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S.Derek

Firestorm Planetfall Designer Feedback Thread

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5 hours ago, chrisbburn said:

Nope work is on hold while a gleefully read through these. 

Quick question from the Terrans do you attached all specialist tanks now? Or can you still take Mk 1s in squadrons of 2 as a separate unit? Helix says attach but Mk 1s still have a squadron size of 2.

Ullr Mark I are Medium Tanks now, not Specialist Tanks.

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Ufff many changes to deal with xD

 

One question about Shrike heavy rotor guns... Both Odin, Slepnir and Ullr mk1 changed their mars to Int, AP and Scat (I love it), but Sigyn keep the old Int and Corr mars. Maybe that's a mistake? 

 

Also, not happy with Huscarl's dr reduction (yes, I saw the Fearless mar, but they were the toughest HI in game and I loved them for that) 

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Ufff many changes to deal with xD

 

One question about Shrike heavy rotor guns... Both Odin, Slepnir and Ullr mk1 changed their mars to Int, AP and Scat (I love it), but Sigyn keep the old Int and Corr mars. Maybe that's a mistake? 

 

Also, not happy with Huscarl's dr reduction (yes, I saw the Fearless mar, but they were the toughest HI in game and I loved them for that) 

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I think Independent Targetting isn't a thing any more.  I brought this up back when the Directorate rules were posted as everything lost it there too.  No response, but there's nothing in any Orbat now that has the rule.  Of course, with the way things are going you'll probably need to spend a Command Point or something to get it to work.

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Oh, and a question.  I assume units that are missing range bands just use the ones that they do have to engage targets?  Like if they don't have a PB range they use Short?  I'm assuming missing range bands are based on some rule interaction that we haven't seen yet, such as the previously-mentioned bonuses to hit. (Note: I still think bonuses to hit are a poor idea; Placed Shots was probably the most unbalanced part of the v1 rules).

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So going to try and get a game in a weekend to test the Terrans. Few Queries spotted though and questions on the CQB rules @Spartan Derek

  1. Do you do CQB first or last or in no particular order.
  2. If your in B2B with something that has a Melee Stat can you Melee then CQB then MO
  3. In order to get the placed shot bonus by spending a CP do you still have to remain stationary?

Things from the Terran List - If these are intended changes great just some looked weird.

  1. Improved Shield Harmonics, should it still have the old +1 to SH as well as allowing models to ignore Kinetic?
  2. Have the abilities for Interceptor Flyers to ignore Sectored armour gone altogether?
  3. Shrike Rotor Cannons have AP/INTER/SCATTER on the Slepnir, Odin & Ullr Mk1 (with an option) but the old style CORR/INTER on the Sigyn
  4. ODIN weapons? Should they have 2 lots of Shrikes and the Arcs are strange on all apart from the lasers they make sense.
  5. Tyr Arc is now F only???
  6. Hodr has Hunting Pack rule but I fail to see when you are able to fire at separate targets???
  7. Hemidal & Vidar get a move change and now the poor Ullr Mk 2s can't keep up. Is this to encourage a choice give up flexibily for improved shields (See 1)
  8. Seneshal fluff says it carries Squires which are mediums! how BIG is that thing? ;)

 

Thanks again for getting these out looking forward to getting back into PF

Edited by chrisbburn
Formating

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1 hour ago, Paladin21 said:

Oh, and a question.  I assume units that are missing range bands just use the ones that they do have to engage targets?  Like if they don't have a PB range they use Short?  I'm assuming missing range bands are based on some rule interaction that we haven't seen yet, such as the previously-mentioned bonuses to hit. (Note: I still think bonuses to hit are a poor idea; Placed Shots was probably the most unbalanced part of the v1 rules).

From the rules short guide it looks like the RB combo'd with weapon type dictates when they can get a place shot bonus by spending a CP. For example Secondary only get it for PB ranges while Primary get it for SR & MR

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1 hour ago, Paladin21 said:

I think Independent Targetting isn't a thing any more.  I brought this up back when the Directorate rules were posted as everything lost it there too.  No response, but there's nothing in any Orbat now that has the rule.  Of course, with the way things are going you'll probably need to spend a Command Point or something to get it to work.

Although it appears to me that several weapons among the Relthoza and some of the other factions receive bonuses when both of the identical weapons fired at the same target (combined or separately), implying that they could do otherwise.

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Yeah, I've been trying to divine what some of the new base rules look like by extrapolating from the ORBATs too.  For example, apparently non-core forces can't do Helix substitutions(based on the Veydreth rule that they can)?

Are there other changes in making a force we need to know about?  It's hard to play a test game that will provide good data if you don't have access to the correct force allocations.

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Ya know I wanted to spend some time going over all this but then at work everything fell apart, exploded, caught fire and imploded at the same time...

ahh well I know what I am doing tonight at least. I only got time for a quick look at the Relthoza and happily see some units got their fangs back.

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So I've gone over the Sorylian ORBAT. Some nerfs to the larger units (as far as I can tell by compairing stats) and some buffs as well. I really like the fact that Sorylians have gained a lot of mid ranged firepower, while having lost some of their extreme long ranges (it is still there though). Huk'ka's are now fearsome assault vehicles instead of artillery emplacements, which I like.

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9 hours ago, SageofLodoss said:

Although it appears to me that several weapons among the Relthoza and some of the other factions receive bonuses when both of the identical weapons fired at the same target (combined or separately), implying that they could do otherwise.

Yes this confused me as well.

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i'm more confused about the costing of all rsn and the assault upgrade on dins drop pods.

how is the rsn heavy tank cheaper than the hawker one? It can solo the hawker one as it has better guns and defensive mars while being cheaper. Not to mention the option of a second one in the squad.

Did shields change any? and what do designators do for drop assets now? do they still zero in or do they act like how they affect arty?

are shields still the only defence that does not scale to the number of attacks making it the worst of defensive mars. Compared to cloak and hard target being better the more AD sent at them RSN is still ridiculousness incarnate now they are getting shields also. 

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13 minutes ago, CoreHunter said:

i'm more confused about the costing of all rsn and the assault upgrade on dins drop pods.

how is the rsn heavy tank cheaper than the hawker one? It can solo the hawker one as it has better guns and defensive mars while being cheaper. Not to mention the option of a second one in the squad.

Did shields change any? and what do designators do for drop assets now? do they still zero in or do they act like how they affect arty?

are shields still the only defence that does not scale to the number of attacks making it the worst of defensive mars. Compared to cloak and hard target being better the more AD sent at them RSN is still ridiculousness incarnate now they are getting shields also. 

I'm also a little unsure how Nexus/Skydrip/Arty works now especially what the AD on the actual Nexus is for. 

Do you still use a Nexus to place a token and roll the inital dial in using AD. Then you can spend extra tokens/CP to further dial in? Whats the limit? Effectively each Nexus can put down a SD/Arty given enough command points. Seems to remove the usefulness of high power Nexus lists. 

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arty is generated by orbital assets not command pts and is only dropped a d6 by using more tokens. the designator seems to reduce the scatter distance rolled by the D6s.

use one asset it will be 6d6 scattering a random direction and going 6d6-nexus hits distance. use 6 assets and it will be 1d6-nexus hits distance. atleast from what i have read.

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So the 'Focus Designation' command only effects Skydrop not Arty? Why? 

"Focus Designation - Allows a player to 'Dial down' a Skydrop when they are placed. This order may be executed any numbers of times, but may not take a Skydrop marker below 1"

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it seems to be missing things in relation to skydrop as one says you can spend drop assets to bring it down to 3 minimum and another talks about designators dropping it and so on. All in all sky drop is far stronger than the last iteration with being able to relocate and half mark down locations before even starting in with designators. While arty is being reduced in volume in favor of getting that maybe one hit in.

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I still think the revised pin point Mar is a big step down in its usefulness:

Pinpoint [Value] (Weapon MAR)
Prior to firing a weapon with the Pinpoint (Value) MAR, roll a number of [BLACK] D6 equal to the Value listed in the brackets. For each roll of a [BLACK] 6, the target suffers a -1 to their DR in the upcoming attack. Should multiple 6s be rolled, these are cumulative, as are any other modifiers to the DR that might be in play (Flanks, Rears and Debilitating Effects).

When rolling 6's with old pin point you had a 30.56% (pin 2), 51.7% (pin 4) of doing a entire point of damage (odds for rolling at least one 6. While a bit hit or miss this actually made pin point make since for hunting hard armored targets. With the new PP you would get -1 DR, whoopty dooo. Against a hard armored target, often with with DR 8 or more this means you still wont do any more damage when coupled with the fact that it doesn't look like the the AD of the pin point guns went up much  at all, this is a major reduction in the damage potential. If the number of pin point dice went up allot it could be useful but that would make it very random and often even overpowered or useless depending on the luck of the dice. 

IMHO: The Mar isn't random anymore its just mostly useless. 

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I hate the new Pinpoint.  I hated the old Pinpoint.  Why is there a weapon rule that does something completely different from all other weapons rules?  It sticks out in the system and doesn't belong.  It's still totally dependent on rolling 6's, which is IMO a poor design decision.  The game system is already heavily biased towards rewarding people who roll lots of 6's.  I don't think they should add in even more reliance on this "skill."  Give it a defined role that always works.  Promote proper target selection and maneuver.  I'd really like to see the rule sets promote less wild variance in rolls instead of more.

@Spartan DerekOn a different note, I had a question about linking weapon fire in the new rules.  Are the previous rules (must share a MAR) still in effect, or are there additional restrictions based on weapon type (Primary/Secondary/etc)?  I was going to try to get a test game in this week and wanted to make sure we're doing it right.  I think based on some off-hand mentions in the previous thread that you can link across types (as there was a comment about having to use different dice for systems that got +1 to hit and those that didn't), but nothing specific I could find.

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