I haven't tested this in several days but since there's been no update I wanted to make sure you were aware of the following:
I'm prettyyyyyyyy sure that when using the Drone Commander rank 3 Invigorate quick action, the temp HP seems to ALSO be applying to my deployable objects such as Jericho Cover and otherwise - instead of JUST to my drone deployables. While I'm elated that this is helping me keep my Hydra sniper and their Spotter Goblin safe, by topping up the HP of everything I've deployed to protect them as well as other ally mechs in the path....this isn't the original intention.
I've been meaning to double check just to make sure I AM seeing an Overshield on my deployables but since I can't currently click on them, it's hard to check how they're doing HP / Overshield wise.
Airatome118
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If I recall correctly; and by browsing the FAQs in the Kickstarter page that ended; I am PRETTY sure they're in favor on Steam Workshop being allowed/implemented/toggled on. They already have a map editor IN the current released most updated version ....so I'm not seeing why they'd not toss this into the Workshop.
I apologize for wall of text >.<
I've tried to be as succinct as possible here but I understand that's a lot.
The main goal, and I'm not picky on the A 1 / A 2 into B 1 or B 2 way of doing it, is to be able to hit them with the Shock Knife first from the Integrated Mount and then be able to follow up with the auxiliary Fold Knife that particularly has my Shock Wreath Mod on it so I can dump the remaining Quick Action into activating the Wreath Mod AFTER I've already put some burn on the enemy in the same flurry of attacks. I only have the one Shock Knife, however, and it's on my Integrated mount. So I need that to fire, first, before I complete my flurry or before Hunter 3 prompts me, or I run out of quick actions before the combo is complete.
I've been playing around with it a bit after posting this and it seems if I just hit cancel on the prompt to Hunter 3, it then lets me use the Integrated Mount. It wont go back to letting me Hunter 3 though, however, unless I hit with the Integrated mount (since it considers me hitting cancel as completely forgoing to Talent instead of deferring it). It was pretty nice to see it work at least this way.
I think it would work out if the game could either:
* Recognize there's an integrated mount and ask about that first (though this might mess up someone ELSES elite hack combo lol)
* Recognize after hitting cancel that we haven't used the Hunter 3 talent and ask us again (this one seems harder)
* Have both options pop up (Hunter 3, Integrated Mount) and let us hit a button to tell the game we want to use that option, resolve that option, then hit the button on the remaining option to resolve that one after.
But, you're the absolutely wonderful programmer here and I'm not sure if those are even options. It's not a tremendous fault or anything, the code can only do what the code wills, and we have to accept that.
Hello Olive, and those following along! I may have encountered a unique combination of actions, talents, and a core bonus that isn't allowing the full function of this build to shine. Just in case I was crazy and missing things, like I sometimes do, I posed the following to our rules and mech build lawyers over on Pilot.Net and it was determined this should be plenty within the allowable rules.
That said, I know this is not an entirely faithful 1:1 recreation of the rules and you've stated both some alternate directions you want to take to make the coding easier or work in the first place, and that the coding can only certain things without getting crazy out of hand. To that end, I just wanted to pose the situation I'm running in to so it can considered or discussed. Could be a known issue for all I know!
So, here's what I have:
I have a Dusk Wing with an Aux/Aux mount and an Integrated mount from the Core Bonus.
The Integrated Mount Core Bonus reads:
"...Your mech gains a new integrated mount with capacity for one Auxiliary weapon. This weapon can be fired 1/round as a free action when you fire any other weapon on your mech. It can’t be modified..."
The Aux/Aux mounts have fold knives on them. One of these Fold Knives as the Shock Wreath on it. The Integrated Aux has a Shock Knife on it.
I have Hunter III , which reads:
"...1/round, when you hit a character with a melee attack, you may also throw an Auxiliary melee weapon as an attack against any character within Range as a free action. This attack can’t deal bonus damage..."
Here's what I'm trying to accomplish.
Presumably, because I'm generally allowed to order triggers in whatever order I want to, I should be able to do this:
A:
1. Use a Quick Action to Skirmish with my Aux/Aux mount featuring the Shock Wreath Fold Knife. Using the bare Fold Knife first.
2. Use a Quick Action to Skirmish with my Aux/Aux that doesn't feature the Shock Wreath Fold Knife. Using whatever of the two knives I want to.
B: Hit or miss, I should be able to fire my Integrated Shock Knife as a free action for firing any other weapon, per the core bonus activation requirements. Hopefully hitting and applying 2 Burn.
C:
1. Hit or miss, follow up with the other weapon on my Aux/Aux mount, the Shock Wreath Fold Knife and use my other quick action to activate the Wreath and apply 1d6 burn + blind it because it's already suffering from burn. Then follow up with Hunter 3 and throw one of my other many Fold Knives as another free action.
2. Hit or miss, follow up with the second knife and if I hit, utilize Hunter III to throw the Shock Wreath Fold Knife and use my other quick action to activate the Wreath and apply 1d6 burn + blind it because it's already suffering from burn.
Someone from Pilot.net tried to make this more succinct:
"Okay so in fewer words you're asking if you can
- fold knife
- integrated shock knife interrupts the skirmish
- other fold knife (w/ shock wreath)
- follow the skirmish with a shock wreath activating quick action
This should work exactly so per the rules."
What might be going on here, and can we make these free action queries able to be ordered by the player how they want to? Or maybe stack the Integrated Mount first (above Hunter or the second weapon in an Aux/Aux mount) in the order of things it wants to ask about?
The thing about Lancer is, this has always generally been done on a HEX and not a SQUARE grid, where that would matter, but there are rules for both and they're equivalent. For this translation into a game, it seems Olive has used squares for the map instead but kept the math the same from Hexes to Squares. Page 64 down from the core rule book makes no differentiation between measuring range/adjacency or otherwise on a Hex or Square grid map.
I'm not sure if that was an oversight, intentional, or if they're going to change to Hexes like most of us are used to; but according to the rules we play by on paper? This is working as intended.