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Post by scadugenga on Dec 19, 2014 13:35:39 GMT -6
Also..no more ODF.
Pi-well is a sad 'bot.
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Post by kelreth on Dec 19, 2014 13:38:01 GMT -6
He's got Sat-Lock which isn't terrible...ish.
Also I hope the HS+Para comes out sooner than later.
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Post by scadugenga on Dec 19, 2014 14:08:55 GMT -6
No, Sat-Lock is pretty cool, actually.
I'm actually going to go Nomad tomorrow. There's too many hacking shenanigans to try out.
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krog
New Member
Posts: 4
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Post by krog on Dec 23, 2014 23:19:43 GMT -6
Just a thought on grenades and how they don't disperse anymore. First off I am all for it since it simplifies what I always thought were iffy' rules for dispersion at best. What I mean is that the same rules for a thrown grenade dispersing were also used for a fired grenade dispersing (essentially...how can a thrown grenade disperse farther than the model that threw it could lob it in the first place?). One way they could have fixed it would have been to come up with different dispersion rules for thrown vs. fired grenades, but that would have added more complexity (and nobody wants that, least of all me). Keeping in mind that we have had missile launchers who's projectiles have magically disappeared when the shooters blow their BS rolls.....so why not grenades (both fired and thrown)? I understand that this will make using smoke more interesting if not frustrating, but honestly most of the smoke tosser troops have pretty high PH so missing on a tossed smoke is still less likely than hitting. Bottom line....I'll take simple over complicated every day of the week and twice on Tuesday.
If I were writing the "fluff" describing why when you miss with a grenade nothing happens it would likely go something like this: In the battlefield of the future collateral damage is of the highest concern especially with every inch of developed or terraformed real estate a major investment for one faction or the other. For this reason all explosive or destructive devices (including: grenades, missiles, rockets, mines and explosive projectiles of all kinds) are now inherently "smart". Through the use of (now common) battlefield awareness technology all "smart" projectiles are programmed when they are activated, thrown, placed, dropped or launched to recognize their user's desired point of impact. If the device/weapon strays too far off its intended target (the shooter missed) then it is automatically inerts rendering itself both harmless and also useless to the enemy for salvage and re-use (like in IEDs). For Mines their on-board IFF system takes the place of the targeting computer for purposes of safety and minimizing collateral damage.
BTW....this same perceived effort to minimize collateral damage could also help explain why mono-mines no longer have "lingering" effect. In real-world terms it now menas I no longer have to leave a template on the game table to keep track of where the deadly field of wires is. Thanks CB....that I genuinely do appreciate.
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