Mechanic action economy


Advice


Pathfinder Rulebook Subscriber

So, I am playing an unusual build in Dead Suns with a power armor wearing, melee focused exocortex mechanic. And I simply don't have enough actions. I need to combat target, I need to use miracle worker, I need to move up into combat, I need to use energy shield, I need to full attack. It seems that the combats mostly over before I'm even ready to begin. Any ideas on how such a concept could perhaps come together in an efficient manner?


My gut reaction to this is that you are trying to be too much. Trying to be a master of all things.

You are concerned about your contribution to combat, but you are playing a mechanic. Why a mechanic? If you want to be a powerhouse in combat, play a soldier or maybe solarian.

Playing a mechanic gives you a bunch of things to do outside of combat. An exocortex mechanic can also be decent in combat when using combat targeting to increase base attack bonus, but that does come at a cost of a move action per target change.

So I guess it depends on what your gaming group considers to be the main characteristics of the game. If everything is combat focused and plays like Final Fantasy VII where the plot is simply the background to explain why combat is happening, then yeah, a mechanic pick is going to feel lacking.

If there is more to the game than combat, then the mechanic pick is fine. You just need to realize that your participation in combat is going to be lower than the soldier's.

Because you are right, you can't do all of your buffs at the start of combat and expect to have anything left to fight afterwards. For a short fight that you don't expect to last long, probably just join the fight un-buffed. Keep the miracle worker buff for something more meaningful since it is typically a 1 or 2 per day ability. Use energy shield as an emergency ability for when you find yourself out of position and expecting heavy fire or when you decide to jump out and tank some hits to protect an ally.


Exo-Mechanics are actually pretty good for a power armor build, but you need to concentrate on the stuff you're good at. Max out Dexterity (with the minimum Str 13 for power armor) and focus on the range of guns you can slap on your armor. Line weapons, explosive weapons, you know, the good stuff. You don't need to move into melee if you can make them want to move to you to avoid your big guns.

Further, you don't need to activate your shield until you're nearly out of Stamina points. That's what they're there for.

Miracle Worker is a move action and lasts a full minute; either activate it before combat or after you're already in melee, have already combat tracked and don't need to move.

The important thing to remember is that you don't have to (and really can't) use all of your toys in every fight. Ration them out, only use them when you need them. You usually have some warning before a boss fight; you can often pre-game some of your abilities.


Pathfinder Rulebook Subscriber

Thanks. May see if the GM will me trade out energy shield actually. Playing a dwarf so got advanced melee for free, and have a ton of Con, so probably don't need it anymore like I did at lower levels.

I think it's really just needing the use my two opening moves for targeting and moving into range, while the solarian stellar rushes in that makes it feel slower than it really is.

Sovereign Court

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Uchuujin wrote:
I think it's really just needing the use my two opening moves for targeting and moving into range, while the solarian stellar rushes in that makes it feel slower than it really is.

Here's part of the problem. His cheaper charge actually makes your action economy worse, because now he's in the enemy's face and they're not coming to you anymore.

Discuss this with him. You should work together as a party, not against each other. As a solarian, there's probably quite a few revelations he can pick up that also require an action to activate. Like athletes in a team sport, you two need to learn to time your moves.


As an ecocortex mechanic, actions is something I struggle with and I'm not doing melee.


I don't have a great suggestion to do melee, but if you switched to ranged combat I think you'd have a much easier time.


Pick up a higher damage unwieldy weapon, charge into combat, then combat track and attack next round?

Mechanic sadly seems focused on ranged combat and there aren't a lot of mechanic tricks to aid melee builds.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I'm not so sure I'd recommend an unwieldy weapon, as an answer to action economy. The lack of AoO as an option makes the problem worse. With a wieldy reach weapon, you could move up, apply a buff and still threaten people who are planning to make ranged attacks or move past you. With an unwieldy one, if they don't want to stay in melee, there's no way that you're both putting up buffs and getting attacks out there.


HammerJack wrote:
I'm not so sure I'd recommend an unwieldy weapon, as an answer to action economy. The lack of AoO as an option makes the problem worse. With a wieldy reach weapon, you could move up, apply a buff and still threaten people who are planning to make ranged attacks or move past you. With an unwieldy one, if they don't want to stay in melee, there's no way that you're both putting up buffs and getting attacks out there.

Well, there are always methods of getting AoOs... Improved Unarmed Strike, for example. I wonder if you can use a bayonet on a longarm attached to power armor...


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I did actually consider that... but IUS and bayonets don't threaten with enhanced reach, which makes them a lot less capable of using threatened squares as your only offense for a few rounds. I don't think they're useless, but I wouldn't recommend it to people, either.

Large races have an easier time, and the chained fusion would work for this, since the AoO would be the first attack of the round.

Also, consider some thrown weapons, for turns when you don't have an action left to move into range. With quickdraw, you can draw them as part of the attack.

Sovereign Court

We systematically adopted bayonets in our AP party because it allows the gun folks to give flanking if an enemy gets past the melee PCs.


Pathfinder Rulebook Subscriber
HammerJack wrote:

I did actually consider that... but IUS and bayonets don't threaten with enhanced reach, which makes them a lot less capable of using threatened squares as your only offense for a few rounds. I don't think they're useless, but I wouldn't recommend it to people, either.

Large races have an easier time, and the chained fusion would work for this, since the AoO would be the first attack of the round.

Also, consider some thrown weapons, for turns when you don't have an action left to move into range. With quickdraw, you can draw them as part of the attack.

Actually power armor has weapon slots so I do have several weapons available at once, just ending up with much better Str than Dex at the moment, 20 vs 14.

Also tons of HP (Con 22 + Toughness) to tank hits once I can get in the thick of things.

Definitely going to look into a reach weapon + large power armor with reach now.

Dataphiles

Also note, that there is a level 7 armor upgrade called a computer interface.

Now with raw, it couldn't activate any of your buffs, but depending on how you've flavored your custom rig, I don't see why you couldn't make an argument to your GM and ask for the computer interface to be able to activate at least some of your buffs.

Fun fact though: for a level 7 mechanic, when your rig becomes a tier'ed computer as well, you can (raw) make it the computer that is the computer interface. I also always advise mechanics to purchase base price % upgrades for their computer/rig while they are level 7 as the rig will scale up in tier and therefore increase the cost of upgrades much more. That said, if you are going to make your computer/rig your computer interface, you should install it as the computer interface before you upgrade it's hack DC.

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