Tech Core General Discussion


General Discussion

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Silver Crusade

Madhippy3 wrote:
My hope is that we can make this just an early-early game issue with an expanded magazine introduced in Tech Core. Even if expanded mag only doubles the size from 1 to 2

The problem with doing this is that the sniper rifles are so darn good that without the single shot problem just about everybody would use one. They went too far in loading it up with cool features. Especially in the hands of an operative with their increased bonus to hit.

Just like currently the magnatar rifle is too good and a nearly auto pick


Magnatar rifle is a good example of some of the oddness. There are a few great area/automatic weapons but they are advanced. But due to how area weapon works their advanced prof only ever matters for soldiers.

I think the main need is some options in more general use martial pistols/rifles. Right now there is mostly the plasma "pistol" and the sniper rifles currently.

Silver Crusade

kaid wrote:
Magnatar rifle is a good example of some of the oddness. There are a few great area/automatic weapons but they are advanced. But due to how area weapon works their advanced prof only ever matters for soldiers.

For Area weapons you're absolutely right. Only soldiers need to be proficient.

But for Automatic weapons all characters need proficiency if they want to be able to single shot as well as fire on automatic.

Right not, the Magnetar rifle is clearly the best weapon (by a significant margin) available for almost all non sniper characters with martial proficiency. Well worth getting proficiency in one of several ways (ancestry or general feat) if shooting things is something you want to concentrate on.

Vigilant Seal

pauljathome wrote:
Madhippy3 wrote:
My hope is that we can make this just an early-early game issue with an expanded magazine introduced in Tech Core. Even if expanded mag only doubles the size from 1 to 2

The problem with doing this is that the sniper rifles are so darn good that without the single shot problem just about everybody would use one. They went too far in loading it up with cool features. Especially in the hands of an operative with their increased bonus to hit.

Just like currently the magnatar rifle is too good and a nearly auto pick

I disagree for the reasons I already stated. Its to much to have only 1 round per reload on every one of them. Taking a beneficial trait off a few so some could have Magazine 3, or Magazine 3 but Advanced Weapon would have been a good trade. Only 1 or 2 needed to be like magazineless bolt actions.

There is a clear sign in the Sniper subclass of Operative that not every unwieldly weapon was supposed to be 1 mag because what an Operative cannot do is Aim, Shoot, Reload, and Shoot in the same turn. There had to be an idea of Aim, Shoot, and Shoot with the Unwieldly weapon at some point and that was lost between the class development and weapon development.

But mostly its just that the reload tax is extremely strict and why we saw Crossbows in Simple.

Silver Crusade

Madhippy3 wrote:
I disagree for the reasons I already stated.

I'm honestly not sure if we're agreeing or disagreeing :-).

I completely agree that the 1 shot then reload is too high a cost for sniper rifles.

If you're saying that a good solution would be to come up with NEW sniper rifles that had magazine 3 then I absolutely agree that is a good design space to open up.

But if you want to take the currently existing sniper rifles but add a magazine with 3 shot capacity to them then I think that is too powerful.


pauljathome wrote:
kaid wrote:
Magnatar rifle is a good example of some of the oddness. There are a few great area/automatic weapons but they are advanced. But due to how area weapon works their advanced prof only ever matters for soldiers.

For Area weapons you're absolutely right. Only soldiers need to be proficient.

But for Automatic weapons all characters need proficiency if they want to be able to single shot as well as fire on automatic.

Right not, the Magnetar rifle is clearly the best weapon (by a significant margin) available for almost all non sniper characters with martial proficiency. Well worth getting proficiency in one of several ways (ancestry or general feat) if shooting things is something you want to concentrate on.

I'm confused. The magnetar rifle says its proficiency is advanced?


Perpdepog wrote:
pauljathome wrote:
kaid wrote:
Magnatar rifle is a good example of some of the oddness. There are a few great area/automatic weapons but they are advanced. But due to how area weapon works their advanced prof only ever matters for soldiers.

For Area weapons you're absolutely right. Only soldiers need to be proficient.

But for Automatic weapons all characters need proficiency if they want to be able to single shot as well as fire on automatic.

Right not, the Magnetar rifle is clearly the best weapon (by a significant margin) available for almost all non sniper characters with martial proficiency. Well worth getting proficiency in one of several ways (ancestry or general feat) if shooting things is something you want to concentrate on.

I'm confused. The magnetar rifle says its proficiency is advanced?

That is what I am reading as well so unless somebody uses some weird way like that erubian prop thing to make advanced weapons use martial prof it is another case of there being very good simple weapons and advanced ones but with the martials being weirdly situational with only the plasma pistol being a more reasonable upgrade over laser rifles.

Silver Crusade

Perpdepog wrote:
pauljathome wrote:
kaid wrote:
Magnatar rifle is a good example of some of the oddness. There are a few great area/automatic weapons but they are advanced. But due to how area weapon works their advanced prof only ever matters for soldiers.

For Area weapons you're absolutely right. Only soldiers need to be proficient.

But for Automatic weapons all characters need proficiency if they want to be able to single shot as well as fire on automatic.

Right not, the Magnetar rifle is clearly the best weapon (by a significant margin) available for almost all non sniper characters with martial proficiency. Well worth getting proficiency in one of several ways (ancestry or general feat) if shooting things is something you want to concentrate on.

I'm confused. The magnetar rifle says its proficiency is advanced?

It is. But there are quite a few ways that ancestries can get it and, for lowish levels at least, its just a general feat.

So far I've only played at low levels and I've seen LOTS of characters with proficiency with the magnatar rifle


pauljathome wrote:
Perpdepog wrote:
pauljathome wrote:
kaid wrote:
Magnatar rifle is a good example of some of the oddness. There are a few great area/automatic weapons but they are advanced. But due to how area weapon works their advanced prof only ever matters for soldiers.

For Area weapons you're absolutely right. Only soldiers need to be proficient.

But for Automatic weapons all characters need proficiency if they want to be able to single shot as well as fire on automatic.

Right not, the Magnetar rifle is clearly the best weapon (by a significant margin) available for almost all non sniper characters with martial proficiency. Well worth getting proficiency in one of several ways (ancestry or general feat) if shooting things is something you want to concentrate on.

I'm confused. The magnetar rifle says its proficiency is advanced?

It is. But there are quite a few ways that ancestries can get it and, for lowish levels at least, its just a general feat.

So far I've only played at low levels and I've seen LOTS of characters with proficiency with the magnatar rifle

It's felt like it's skewed playtest data for me at least, because it's so common to test in that 3-4 range where anyone can grab it temporarily in a way that the game doesn't support long-term. If I could pick one weapon to nerf, it'd be the magnætar rifle.

Silver Crusade

QuidEst wrote:
If I could pick one weapon to nerf, it'd be the magnætar rifle.

Agreed. Its too strong. And it is causing an awful lot of characters to be Worlansi Show-Offs (either directly or through something like Astrazoan).


pauljathome wrote:
QuidEst wrote:
If I could pick one weapon to nerf, it'd be the magnætar rifle.
Agreed. Its too strong. And it is causing an awful lot of characters to be Worlansi Show-Offs (either directly or through something like Astrazoan).

I don't get what this has to do with the Worlansi feat Show-off? Do you mean Elebrian Prop Closet, perhaps?

As far as the new article goes, as someone who's played a Technomancer quite a bit in 2e Society, I'm happy with a lot of the announced changes.

-Changing the initial magic hacks to be traditional focus spells will help with longevity in the 1-2 tier. If it wasn't for how robot heavy season 1 was allowing electric arc to punch above its weight, those first two levels would have been quite frustrating.

-Moving Overclock Gear to a free action is an excellent change. Not only does it make it easier to use, it also means jailbreak spell actually improves your action economy instead of just letting you "store" it like, say, Spellstrike does.

-Overclock Pulse is a welcome addition to the class that will give you more things to do with your third action without locking you into a rotation the way Witchwarpers and rythym mystics are. I'm very curious about the other versions.

I don't have as much experience with mechanics, but I do have a few thoughts.

1) Changing Mines to a daily resource is... interesting. At the lowest levels, mines feel overtuned, at least compared to AoE spells (Although if critical explosion is changed, that won't be as noticable). But in long adventuring days I worry 8-11 mines isn't enough, and I really don't want a mine version of efficient alchemy. Increased range and a hover mode are excellent changes, though. Edit: Apparently mines are still renewable.

2) As for the other exocortexes... The turret still confuses me. Apart from coordinated fire gimicks, I don't know what it's supposed to do. While I'm sure the basic progression of robot companions (and their interaction with reaching 0 HP) will be fixed, I do hope they managed to find a decent way of giving you customizations without dictating your entire feat progression.

Silver Crusade

Squark wrote:
pauljathome wrote:
QuidEst wrote:
If I could pick one weapon to nerf, it'd be the magnætar rifle.
Agreed. Its too strong. And it is causing an awful lot of characters to be Worlansi Show-Offs (either directly or through something like Astrazoan).

I don't get what this has to do with the Worlansi feat Show-off?

Absolutely nothing. I was going by memory. I meant, of course, Prop Closet.

Sorry for the confusion

The new mechanic sounds like it might be very cool (need to see it, obviously). WAY WAY WAY WAY better than the PF2 Inventor


pauljathome wrote:
Squark wrote:
pauljathome wrote:
QuidEst wrote:
If I could pick one weapon to nerf, it'd be the magnætar rifle.
Agreed. Its too strong. And it is causing an awful lot of characters to be Worlansi Show-Offs (either directly or through something like Astrazoan).

I don't get what this has to do with the Worlansi feat Show-off?

Absolutely nothing. I was going by memory. I meant, of course, Prop Closet.

Sorry for the confusion

No worries! I wondered if there was something from 1e you were referencing.


I was sorta hoping that High-Tech Medic would allow Int-to-Medicine, but sadly no mention.

Envoy's Alliance

Pathfinder Rulebook Subscriber

One week until subscriber copies!

Cognates

bahhhhh that's too long
When it comes out I'm going to have to restrain myself to prevent badgering the people with sub copies.

Envoy's Alliance

1 person marked this as a favorite.
Pathfinder Rulebook Subscriber

I subbed to Starfinder Rulebooks so i didn't have to do that (otherwise I TOTALLY would have)

Cognates

1 person marked this as a favorite.

I would, but UK shipping fees are not kind. Oh well, I have a week to stew on my top three questions.

Cognates

2 people marked this as a favorite.

ThrabenU has uploaded a video on mechanic! Looks like I got my big ask which is turret healing being a bit more sensible, instead of that weird pick up/put down mechanic (heh).

I don't want to wholly spoil the book for myself so I haven't gone all the way into the video, but good first impression, imo.


I noticed the turret healing as well. I would have to play with it but it looks like they are in a better spot for what they can do if their turret gets broken but not destroyed which was an awkward spot for them before.

Mines continue to look really strong. If you just want to blow stuff up/slather on debilitating conditions and maybe even aoe heal it covers the bases.

What they showed from the drone path looked better but did not give us a look at the drone modifications so hard to say what was cleaned up/updated from beta which I am super curious in.


Hugely relieved at the changes to drone Mechanic! It looks like you get twice as much customization for half the feats, which is a big relief. No more "your drone is an actual-factual person" capstone, buuut that's not too surprising.

I do think it's neat that the class now also has interesting solutions to the problem of "I can't afford to keep my drone and myself both in good weapons". You're no longer required to take a gun mount and you have more customization options, so it's presumably a little freer to have your drone doing something else. Alternatively, a level 6 feat lets you opt into the scaling-but-nothing-fancy damage of a turret that uses your MAP or go for the mines subclass.

I'm assuming that the drone modifications haven't changed drastically from the playtest, of course, but we'll see.


QuidEst wrote:

Hugely relieved at the changes to drone Mechanic! It looks like you get twice as much customization for half the feats, which is a big relief. No more "your drone is an actual-factual person" capstone, buuut that's not too surprising.

I do think it's neat that the class now also has interesting solutions to the problem of "I can't afford to keep my drone and myself both in good weapons". You're no longer required to take a gun mount and you have more customization options, so it's presumably a little freer to have your drone doing something else. Alternatively, a level 6 feat lets you opt into the scaling-but-nothing-fancy damage of a turret that uses your MAP or go for the mines subclass.

I'm assuming that the drone modifications haven't changed drastically from the playtest, of course, but we'll see.

I can see a lot of turret and drone mechanics dipping mines. Even just the basic mines and mine functionality could be a damn good option to start stuff off that won't eat MAP for the turret or interfere much with the drone.

Envoy's Alliance

Pathfinder Rulebook Subscriber

OOOOOHHHH! Looking so good, I LOVE the updates. you can mod other people's stuff. They clarified a LOT that was vague, such as the HOVERING MINES! (sorry feeling vindicated)

I can't wait to find out about more!

Cognates

Double exocortex is something I wasn't expecting though I did want it. Definetly pondering that for my mechanic.


Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Society Subscriber

Literally half of my friend group is gonna go bananas for the mechanic. I might have to port it over to our Pathfinder games for them.

Silver Crusade

HolyFlamingo! wrote:
Literally half of my friend group is gonna go bananas for the mechanic. I might have to port it over to our Pathfinder games for them.

I think the mechanic is pretty much the death knell for the inventor. It was SO much better in the playtest and it sounds like its improved since then.


pauljathome wrote:
HolyFlamingo! wrote:
Literally half of my friend group is gonna go bananas for the mechanic. I might have to port it over to our Pathfinder games for them.
I think the mechanic is pretty much the death knell for the inventor. It was SO much better in the playtest and it sounds like its improved since then.

It's already most of the way there, too. It just needs an exocortex that can be implanted into a weapon or a suit of armor, with a few more mods that also fit those spaces, and it'll basically be an upgraded inventor entire.

Envoy's Alliance

Pathfinder Rulebook Subscriber

Let's talk the stuff we caught out of the corner of our eyes.

a Grenadier archetype, I'm betting even more free daily grenades there.

a Pharmacologist, I'd be eager to see how that works, especially combined with the mechanics healing abilities.

"Augmented" I wonder what that's about. is it just about having augments implanted? or is it some kind of super-soldier thing?

Shield Ace. Okay, what are we doing with shields that we weren't/couldn't do in PF2e?

as stated before, I can't wait to see how they updated the Nanocyte (still sad it's no longer a class)


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

I want some of the fun hybrid grenades like the summoning grenade or the containment grenade. Not just so I can see if that Pokemon trainer soldier build still works, but that'd be a nice bonus.


Zoken44 wrote:


Shield Ace. Okay, what are we doing with shields that we weren't/couldn't do in PF2e?

Blocking energy damage.

Envoy's Alliance

Pathfinder Rulebook Subscriber

And now Thraben U gaming has dropped the Technomancer video

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