
Pooterbuck |
Reduces to one quarter. Essentially it turns it into a shotgun blast, high power super low range.
However, this is also a trick with use in Starship combat, something rare, and in that case it reduces the increment by one, so medium to short, which is still very powerful.
Cool thanks. Does this give the calibrated weapon the blast special property as well?

Isaac Zephyr |

Isaac Zephyr wrote:Cool thanks. Does this give the calibrated weapon the blast special property as well?Reduces to one quarter. Essentially it turns it into a shotgun blast, high power super low range.
However, this is also a trick with use in Starship combat, something rare, and in that case it reduces the increment by one, so medium to short, which is still very powerful.
No. Think of it more like a slug in my shotgun example not pellets. I realize my mildly confusing example.

Pooterbuck |
Pooterbuck wrote:No. Think of it more like a slug in my shotgun example not pellets. I realize my mildly confusing example.Isaac Zephyr wrote:Cool thanks. Does this give the calibrated weapon the blast special property as well?Reduces to one quarter. Essentially it turns it into a shotgun blast, high power super low range.
However, this is also a trick with use in Starship combat, something rare, and in that case it reduces the increment by one, so medium to short, which is still very powerful.
I see. How would you rate this tick with the overcharge tricks? I do like the ship combat option of recalibrate weapon.

Isaac Zephyr |

I would rate it pretty good, if only for the starship use. This is largely because it gives you a unique action, which also means using the captain's Orders function, you can actually stack this with Divert Power. This also applies to the other Mechanic starship ability Recalibrate Engine.
In terms of regular use, there's a few factors. Overcharge is limited to powered weapons, so if you prefer analog then probably go Recalibrate Weapon, however if you're melee Overcharge is you only option. If you're using a longarm I'd probably take Recalibrate first, because the boost last 1 min/level compared to Overcharge's one attack. This time difference though means they stack (the damage boosts are untyped) so both if you want to go full damage dealer I suppose.

Dracomicron |

Makes sense. I’m thinking of abandoning the overcharge tricks in my build. It will free up three truck slots and I didn’t realize how much ammo it consumed.
Overcharge is still really good. And your Technomancer (or you yourself if you take Technomantic Dabbler at 5th) can vampire down batteries that you find on enemies with Transfer Charge in order to top off your battery, so the extra charge usage isn't as important.
And the fact that it stacks with Recalibrate Weapon means that it's a huge benefit to mechanics. Those laser weapons most folks use have a huge range, so it doesn't matter so much if you lower it.

Pooterbuck |
Pooterbuck wrote:Makes sense. I’m thinking of abandoning the overcharge tricks in my build. It will free up three truck slots and I didn’t realize how much ammo it consumed.Overcharge is still really good. And your Technomancer (or you yourself if you take Technomantic Dabbler at 5th) can vampire down batteries that you find on enemies with Transfer Charge in order to top off your battery, so the extra charge usage isn't as important.
And the fact that it stacks with Recalibrate Weapon means that it's a huge benefit to mechanics. Those laser weapons most folks use have a huge range, so it doesn't matter so much if you lower it.
I do like that idea. I didn’t know about the transfer charge spell. I might go technomatic dabbler route instead of spellbane.
What do you think of adding a scope to the laser rifle to put the range back to default after recalibrate weapon (while aiming).

Dracomicron |

Huh, this makes me want to multiclass Mechanic and Technomancer to get Recalibrate, Overcharge, Supercharge, and Empowered weapon all on one shot. Seems like it'd be a great Sniper shot thing, could put a hole in the side of a starship hah
Empowered Weapon and Overcharge are not great together on the same character; Empowered Weapon buffs based on spell level; Overcharge buffs based on trick tier... you're going to lose out on one if you go for the other. Ideally a Technomancer and a Mechanic would be friends; the Mechanic has Technomantic Dabbler with Supercharge Weapon, as well as Overcharge and Recalibrate Weapon. The Technomancer has Empowered Weapon and Supercharge Weapon.
First round, both cast Supercharge.
Second round, the Mechanic takes a Move action to Overcharge the Technomancer's gun and then takes a Standard Overcharge shot herself. The Technomancer uses their highest level spell slot (let's say 2nd). Both of them do their gun dice +6d6 damage.
One of my SFS characters was initially going to be a Ysoki Sharpshooter Soldier 3/Mechanic X that used the Diaspora sniper rifle; I planned to have a lot of overcharging shenanigans; recalibrate works even better with sniper rifles, methinks, because their range is so long.