#But his slow movement speed can be unfun
Explore tagged Tumblr posts
moisette · 1 month ago
Text
Tumblr media
Not entirely sure how to feel about this and I always fear my opinion doesn't matter because I tend to be a casual player and not someone that plays to win every match. So take it from someone that's played Trickster for about 3 years and is a very casual player.
The recoil being removed was my favorite change. My hands aren't super steady and the recoil was obnoxious. I've also heard the recoil was worse on console so that was a good change. I'm glad they're keeping that.
Trickster having faster movement speed than Huntress makes sense to me as Huntress can down a Survivor in 2 hits (1 with Iri Head). Trickster can't do that. It takes multiple knives to injure and down someone. Out in the open it's easy but on a lot of maps? Horrible. I love losing bloodlust despite still being in chase because the Killer I'm playing is slow. I love that I can't use my power around said loops because I'm too slow. That is sarcasm. People don't like that he can shred through people out in the open but what if it's not out in the open? He should struggle a lot? That's not fun. I've had matches on The Game where it took forever for me to catch up to people. That's what Survivors want - the Killer to not be able to catch them. Ridiculous xD
I did think Main Event came too easy and too fast. The amount of times I've downed someone and was able to pop Main Event and use it on someone else and then still have knives seemed extremely oppressive. I've said numerous times that's it's a dumb idea to group up against Trickster. It's also hard to unhook against a camping Trickster and I've always hated that.
I've seen people say Trick Blades should be basekit and I don't know how Survivors would feel about that. I use the add-on in nearly every match because they're fun but I also get hits on Survivors that I usually would never get. Is that fun for Survivors? The way people complain, I think they'd complain more if it was basekit.
Like with everything - we'll have to wait and see. I've seen a lot of people say Trickster mains want everything reverted but I just have next to no opinion on most of it. I wanted the recoil gone and I wanted to be a bit faster. As long as they keep the recoil gone, I'm sure I'll be content.
0 notes
cooking-pot · 7 months ago
Note
Hi there @imperialinquisition ! It's less than 6am for me, and sleep is a lie! .
To start with, Vex is absolutely right. Putting players against player statblocks is a really bad idea. They just aren't balanced for pvp, and it's really easy to get into an unfun game state. That being said, with standard NPC classes and templates, you can still get a pretty decent approximation to the HA catalog.
Our goal isn't to match play style and abilities 1-1, but to mimic the general aesthetic and mechanical themes of each mech. Remember, regardless of how much a line of Shermans might look exactly like the battle you're envisioning, if you stack too many NPCs of the same type than your players aren't like to have a good time.
Let's start with the Sherman; the classic Harrison Armory mech and second most common chassis in the galaxy. Of note are its powerful heat management systems, and focus on energy weaponry
A very close NPC analogue is the Scourer, a mid-range striker whose powerful damage output is offset by the high self-heat imposed by its energy weapons. Its Thermal Lance is analagous to the Sherman's Sol-Pattern Laser Rifle or Andromeda-Pattern Heavy Laser Rifle, and the optional weapon Pulse Laser has a line template similar to that of the solidcore. The scourer punishes parties that let it alone, allowing it it Focus Down targets, and activate its Cooling Module to clear heat.
Continuing with HA's most iconic mechs, the Saladin was the chassis of choice for John C. Harrison I. "Big Sal" is generally known for its ability to protect allies with a variety of shielding technologies, as well as its own sizable chassis.
Here you have a couple options, with both the Bastion and the Aegis embodying different aspects of the Saladin's strengths. The Aegis more closely matches the Saladin's energy shield systems. The Defense Net trades mobility for a burst shield imposing difficulty, similar to the Enclave-Pattern Support Shield, and the HA Blackwall optional system, though imposing involuntary movement for crossing it instead of damage, mimics the LoS denial and crossing penalty of the Hardlight Defense System. Aegis have strong defensive abilities, but have trouble moving once they are set up; players are encouraged to find a way around them rather than through them.
On the more physical side of things, the Bastion does a better job if you're leaning into the physical bulk of the Saladin. Matching "Big Sal" for size, and carrying similar ability to act as cover. The Near-Threat Denial System proves an analogue to the retaliatory abilities of the Tachyon Loop and NOAH-Class NHP, punishing attacks originating near the bastion.
The very first mech frame, the Genghis Mk I was built to burn worlds. Though its descendant, the Genghis Mk II has been toned down in line with ThirdComm expectations, it is still notorious for its use of heat and flame. The Pyro works off of very similar concepts, boasting similarly high armor and low speed.
Like the Genghis, the Pyro boasts a Flamethrower, Explosive Vents and inbuilt Insulation that work very similar to their player character counterparts. The Napalm Bomb optional is a decent stand-in for HAVOK Charges, and even the less common strategy of using the Genghis's excellent heat management for heat-intensive flight can be approximated by the Explosive Jet. Pyros as extremely slow nonetheless, make sure that they are placed in a position where they'll be a relevant part of the fight.
k im tired now so these last bunch aren't gonna be so fancy or good at all.
The Barborossa is really big but also basically artillery. Use the goliath if all you care about is size, but otherwise the bombard, maybe a size or 2 larger than typical is a good idea.
Iskander is a seeder. push people around, push em into mines, make everything explosive. check out grav-spike and det-spike for things like clamp bombs.
I got no idea how to make a tokugawa, its whole exposed shtick isn't something I think is replicated in npc stuff, but the Enkidu is already introduced as a size 2 ultra berserker. hellfire projector, superhot, unstoppable.
napoleon is also basically a bastion. sorry if you care about napoleon. give it pause engine or like death counter
Sunzi's whole teleport everything deal is pretty similar to the mirages. Be careful though, mirages can be really annoying because invisible. remember to reflavor the text and stuff, the mirage names are all implying that its sensor ghosts and shit but the sunzi actually teleports so yeah
lancer question: can I use PC mech licenses as NPCs? It seems a bit strange to attack a Harrison Armory installation and fight Assault NPCs rather than Shermans, but I don’t know if the mech was balanced for that.
Do not pit your players against PC mechs. The game is not balanced for that.
It's nearly 6 AM here and I need to sleep. Send me an ask later about how to make equivalents of the PC mechs using NPCs.
66 notes · View notes
lacquerware · 4 years ago
Text
Death Stranding is the only walking simulator
Tumblr media
Before the pandemic, I relied on a local laundromat to clean my clothes. Once every week or two, I crammed as many articles from the hamper as would fit into an oblong laundry backpack that looked like it was meant for mountaineering. Then I loaded my laptop into a laptop bag so I could work on work while waiting for my clothes. I strapped on the backpack, slung the laptop diagonal over a shoulder, and took the three-liter jug of detergent in my right hand, leaving my left hand free to grab the house key and work the doorknob. 
Then it was a half-mile trudge uphill to the nearest coin laundry. All the while I’d be fighting against gravity and the terrain, constantly using my cargo’s shoulder straps to adjust the weight distribution while dodging patches of dog doo and other pedestrians, sometimes veering off the sidewalk into the craggy outlands of South Brooklyn. When I had the energy, sometimes I tried to knock out other errands on the way, turning it into a strategic exercise in route mapping. Pharmacy-laundromat-supermarket-laundromat-home? Or laundromat-supermarket-laundromat-pharmacy-home? Could I squeeze in a café stop? How much could I carry total? Could I offload anything at any point?
Tumblr media
As you might imagine from the above description, laundry day was kind of a drag, and I often dreaded it or put it off until even my least flattering pair of pants smelled from overuse. So I’m beside myself as I declare that Death Stranding, a game whose essential offering is to recreate the laundry day experience almost exactly, is one of the best games I’ve ever played. What might have been a disastrously unfun fetchquest buffet has instead proven a supremely engaging and thematically rich work, not to mention one of the most eerily prescient pieces of pop culture I can recall.
Tumblr media
The First Walking Simulator
I’ve heard people pejoratively describe Death Stranding as a “walking simulator.” As far as I’ve seen, this is mostly an exclusionary term “gamers” use to describe games they don’t think belong in their hobby—narrative-driven titles like Gone Home and Life Is Strange, as well as more abstract arthouse titles like Bound and ABZÛ, neither of which have much walking.
Tumblr media Tumblr media
Bound and ABZÛ, two "walking simulators." 
In one instance, I watched a Twitch streamer use the term in his rationale for why Death Stranding sounded too boring to stream. This was particularly ironic because he was streaming Killer 7 at the time, and had just finished (correctly) explaining to his viewers that Killer 7 was “basically a point-and-click game with walking.” I’m a Killer 7 fan myself, but I feel like Killer 7 fans are actually the perfect audience for Death Stranding, with its genre-hopping tone, lightweight mechanics, overwrought lore, and densely loaded symbology. They even share a number of specific ludonarrative concepts, such as having to clean up after the dead, the use of blood for bullets, and invisible enemies. Suda 51 and Kojima are probably the two most prominent Japanese game auteurs, as well as friends with a history of collaboration.
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
↑ Not to belabor a side point, but there's some thematic overlap is all.
Even putting all that aside, the so-called “walking simulator” genre essentially is the modern-day "point-and-click with walking." Killer 7 was just a decade early. Death Stranding, meanwhile, doesn't play like those games at all. Those games are essentially on rails, propelled forward solely by their narratives. In Death Stranding, you can shove the narrative completely aside and spend a hundred hours playing with hi-tech toys, hiking through the wilderness, 3D-printing infrastructure, off-roading on an electric motorcycle, placing terrorists in embarrassing positions, snowboarding down mountains, and hunting giant monsters. Death Stranding has more in common with Metal Gear Solid V or Grand Theft Auto than with any game that’s ever been called a walking simulator. The accusation irked me.
But the more time I spent with Death Stranding, the more I had to face the facts: it simulated walking really well. Better than any other game I could think of. Where in most games, topography amounts to little more than a cosmetic feature, in Death Stranding it affects your every step. Any incline steeper than forty-five degrees and you start to lose stamina. A steep decline affects your balance, as does turning. You can manipulate your shoulder straps in real time to slow your exhaustion and maintain equilibrium, but it comes at the cost of movement speed. Sprinting is efficient, but if you have a heavy load, one little rock on the ground could send you tumbling headlong down a mountain. Crossing streams drains stamina quickly and can be dangerous if you wade too deep, but the water also replenishes the canteen you use to restore stamina. Every on-foot trek from point A to point B is an exercise in mindfulness, because every step counts, and every misstep hurts. Virtually no other game offers this level of connection between player and terrain—least of all so-called “walking simulators,” where typically walking is just a side-effect of looking. “Looking simulators” is what those games are. Even games that have inventory systems with weight management elements don’t have real-time cargo shifting. So yes, I suppose Death Stranding is a walking simulator—the only one.
In writing this, I discovered Polygon has an amusing video that arrives at a similar conclusion, but it doesn't get into why simulated walking would make for an enjoyable game. I'll get more into this in Part 2  of this three-part piece, coming very soon!
Tumblr media
5 notes · View notes
betabites · 7 years ago
Text
Dragons of Tiamat - Opposition
Overview - Dragon Chassis - Templates - Deeds - Opposition - The Prison
These are the statistics and notes on the various members of the Smith-Cult. I’ve been playing and mostly DMing 3rd edition since release, way back in 2000. Since then, I’ve played in multiple d20 products (Mutants & Masterminds, SAGA Star Wars, d20 Modern), built two 3.75s personally (Umzamo and Umzamo Retro, with distressingly little overlap between them), been involved in another (Project Draco, a codified set of house rules that got really out of hand), and frankly, got real tired of actually building the NPCs and monsters skill point by skill point. It helps that I’ve also been playing other systems, some of which realize that you can give the DM the formulas to create opposition against a particular level, and not sweat the particulars (MM3 on a business card being the pinnacle of elegance, here).
I DMed with the 4e encounter builder, and I am never going back. Bring on the minions, leaders, elites and bosses. Bring on the skirmishers and artillery, the controllers and brutes! So, these are 3.5 monsters, written in the mode of 4e, ruthlessly cut down to just their combat stats.
For morale, I used a quick and dirty version from Umzamo Retro. When an individual is reduced to half health or a side to half numbers, roll 2d6 (per group of enemies, or individual foes, per DM discretion). If the number exceeds the foes' morale value, they retreat, surrender, rout, etc, as appropriate.
Cult Apprentice (minion brutes) Aproned assistants with pale yellow belts. AC 13, HP 10 (2 HD), Morale 7 Fort +3, Ref +1, Will +1 Init +1; Spd 30ft Melee Tools +4 (1d10+2) Aid Another: standard: when adjacent, give ally +2 to AC & saves or +2 to-hit and DCs.
DM Commentary: Minions are incredibly useful as fight-filler. Minions that buff the enemies are dangerous, but easy to deal with.
Cult Blades (skirmishers) Dancing swords, held by a severed hand, capped with iron. The sword's hilt is decorated with a white pennon. AC 17, HP 15 (3 HD), Morale 12 Fort +2, Ref +5, Will +2; no construct immunities. Init +3; Spd 50ft fly (perfect) Melee Self +7 (1d6+1/19-20) Harry: immediate: Ref DC 14 partial. Match the movement of a threatened target, up to your speed. This movement doesn't provoke. With a successful save, the blade can only move 5ft in pursuit.
DM Commentary: Almost a weird sort of defender. The harry ability didn’t see a ton of use, but it does mean that (baring evasion), the blades can always follow 5ft steps. Which is vexing for mages, which was the point.
Cult Guardian (defenders) Imposing figures in over-decorated armor, with broad shields and wickedly hooked axes. White crests and belts. AC 18, HP 20 (3 HD), Morale 9 Fort +5, Ref +2, Will +5 Init +1; Spd 20ft Melee Axe +7 (1d8+3/x3) Combat Reflexes: 2 AoOs per round. Hook & Bash: standard: Fort DC 14 partial. Requires to-hit roll vs AC. Push one target 10ft, pull another 10ft. With Fort save, only 5ft. Intercept: immediate: uses AoO. Take a blow for an ally within 10ft. Move adjacent, and take damage from the successful hit.
DM Commentary: The more defender-y qualities didn’t see much use, mainly because of enemy placement - the high value enemies were pretty well isolated, and the PCs were good about avoiding AoOs.
Cult Sparkers (artillery) Somewhat squirrely figures in short white tunics with a red belt. They frown, and fire sparks in their hand. AC 14, HP 15 (3 HD), Morale 8 Fort +2, Ref +5, Will +5 Init +2; Spd 30ft Ranged Sparkspray +4 touch (1d8+3 fire). Range: 30ft. Kindle: standard: Will DC 14 partial. Target takes 1d6 fire damage and, with a failed save, ignites. They burn for 1d6 fire damage per round, until extinguished.
DM Commentary: These guys died super fast, mostly to breath weapons. I fluffed them as pyrokinetics, and kindle had them summon a ball of fire and press it into their own head, but the fire appeared in the target;s head. I liked that visual.
Cult Runesmiths (controller) Runemarked aprons and blue belts over elaborate armor. They bear a large hammer, the head etched with occult markings. AC 19, HP 25 (4 HD), Morale 10 Fort +6, Ref +3, Will +6 Init +1; Spd 30ft Melee Maul +8 (1d10+4+ slow 1 round [Will DC 15 negates]) Runetrap: standard: Place a rune in the air within 30ft. It explodes with arcane energies when triggered, either damaging foes or healing allies. Moving into the square the rune occupies triggers it. It damages or heals the triggering creature for 2d6+3. Others enemies or allies within 10ft receive half of the same effect.
DM Commentary: The runetraps were kind of hobbled by PC mobility. Once they tripped one, they studiously avoided them for the rest of the fight. Making the runes take up 10ft squares would have been dramatically more dangerous.
Cult Jailor (elite controller) A broad man festooned with keys and trinkets. He hefts a dull iron ball in his palm. AC 19, HP 50 (6 HD), Morale 11 Fort +8, Ref +4, Will +8 Init +1; Spd 30ft Ranged Binding Bands of Bilarro +7 touch (1d6+3, immobilizes. Constricts for 1d6+3 on subsequent rounds. Escape with DC 20 skill check or DC 15 Str check.) Range 30ft. Bouncing Balls of Bilarro: encounter, recharges when bloodied; standard: rain of iron spheres dealing 3d6+3 damage in a 10ft radius. Ref DC 16 for half damage. Fort DC 16 partial - Success: no effect. Failure: -2 to hit for 1 round. Range 30ft.
DM Commentary: It was dazed on failed Fort, attack penalty on successful Fort, but I nerfed it before I dropped it for the first time. 
Prison Wrack Turrets Provide +4 AC to gunner. Ranged Wracking pain bolt +6 touch (2d6+3; Fort DC 14 for half damage. On failed save, immobilize for 1 round.)
DM Commentary: They were manned by apprentices initially, but those got knocked out quick (breath weapons, you know the drill). Should have made the turret shield give +4 Ref as well. Another nerf when I used them; the save was originally only against the immobilize, which lasted for 1d4+1 rounds. Again, made sense from a world-building perspective, but unfun to have used against you.
The enemy counts in the final battle were (approximately) 6 apprentices (scattered throughout; 2 immediately jumped on the turrets), 4 cult blades (arose from level 2 and 3 armories), 4 cult guardians (1 on level 1, 1 next to the PCs on level 2, and 1 on level 3), 2 cult sparkers (level 1), 2 runesmiths (2 on level 2), and the cult jailer (on level 1).
0 notes