thought after first reading of playtest mechanic


Mechanic Class Discussion


healing mine give 20d6 aoe healing per turn which is a lot less impressive than 20d6 aoe damage per turn

terraforming mine have the same big bang as the lower version of the feat

this must be a mistake

tactical team up are just better than coordinated fire under most circumstance other than combine damage to overcome resistance

why does expansive array have base damage of 2d8 when the damage of turret are suppose to base on the upgrade

this seem like remnant of older version of turret

why does spinning blade have 1d6 per 2 level scaling when its damage are the strike damage of drone

another remnant of older version maybe

aoto loop are standard extra reaction level 20 feat

but there are so few mechanic reaction other than auto traget can benefit from it

Dataphiles

25speedforseaweedleshy wrote:
healing mine give 20d6 aoe healing per turn which is a lot less impressive than 20d6 aoe damage per turn

Or 10d6 damage and 10d6 healing

25speedforseaweedleshy wrote:


terraforming mine have the same big bang as the lower version of the feat

this must be a mistake

Maybe. It is worth noting that because it is on both the big bang can be combined with gravity alteration.

25speedforseaweedleshy wrote:


tactical team up are just better than coordinated fire under most circumstance other than combine damage to overcome resistance

Really? Coordinated Fire seems better to me. 2 shots at no map vs 1 shot at no map and 2nd shot with map +2.

25speedforseaweedleshy wrote:


why does expansive array have base damage of 2d8 when the damage of turret are suppose to base on the upgrade

this seem like remnant of older version of turret

This does seem like a mistake.

25speedforseaweedleshy wrote:


why does spinning blade have 1d6 per 2 level scaling when its damage are the strike damage of drone

another remnant of older version maybe

This also seems like a mistake. Though, as written, it does add the d6s.

25speedforseaweedleshy wrote:


aoto loop are standard extra reaction level 20 feat

but there are so few mechanic reaction other than auto traget can benefit from it

Detonate Mine is the other, which isn't nothing.


25speedforseaweedleshy wrote:


tactical team up are just better than coordinated fire under most circumstance other than combine damage to overcome resistance

Nah, the level 2 feat is miles better. Coordinated fire applies no MAP. Tactical Teamup is basically rogues twin feint. It still applies MAP. Two attacks at first map are mathematically better than flatfooted for the second attack but MAP applies.

What is a better feat, double slice or twin feint?

The feat is additionally weird because the level 2 feat applies also to Drone, where the lesser MAP benefit doesnt even matter. Tactical teamup would make sense for drone but is turret only.

Imo coordinated fire should be turret only and tactical teamup should be drone only.


With the mod adding int to the turret strikes, I'd be curious to see how the math works out on you both shooting vs your turret for all shots.


burlybuns wrote:
With the mod adding int to the turret strikes, I'd be curious to see how the math works out on you both shooting vs your turret for all shots.

With coordinated fire probably still a lot better to shoot once each even with the mod boost. Damage boost would have to be super huge to beat out -5 to hit.


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burlybuns wrote:
With the mod adding int to the turret strikes, I'd be curious to see how the math works out on you both shooting vs your turret for all shots.

It's really an interesting choice because adding Int to turret strikes requires you to be adjacent, which raises the value of the take cover action, too, if you invested in Shielded Turret to get Greater Cover. So you have several tactical options.

Coordinated Fire plus boost the one turret shot with int, don't take cover.

Coordinated Fire, don't boost, take cover.

Two unboosted turret shots (maybe you need to attack two different targets), take cover.

Boost two turret shots (two different targets) to add Int, don't take cover.

Area Fire (with Area Denial Turret), boost Int against multiple targets, don't take cover.

Take cover, boost Int, one Strike (high resistance/hardness?)

Etc.


There needs to be something that says your turret only provides one way cover. Getting the wall to have allies with you and having it provide cover both ways, as all things do, kinda defeats the purpose. The smoke screen points out you and your turret are immune, far better then most similar abilities.


OrochiFuror wrote:
There needs to be something that says your turret only provides one way cover. Getting the wall to have allies with you and having it provide cover both ways, as all things do, kinda defeats the purpose. The smoke screen points out you and your turret are immune, far better then most similar abilities.

Cloaking Field actually only says "your drone, if applicable." It doesn't include a turret as immune to the effect.


Still better then similar abilities that practically blind you.

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