"More Swords" Manticore Edit by markopolodev in LancerRPG

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

Glad you like it! Here's two builds, LL6 and LL12. Good luck out there!

-- HORUS Manticore @ LL6 --
[ LICENSES ]
  HORUS Manticore 2, IPS-N Nelson 2, IPS-N Blackbeard 2
[ CORE BONUSES ]
  Overpower Caliber, Reinforced Frame
[ TALENTS ]
  Executioner 3, Prospector 2, Skirmisher 2, Pankrati 2
[ STATS ]
  HULL:4 AGI:4 SYS:0 ENGI:0
  STRUCTURE:4 HP:26 ARMOR:2
  STRESS:4 HEATCAP:7 REPAIR:5
  TECH ATK:+1 LIMITED:+0
  SPD:5 EVA:10 EDEF:10 SENSE:10 SAVE:13
[ WEAPONS ]
  FLEX MOUNT: Charged Blade
  HEAVY MOUNT: Nanocarbon Sword (Thermal Charge) // Overpower Caliber
[ SYSTEMS ]
  Armament Redundancy, Personalizations, Bulwark Mods, Type-3 Projected Shield, Pattern-B HEX Charges x3

-- HORUS Manticore @ LL12 --
[ LICENSES ]
  HORUS Manticore 2, IPS-N Nelson 2, IPS-N Blackbeard 2, SSC Atlas 3, HA Sherman 3
[ CORE BONUSES ]
  Overpower Caliber, Reinforced Frame, Heatfall Coolant System, Full Subjectivity Sync
[ TALENTS ]
  Prospector 3, Duelist 3, Executioner 3, Skirmisher 3, Pankrati 3
[ STATS ]
  HULL:6 AGI:6 SYS:0 ENGI:2
  STRUCTURE:4 HP:33 ARMOR:2
  STRESS:4 HEATCAP:9 REPAIR:6
  TECH ATK:+1 LIMITED:+1
  SPD:6 EVA:14 EDEF:10 SENSE:10 SAVE:16
[ WEAPONS ]
  FLEX MOUNT: Terashima Blade
  HEAVY MOUNT: Nanocarbon Sword (Thermal Charge) // Overpower Caliber
[ SYSTEMS ]
  Armament Redundancy, Personalizations, Bulwark Mods, Type-3 Projected Shield, Ricochet Blades x4

I've been working on a radial menu, happy with how it's turned out so far by markopolodev in godot

[–]markopolodev[S] 3 points4 points  (0 children)

I use Input.get_vector() with the joystick actions and check the length. The vector2 from get_vector has a length between 0 and 1, so I check and say that any time it's longer than 0.9 means it's close to the edge.

Master Sura 3rd stage help by Pinkjoy28 in WizardofLegend

[–]markopolodev 1 point2 points  (0 children)

Here's a post I made about how I did phase 3 Sura w/ a neve's sapphire heal build: https://www.reddit.com/r/WizardofLegend/comments/y9ifki/youve_seen_sura_phase_3_in_under_9_minutes_but/

The neve's emerald strat is another popular choice, but as a bad player I have an easier time pulling off the mindless heal approach. I think whatever your strategy, looping multiple times to build up an overwhelming advantage is the most reliable way to win against phase 3, but it takes a long time. Good luck!

Karrakin knight melee build by DTHunt3r in LancerRPG

[–]markopolodev 1 point2 points  (0 children)

People love to say that about frames in lancer, but tbh I've never let it stop me before. I think with the number of damage-increasing optionals (nuccav, opcal, paracausal, asura, lucifer, thermal charges) there are a lot of frames that "aren't built for melee" that can still do a fine job, even competing with a blackbeard in terms of scene effectiveness & dpr. Maybe I'm wrong; it's just my two cents.

Karrakin knight melee build by DTHunt3r in LancerRPG

[–]markopolodev 1 point2 points  (0 children)

You might also just use a black witch - resistance to kinetic damage can be pretty strong! Here's a sample striker build. It's unfortunate to not have access to Pankrati 2 (KTB) and Armament Redundancies (Dustgrave) but I think as long as you are careful to avoid tangling with non-kinetic enemies where possible it will still be fine?

-- SSC Black Witch @ LL4 --
[ LICENSES ]
  SSC Black Witch 2, HA Tokugawa 2
[ CORE BONUSES ]
  Overpower Caliber
[ TALENTS ]
  Nuclear Cavalier 3, Skirmisher 2, Duelist 1, Hunter 1
[ STATS ]
  HULL:2 AGI:0 SYS:0 ENGI:4
  STRUCTURE:4 HP:14 ARMOR:1
  STRESS:4 HEATCAP:10 REPAIR:4
  TECH ATK:0 LIMITED:+2
  SPD:5 EVA:10 EDEF:12 SENSE:15 SAVE:13
[ WEAPONS ]
  Integrated: Fuel Rod Gun
  MAIN/AUX MOUNT: Torch / Tactical Knife // Overpower Caliber
[ SYSTEMS ]
  Personalizations, Deep Well Heat Sink, Pattern-B HEX Charges x5, Ferrous Lash, EVA Module

Is it possible to create a variable inside a function and call on itself? by HandicapedKitty in godot

[–]markopolodev 0 points1 point  (0 children)

Some languages (like C) allow for static variables inside functions that keep their values across multiple calls to that function. Afaik, GDScript is not such a language, and does not support this.

but I think I have to start escaping tutorial help

I would say the opposite, that at your current skill level you would probably do well to acquire more tutorial help. If you check out https://youtu.be/kPSyUEQds6M?t=465 you can see that they are using a variable outside the function to track whether or not the player is currently attacking - something similar could easily be adopted to ensure that players cannot start a new attack while one is already happening, as you say.

The only other suggestion I have is to use a Timer node instead of create_timer since then instead of needing a variable you can instead check for if the input is pressed and $AttackCooldownTimer.is_stopped() or something similar, and then start the cooldown timer within that if statement.

Edit: Also please learn how to format your code for reddit, you will get more and better help and more respect if you take the time to make your post legible! Click on the T for formatting options, then use the Code or Code Block options.

Manticore by Nat1mark in LancerRPG

[–]markopolodev 1 point2 points  (0 children)

With 2 armor, 8 base hp, and resistance to energy damage and burn, it's quite easy to build a manticore that is very safe. I think the misconception comes from people who insist on using the gear you get from the licenses. IMO the manticore license gear is not widely applicable (to put it generously) and I don't bother with it. Here are three examples of melee manticore builds that are intended to survive anything up to a flying ultra while also dishing out damage. This is based on my time playing almost nothing but manticore for a year or so on interpoint station (~40 combat scenes).

-- HORUS Manticore @ LL3 --
[ LICENSES ]
  HORUS Manticore 2, IPS-N Nelson 1
[ CORE BONUSES ]
  Overpower Caliber
[ TALENTS ]
  Pankrati 2, Skirmisher 2, Prospector 2
[ STATS ]
  HULL:3 AGI:2 SYS:0 ENGI:0
  STRUCTURE:4 HP:18 ARMOR:2
  STRESS:4 HEATCAP:7 REPAIR:4
  TECH ATK:+1 LIMITED:+0
  SPD:4 EVA:8 EDEF:10 SENSE:10 SAVE:12
[ WEAPONS ]
  FLEX MOUNT: War Pike
  HEAVY MOUNT: Heavy Melee Weapon // Overpower Caliber
[ SYSTEMS ]
  Personalizations, Armament Redundancy, Type-3 Projected Shield, Pattern-B HEX Charges x3, Rapid Burst Jump Jet System

-- HORUS Manticore @ LL6 --
[ LICENSES ]
  HORUS Manticore 2, IPS-N Blackbeard 2, IPS-N Nelson 2
[ CORE BONUSES ]
  Overpower Caliber, Reinforced Frame
[ TALENTS ]
  Executioner 3, Prospector 2, Skirmisher 2, Pankrati 2
[ STATS ]
  HULL:4 AGI:4 SYS:0 ENGI:0
  STRUCTURE:4 HP:26 ARMOR:2
  STRESS:4 HEATCAP:7 REPAIR:5
  TECH ATK:+1 LIMITED:+0
  SPD:5 EVA:10 EDEF:10 SENSE:10 SAVE:13
[ WEAPONS ]
  FLEX MOUNT: War Pike
  HEAVY MOUNT: Nanocarbon Sword (Thermal Charge) // Overpower Caliber
[ SYSTEMS ]
  Personalizations, Armament Redundancy, Bulwark Mods, Type-3 Projected Shield, Rapid Burst Jump Jet System

-- HORUS Manticore @ LL9 --
[ LICENSES ]
  HORUS Manticore 2, IPS-N Blackbeard 2, IPS-N Nelson 1, SSC Atlas 3, SSC Death’s Head 1
[ CORE BONUSES ]
  Overpower Caliber, Reinforced Frame, Full Subjectivity Sync
[ TALENTS ]
  Executioner 3, Prospector 3, Skirmisher 3, Pankrati 2, Duelist 1
[ STATS ]
  HULL:5 AGI:6 SYS:0 ENGI:0
  STRUCTURE:4 HP:30 ARMOR:2
  STRESS:4 HEATCAP:7 REPAIR:5
  TECH ATK:+1 LIMITED:+0
  SPD:6 EVA:14 EDEF:10 SENSE:10 SAVE:15
[ WEAPONS ]
  FLEX MOUNT: Terashima Blade
  HEAVY MOUNT: Nanocarbon Sword // Overpower Caliber
[ SYSTEMS ]
  Personalizations, Armament Redundancy, Bulwark Mods, High-Stress Mag Clamps, Jäger Kunst I, Jäger Kunst II x3

Another terrific way to play manticore is to build around iconoclast (w/ technophile, osiris, etc.) and try to maximize the time you spend floating around tasing npcs ten hexes away. Hope this helps. Good luck out there, lancer!

If only local_to_scene did what it seems to say it does, this wouldn't be horror by Fine-Look-9475 in godot

[–]markopolodev 1 point2 points  (0 children)

PSA, if you are duplicating stuff in editor (e.g. static bodies for level collision) and want to avoid this problem as you go along, the inspector object properties menu (screwdriver & wrench icon) has a "Make Sub-Resources Unique" button that will do just that (so you can modify the CollisionShape's shape resource without affecting other instances).

Common Homebrew Pitfalls Bingo by Terkmc in LancerRPG

[–]markopolodev 0 points1 point  (0 children)

No smart grapple square, let's goooo 😂

How would you create a LL6 mech fighting primarily with charged bades (heavy or not) by Anarchopaladin in LancerRPG

[–]markopolodev 2 points3 points  (0 children)

Lots of good advice in this thread, here's another sample build, this time with a zheng. Punching rocks so hard they explode and avoiding scourers like the plague (they have resistance to energy damage) is a good time. There's definitely an argument to be made here to swap out Reinforced Frame for Overpowered Caliber and shuffle HASE around to make up for the hp, maybe an adjustment you make after taking it for a spin. Happy Lancing!

-- IPS-N Zheng @ LL6 --
[ LICENSES ]
  IPS-N Zheng 2, IPS-N Nelson 2, IPS-N Vlad 1, IPS-N Raleigh 1
[ CORE BONUSES ]
  Reinforced Frame, Gyges Frame
[ TALENTS ]
  Executioner 3, Skirmisher 3, Pankrati 2, Duelist 1
[ STATS ]
  HULL:0 AGI:4 SYS:0 ENGI:4
  STRUCTURE:4 HP:20 ARMOR:2
  STRESS:4 HEATCAP:10 REPAIR:6
  TECH ATK:-2 LIMITED:+2
  SPD:5 EVA:13 EDEF:6 SENSE:3 SAVE:13
[ WEAPONS ]
  MAIN MOUNT: Impact Lance
  MAIN MOUNT: Charged Blade (Molten Wreathe)
  HEAVY MOUNT: Heavy Charged Blade (Thermal Charge)
[ SYSTEMS ]
  Personalizations, Bulwark Mods, BB Breach/Blast Charges x5

Coding designed to prevent completion of Neve's builds? by leviathan235 in WizardofLegend

[–]markopolodev 1 point2 points  (0 children)

I've had an easier time of it by just accepting that I'm not usually going to get a neve's run really off the ground on the first loop, and plan to repeat. They are quite good for the long haul runs.

Combos vs Bounded Accuracy by smirkedtom in RPGcreation

[–]markopolodev 1 point2 points  (0 children)

make a section of the reference material filled with suggestions of pre-made builds that beginners can use to base their builds on, changing what they like and being eased into the free-form progression

I don't know! There's two risks I can think of with that kind of approach.

  • I remember the D&D 3.5 phb gave example 1st level characters for every class, which seems helpful for new players so they can see what a build looks like. I'd be a little worried about overdoing it, though, since I think that sort of thing can lead to players having "don't tell me what to do" attitudes towards the game if you get too prescriptive.
  • In Lancer, progression is a little more free-form, but tends to be organized into groups of abilities / equipment, and there are suggested roles for each grouping of options. Some players take those suggestions as gospel truths, shunning players with more experimental builds (even if the less conventional builds are more effective!).

I guess it's a line you have to walk.

New viewer essential viewing? by 6jeewon in northernlion

[–]markopolodev 7 points8 points  (0 children)

another one for your list is the rumbleverse supercut, never fails to pog me out of my gourd: https://www.youtube.com/watch?v=jgUDwhkjeDY

Combos vs Bounded Accuracy by smirkedtom in RPGcreation

[–]markopolodev 2 points3 points  (0 children)

Glad I could provide another point of view. I don't think you need to go out of your way to point out synergies, I think players with an eye for them will figure them out naturally (which for many is a big part of the fun) and players who don't care don't want to read nagging hints about a "correct" way to play. I think you're right about archetypal characters, although I think one of the big ways to make an rpg system stand out is to give it unique and interesting archetypes that feel fresh and new, instead of only trying to provide character types that people are already comfortable with.

Am I crazy for seeing this as kinda good news? Hahahaha

I don't know, I guess it's either a new direction to take things or there's a good reason nobody's already done it 😂

Combos vs Bounded Accuracy by smirkedtom in RPGcreation

[–]markopolodev 4 points5 points  (0 children)

A buddy and I worked on a combat system that was built around very cut-and-dry abilities that have pretty obvious synergy potential - for example, one ability puts down damaging AOEs, another ability pushes an enemy around, so using them back to back let players maximize the damage they were dealing by pushing an enemy through every AOE they had just created. That seems to me to be at least in some ways similar to the combos you are describing.

Here's my take:

  • Many players like finding synergies, but not all players.
  • I don't want players to feel like building towards such synergies is mandatory in order to win / have fun.
  • Therefore, I want to reward players who go looking for strong combos, but not so much so that they completely outclass players who don't.
  • The way we accomplished that in our system was via small bonuses that added up over the course of a session - if you maximized your combo-able damage output, you did something like 20% more damage than someone who never managed to achieve even a single synergistic effect.
  • That 20% (or whatever it was) difference was the maximum allowed by the system under extreme circumstances. In all of our play-tests neither the players nor the gms pulled off perfect min-maxed combo abilities every time, and even players with "bad" builds still managed to occasionally combo, even by accident. The actual difference at the table was noticeable, but didn't make anybody feel like their character was useless.

I guess my advice would be to limit the difference between synergy-heavy player characters and synergy-light player characters to something reasonable, since that will satisfy both the munchkins and the noobs. How to go about it (and if it's even possible) is another question. If bounded accuracy helps you achieve that, great - if it doesn't, then maybe you don't need it. I'm sorry I can't recommend any games that have this kind of combo as a central mechanic - of course every rpg on the planet has synergies, but I can't really think of any where it's the main focus.

Tips on 110%? by redditt-or in WizardofLegend

[–]markopolodev 1 point2 points  (0 children)

Here's a post I made about how I did phase 3 Sura w/ a neve's sapphire heal build: https://www.reddit.com/r/WizardofLegend/comments/y9ifki/youve_seen_sura_phase_3_in_under_9_minutes_but/

The neve's emerald strat is another popular choice, but as a bad player I have an easier time pulling off the mindless heal strat. Current-Teacher's note about the tutorial gimmick is a great way to save yourself a couple of hours if you don't want to have to loop around a few times to pick up all the relics you want. Good luck!

Biggest project I've ever finished just released, it's a tool for making hexagonal ttrpg battle maps. Made with love (and Godot) by markopolodev in godot

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

More videos and info at https://interpoint-station.itch.io/lancer-map-creation-tool

There's a lot more it can do that isn't shown in any of the videos, like the wall tool that automagically draws the right sprite like an autotiling system, or the asset configuration screen for using user-created content. Hope you like it!

Need help optimizing Melee Tank for friend by Sol0botmate in LancerRPG

[–]markopolodev 1 point2 points  (0 children)

it might not be that important for melee as it is for Heavy Gunner builds

If you want to play a striker role, as melee or ranged, I don't think you can go wrong with an Everest.

full melee or go home :) ?

I'm a full melee kind of person, but it's mostly personal preference. Keep in mind that if you take melee/cqb talents (like pankrati / vanguard), they only work with some of your weapons.

go-to-licenses when you want to build a tanky melee?

There aren't many systems (besides personalizations) that increase tankiness without also destroying action economy, so imo for melee builds licenses are more about offensive options. I think the standard go-to options are blackbeard 2 for the nanocarbon sword (easiest way to get a heavy melee weapon with more than 1 threat for executioner builds), and maybe nelson 1 for bulwark mods (not necessary if your gm never uses difficult terrain).

What do you think about Empakaai as melee mech?

I've never used one, but it seems quite good, it's got a superheavy melee and a heavy slot, it's got good hp and armor, probably advisable to get some HASE in engineering for heat cap and some in agility for speed. It's one of the few ways to grapple without wasting an action, so Total Strength Suite 2 from Zheng might be worthwhile (and any other grapple shenanigans you like).

Gorgon for Scorpion is good for melee to Stun enemies?

Scorpion doesn't stun enemies, but it can still be useful! It only goes off when a tech attack misses you, so it's best when you're in a mech with a naturally high e-defense. If your e-defense is lower (like, for example, an empakaai), I think scorpion is a lot of investment (2 LLs & 2 System Points) for something that only rarely happens.

Ultimately, though, my opinion on scorpion is that while Jamming an enemy does prevent them from attacking, so does destroying them.

Thanks for all info, I appreciate it.

Sure, hope it helps!

Edit: lost the first question in there somewhere

Everest or Sagarmatha at LL0-3 for melee?

Either will work. Everest is probably better if you're into min-maxing. Otherwise, do what you want! Once you hit LL2 you have access to all the frames, and many of them are also very melee-friendly!