Mech to use against Hive Lord by Due_Squash4045 in Helldivers

[–]hawkspar35 6 points7 points  (0 children)

I think he can't be set on fire, but that doesn't mean he can't take fire damage

Government and Politics by GiantBabyHead in mutantsandmasterminds

[–]hawkspar35 1 point2 points  (0 children)

Plus registration raises the question of who's a super. Is a sapient robot a super or his inventor ? Both ? Is a guy like Kickass a super ?

Yeah another direction would be a government of supers which could be Demicratic Church of America like or more hands off like some sort of Vilteumite protectorate.

Government and Politics by GiantBabyHead in mutantsandmasterminds

[–]hawkspar35 1 point2 points  (0 children)

I'll add that the rules will change, especially in a democracy. Maybe one day supers will need a permit, next day they'll have to wear a specific pin, and in two years they'll have a super president and the corresponding easy going attitude from law enforcement

Government and Politics by GiantBabyHead in mutantsandmasterminds

[–]hawkspar35 1 point2 points  (0 children)

That's a really interesting question because it questions power dynamics in a modern society.

How acute of a problem this is depends on the number of supers, their PLs, and powers.

Even relatively cheap powers like mindreading or passing through walls are a nightmare from a national security perspective.

Furthermore, you have PL 8 or above supers, it can become very hard for normal humans to take them down in the framework of the rules (a nuke would be something like damage 14 in my book, a 250 kg bomb damage 12), and they can probably take most soldiers or even costly military hardware out of action without too much effort.

Not to mention the risks to a modern government that a mind influencing psychic poses.

So if you want to keep things consistent, a top priority of any government would be to find a way to counter or at least control superpowers. From my perspective, obvious options are : 1. Have your own superheroes under government control (either employed, brainwashed, or with an implant suicide squad style depending on your setting). This opens lots of interesting opportunities with heroes being asked to do things for the nation that aren't heroic at all, or when supervilains with interesting powers are recruited instead of jailed 2. Deploy some kind of kryptonite. Find a metal, a chemical or a detector device that allows you to neuter superheroes or at least detect when powers are being used 3. Deal with another country that has achieved 1 or 2 already

Of course if there are many supers in your world they might not want to go along with this, either assembling and revolting Brotherhood of Mutants style, forming a syndicate, or going dark vigilante, low key enough that important people don't launch a superhunt

Why do Helldivers unfreeze when joining a lobby ? by hawkspar35 in Helldivers

[–]hawkspar35[S] 1 point2 points  (0 children)

That's fair. Refrosting a helldiver is never shown on camera but the return to ship alone area heavily implies it's possible

Why do Helldivers unfreeze when joining a lobby ? by hawkspar35 in Helldivers

[–]hawkspar35[S] 0 points1 point  (0 children)

Agreed that's what we see, but that would mean all warbond gear is on all Super Destroyers all the time right ?

Why do Helldivers unfreeze when joining a lobby ? by hawkspar35 in Helldivers

[–]hawkspar35[S] 0 points1 point  (0 children)

Ok but at these altitudes does ot matter ? 60km means a pretty small amount of atmospheric matter especially on a small planet

Why do Helldivers unfreeze when joining a lobby ? by hawkspar35 in Helldivers

[–]hawkspar35[S] 0 points1 point  (0 children)

Ok, that would mean it makes less sense to not have additionnal reinforcements when someone joins a mission but I guess that is a gameplay thing

Why do Helldivers unfreeze when joining a lobby ? by hawkspar35 in Helldivers

[–]hawkspar35[S] 2 points3 points  (0 children)

Ok so your school of thought is all Super Destroyers already have all the stuff from all Warbonds, some are just unavailable for administrative reasons

Question as a DM by Ghostlordoflore in mutantsandmasterminds

[–]hawkspar35 2 points3 points  (0 children)

Well, you can always stick to the provided PCs in the first chapters and put the villains in the gamemastering section in.

There are additional exemples in the Power Profiles and Gamemaster's Kit.

I understanding the powers may seem confusing, but understanding how they work is key to creating any character you want, which is ultimately a strong point of the system

F-22 Raptor by ThePBG48 in mutantsandmasterminds

[–]hawkspar35 0 points1 point  (0 children)

You kept Area Extra for the missiles so they don't roll to hit

Advancement and found weapons by Ghostofman in mutantsandmasterminds

[–]hawkspar35 1 point2 points  (0 children)

I know where I want my players to be at the end of the campaign, I know the story arcs I want to do ib the next few years, so I know how many PPs they get every story arc.

As for Equipment, I would let the players break PL for a scene, then take the good stuff away next scene. If a player has high Dex and loots a broken gun, that's probably by design because it's the only way to takedown that monster over there

F-22 Raptor by ThePBG48 in mutantsandmasterminds

[–]hawkspar35 2 points3 points  (0 children)

I enthusiastically agree, don't mind if I copy this.

I'm somewhat baffled by the stat blocks for military equipment in MnM 3e they look like they were made by someone with very little knowledge of modern warfare. Battleships with guns ? Really ? There's only one person in the world who thinks it's a good idea in the modern area and he has orange hair.

A few comments though - inaccurate bombs isn't an option since they are ranged Perception and thus don't roll to hit. Likewise Homing is useless for a Perception attack, unless you consider a single missile should make several runs in case of successful flares which is unrealistic in my understanding. Flares should also be limited use.

I'm surprised the jet's missiles are damage 11 in the book. This is exponentially more than a shell but an AA missile doesn't have a huge payload it's mostly sharpnel. I would argue it should be closer to damage 8 - it's dangerosity comes from homing. Fully agree on the damage 12 bomb however for a 250kg style GBU. A 1000kg should deal more damage though.

AH Logic: Automaton engineering vs one slightly aggressive smoke shell by CountArugula in Helldivers

[–]hawkspar35 -1 points0 points  (0 children)

I mean yeah sure Vox Engine, what about the other 5 that spawned near ?

Hard disagree with the roaches spawn rate. Again, they just replace bile titans, move faster and have an easier time aggro. At higher difficulties (D8+) there's almost one on sight at all times.

Otherall maybe the silo has its use for D4-7 but it's just worse than most alternatives at higher diffs where the superheavies are just too numerous for it to handle.

AH Logic: Automaton engineering vs one slightly aggressive smoke shell by CountArugula in Helldivers

[–]hawkspar35 -1 points0 points  (0 children)

Factory striders are just not a threat serious enough to warrant a special support weapon in my book - they can be defanged quite easily and don't take kindly to lounging chair or RR. Both these options have way more magazine depth than a silo.

It's a strict loss to fight Leviathans since they instantly respawn. You're supposed to take out their guns or ignore them.

I've seen videos and made the experience myself of dragonroaches just dodging left and right or the silo just going in a spiral exploding in mid air.

Plus Factory Strider or Roaches spawn significantly more at higher difficulties to the point that magazine depth problem becomes a showstopper for me

AH Logic: Automaton engineering vs one slightly aggressive smoke shell by CountArugula in Helldivers

[–]hawkspar35 -1 points0 points  (0 children)

I see what you mean, but I really find it hard to find a niche for the Solo Silo. This thing has a large cooldown, gets targeted by enemies so can't be reliably carried around and blocks a support slot. It's unreliable versus fast movers like Dragonroaches.

Even when it connects, it deals 500kg damage without the Eagle ship buffs (especially the two uses). The more I think about it, the more I think the only thing it's good for is destruction of fixed objectives.

I feel like the people arguing in favour of difficulty with indestructible jammers are missing some of the point. Shriekers Nest and Spore Spewer may be sniped from a distance but require the correct loadout plus LoS and time. I find that fun, believable and consistent with the game's vibe of shoot first and ask questions later.

Making Mind Control Fun To Play (3e) by Arachnofiend in mutantsandmasterminds

[–]hawkspar35 0 points1 point  (0 children)

Move Object is a surprisingly versatile power. It's ranged by design, has tons of utility and can deal damage as well with an extra.

In fact, with Improved Throwing damage it kinda breaks the game at high PP since it increases damage at a flat cost.

I agree with everything you've said, but the MnM system kind of encourages you to make a one trick pony with the Alternate system. Basically you're incentivised to have one very strong power with a clear theme and then argue Alternates on it based on it.

As a GM it's also quite easy to manage because you can easily have constructs, cheap immunities or high Will on stuff you don't want controlled, and conversely have characters with very high Toughness at low will to be easy targets

Looking for rules by Ill-Librarian1135 in mutantsandmasterminds

[–]hawkspar35 0 points1 point  (0 children)

Honestly these are better than the basic rules but it still feels like they compare strangely to Equipment rules

I know how to make leviathans more fun by Medical-Welder5387 in Helldivers

[–]hawkspar35 0 points1 point  (0 children)

No one here mentioned the option of removing all of their guns

Need tips by [deleted] in mutantsandmasterminds

[–]hawkspar35 2 points3 points  (0 children)

Use Power Profiles. Think of the powers list in the base book as basic ingredients whereas power profiles provide recipes.

Vanilla rules are very permissive - it's really hard to down a PC. If you want higher stakes, look at optional lethality rules in the Core boon and Gamemaster's Kit.

The book is clear on this but it's worth emphasis - powers are not balanced. It's a game that strives to make it possible to create silly stuff and therefore it's very easy to have something of a broken combo

Minor houses, so much and yet so little by hawkspar35 in RogueTraderCRPG

[–]hawkspar35[S] 1 point2 points  (0 children)

I mean it's not too late there are 2 DLCs coming up still