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I used to argue that characters with SS should be able to put objects down but the game balance thing changed my mind. Anyone with SS could just carry the Dynamostat around and put it in front of them.
What if they made it so that the character can put the object down but the object gets removed from the game? Just a suggestion but not the most important issue to address by a long shot.
You could say they could only drop any standard object being carried.
And why am I arguing W.I.T.'s point? Mine's being able to use a HO being carried to destroy another object or Wall.
Again, small points to be sure in the overall picture. But so were the TK and Giant rules before they were changed. Why not try them? If they don't work, they can always be dumped or changed.
ULTRA-HUMANITE of the SSOSV Clan!
ROCK WARS TRIO WINNER: RUSH!
The advice of Neil Peart:
I will choose a path that's clear, I will choose FREEWILL!
We will pay the price, but we will not count the cost
I think this is because in some ways range is just easier. Position, point and shoot matches up to lots of other gaming standards. Maneuvering and positioning for a great close combat attack with a grounded figure... takes a little extra effort.
New players looking for ideas are likely to understand why Darkseid and Thanos are potent, particularly at range (and Human Torch and Lighting Lad), while one might pull out ol' IC Hercules and give him a chance to get in some faces... but it's not as easy.
Part of the irony (to me) is that you're trying to get more range options for your close combat figures.
True, it is. Just more options is always nice.
ULTRA-HUMANITE of the SSOSV Clan!
ROCK WARS TRIO WINNER: RUSH!
The advice of Neil Peart:
I will choose a path that's clear, I will choose FREEWILL!
We will pay the price, but we will not count the cost
What? Because someone is really good at the game (either through sound strategy, lucky dice rolls, exploiting quirks of the rules, or a combination of all three) they should be the ones to decide what to do with future game design? Especially if those changes favors a certain type of character even more heavily than they already are; after all, you've got to admit that Super Strength characters are already really useful.
I used to kick some serious hinder at GoldenEye on the N64, but I didn't exactly see Rare beating down my door to help them design sequels
Your Venom argument can be used just as easily against ranged attackers. I know when I play a close combat heavy team, I throw tie-up pieces out there to block LOF and otherwise keep the snipers from tearing my bricks apart as I approach. Hardly a convincing argument
I know Venom can also help the bricks.
And I admit Super Strength character are useful. Of course, a cheap Stealthed Outwitter and their expensive Defensive Power is gone. So you need to add 25 pts to add Fortitude to compensate for it. Or if your Brick could use his object to expose the Outwitter to his teammates so that his Defensive power remains viable (assuming the ranger doesn't have Psychic Blast) by destroying the terrian he is on.
How is this action somehow making that brick unbalanced? He took an action that he would have done something else. He didn't move, he didn't attack. It's a move that will only come up every so often, I admit that. But it also an easy rule change. So why belittle me? I'm not asking to help design anything. I just asking Norm to look at it.
ULTRA-HUMANITE of the SSOSV Clan!
ROCK WARS TRIO WINNER: RUSH!
The advice of Neil Peart:
I will choose a path that's clear, I will choose FREEWILL!
We will pay the price, but we will not count the cost
Basically, it would allow any Super Strength character to have a more or less permanent +1 to DV at range. Grab an object, move, then drop the object once the movement is over.
It gets even worse when you factor in Super Strength characters with Stealth like Moonknight or that Superman with the Batman TA.
Well, with their only being 6 Objects in the standard 300 point game, I hardly see that as a game breaking thing. There are other strategies and tactics that are far more useful (broken if you want) than that.
Quote : Originally Posted by Harpua
Or speaking of Moon Knight, and other cheap SS figures like Misty Knight, you'd now have an easy way to just bring damage modifiers over to figures who could not otherwise reach an object.
As it is, Superman has to decide if he wants to Charge for 4 damage now or simply move to go pick up an object because there isn't one on his Charge path.
Making SS optional would allow Moon Knight to bring that object over to him.
So it's another tactic to use in your arsenal. Again, with the limited number of objects in a game, I'd hardly call in game breaking. Besides the fact, that you have to use an action to carry that object over to the other figure in the first place, instead of say making an attack or some other equally useful action, does that not balance it out? I'd say so.
Quote : Originally Posted by Generation_Omega
I used to argue that characters with SS should be able to put objects down but the game balance thing changed my mind. Anyone with SS could just carry the Dynamostat around and put it in front of them.
What if they made it so that the character can put the object down but the object gets removed from the game? Just a suggestion but not the most important issue to address by a long shot.
If that's the biggest concern with it, having the Dynamostat carried around (BTW, shoot it to get rid of it, or pick it up yourself) then I really don't see any problem here.
No offense, but those are some pretty weak arguments against it.
Trade to Canada. We're friendly, and we love Beavers..........
You proposed a change and a few of us have given some reasons why it might not be such a good idea. I was not aware that "disagreement" = "belittling".
For the sake of moving this along, consider your idea noted. I can not say that anything will ever come from it, but then again, who is to say that anything in the 'Dear Wizkids' forum ever gets results either. All I can say is that Norm will hear about this. Okay?
Well, with their only being 6 Objects in the standard 300 point game, I hardly see that as a game breaking thing. There are other strategies and tactics that are far more useful (broken if you want) than that.
So it's another tactic to use in your arsenal. Again, with the limited number of objects in a game, I'd hardly call in game breaking. Besides the fact, that you have to use an action to carry that object over to the other figure in the first place, instead of say making an attack or some other equally useful action, does that not balance it out? I'd say so.
In order to get the same effect from other game effects and strategies, you would have to invest more points in your team. Perplex or Defend to increase DVs, TK to move objects around, etc.
But if you change Super Strength to allow your characters to drop objects, you essentially get all those benefits for free.
That is a very compelling argument. Cost efficiency must always be considered.
You proposed a change and a few of us have given some reasons why it might not be such a good idea. I was not aware that "disagreement" = "belittling".
For the sake of moving this along, consider your idea noted. I can not say that anything will ever come from it, but then again, who is to say that anything in the 'Dear Wizkids' forum ever gets results either. All I can say is that Norm will hear about this. Okay?
I used to kick some serious hinder at GoldenEye on the N64, but I didn't exactly see Rare beating down my door to help them design sequels
The smiley icon may try to show you are trying to be playful, but the tone was still dismissive.
Thank you for letting Norm hear of it. That's all I can ask.
ULTRA-HUMANITE of the SSOSV Clan!
ROCK WARS TRIO WINNER: RUSH!
The advice of Neil Peart:
I will choose a path that's clear, I will choose FREEWILL!
We will pay the price, but we will not count the cost
Of course nobody has mentioned the cheese which would come from things like Moon Knight running around and putting the Shield Disruptor next to various people.
Back on the close vs. ranged thing...
The strategies discussed in the articles may focus on ranged attacking, but I can assure you that range was far more potent before the changes to flight. I'd have no bones about fielding a team with all 0 range figures. I couldn't say that before the change.
In order to get the same effect from other game effects and strategies, you would have to invest more points in your team. Perplex or Defend to increase DVs, TK to move objects around, etc.
But if you change Super Strength to allow your characters to drop objects, you essentially get all those benefits for free.
That is a very compelling argument. Cost efficiency must always be considered.
Super Strength isn't 'free' it's a power that you pay for on your dial Also, the cost efficiency argument is lost on me, when we've already gotten changes to existing powers retroactively. Such as Combat Reflexes adding the +2 to TK being made to what it is now. Perplex lasting until the beginning of the next turn etc.
Let's take the aforementioned Moon Knight as an example. He picks up said object, and moves with it. He moves to his target square, and drops the object under himself. Now what? He's now put himself in hindering terrain, so he has to halve his movement off of/out of it. He doesn't have the object to be able to use for the purpose of an attack. And even if he's now Stealthed himself, as I've been told many times before, there are many ways to deal with Stealth.
TK is still a much better/more efficient way to move objects. Perplex is not limited to just .
Anyway, it's a small matter really, and honestly I doubt it will ever get changed, but it's one thing about the game that 'bothers' me. I guess I could just use the Separation Field Generator if I want to drop objects
Trade to Canada. We're friendly, and we love Beavers..........
Of course nobody has mentioned the cheese which would come from things like Moon Knight running around and putting the Shield Disruptor next to various people.
Back on the close vs. ranged thing...
The strategies discussed in the articles may focus on ranged attacking, but I can assure you that range was far more potent before the changes to flight. I'd have no bones about fielding a team with all 0 range figures. I couldn't say that before the change.
TK can currently perform the exact same function and I haven't heard any complaints about that.
Trade to Canada. We're friendly, and we love Beavers..........
A HO does 3 Damage when thrown in a range attack. It takes 3 Damage to Destroy an Object. Ergo, I should be able to throw a HO at another Object to destroy it. Yes?
why, look at this... it only took 2 posts to get the right answer. And yet this page continues to ramble on for page after page... time to put a stop to it I think.