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May 29 - Actions and Combat - Feedback Thread

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Grim G Grim G's picture
Problems in the Beam section
So besides the fact that Battle Lasers can't autofire (and they should), I also noticed that it's noted as Fixed, but not Two-Handed. That seems like it's wrong. Aside from this, I began to realize that now that you can reload, there's no differentiation in batteries. The fact that a battle laser deals more damage with a higher ammo capacity would suggest that beam batteries are not compatible with different types of beams. This should be specifically noted as such. Finally, Plasma Rifles are counted as Area Effect. How is that supposed to work? Is there an explosion when it hits? is it supposed to be some sort of cone? If it is a cone, then it should just be listed as such and placed in the spray category.
Hailspork Hailspork's picture
THe description of the Battle
THe description of the Battle Laser does say it's mounted, so I doubt that's a typo. When it comes to batteries, I don't think it's fair to compare a mounted device to a hand-held device (or an implanted device). Ammo*DV seems like it should correlate with battery size, but I wouldn't expect that to be exactly equal; not all weapons have the same efficiency. The seem to be closer to Ammo*DV*DV. The Plasma Rifle has the "Area Effect (centered)" tag, so it should be an explosion from the target. It doesn't say how much is lost at distance, and I'm skeptical that they intend it to be -2/m; that would mean a 16m radius on average.
Grim G Grim G's picture
Hailspork wrote:THe
Hailspork wrote:
THe description of the Battle Laser does say it's mounted, so I doubt that's a typo.
Quote:
This heavy laser pulser is typically mounted and used for battlefield support, firing more powerful beams than the standard laser pulser.
Emphasis on "typically". If it were meant to be a mounted weapon exclusively then they would probably be rolled into Weapon Systems (p9) which are "beyond the scope of this book". So no, it seems like something clearly meant to be used by infantry as well. Even besides that, my point with how batteries can get confusing comes from this scenario: Fire one shot from a laser pulser, then take out the battery and place it in a plasma rifle. How much ammo is left in that plasma rifle? My point is that batteries should come in different types to fit their weapon (like bullet caliber) because it's far simpler than doing math. The plasma rifle thing just doesn't seem to make sense at all. There was no blast radius in 1st Ed, and I see no reason why ionized gas would explode in general. It just feels really out of place.
Hailspork Hailspork's picture
The out of scope comes right
The out of scope comes right after "Others are significantly larger weapon systems, designed for taking out ships and military vehicles", so I think it's referring to those. The battle laser, seems more like a large gun mounted on top of a car or such. I'm sure there are some characters that could carry it, but I still wouldn't expect it to have the same battery as a laser pistol. If you want to swap batteries, you could math it; eg, 5 laser pulser shots == 1 plasma rifle shot. If you want to avoid the math, just don't do that, but no reason to explicitly remove the option. I don't think plasma rifles have an explosion, that's just how heat works. Here's one question for the Battle Laser: If it's an oversized Laser Pulser, is there a stun mode?
DivineWrath DivineWrath's picture
HEALING & REPAIR (p. 33)
HEALING & REPAIR (p. 33) First Aid: This looks to be a powerful option. At least for getting rid of wounds. I'm wondering if you could ignore nanotech healing (causing injury if need be) in order to fix wounds? Most nanotech (not counting healing vats) only heal 1 wound per day, while first aid can conceivably heal all your wounds before the day is over. Am I correct to assume that 2 different weapon attacks count as separate injuries? Recovery: Could you fix the example? It should be "2 nanobandages heal 2d10 damage in the first hour, they heal another 2d10 on hour 9 (they needed 8 hours to replenish), then on hour 13 you heal 1d10 thanks to you basic biomods.". Or something like that. Surgery: Can healing vats skip the need for surgery? Revivification: What is the proper gear for putting someone in medical stasis? Tool Kit paramedic? Nanobandage? What about reviving? Tool Kit paramedic? Nanobandage? Repair of Synthmorphs: I'm tempted to say that repairing wounds might take too long. For instance, a Reaper has a wound threshold of 12. Repairing that damage would take at least 3 hours + 8 hours for the wound. A Case flexbot has a WT of 4. Repairing that damage takes an hour but the wound will still take 8 hours. With a DUR of 20 and a DR of 40, I could repair 20 DUR in 4 hours, and repair it from DR in 8 hours, yet wounds will still take 8 hours each. I suppose what I'm asking for is for the repair time to scale with the DUR of the morph.
DivineWrath DivineWrath's picture
I forgot to ask what kind of
I forgot to ask what kind of equipment is appropriate for repairs. Not just for synthmorphs, but any kind of object as well. The rules do mention that conditions and tools may provide a bonus on tests, so would a basic tool kit be enough for any repairs? So better tools like tool shop and tool facility would provide bonuses?
DivineWrath DivineWrath's picture
My thoughts on weapons and
My thoughts on weapons and armor. WEAPON/GEAR TRAITS (p. 4 - 12): I couldn't figure out where to look for weapon traits. The information didn't precede or follow immediately after the gear that has it was listed. We get the basics for combat before we see a single weapon. We get rules for melee combat before we see melee gear, and rules for ranged weapons before we get to see a single ranged weapon. This was inconsistent and left me confused until I did a word search on the pdf. Maybe a little note above notes or traits that says to say where to look would be helpful. Or you could move were weapon traits are listed so its easier to find. Sprayer (p. 9): The complexity rating isn't in bold. Also, does a single dose affect every target in the whole area? Standard Ammo (p. 11): I'm confused. Are we supposed to be tracking standard ammo? The segment on AMMUNITION AND RELOADING (p. 6) left me with the impression that batteries and standard ammo was... well... free. Its the specialty ammo that I would have to buy. Maybe its complexity should be free unless you are buying more than 500 or something. Beam weapons don't list batteries in the same way. Underbarrel Seeker (p. 12): The complexity rating isn't in bold. Splash Seeker (p. 12): How many doses of chemical, poison, or whatever, does it carry or need? I want to be able to affect multiple targets with the payload, not just one. Does a single does affect the whole area? Ballistic Shield (p. 14): Could a large morph carry it with one hand? What if the morph had 3 or more hands? Could those extra arms wield weapons? Extended Magazine (p. 16): What about Railguns? Can they get +50% ammo? ARMOR MODS (p. 17): I'm a bit sad that I can only put on one armor mod. A specialized hive [Maj] might be a bit too pricey to make the armor mod a lasting feature. Also, how does this work on flexbots? Err... wait, maybe I'm trying to open a whole can of worms here. Reactive (p. 17): What if I'm a synthmorph adding this mod to their armor? Does it bypass their armor and inflict injury anyways? What if they are wearing a layer of armor on top their innate armor and apply the mod to that? Fixed (p. 22): OK, I get it. A medium sized character can't run around using a fixed weapon without penalty. They need to have it mounted on something. So what about a large character? Could they use the same weapon and run around with no penalty? No Point-Blank/Close (p. 22): Is there a way to know if your seeker ammunition has this setting on? After doing the hardware or infosec test, can you sure that you override the safety? As for time, how long does this take? Do I have to have do this in advance, or can I hack it seconds before I fire it?
Vladimiravich Vladimiravich's picture
Question regarding how Railguns work
I could be just really stupid and not seeing the obvious. But can some one explain to me how the new Railguns work? In the prior edition rail guns where mostly a straight upgrade from kinetic weapons which did more damage and could should further but where far less versatile when it comes to choices of ammo. Plus they needed a battery to power 200 shots of ammo. (as a GM I house rule that the PC's characters remember to switch out the battery on occasion between fights so no one has to actually keep track of battery power) 2e doesn't have a separate table for Railguns showing their stats and only have a brief explanation for what rail guns are and what they do. I see that there is a small bar at the end of the kinetic weapons table reading that rail guns do everything as above plus, but then the bar only shows a x2 under the SS/SA/BF/FA tab. What does this represent? does this mean rail guns just do double damage to everything or is there some thing critical that I am missing? For now I have temporarily house ruled rail guns out of my current campaign until I can understand them more. (none of my players are upset but this since they like having versatile weapons anyway)
DivineWrath DivineWrath's picture
I think there was a mix up
I think there was a mix up with tab indentation and a table entry that was too big. So I think the x2 was pushed from damage to rate of fire. It happens sometimes when working with text files.
DivineWrath DivineWrath's picture
I know what you guys are
I know what you guys are doing. Asking "why is they asking about size and number of limbs when asking questions about the rules?". Quit looking at me with your judgemental eyes. I intend to be a flexbot monster. I don't intend to play with human body limitations. I'll have as many limbs as I want, and be as big as I care to be, and have as many systems as I want. /joke *joke might have worked better had I thought of it sooner and managed to posted it right after reply #58.
ubik2 ubik2's picture
Vladimiravich wrote:I see
Vladimiravich wrote:
I see that there is a small bar at the end of the kinetic weapons table reading that rail guns do everything as above plus, but then the bar only shows a x2 under the SS/SA/BF/FA tab. What does this represent?
This is saying that the railguns have twice as many shots per magazine as the normal weapons. It should be in the next column. The range is 1.5x the normal range. The main advantage of railguns is that they get Armor-Piercing without losing the 1d10 that standard firearms would take for using Armor-Piercing ammunition.
ubik2 ubik2's picture
DivineWrath wrote:Sprayer (p.
DivineWrath wrote:
Sprayer (p. 9): The complexity rating isn't in bold. Also, does a single dose affect every target in the whole area?
That's the way I read it. The description says that it uses 1 dose/shot. Each shot affects a cone area (which may have multiple targets).
DivineWrath wrote:
Standard Ammo (p. 11): I'm confused. Are we supposed to be tracking standard ammo? The segment on AMMUNITION AND RELOADING (p. 6) left me with the impression that batteries and standard ammo was... well... free.
I assumed that a magazine worth of ammunition is included in the weapon cost, but that extra ammunition has the listed cost.
DivineWrath wrote:
Splash Seeker (p. 12): How many doses of chemical, poison, or whatever, does it carry or need? I want to be able to affect multiple targets with the payload, not just one. Does a single does affect the whole area?
While it isn't terribly realistic to imagine that the same dose used for a single target can also affect a 10-meter blast radius, that's how I would handle it (just as the Sprayer).
DivineWrath wrote:
Ballistic Shield (p. 14): Could a large morph carry it with one hand? What if the morph had 3 or more hands? Could those extra arms wield weapons?
DivineWrath wrote:
Fixed (p. 22): OK, I get it. A medium sized character can't run around using a fixed weapon without penalty. They need to have it mounted on something. So what about a large character? Could they use the same weapon and run around with no penalty?
I think both of these are examples of where the rule is intended to apply to the common case, and leaving the unusual cases up to the GM. I'd personally rule that a Large character can carry a normal ballistic shield in one hand, but since they're Large, they actually need a bigger ballistic shield to protect themselves (which ends up needing two Large hands). They should also be able to use a Fixed weapon in two hands without penalty. Huge morphs should be able to carry a Fixed weapon in a single "hand". The weapon would probably need to be adapted to the large/huge hands, and it's possible that large/huge morphs would have medium size hands to interact with human sized things, in which case they would still as many hands as a medium morph.
DivineWrath wrote:
Extended Magazine (p. 16): What about Railguns? Can they get +50% ammo?
This looks like an oversight. It certainly makes sense to allow this, but I suspect the developers didn't consider that railguns aren't firearms (though they are in the firearms table).
DivineWrath wrote:
A specialized hive [Maj] might be a bit too pricey to make the armor mod a lasting feature. Also, how does this work on flexbots? Err... wait, maybe I'm trying to open a whole can of worms here. Reactive (p. 17): What if I'm a synthmorph adding this mod to their armor? Does it bypass their armor and inflict injury anyways? What if they are wearing a layer of armor on top their innate armor and apply the mod to that?
The main issue with the Specialized Hive is that the entry in Gear has a [Maj] cost. However, there's a specialized hive in the Nanobandage and the Buzzer, both of which are cheaper than [Maj]. In the case of a Flexbot, as long as one of the bots has the Hive, it should be able to support all of the components. Dealing with something like Ablative when you split up and come back together is a mess, though. I'd probably rule that whenever they merge, you get the worst of the Ablative effects for the group. The intent of the Reactive rule seems to be that the underlying morph always takes some damage, so regardless of layering, the morph should probably take that damage. Perhaps it's like the portion of fall damage that bypasses armor, since it's really about the sudden acceleration of the parts inside.
DivineWrath wrote:
No Point-Blank/Close (p. 22): Is there a way to know if your seeker ammunition has this setting on? After doing the hardware or infosec test, can you sure that you override the safety? As for time, how long does this take? Do I have to have do this in advance, or can I hack it seconds before I fire it?
While the manufacturer doesn't want you blowing yourself up (and you probably usually want this safety), I don't see any reason why you wouldn't know if it's disabled. Given that there's no special rules, I would assume that it's a complex action and just test Infosec (without it being an opposed test vs. device's Firewall).
DivineWrath DivineWrath's picture
I guess I spoke too soon. The
I guess I spoke too soon. The sizes rules does in fact mention that large sized morphs can use two-handed weapons with 1 hand. I hadn't reached those rules when I spoke (I skipped ahead to get to weapon traits). Unfortunately, there is no mention of fixed weapons and sizes. Reactive Armor (p. 17): The numbers for reactive armor don't match. The numbers in the description is +5/+5 while the table shows the numbers as +3/+3. Large Size (p. 20): Typo. "navigating the confine sof cramped habitats". Should be "of" not "sof". Radiation (p. 29): Possible typo. "Radiation can be countered by thinner, better shielding and nanomedicine...". Maybe try "thicker" instead of "thinner"? I don't think thinner helps with radiation. Encountering non-sapient alien life (p. 39): I don't like this entry. I think you could get used to discovering alien life without freaking out every time.
ubik2 ubik2's picture
DivineWrath wrote:Large Size
DivineWrath wrote:
Large Size (p. 20): Typo. "navigating the confine sof cramped habitats". Should be "of" not "sof".
I imagine this is supposed to be "...confines of...". The space is misplaced.

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