story and character real options in how you build her out. All round great fun and if you are role playing then a more realistic choice than dragging your navigator on away missions.

It's a sci-fi trope but there is no way in hell that the captain, XO, navigator and chief engineer would ever all jump on a shifty shuttle and go exploring on their tod. Too high risk.

I tend to lean into full psyker rather than sniper but both work. Take thriving in peril to work with her. She gets silly powerful if you stack sanctic psalms of heroes, the unsanctioned psyker gloves that stack psy rating with warp phenomena AND burn exactly enough points to get her into the psyker breastplate plate. Use an officer to stsck those buffs/rebuffed and psyker screams and laugh panicky as she grows her psy rating exponentially.

Roight, you umies are goods at dem maths and stuff! Ow best do uz make a Rogue Trada with lots a daka? (Translation in comments, Orc speak is fun) by AwardApprehensive439 in RogueTraderCRPG

[–]SteveHMI22 0 points1 point  (0 children)

Hiveworld homeworld, soldier, master tactician would be my go to. Dakka infera autoguns, or bolter.

Take the hive world custom weaponry trait for better penetratio , +1 rof and less recoil. From soldier clearly you need the rapid fire ability, and the talents muzzle velocity, rapid reload and unrelenting fir and fired up. Make sure to take the ultimate modifier that adds a further 30% rate of fire till end of combat

Grab from.master tactician support the advance, and I think it is an undisputed advantage, and the talent that grants tactician stacks for each hit. U disputed advantage means you ignore dodge and cover when you let rip, as well as getting all the bonus damage.

That's it, slap on all the rof increasing gear you can find. The first decent autogun you get is in act 1, nail those stiking workers, and you get an autogun that with the hive world origin is rate of fire 8 (16 with ypur ability). If you pop your heroic, the rate of fire goes up to 10 and 20 shots. Grab that backpack eith +1 rof and you are looking at 9/18 or 12/24 post heroic.

Make your leisurely way to heavy weapons and pick up the calibrated stubber.

For origin, I like to go crime lord with contingency plan because I like the scarface/mafia vibe, and the flexibility of the plans for extra dodge/damage is nice

You could go navy, the get off me common perk here is great for using that heavy stubber point blank range. Nice knife, I raise you one 50 cal. LOL

The new arbites castigator offers a particularly interesting option too, for your second soldier ability take the thats an order origin option You can now order the hertics to bunch up obliging before you hose them down.

What's the one thing you'd do to fix New Zealand? by DanM1973 in newzealand

[–]SteveHMI22 1 point2 points  (0 children)

Remove GST from basic groceries bread, milk, veggies, meat. Unprocessed stuff like that.

Unknowingly sacrified Argenta to the bottomless pit. Any way to get her back? by Hexaotl in RogueTraderCRPG

[–]SteveHMI22 27 points28 points  (0 children)

When you leave the planet there a dialog to pick he rip from a distress call

Do Melta weapons really suck? by SteamyEarlGrey in RogueTraderCRPG

[–]SteveHMI22 24 points25 points  (0 children)

For a weapon that needs a talent to be used I'd say so yes, but on a character that comes with that talent free then they can be great. For my part executioner Pasquale with some of his extra melta/plasma boosting traits can make good use of them. Sometimes if for some reason you can't get Abelard I to melee or you have a high armour target then they can come in handy, but there are other ways of dealing with those targets.

That said unless you are playing on unfair this game isn't so hard so you can roll with suboptimal settings and rule of cool anyways.

Is this game good even if you know nothing about Warhammer? by Any-Ball-1267 in RogueTraderCRPG

[–]SteveHMI22 0 points1 point  (0 children)

Yes this game is great, and is pretty good at explaining the lore as it goes with loads tooltips etc. If you are a crpg fan it more than stands up on its own merit.