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Topic Started: Dec 5 2012, 09:52 AM (665 Views)
Vitzh
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Consul
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What are people bringing up this Wednesday? Some Infinity and some WM is what I've heard so far.
What does the card say?

"O Fish, are you constant to the old covenant?" "Ceterum autem censeo Carthaginem esse delendam"
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Knightdrake
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I have Infinity to try
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Fuzzystrawberry
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Rotten Food
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Randy and I are playing WM/Hordes...

craptastic games...horribly addictive...could just be that it isn't blocked at work:

http://s2.gladiatus.us/game/c.php?uid=24040

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Sarsemn
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Sounds like cool people are bringing Infinity. I'll have mine.
Shame on a Nigga
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Knightdrake
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Sarsemn
Dec 5 2012, 02:09 PM
Sounds like cool people are bringing Infinity. I'll have mine.
Will your facts just suicide bomb the table and say auto win bitches?
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Maybe Dale or Josh can blow me up ... or just watch you 2 kill eachother and try to relfresh the ol Infinity databanks in me noggin
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Sarsemn
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So a couple thoughts:
-Deviation distances do feel a little wacky sometimes. For drop troops I can see wide scattering being fine, but for ballistic weapons, it seems like it should cap out at a certain point based on your distance, like Warmachine.

-Being fully capable of CC even while prone is bullshit.

-Game is still alright overall. I complained that it felt like my opponent seriously out teched me all game but by the end it was honestly a close game.
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Knightdrake
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How about 1d10 deviation distance?
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Vitzh
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I never took deviation in Infinity as how inaccurate a weapon is. It was way more poorly followed orders, or just the figure in question guessing when firing at TO or speculative.

Deviating 1d10" significantly increases the accuracy of AoE weapons. For instance if you need a 4 to hit you have a 25% chance of hitting with deviation, with the change you have a 36%. For a 1 its a 10% chance, but a 24% chance with the change. It will also group that big AoE up more.
What does the card say?

"O Fish, are you constant to the old covenant?" "Ceterum autem censeo Carthaginem esse delendam"
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Knightdrake
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We certainly don't worry about that with WM with a max deviation of 6". If a d10 isn't optimal then the multiplier of failure should be reduced. There should be some predictability even in a missed shot than this wild variance of extreme deviations. Saying the shot shouldn't have been taken isn't a great argument. Bad enough the game used a random roll with a d20 that produces a larger failure spread.
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The logical mechanism of deviations in this game just doesn't make sense ...

- Either make the template a half circle with the flat angle facing the shooter (prevents crazy backwards ass deviations.

- Make the template be placed on the entended target: if it misses, roll scatter direction and the template is recentered on that outer edge and the damage is at -3 (this is my fav ... quick , easy and make since)

- or keep as is and knock the deviation modifier to 0.5" instead of 2.5"
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Whatyoutalkinboutwillis
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Heh heh Penis Heh heh
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The explanation I've always thought of for weird scatters is you try to take a shot with a narrow angle of opportunity or visibility and it ricochets. Either that or the trooper just fired at what he saw as another threat.



It ain't easy bein' cheezy

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Sarsemn
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I don't see the deviations as a problem when your To-Hit gets ridiculously low(<5). In those cases, you're taking a wild shot and I can see goofy ricochets or soldiers making mistakes being the cause. It is just kind of iffy when the To-Hit is reasonable(say 10), and you roll bad. In that situation a 20 causes a deviation of 25 inches when your To-Hit was pretty good and you should have been able to get a reasonably accurate shot.

I have no good suggestions on how to make the deviation scale better based on the To-Hit needed, though. My suggestion right now is to play it like it is and not take wild shots with your AOEs(why are you guys firing so many of those anyway?)
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Knightdrake
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My experience esecially last night was more along the lines of -3 bs to range and I roll really high. I'm at bs 9 and rolled 18-20 so it ends up a large deviation. Even with a failure of 6 you are still looking at a 15" deviation on top of the distance to target. If I need to get closer to improve the range modifier then might as well use the rifle for a burst.

When I trained on the GL, it was against fortified positions. With this game it makes my shot even worse. Same with grenades, the lob will produce a deviated land point but it doesn't make my throw worse because of it. For any argument of bounce, we cook off the grenade to compensate. If you are throwing a grenade for a purpose it wont be blindly throw and hope for the best. That is what volume of fire from the rifles is for.

I don't have a simple fix except to take those weapons out of my list which I do find is a shame to do.
Edited by Knightdrake, Dec 6 2012, 12:23 PM.
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Whatyoutalkinboutwillis
Dec 6 2012, 11:54 AM
The explanation I've always thought of for weird scatters is you try to take a shot with a narrow angle of opportunity or visibility and it ricochets. Either that or the trooper just fired at what he saw as another threat.



So let me get this straight ... you tactically take explosives like Grenades for the intent to destroy things that are rooted in (both IRL and in game equivalent) but due to the mechanics of the game ... it works completely opposite and leads to superball salvos ... Huh?

Then on the other hand, Machine guns have high volume attacks that cover a given area for when people try to run around in the open ... yet, once again, due to infinity mechanics, they are actually your best bet and shooting things with camo/rooted in, which is the complete opposite of their intent huh?

I guess I'm the only one that thinks the mechanics need work and for a game that tries to be a nice combat sim game with actual tactics, seems like the 2 examples above are backwards.


I would also limit the amount of orders one model can take to 3 ... (preventing cheerleading abuse)
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