The ranged meta doesn't exist, the cake is a lie!


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About the operative being ranged.....

There is a melee operative. (this also worked really well in SF1) And unlike the starfinder version there isn't the bucket of D8s to make someone not care about the plus to damage.


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Driftbourne wrote:

Wheel of Monsters is the real ranged test

The city side of the Enormous Battlefield map 150x230 feet has lots of cover


Starfinder Flip-Mat: Enormous Battlefield
.

Wheel of Monsters also uses both sides of the arena map Stadium 120 x 150 feet. One side has obstacles one doesn't

FlipMat-Stadium.

Also, something to consider is that the amount of cover needed changes depending on the party size which can also affect the number of opponents. Also, the party mix of ranged and melee characters can affect that too. That makes it harder for maps to provide the right amount of cover. One easy solution is to add more cover as needed using something like the Starfinder Pawns: Tech Terrain Pawn Collection. Also having a movable cover the PCs can push around could be fun too.

I just played this one and I agree: That's the first ranged adventure I played in SF2. Maps are really big. Melee characters can get to melee but they take a lot of risks in doing so as they end up completely separated from the rest of the party. Overall, it's better to play full range on these maps.

If Paizo continues in this direction then I'll agree with the ranged meta. Map size is really the defining factor for the meta to be ranged or melee.


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SuperBidi wrote:

If Paizo continues in this direction then I'll agree with the ranged meta. Map size is really the defining factor for the meta to be ranged or melee.

On my healer I can't work further away than 30 feet anyway, so I'm going to have to move along with the melee.


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BigNorseWolf wrote:
SuperBidi wrote:

If Paizo continues in this direction then I'll agree with the ranged meta. Map size is really the defining factor for the meta to be ranged or melee.

On my healer I can't work further away than 30 feet anyway, so I'm going to have to move along with the melee.

The melee character rushing all across the battlefield and then crying when at low hit points is nearly a meme. I'd personally let them there until they learn their lesson: Always stick with the party. PF2 (and I expect SF2) is no game for solo heroes.


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SuperBidi wrote:
BigNorseWolf wrote:
SuperBidi wrote:

If Paizo continues in this direction then I'll agree with the ranged meta. Map size is really the defining factor for the meta to be ranged or melee.

On my healer I can't work further away than 30 feet anyway, so I'm going to have to move along with the melee.
The melee character rushing all across the battlefield and then crying when at low hit points is nearly a meme. I'd personally let them there until they learn their lesson: Always stick with the party. PF2 (and I expect SF2) is no game for solo heroes.

Well, the pistols don't work from any further away. So the only person NOT rushing up will be the sniper. Everyone else needs to rush up or not hit anything between prone cover and ranged penalties

Silver Crusade

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BigNorseWolf wrote:
SuperBidi wrote:

If Paizo continues in this direction then I'll agree with the ranged meta. Map size is really the defining factor for the meta to be ranged or melee.

On my healer I can't work further away than 30 feet anyway, so I'm going to have to move along with the melee.

Did you see the update they made to mystic?

Page 82 (Mystic Feats): Add Network Connection as a 2nd level mystic feat with the same text as the ability from page 77. It has the mystic trait.


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On the version of playtest i have Network Connection does not appear in the text.

So wait, force connection isn't going to be a free ability, its going to require a feat at level 2?

Wayfinders

BigNorseWolf wrote:

On the version of playtest i have Network Connection does not appear in the text.

So wait, force connection isn't going to be a free ability, its going to require a feat at level 2?

Looks like Force Connection was swapped with Network Spell feat.

I think the errata change description might be wrong it says
"It instead grants the Network Spell ability that functions as the 1st level Mystic feat on page 81, except change the first two sentences to read:"

It then goes on to replace 3 sentences, not 2 If it indeed replaces 3 sentences then looks like mystics can cast at longer ranges

“You channel your spell to manifest from one of your allies instead of yourself. If the next action you use is to Cast a Spell with an area, range, or target, the spell manifests from one of your bonded allies instead of yourself. Use the ally’s space to determine the spell’s source, range, and area of effect, but line of sight and line of effect must be met from both you and your ally when the spell is cast.”

So looks like if you both have line of sight and line of effect the range between you and your bonded allies doesn't matter if you meet those conditions. The old version of Network Spell you and your bonded allies could only be 20 feet apart. If I am reading this right it's a game change for ranged spells


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BigNorseWolf wrote:
Well, the pistols don't work from any further away. So the only person NOT rushing up will be the sniper. Everyone else needs to rush up or not hit anything between prone cover and ranged penalties

Pistols work from further away, taking a range penalty is not that crippling.

But I agree that pistol based characters should think about having a backup long range weapon if 120+ft. maps become common.

Wayfinders

Ranged meta doesn't have to mean at maximum range, on a big map you can keep moving to avoid melee range. Unless everyone on both sides starts with good cover, and is in range for an attack, and has a clear line of sight on a target, I could easily see the first round or 2 being mostly maneuvering for advantage on both sides. That will depend a lot on the map. Also, a good time to recall knowledge to learn about your opponents before getting too close, or cast spells that will last the whole combat.


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SuperBidi wrote:
BigNorseWolf wrote:
Well, the pistols don't work from any further away. So the only person NOT rushing up will be the sniper. Everyone else needs to rush up or not hit anything between prone cover and ranged penalties

Pistols work from further away, taking a range penalty is not that crippling.

But I agree that pistol based characters should think about having a backup long range weapon if 120+ft. maps become common.

Taking multiple range penalties on top of cover on top of taking cover on top of doing very little damage on a hit is crippling.

Wayfinders

We need mortars or the ability to call in artillery strikes like in Starfinder Society Special #5-99: Battle for the Bulwark. These would be scenario options, not character options. Although a light mortar could be a play option. Missles that don't need to follow the line of site to get to a target would work for indirect fire too.


Something starfinder 1 tried and immediately undid that might help here is the hand cannon. A large pistol with a bigger MAP good for taking 1 shot so it combines well with a save spell a get em or an aim but not DAKKKA multiple attacks.

Silver Crusade

BigNorseWolf wrote:
Something starfinder 1 tried and immediately undid that might help here is the hand cannon. A large pistol with a bigger MAP good for taking 1 shot so it combines well with a save spell a get em or an aim but not DAKKKA multiple attacks.

I think there is certainly demand for a 1 handed martial version of the semi-auto pistol


Sebastian Hirsch wrote:
BigNorseWolf wrote:
Something starfinder 1 tried and immediately undid that might help here is the hand cannon. A large pistol with a bigger MAP good for taking 1 shot so it combines well with a save spell a get em or an aim but not DAKKKA multiple attacks.
I think there is certainly demand for a 1 handed martial version of the semi-auto pistol

I was thinking more noisy cricket for the casters and envoys.

Wayfinders

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How's this for a hand cannon I think it should require 2 hands, unwieldy, kickback, reload every shot, and maybe a fortitude save to use it again the next round.

Rossi 12 Gauge Shotgun Pistol.

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