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Yes ITS crazy! Red Skulls 3rd clix he's a close combat KILLER!!! Push him and then he range FIRELORD! For 85 POINTS. I'l take ....one please.
GUDDA when I send you, your package I'm throwing in a mic!!!!
(AwwA)
HOF
what about adding to hypersonic "this character cannot be t.k.ed while this power is showing"?
by making this change i believe this would end alot of the complainning regarding hypersonic due to the hit and run style playing. now you can pass out hypersonic to anybody and give them the charge and running shot combo all in one. this would be perfect for say "Spiderman" that has never been given the move and attack combo he deserves.
Thanks. I first read about this in passing and never followed up. Thanks for the info.
Edit:
Just read the article and the update. Makes me happy that even smart people make mistakes. Looks like we have until May for a new round of tests.
I can understand where the two speakers are comming from.However the last thing we need is giving the PAC powers a change, unless it is to reword them in regards to compatability with powers. For example being able to use running shot and rce, flurry and exploit weakness, HSS and psyblast, etc.
I do think in the future HSS should be saved for characters that do move that fast in the comic books and those who move fast but not as fast as Flash to have a special power that gives a full movement charge that is not hindered by terrain and opposing characters, or something among those lines.
I believe that is HSS is your bane, use outwit or Kid Zoom. It is easy to counteract.
The argument of DC being more powerful than Marvel heroclix, for the longest time until the recent new 52 DC characters are god lvl characters, and marvel write their characters to be flawed and imperfect. So blame your comicbook publishers not the makers of the game.
Really do be, or really do be do. There is no try
- scooby doo
I can understand where the two speakers are comming from.However the last thing we need is giving the PAC powers a change, unless it is to reword them in regards to compatability with powers. For example being able to use running shot and rce, flurry and exploit weakness, HSS and psyblast, etc.
I do think in the future HSS should be saved for characters that do move that fast in the comic books and those who move fast but not as fast as Flash to have a special power that gives a full movement charge that is not hindered by terrain and opposing characters, or something among those lines.
I believe that is HSS is your bane, use outwit or Kid Zoom. It is easy to counteract.
The argument of DC being more powerful than Marvel heroclix, for the longest time until the recent new 52 DC characters are god lvl characters, and marvel write their characters to be flawed and imperfect. So blame your comicbook publishers not the makers of the game.
I think the phrase you were looking for was "Murphey's Law." In reference to breakaway, this "law" pops up a lot.
In Re: Hypersonic Speed
I am in favor of streamlining the game and making it easier for everyone to learn. Less exceptions to rules, more overlapping rules.
Back when they changed HSS to nerf Icons Superman I could not imagine why they didn't just change HSS to the very similar transporter move and attack ability, namely applying a -2 penalty to attack. This change made sense to me: you're moving at a very high speed, so accuracy may suffer. I'd probably have given the Flashes a TA to prevent the -2 modifier when attacking. Lightning Bolt FTW!
In re: Flash as an HSS'er with 3 damage.
Flash used to be able to "hypersonic windmill" and hit you for a total of 4 damage, which made up for the 1's and 2's assigned. He can hit you with a 500+ mph punch. He should have more 3's AFAIC.
In Re: Plasticity v HSS - I wish Plasticty worked against it.
Mr. Fantastic wraps himself around Quicksilver. Thing grabs Quicksilver. Quicksilver can't get away. Characters shouldn't be allowed to Leap/Climb away either. Batman is gooped up in Clayface - how is a grappling hook / swingline going to get the gunk off?
Regarding breakaway: It's always seemed odd that any Super Strength figure can't just push aside Mary Jane or Aunt May when moving. Super Strength figures, at the very least, should get a bonus to break away.
With that in mind I'm in favor of a like vs like rule for break away.
HSS'ers can't auto break away from HSS'ers.
Leap/Climb can't auto break away from Leap/Climb.
Plasticity can't auto break away from Plasticity.
Super Strength cannot auto break away from Super Strength.
And of course teleporters could go wherever they want.
It's also seemed odd that my figure can't break away from Plasmus, but they can be carried away. Plasticity *might* be altered to prevent adjacent opposing characters from an automatic break away when carried...
However, with my "simplicity rule" above, I concede that I don't need more detailed break away rules in order to keep the game simple. Keep the dice rolling vs the rule pages turning.
Anyone else get some spots of dead air in this cast, or did I have a bad connection?
At any rate, another good 'cast.
coming soon : nu52 Hercules
Anonymouse, the former Editor "in cheese" of HCRealms.com, is an author of "Marquee Primer" reviews and keeper of the MOUSETRAP blog.
Read my Heroclix articles
coming soon : nu52 Hercules
Anonymouse, the former Editor "in cheese" of HCRealms.com, is an author of "Marquee Primer" reviews and keeper of the MOUSETRAP blog.
Read my Heroclix articles
I can understand where the two speakers are comming from.However the last thing we need is giving the PAC powers a change, unless it is to reword them in regards to compatability with powers. For example being able to use running shot and rce, flurry and exploit weakness, HSS and psyblast, etc....
No, no, no. These powers are worded the way they are for a reason. There has to be certain limitations to keep certain combinations from being too overpowered. The difference between a close combat attack and a close combat action is important to keep game balance.
Hypersonic Speed should never work with RCE, CCE, Exploit Weakness, or Psychic Blast. Instead, the designers should avoid these mostly useless power combinations. I also understand that such power combinations do give you more options and enable different tactics.
If only I could satisfy my hunger by rubbing my belly - Diogenes
Dunno if this only happened to me, but the sound kept cutting out several times, especially around 14-15 minutes, but pretty much throughout the entire episode. My guess is its just me since no one else is responding about it.
Dunno if this only happened to me, but the sound kept cutting out several times, especially around 14-15 minutes, but pretty much throughout the entire episode. My guess is its just me since no one else is responding about it.
Read my post.
coming soon : nu52 Hercules
Anonymouse, the former Editor "in cheese" of HCRealms.com, is an author of "Marquee Primer" reviews and keeper of the MOUSETRAP blog.
Read my Heroclix articles
I think the phrase you were looking for was "Murphey's Law." In reference to breakaway, this "law" pops up a lot.
In Re: Hypersonic Speed
I am in favor of streamlining the game and making it easier for everyone to learn. Less exceptions to rules, more overlapping rules.
Back when they changed HSS to nerf Icons Superman I could not imagine why they didn't just change HSS to the very similar transporter move and attack ability, namely applying a -2 penalty to attack. This change made sense to me: you're moving at a very high speed, so accuracy may suffer. I'd probably have given the Flashes a TA to prevent the -2 modifier when attacking. Lightning Bolt FTW!
In re: Flash as an HSS'er with 3 damage.
Flash used to be able to "hypersonic windmill" and hit you for a total of 4 damage, which made up for the 1's and 2's assigned. He can hit you with a 500+ mph punch. He should have more 3's AFAIC.
In Re: Plasticity v HSS - I wish Plasticty worked against it.
Mr. Fantastic wraps himself around Quicksilver. Thing grabs Quicksilver. Quicksilver can't get away. Characters shouldn't be allowed to Leap/Climb away either. Batman is gooped up in Clayface - how is a grappling hook / swingline going to get the gunk off?
Regarding breakaway: It's always seemed odd that any Super Strength figure can't just push aside Mary Jane or Aunt May when moving. Super Strength figures, at the very least, should get a bonus to break away.
With that in mind I'm in favor of a like vs like rule for break away.
HSS'ers can't auto break away from HSS'ers.
Leap/Climb can't auto break away from Leap/Climb.
Plasticity can't auto break away from Plasticity.
Super Strength cannot auto break away from Super Strength.
And of course teleporters could go wherever they want.
It's also seemed odd that my figure can't break away from Plasmus, but they can be carried away. Plasticity *might* be altered to prevent adjacent opposing characters from an automatic break away when carried...
However, with my "simplicity rule" above, I concede that I don't need more detailed break away rules in order to keep the game simple. Keep the dice rolling vs the rule pages turning.
Anyone else get some spots of dead air in this cast, or did I have a bad connection?
At any rate, another good 'cast.
MURPHY'S LAW....yes! I used to remember it by thinking of Murphy Brown, and that's why I associated it with a girls name. LOL
Quote : Originally Posted by anonym0use
Also, Groot loves the Sewer Map too.
Thanks. Again I wanted to make a map that complimented a character with the swim ability, but didn't immobilize a "grounded" team completely.
Quote : Originally Posted by candeewolf
Dunno if this only happened to me, but the sound kept cutting out several times, especially around 14-15 minutes, but pretty much throughout the entire episode. My guess is its just me since no one else is responding about it.
Quote : Originally Posted by anonym0use
Read my post.
Not sure about this. I will look into the audio file. I will be 100% honest, I do not listen to the whole cast after it's recorded and mixed. I have a bazillion and 1 things to do half the time. I go to "parts" I know need editing. And not to be a butted, I have to edit all of Gudda's track before I begin because of his mic, it picks up his heavy breathing a lot that used to be present in earlier casts. When normalizing his track, if he talks softly (yeah right) it might be actually silencing that track because it gets picked up as "background noise".