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HELLO IT ME AGAIN

Im providing feedback for the update

lets get the constructive (and otherwise) critism out the way first since most of the issues have been (fighting game announcer) EXTERMINATED

1. minor spelling issues -robberfly-halteres trait line 1 and line4-"allow" is missing a 'w' and "attempt" has been afflicted with lovecraftian body horror,-aireina-frame desc line 2-"interest" is missing an e,  -break out mod- lore blurb line one- "break out mod" has an 'a' inbetween 'k' and 'o' their are more like this but i'm to lazy to go into them

2.minor clarity issue- the line explaining the plant hopper has it's own die should be seperate from the rest of the sentence like the IPS-N kidd-

also planthopper the impose perspective desc just needs the lists of conditions swapped with the line explaining the heat gain, to be fair the way it's written now works correctly it's just minorly confusing to read.  Sharing of true names- minor grammer error- should be "their and your" not "your and their" this one's a bit nitpicky

3.the big one balancing, so most of the major issues are gone and alot of the mechs have a more clear identity (more on that later) however

*the shamat's catalytic spear,  seems overtuned compared  to catalytic hammer, it has more range can peirce and gets a special reaction reload, while it can't apply stun (arguably the best status to be able to apply) I still think it's too strong, I *think* that lowering the damage and threat range would work.

*the Tarantula's new core power is amazing, however it might have too much GM overhead, I don't know if allowing it to interact with all soft cover in sensor range would be busted or not but it would allow for teamwork.

*tarantula again; the IR laser is flatly worse than it's closest counter part, the swallowtails oracle lmg, because it costs a system point I would make it just deal 1 heat instead of a save and/or have another secondary effect to help it out

*the auto-trigger  system doesn't have a sentence explaining how long it stays out e.g. "until the end of your next turn", "until you move", etc

*True hydra's omega point contradicts itself stating it takes an action while being labelled a quick tech action, also the core power is very similar to the mourning cloaks core passive (that being a full action teleport)

*overclock jammer might be overtuned the closest weapon to it is the ghast nexus, I think the power to jam is a bit strong with it's current dmg footprint though maybye not, I'm not certain

now for the Part I've been waiting for, the positive feedback

I LOVE most of the changes that have been done, each mech now feels like it has a unique identity from each other and are a lot more flavorful in their protrayals

 the robberfly especially got a major glow up in that regard, originally it felt like it was everest mixed with mourning cloak and not it's own thing, but now feels like some high speed anime samurai, the hookblade replacing the system is kinda nice as well since you can place it on a nelson for extra giga-nyoom, I do wonder if weavestep is a balanced trait or not it's situational but I'm not sure how situational and is thus beyond the scope for my whiteroom math, but I really do love the trait

the tarantula is really cool too I like the new core passive and it's synergy with it's traits being able too block tech actions it also makes sense for the tarantula to have the auto-trigger given that well it's a spooder (: it went from one of my least favorite frames from HRA to among my favorite

I love the new lacewing kits, and the assault kit letting you boost as a part of it's swap action it actually reminds me a lot of pathfinder 2e's action compression for some of it's feats and monsters (this is a complement I love pf2e) also sniper kit feeds the range maxing gremlin (so does the incursor nexus)

airena still peak fiction top 3 mech at least 

sorry for blabbing on this part I really like your work

Lore questions

also lore question does Union space have copyright laws? I read some of the lore for the HRA and it mentions licensing conflicts but i'm not certain that would actually occur, brands do exist but I don't think they are copyright enforced and more able to dominate everything else by reliabilty and quality (and the fact that buying the product from another source might be risky due to scams) which is one of the reasons there are so many everest variants

I think the lore would still work from well the fact most of the stuff on hercinya is outdated and obsolete thus in order to actually sell things they need to make new stuff from it (also the whole enkidu thing could be that HRA doesn't really want to be associated with it's history and just the fact it's a mind warping murder machine) of course i'm not certain copyright exists in Lancer I just assume due to the nature of Union they wouldn't have that

also will we see more of murder_mansplain_mothman in lancer x ME?

Hey, thanks for the feedback!

1, 2) I'll be addressing these in another update soon.

3)

*I agree n the Catalytic spear, and that's why I took out the Line 3 pattern; but it was useless either: melee attacks are, RAW, single-target only; patterns don't work for them.

*I can't remember if I had already written it in this update or corrected it later, but the Tarantula's Cora Active only works on enemies inside soft cover that *it* made. Still strong, no doubt, but it requires more deliberate setup.

*The IR laser was never meant to be a substitute for the Oracle LMG.
It had a bit of a journey as a matter of fact. It started as a synergetic weapon with Hemorrhage Scope (which allowed you to ignore Inviible if the target was in the Danger Zone) and it did just 1d3E+1H on a Hit, but it was pointed out to me that if a target is invisible then it's difficult to hit with the weapon, so I cnanged it to force a Save on Attack as a way of sort-of giving Reliable Heat.
Later I decided to get rid of the Hemorrhage Scope because it only really synergized with the IR laser, and I also wanted to give the Lacewing a CQB instead of a rifle to go with the Assault Kit.
I realized that it forcing a save paired well with the Tarantula's high Save Target, and that's why it's there.
incidentally I realize I need to give the Tarantula a Flex instead of a Main.

*fixed that in the last patch

*fixed that in the last patch

*I agree and that's why in the last patch the Jamming wears off if the target goes outside SENSORS or LoS

I'm glad the various mechs seem distinct and uniquely appealing now that was a major concern for me in this rework,
especialy for the Tarantula whose license I always knew was a mess. I went to some lengths to try and make sure each frame and piece of equipment evoked a specific fantasy.

About the copyright thing, it would be more correct to call it patenting or licensing.
IRL, companies can buy licenses to manufacture another company's product: you see it often with cars and military hardware.
To my mind, Printing Licenses operate in a similar way, which means that you can easily buy a license to print a company's products,
but you can't distribute that printing license yourself.
That's the licensing issues that HRA has to contend with: all the SecCom-era military surplus on Hercynia is licensed under GMS, so while they can salvage and reuse it, they can't sell printcodes for it, because it's basically stealing GMS's patents.
They can only get away with doing so for derivations of the Enkidu because nobody wants to risk being associated with it by claiming licensing rights over it.

And finally, the Krait Krew will return, and Mothman with them.