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About Sedral

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  • Birthday 09/12/1994


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  1. I think it goes in line with the "too much hacking/Weapon/Skill option" issue that other people have expressed. CB initially did a great job by giving the same name and profile to different weapons/skills across the factions: a combi-rifle is a combi-rifle, even though the design on the miniature changes the rules remain the same. Same for Martial Art, CC training might be different from one faction to another, but knights and samurai are using the same skill to display their CC superiority. Yet, we have rules like Guard/Protheion that represents specific combat style (dog/space-vampire), or 3 different versions of shotgun (light, boarding, heavy), with two others variations of the boarding shotgun that use different ammo (vulkan and T2). So, the question is, how much is too much? You, @Section 9, do you think it would be ok to replace all CC charts by the martial art one, and then (eventually) add skills on top of it for the flavour (ex: protheion = if you wound your opponent in CC you gain 1W)? ----------------------------------------------------------------------------------------- On the topic of change facing, i've gave it a second though. It's intended design, ok i got it, i understand. Now, i also have a problem with the way stealth has to be discarded to make it work. A soldier that decides to be noisy and make the ennemy aware of his position so he can sneak upon said ennemy doesn't make any sense. From a gameplay perspective, If this is supposed to be intended game design, and if some units are SUPPOSED to use it because they're balanced with this in mind, then it SHOULD be intuitive. But a skill that you have to decide not to use to gain an advantage in a situation where the skill would logically give you an advantage is just counter-intuitive (same problem with MML1 against bio-immunity units like bolts, it represents accuracy and the ability to make every shots a deadly one, and yet you do more damage by suddenly deciding that shooting the guy in the head is overrated and a bullet in the arm will do?) It's @alphz (i think?) who submitted the idea that stealth could give the advantage of the change-facing trick. The idea is just to add the following to the existing rules: - While in ZoC of an ennemy unit, if the second short-skill of the order makes your active Turn unit enter the LoF of said unit, then it can only react with change facing (he is taken by surprise and can't react properly). Boom, it's logical and intuitive. You keep the intended design rule, though you make it a little more restrictive, which means that if you think a unit needs it, you just have to give it stealth. There's still the issue with smoke + MSV2 in ZoC that keeps interacting weirdly with stealth. This can be fixed by applying my first proposition (I.E: you only lose aro option you could declare).
  2. You're probably being confused with way it worked before HSN3. In N3 it was clearly specified that, to be triggered, electric pulse required your opponent to make a dodge or CC attack (as it inflicted a malus on said roll). Nowadays there's no such limitation. It's an auto-roll of 7 that stops your opponent from using any skill that would improve his CC attribute. The only requirement is to be base to base with the target. So yeah, in your example, the kerail would score an auto-hit with his taser.
  3. Well, it happens quite often to me. Maybe because i suck at moving around, or board building. But honestly i'm really convinced that the secret to make the most of the Hsien haris is to abuse the fact that you can move your hsien and use tools in the same order, be it nimbus, or sensor, or hacking! There's plenty of things your zhanying can do without engaging the ennemy. Funnily enough, it would feel more natural to do this kind of stuff if they were MI (but i'm glad they're not, so you can sprint if needed!) What?! Look at the Su-jian, and tell me again we don't have a TAG! The only reason this thing is labelled as an HI is to give it even more bonus! Well, to be fair, it's not expensive enough to stop you from playing both... I should stop with my stupid lists... ────────────────────────────────────────────────── GROUP 110 1 HSIEN Lieutenant MULTI Rifle, Nanopulser + 1 TinBot B (Deflector L2) / Pistol, AP CCW. (0 | 60) ZHÀNYING Hacker (Hacking Device) Breaker Combi Rifle, D-Charges / Pistol, Electric Pulse. (0.5 | 32) ZHÀNYING (Fireteam: Haris, Sensor) Breaker Combi Rifle, Nimbus Grenades / Pistol, Electric Pulse. (0.5 | 27) WÚ MÍNG HMG / Pistol, Knife. (2 | 39) WÚ MÍNG Heavy Rocket Launcher, Light Shotgun / Pistol, Knife. (2 | 33) WÚ MÍNG Panzerfaust, Light Shotgun / Pistol, Knife. (0.5 | 29) WÚ MÍNG (Forward Observer) Boarding Shotgun / Pistol, Knife. (0 | 31) ZHÀNYING (Sensor) Breaker Combi Rifle, Nimbus Grenades, MadTraps / Pistol, Electric Pulse. (0 | 28) CELESTIAL GUARD (Kuang Shi Control Device) Combi Rifle + Light Smoke Grenade Launcher / Pistol, Knife. (0.5 | 13) KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5) GROUP 21 WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3) 6 SWC | 300 Points Open in Infinity Army
  4. Well, 3 fugazi and 2 bulleteer with heavy shotgun are just screaming "I WANT OVERCLOCK§!§!!". But with this amount of repeater running around the EVO hacker would be vulnerable to KHD.
  5. Objectively, it's usually hard to justify the order spent when you want to throw a nimbus grenade, considering the little impact it has on the face to face outcome. But i think the Hsien/zhanying haris is one of those few case where it might be useful, because you can send the grenade while moving your other guys (if it takes 2 moves skill to put your Hsien in position, it's totally acceptable to move/nimbus then move/shoot than move/move then move/shoot), and even though it doesn't greatly improve the odds to kill the opposition, it makes them less likely to score a hit and destroy your Hsien: Hsien HMG in Haris VS Fusilliers ML in 5-man Fireteam: Hsien HMG in Haris VS Fusilliers ML in 5-man Fireteam, with nimbus modifiers: There's few use outside of fighting fireteams (though nanopulser + nimbus is a possibility), but considering the number of times i've seen a 50+ pts2 swc investments being utterly annihilated by a lucky ML/MSR, i'll gladly use everything i can!
  6. I think we don't have the same definition of bland. It's not a boring guy with a combi and a 0'5swc tax that brings nothing but another gunboy to the team, he comes with a sensor and nimbus grenade! Considering none of the zhanying specialist option have those, this profile is way more usefull than it looks. Oh sure, it could have been more optimised. But if the haris option was on the mad traps profile, the team composition would be a no-brainer. You can't have it all, you have to make choices!
  7. 1) Oniwaban/shinobu with superior infiltration, hac tao hmg, smoke+msv2 to deal with the Q drone, or cover the field with plain old smoke. Nimbus grenade also help against linked Aro ( hsien haris with zhanying is pure gold in ISS). 2) How you fight a sphinx? You hide your ass, you pray you will have enough order to deal with it after his first turn rampage, then you either hunt him down (sensor, then msv2 or hacking. Berserk E/M with JSA), or you hunt his orders. If you manage to possess the sphinx, i highly recommend to climb on the top of the tallest building (more than 4") and makes him jump to death. 4) hide the ninja near the button you want to push. Then reveal and push it. Focus on this, killing hacker and CC. Don't try to actively use the bow, most of the time it's just a waste of orders.
  8. Outside the haris with zhanying, Hsien don't have the option to form a link anymore (since hsn3 precisely, so the Hsien profile you can find in the N3 book isn't up to date).
  9. I think you're misunderstanding yeah. If you use stealth, then no ARO is triggered until you walk into LoF. If you decide not to use stealth so you can trigger an ARO before moving around the corner safely, then there's nothing that stop your opponent from using a hacking program (if you're hackable of course) instead of change facing. Not sure what stealth has to do with that, but yeah you're right i can see a few scenarios where you might want to trigger a change facing ARO with this kind of trooper before moving around the corner (like getting a better angle for your template, or moving behind your target so you can try to do a BS-attack vs change facing the following order). Nonetheless, if the change facing trick is an intentionnal game design decision , there might be a way to keep it while making it feel more legit and less "gimicky". Yea guys, keep in mind that it's not a topic about balance, but rules loopholes/exploit/logic/consistency. Though, i have to admit, sometimes the line is blurry, and balance could completly use a topic on it's own (and there's been plenty already). Just try no to digress to the point where every post is about post-humans, jammers and critics. On a side note, i totally suck at polls. This one is useless...
  10. Can you do that and keep the Marksmanship L2 effect? Caus if that's the case then yeah, i was mistaken, and it's far less useful than i though (and even more meta dependant). At least, since it works on mines, Bolts are still really good at room cleaning.
  11. I'm no NCA player, but i feel like in bolt's case the bioimmunity advantage is less about "not dying" from shock/viral than effectively tanking the hits with BTS 6 (9 in cover) instead of ARM 2/5, which can make the bolts really, really tanky depending on what is shooting at them. Spetsnaz, buffed REM with marksmanship L2, standard sniper, red fury, mines... i won't list them all, but there's a lot of shock out there.
  12. If it comes from the ultimate meta ("the one to bring them all and in the darkness bind them"), it's even more interesting Then it's entirely possible that the reason those rules are how they are just don't show up very often, and the reason i don't understand them is because i've yet to face a situation where they're meaningfull (though i know for sure that smoke trick within ZoC is absurdly strong, especially with MSV2 shotguns). It makes me want to push the system to the limit by playing on those things as much as possible and see how it impacts the game, be it in a good or bad way. I guess it's time to clean up my 8 kuang-shi, and to try as hard as possible to get into CC with my crane without smoke support
  13. I stand corrected, but as you say no one was doing it before it was stated in the FAQ. And yea -6 Dodge mod VS smoke trick would be insane, and that's why i don't even consider it and propose to go the other way (dodge is still one dice with no chance to harm your opponent, so it seems fair to give it some advantage over shooting). The main idea is to remain consistent and logical across the rule set, but without being detrimental to the game's balance. And it's where i don't agree when you say removing it would make dodging too strong, and lesser visibility zone less important. To be honest, the people i play with and myself never did that before the FAQ(and even now we forget it half the time), it never felt like warbands/good dodgers had a significant advantage and the Vis Zones are often used to stack modifiers and such, so they're definitely impactul. Though, my opinion would probably be different if i had to deal with 3 Uberfall Kommando + Poor Vis zone everywhere on a daily basis I don't know... I understand how it could be helpfull for most CQB fighter, but i've been playing for 2 years and i've NEVER seen it used to help a dude get up close and personal. Yet i still see a fair amount of CC specialist proving that to bring a knife to a gunfight isn't a stupid idea (heck, my crane agent sliced a Dragao in half just yesterday). If anything, i've myself used it one or two times for smoke + MSV2 trickery, and i was just ashamed of myself because of how unfair it was for my opponent (i didn't play in N2, but i guess that's how it felt to get suprised shot without being able to react). I definitely think it does more bad than good in this regard, so wouldn't it be better to find something else to help CC units? Do they really need help in the first place? To be honest, I'm personnaly quite happy with how the CC works right now, and i think most specialised CC units have all the tools they need to make great use of their abilities. As for SSL1, it's still a very usefull skill against everything that happens in your ZoC: Surprise shot and attack, grenade lobbing over walls, hacker vs hacker, etc... the list is quite long! Even without this, it's still one of the most usefull skill in the game. Thanks for your contribution anyway, it's always interesting to see how people's perception of the game can vary depending of their local meta!
  14. Hey guys! Disclaimer: this is not a post to whine about "OP skillz", "OMG NURF CRIT§!!" and such. It's more about weird rules/interaction, and how some of them could be streamlined to make them more logical and easier to understand (especially for new players). Personally, i have a two issues in mind. I'm no game designer, but even though i can understand that some rules are weird for balance purpose, there are other that just don't make sense to me, and i'd like to discuss those with y'all: Dodge, low/poor visibility and smoke. This one was add by errata, and i feel like it's a mistake. There's a bush so i dodge on -3, but if the shots are coming from smoke or an almost invisible guy i can dodge on full PH? Doesn't make sense, plain PH for dodge no matter what would be fine i think. Change facing shenanigan, and ARO declaration in general. For those who don't know about it, if you're within 8 of your opponent and out of LOF, the only things he can do is change facing/reset, even if your 2nd short skill is walking into LoF or shooting from smoke, because if he doesn't then he lose all his ARO's opportunity. I don't know you guys, but it feels like an exploit of the ARO mechanic, and i don't like. My proposal is to change how the ARO mechanic works a bit. Simply put, when you declare your ARO, if you decide not to declare any skill then you only lose those skill options you could actually declare. In this case, it means that if you chose not to use change facing, you still have the option to shoot/dodge/engage etc... if the guy walks around the corner or shoots you from smoke, so this problemn is solved. But there are others added benefits: Defensive/EVO hacking device could actually use their defensive program. Nowadays, if a hacker walks into your ZoC, you can't use those programs because you can't declare them until you're targeted by an hacking attack, so you can use change facing or reset (and brain blast for evo hackers), and that's it. With my proposal, you could deny those options in order to use the defensive programs. Marker/ARO interactions would not require any exceptions. You could discover, and if you decide otherwise you could still shoot/dodge etc.. if the marker reveal itself. If it doesn't, then you can't do anything else. Simple, no additional rules like delay and stuff, it would be all included in the ARO mechanic. Sadly, there's an issue with holoechoes, but nothing that couldn't be fixed (i don't like how those works right now anyway. Even Holo 1 could use some clarification regarding hacking and stuff. But i digress). I'm probably overlooking a few things, and there's certainly some other weird rules that i didn't think about. Hence why i'm submitting this to the community instead of making plans and taking notes alone in my lair like a madman. Hopefully, this thread might give Corvus Belli some insight on how the player base feels about the rules, and (maybe) give them ideas. Together, let's make Infinity great again even better!
  15. Little precision, but that's not the case anymore since HSN3. You can totally take an EVO as your only hacker, and use it to buff REM, do the hacker classified, etc.... Back on topic, i have to say that antenna field is a really tricky mission for ISS, because we don't have much highly durable specialist. Holding an antenna can be really difficult, therefore the best option is usually to stomp your opponent into the ground, kill his most efficient unit (or his order pool, or both), and then take the antenna when there's little to no threat left. @Swissmade Your first list is nice. Shame it goes over 300pts . Overclock is good in ISS, but not bread and butter like for Pano , so i would take better Aro options (TR rem is never a bad choice, or bounty hunter sniper if you're low on points and swc). The su-jian + KS first group is always a good choice, especially considering what i said previously. i would probably play something like that: Test antenna ────────────────────────────────────────────────── GROUP 110 7 SÙ-JIÀN Spitfire, Light Flamethrower, Panzerfaust / Heavy Pistol, Knife. (2 | 59) CELESTIAL GUARD (Kuang Shi Control Device) Combi Rifle + Light Smoke Grenade Launcher / Pistol, Knife. (0.5 | 13) KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5) KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5) KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5) KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5) KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5) KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5) KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5) HÙSÒNG Yaókòng HMG / Electric Pulse. (1 | 25) GROUP 25 HSIEN Lieutenant HMG, Nanopulser / Pistol, AP CCW. (2 | 61) SOPHOTECT Combi Rifle, D-Charges / Pistol, Knife. (0 | 31) YUDBOT Electric Pulse. (0 | 3) CELESTIAL GUARD Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 21) DAKINI Tacbot Paramedic (MediKit) Combi Rifle / Electric Pulse. (0 | 15) PHEASANT IMPERIAL AGENT (Chain of Command, X Visor) Combi Rifle + E/Mitter, MadTraps / Pistol, DA CC Weapon. (0 | 36) 6 SWC | 299 Points Open in Infinity Army