
|  "Dr." Cupi | 
 
	
 
                
                
              
            
            Yeah, I'd allow hovering mines, mostly because, why not? It doesn't really breach the tgtbt. I agree that it should be clarified.
That said...I think the side with the strongest argument is ground only mines because of Reposition Exocortex. It does not specify a fly speed, fly action, swim speed, or swim action. That is not to say that it is a strong argument, just that it is the strongest.

| kaid | 
 
	
 
                
                
              
            
            Yeah, I'd allow hovering mines, mostly because, why not? It doesn't really breach the tgtbt. I agree that it should be clarified.
That said...I think the side with the strongest argument is ground only mines because of Reposition Exocortex. It does not specify a fly speed, fly action, swim speed, or swim action. That is not to say that it is a strong argument, just that it is the strongest.
Given how you can move them around more and more with level I have no problem with hover mines. Could be a good mod if nothing else so if you run across some flying opponent suddenly surprise mine to the face.

| OceanshieldwolPF 2.5 | 
| 2 people marked this as a favorite. | 
 
	
 
                
                
              
            
            Seeing as this is a “problems with mines” thread I thought I’d gather these from a couple other threads:
Are mines
recognisable as mines or as dangerous objects/hazards?
Can mines be targeted and destroyed?
Doing 36d6 + damage with economy shenanigans at 10th level seems also to be a bit…problematic.

| kaid | 
 
	
 
                
                
              
            
            I suspect the big damage mega round of mine damage isn't really a problem and in a large way is the pay off for playing a character designed for battlefield control. If you charge into that big of a mine field that was setup and primed then yeah you are going boom. The mines are a finite resource per fight and due to all the setup you are probably getting one maybe two really big bangs per fight if you set things up right and then some more one mine attacks.
But if you have proximity mines and some of the other extra deployment tricks being able to dump a bunch of your goodies to wreck people attempting to close distance on you is basically the class/spec fantasy for a mine layer.

|  "Dr." Cupi | 
 
	
 
                
                
              
            
            For me, it goes beyond just heavy damage if you get set up. It is the optional battlefield control that really gets me excited.
High gravity plus gravitic dampener stacks.
Gravitic dampener to create difficult terrain plus a big bang/black hole to push or pull enemies into the difficult terrain.
And yeah, high damage burst to take out a mob of mooks to let the rest of your team no up.
To me, the drone and turret seem boring in comparison.

| Xenocrat | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            I don't know, the turret allowing you to double tap anyone with full BABx2 with Coordinated Fire, or blast a group with Area Denial Turret, or Self Destruct a large group with Fireball/Mechanic Mine damage and full 20' AOE, or provide full cover and/or regular concealment, or set up a wall to stop/channel movement or provide extra cover, or shoot/pursue foes from total PC cover around covers (it has it's own sensors, right?), or chase guys down with a difficult terrain aura, etc., all sound pretty interesting to me.
There's enough variety of playstyle there to not get bored and it doesn't have the lack of ranged firepower issue that the mines do.

| Xenocrat | 
 
	
 
                
                
              
            
            The big downside to the turret seems to be that it doesn't do anything (can it at least move?) if it's broken, so until you take Self Destruct at level 4 you have to shoot it yourself to destroy it if you want to redeploy it in a workable form. And Self Destruct is a 20' AOE that hits you and allies, so it has limited utility. If you can Reposition Exocortex a broken turret away from allies (or towards enemies) before you detonate it that's at least something. If you can move it while broken then once it has decent hardness and you can detonate it at level 5 it drawing enemy fire is pretty much pure bonus.

| ElementalofCuteness | 
 
	
 
                
                
              
            
            You can move your Exocortex as soon as level 3 with the mobile Exocortex Class feature. You can pick up and redeploy the turret to put it as max HP for 2 Actions. Honestly Shielded Turret seems like a stupidly good feat to pick up if you take 1 action to get cover, while being about to do one of the following - Area Denial for 2 actions, Coordinated Fire for 2 Actions or Re-Deploy it for Max HP for 2 Actions, this also gives you 1 Action to fire or take cover.
Also remember you only get Master Mechanic Class DC At level 17, Expert at 9. Sooooooo that's gonna be at most 27 Reflex DC at level 9, and then 29 at level 10, Assuming +5 Int and then at level 17 you get 39 Reflex DC until level 19 which jumps to 43 because Apex Item for +7 Int. Capping at 44 DC at level 20, 2 points lower then any Caster because Master Weapons.

| Xenocrat | 
 
	
 
                
                
              
            
            You only restore a destroyed turret to full HP. At half HP it is broken and can no longer shoot, per normal broken weapon rules. So you have to damage your own turret from broken to destroyed if you want to redeploy at full HP.
People overreact to master vs legendary class/spell dc progression. It only matters at levels 7-8 (significant), 15-16 (a boy can dream), and 19-20 (lmao). Most of the time you’ll never be impacted vs the “better” progression. At least with weapons and saves they made it sting for longer.

| kaid | 
 
	
 
                
                
              
            
            I think they should let you do the two action deploy action to grab a broken turret and redploy a fresh one. You would still be paying an action tax for it so I don't see that as OP. I am pretty sure most turret users are going to grab the self destruct at level 4 so it pretty quickly becomes a non issue anyway.

| Xenocrat | 
 
	
 
                
                
              
            
            I agree that a broken one should be able to be refreshed by a two action redeploy without playing dumb games to destroy it yourself. I don't agree that self destruct makes it a non issue - a 20' burst that does friendly fire damage isn't something you can guarantee as the solution to your broken drone problems.
 
	
 
     
    