Darkvortex87

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About Darkvortex87

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  • Birthday 02/26/1987

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  1. DAM! i still need to hear from my family! but i hope somebody is home when the delivery man came.
  2. i like that.
  3. frankly i always found weird that the spec op were based on basic LI profiles (said profiles are Line/garrison troopers). for 3 main reasons: - basic LI linkteam is already a thing, even without Spec-ops, they are/were used as a cheap filler / order producer / DZ controller. The fact that some Spec-ops bring a lot of utilities on an already cheap linkteam make other linkteam available bad in comparison. Example: Lupe balboa in a Alguacile linkteam is an extremely good deal, basically giving a "must have" troop if you want to play an alguacile linkteam. (more so before the jaguar releases) - The idea of an highly trained troop in a Line trooper (or even Garrison trooper) team is IMHO a total BS. that's as much as cinematic as seeing Rambo be in the same barrack as The platoon from Full-metal jacket. In reality, and also in most films, a squad is made by almost-equally-trained elements. Take for example Alien 2, Predator, Starship troopers... - Given the small "elite action" feel of infinity, i think that the Heroes in general should be absent. I mean, how many action can Sun Tzu partecipate into? And Achilles? And Mc.Murrough? IMHO low cost heroes should be only a name in the books. let's take for example Mc Murrough in corregidor. Mc Murrough, with a talking sword, being on Corregidor is definitely cool and fun, but frankly i see it as being a bit of "extreme". (especially because Mc Murrough has a thing for dying and it has NO CUBE!) If CB wanted to give a similar thing, though with very different "feel" they could give corregidor/Bakunin a generic "Refugee Dog-warrior" with similar stats and be over with it. they could write a simple Lore about it being on corregidor because he defected/followedMcMurrough/was captured and be over with it. same could be done for almost all heroes of the game. without any particular problem regarding playstyle. but i guess the last point is a bit personal feeling.
  4. the weapon is definitely big. and i like it because it shows the difference (old tech?) with the others HRMC also, the powerpack in the back clearly shows a "tinkering" going on. globally speaking, the Szalamander is definitely more succesfull than the Avatar. It has more character and definitely more "Attitude" than the avatar.
  5. having played lots of "strange character" i can say IMHO that's not the case. a posthuman is a mind totally separated from a body. said mind can enter any kind of body "predisposed" for that mind. so basically Mind A can enter any body with "Accept: mind A" skill. (is it possible that you could steal another body? or that there could be a body able to be possessed by more than 1 mind? That's funny things for the game master) that being said. imho, a posthuman is basically a character that don't need to sleep. when the party sleeps, you could stay awake, watching the endless void, while your mind goes into maya and look at TV series, or plan for the next mission, or sculpt something. being part of maya means that usually a character has incredible access to knowledge not tied to the "body". so, if i was your GM, i would say that to be considered really "detached" from your body, you must have Cube 2.0 and at least all knowledge skill at X level (must be decided by GM). This is to give the feeling of "I have all knowledge readily available on the surface of maya, because i can simply connect instantaneously to Mayawiki". of course, more complex knowledge (just like Martial Arts, Shooting, hacking, etc) requires more than simple study. They requires actual experience and eye-mind-hand coordination. that cannot be taught just by reading a wiki. of course, i'd say that a character like that can be very strong as a group leader, but probably requires a lot of point to be built.
  6. (i also live there) yes, but unless a family own a house from the '20s, you know that during the summer there would be noise. somehow during the winter people are totally fine with the howling wind and the continous traffic. but in the summer, when people like to sleep with their window open, lower strenght noise becomes the problem. you want to sleep? install an AC and close your window. you'll also have less mosquito stings in the morning. let's not forget that the allowed limit during the evening is 50dB (until 2 AM, then it's 20 dB). 50 dB is a really low noise, comparable to a quiet office. this may happen. http://corrieredibologna.corriere.it/bologna/notizie/cronaca/2017/20-luglio-2017/cicale-sforano-limiti-ordinanze-anti-rumore-2401818493197.shtml?refresh_ce-cp chicada going above the allowed noise limit (100 dB vs 50 dB law limit)
  7. In my town we have a lot of problems with the "comitato antirumore" "against-noises committee" popping up every summer. i mean, you are in a beach locality, with ten thousands tourists during the summer. it's normal that the beach is full of parties and music. it's been like this from the '50s yet, every summer there are lots of police control for the level of the noises (and heavy fines too). thing is that they don't understand that if the beaches has no party, the area goes down in value as well, so their apartment goes down in value.
  8. I was speaking about hypotesis of possible rule rewrite/clarification (probably not before N4). Mine were all suggestions/discussions for a possible future rewrite of the rule. There are other 2000 ways to solve the actual problem with Mount/Dismount and profile interactions. mine was only 1 of those. As the rules are written right now, the problems discussed on the topic stands and Mount/Dismount basically break the game when used as 2nd skill. that is clear and if i was a TO for a tournament today, i'd simply say "to avoid problem with the rules, mount/dismount must be declared as the first skill of an order". probably someone will lose an order trying to jump back on a tag, but apart from that, it's perfectly working.
  9. mounting is not so different from "moving out of sight". let's try (same examples as before): Shoot+mount: Pilot declares shoot against a Wildcat Wildcat declares ARO shoot against the Pilot with the second short skill, the Pilot declares mount,being removed from the game results: Pilot make a FtF roll with the risk of dying. if successfull he goes on the TAG, if unsuccessful, he goes unconscious/dies This could bring a problem in "where do i put my unconscious Pilot? in the tag or on the ground?" and could be solved by simply adding a clause "if you declared Mount and you go Null during the resolution of the order, the Mount will be considered failed" Mount+Shoot: Pilot declares mount, removing the pilot and thus activating both the TAG and the pilot Enemy wildcat may declare ARO shoot against the TAG or the pilot (in the same way you can declare ARO to both G:Sync troopers) TAG declares Shoot against the Wildcat results: now the FtF resolves depending on who the wildcat decided to ARO, if he shoot the TAG, then FtF if he shoot the pilot then both normal rolls. If the pilot survives the normal roll, he'll be inside the TAG. (I understand that it's a bit strange, but you can imagine the pilot leaping into the seat and taking shots with the tag as the armour closes around him. if the wildcat targets the pilot is an High risk-high gain manouver) Move+mount: Pilot declares move (moving 4" in base contact with tag) Wildcat declares ARO shoot against the pilot (since he's the only trooper that he see and is activated) Pilot declares mount. results: Pilot takes a normal roll ARO from the wildcat and if the pilot survives, he'll be in the TAG if he does not survives he'll be put unconscious in B2B with the tag. Mount+Dodge: Pilot declares mount Wildcat declares ARO against the pilot or the TAG (since he can see both activated models) TAG declares Dodge results: as usual, if the pilot survives he'll be in the tag (not so useful, if you ask me, but still doable) Aro mount: Wildcat declares move in Lof of Pilot in base contact with tag Pilot declares ARO mount Wildcat declares Shoot (since he can see both the TAG and the Pilot, he can target both) results: as usual let's suppose that right now the TAG is behind a S6 cover, so you can't see the mounting pilot: Mount+Move: Pilot declares mount (pilot and tag gets activated. but wildcat can't see the pilot) Wildcat declares ARO against the TAG (since he can't see the pilot) TAG declares move (6") results: Normal roll against the TAG. let's suppose that right now the TAG is behind a corner, so you can see the pilot but not the tag. Mount+something: Pilot declares mount (pilot and tag gets activated. but wildcat can't see the TAG) Wildcat declares ARO against the Pilot (since he can't see the TAG) TAG declares move (6") results: Normal roll against the Pilot. Don't know, seems to me like a very "straight" solution. maybe i'm wrong but
  10. Can you deal damage to a trooper that has been removed from the table if the pilot mounts the TAG? Would you even be able to resolve the shot? mh, i don't see any problem if you place the Pilot (and you consider it activated by the order) when you declare the Dismount skill let's take a few examples of the supposed working of this situation. Shoot+Dismount: TAG declares shoot against a Wildcat Wildcat declares ARO shoot against the TAG with the second short skill, the Tag declares dismount,putting the pilot in base contact with the tag results: now the dice rolling since the Wildcat declared the ARO against the TAG, it would be a FtF roll against the TAG profile. Indipendently from the result of the FtF, the pilot get to dismount ( then if the tag is destroyed, the pilot dies, as current rules) Dismount+Shoot: Tag declares Dismount, putting the pilot in base contact with the tag. Enemy wildcat may declare ARO shoot against the TAG or the pilot (in the same way you can declare ARO to both G:Sync troopers) Pilot declares Shoot against the Wildcat results: now the FtF resolves depending on who he decided to ARO, if he shoot the TAG, then both rolls will be normal, if he shoot the pilot it will be a FtF roll Move+Dismount: Tag declares move (moving 6") Wildcat declares ARO shoot against the tag (since he's the only trooper that he see) TAG declares Dismount. results: tag takes a normal roll ARO from the wildcat and pop off the pilot (at the end of the movement) Dismount+Dodge: Tag declares Dismount (placing the pilot in base contact) Wildcat declares ARO against the pilot (since he can see both activated models) Pilot declares Dodge (2") results: FtF as usual. Aro dismount: Wildcat declares move in Lof of TAG Tag declares ARO Dismount Wildcat declares Shoot (since he can see both the TAG and the Pilot, he can target both) results: as usual let's suppose that right now the TAG is behind a S6 cover, so you can't see the dismounted pilot: Dismount+Move: Tag declares Dismount (placing the pilot in base contact) Wildcat declares ARO against the TAG (since he can't see the pilot) Pilot declares move (4") results: Normal roll against the TAG. I don't see any problem with the rules or other...
  11. just a thing i was thinking yesterday. What problems would we have if the clause "you use the new profile the whole order" is removed? i mean. if that clause was not written, you could do Move 6" (activating the tag), then dismount (activating the pilot). since the opponent has to declare WHEN during the movement he will shoot the target, you can also see clearly if it's the TAG or the pilot being shot. Same thing will pose no problems for Shoot (activating the tag) and Dismount. Any opponent could declare ARO on the tag or the pilot depending on the activated profile.
  12. yes, money expenditure is definitely high (depending on time period, but for an high quality dress+armour you can easily spend 5000€ (Czech is really helping with those hammers and anvils) time, all considered is not so much, but it depends on what you want to do. if you want to make only display then you basically need to have a few Sundays free. if you want to actually train and learn medieval fencing, i can suggest a couple of books (*) but you need to have time for training. (*) " Flos duellatorum in armis" 1410 originally written by Fiore De Liberi (lots of insight on the "reasons" behind the moves, even though it's written in vulgar) "Talhoffer's Fechtbuch - 1459/67 written by Hans Talhoffer ( no fancy moves, just effective, and deadly, ones) "Liber de Arte Gladitoria Dimicandi" -c. 1482-1487 by Filippo Vadi (lots of insight and fancy moves, but also a different style of combat, since it's almost 1500) you can see other manuals here: http://www.thearma.org/manuals.htm#.WgMxy2jWyUk
  13. they've been acquired by Riot games (the creators of League of legends) recently. https://www.polygon.com/2016/3/8/11181204/riot-games-acquires-radiant-entertainment TBH, i bought Stonehearth for my wife, because of the cute pixelated monsters and such. I ended up playing more than her. the game itself is very cool and i hope that they could reach the depth of other simulative games like Dwarf fortress or Rimworld. but it's really really enjoyable right now, so i'm still playing it they made giant leaps in the costruction part, of the game. really
  14. also, since it's an "only aleph" Lhost, probably it will be in the "Aleph" faction expansion.