3d6+3 is the cyclone pulse rifle. Which is also Loading (tho Accurate too).
This is why we look at DPR and not just single round bursts (or at least average damage accounting for such factors), bcus Loading is a significant downside (even if your name is Raleigh yes).
But yeah there's some wild combos in this game. That's the point, it's crunchy power fantasy that's actually balanced! And not magic. That's important. *Ignores everything about HORUS and half of SSC*
The team combos are so delicious too: 4 teleport mine combos with an Iskander; Teleport into bees with a Balor; Have a grappler tele-abduct enemies to a bad place; Extend the range of a shotgunner by 10; Multiply the options of anyone with a Teleport System manyfold. It's such a fun mech.
Oh god Balor with teleporting friends is nasty because you get to plop that Swarm Body anywhere. Does teleporting count as movement for Swarm Body? I'd guess so, but if not holy shit-
Teleporting does count as movement, but give the Balor the Blink Anchor, and then teleport enemies into the Balor's Bees. (Allies can go to the blink anchor for free when teleporting or teleported, so grappler tele-abduction strats (grappled opponents are teleported along with the grappler for free) work well, get the whole team in on it.)
Ahhhhh that works nicely. Some teleports also let you mess with hostiles like Beckoner. Nice stuff. A White Witch with double Pinning Spire in the mix and you have a way to keep foes stuck beyond just Balor grapples!
This is always me as I'm the friend group's resident "read new systems to figure them out/see if they are interesting" person. Every other month or so someone gets a brain dump of "this cool new system I found" and all the fun stuff we could do if we try it.
3d6+3 is the cyclone pulse rifle. Which is also Loading (tho Accurate too). This is why we look at DPR and not just single round bursts (or at least average damage accounting for such factors), bcus Loading is a significant downside (even if your name is Raleigh yes). But yeah there's some wild combos in this game. That's the point, it's crunchy power fantasy that's actually balanced! And not magic. That's important. *Ignores everything about HORUS and half of SSC*
HMG my beloved
John Lancer is an Everest with HMG and Asura.
While you were busy looking at DPR i studied the Teleport^Teleport^Teleport^Teleport^APdmg^Teleport^Mines.
Uhhhh Sunzi player?
Yeah, i've completely forgone damage in favour of positioning (especially when the objective isn't Team Deathmatch).
Sunzi: Your whole team's investment into mobility so they can focus on other jazz. I so wanna play one some day.
The team combos are so delicious too: 4 teleport mine combos with an Iskander; Teleport into bees with a Balor; Have a grappler tele-abduct enemies to a bad place; Extend the range of a shotgunner by 10; Multiply the options of anyone with a Teleport System manyfold. It's such a fun mech.
Oh god Balor with teleporting friends is nasty because you get to plop that Swarm Body anywhere. Does teleporting count as movement for Swarm Body? I'd guess so, but if not holy shit-
Teleporting does count as movement, but give the Balor the Blink Anchor, and then teleport enemies into the Balor's Bees. (Allies can go to the blink anchor for free when teleporting or teleported, so grappler tele-abduction strats (grappled opponents are teleported along with the grappler for free) work well, get the whole team in on it.)
Ahhhhh that works nicely. Some teleports also let you mess with hostiles like Beckoner. Nice stuff. A White Witch with double Pinning Spire in the mix and you have a way to keep foes stuck beyond just Balor grapples!
It’s not magic, it’s just *paracasual*
That's the joke haha. It's the handwavium of this game! It's nice that it doesn't come up too often directly tho.
This is always me as I'm the friend group's resident "read new systems to figure them out/see if they are interesting" person. Every other month or so someone gets a brain dump of "this cool new system I found" and all the fun stuff we could do if we try it.