Hey,
Does anyone think some of the revised NCE skills (particularly agility) are sorta crappy?
Agility -
Jump pack - rubbish ability! You can only use it in the start of YOUR turn. Meaning, it is almost useless for defending against a close combat monster who charged you, as you'll most likely be dead in the turn he charged. It helps in those rare situations where you someone survived the first round - meh.
Quick witted - sorta like a far inferior version of infiltration most of the time. Going on overwatch is unlikely to help since you usually start out of range; particularly useless if you get the first turn.
Dodge - got nerfed to only apply to shooting hits, not cc. Why?
Catfall - OK, this was always a crappy skill, but combined with the other weak skills in the agility tree, it means that the only real draws there are sprint and leap.
Leap - got nerfed so it can only be used when running, not moving.
Given that rolling in agility is essential for most cc gangs, and that 4/6 results are fairly sucky, this seems like a harsh disadvantage for many cc oriented gangs.
Stealth -
Main issue here is Ambush - what is the point in this skill? In order to use overwatch, you must remove yourself from hiding (in the opponent's movement phase) which then leaves you in exactly the same situation as if you didn't have the skill. There's a marginal usefulness in that you get to choose whether to stay hidden or use overwatch a bit later, but that seems too minor to be worth a skill pick.
Compare the techno tree which is as strong as ever; inventor hasn't been given any nerfs, despite it having the ability to easily destroy a campaign with one lucky roll (and sale).
That said, shooting has had some (minor) nerfs, which is appreciated. Although hip shooting is still dangerously overpowered when combined with any sort of flamer. Template weapons should probably be excluded, especially since sprinting while firing a flamer is quite ridiculous...
Thoughts?
Does anyone think some of the revised NCE skills (particularly agility) are sorta crappy?
Agility -
Jump pack - rubbish ability! You can only use it in the start of YOUR turn. Meaning, it is almost useless for defending against a close combat monster who charged you, as you'll most likely be dead in the turn he charged. It helps in those rare situations where you someone survived the first round - meh.
Quick witted - sorta like a far inferior version of infiltration most of the time. Going on overwatch is unlikely to help since you usually start out of range; particularly useless if you get the first turn.
Dodge - got nerfed to only apply to shooting hits, not cc. Why?
Catfall - OK, this was always a crappy skill, but combined with the other weak skills in the agility tree, it means that the only real draws there are sprint and leap.
Leap - got nerfed so it can only be used when running, not moving.
Given that rolling in agility is essential for most cc gangs, and that 4/6 results are fairly sucky, this seems like a harsh disadvantage for many cc oriented gangs.
Stealth -
Main issue here is Ambush - what is the point in this skill? In order to use overwatch, you must remove yourself from hiding (in the opponent's movement phase) which then leaves you in exactly the same situation as if you didn't have the skill. There's a marginal usefulness in that you get to choose whether to stay hidden or use overwatch a bit later, but that seems too minor to be worth a skill pick.
Compare the techno tree which is as strong as ever; inventor hasn't been given any nerfs, despite it having the ability to easily destroy a campaign with one lucky roll (and sale).
That said, shooting has had some (minor) nerfs, which is appreciated. Although hip shooting is still dangerously overpowered when combined with any sort of flamer. Template weapons should probably be excluded, especially since sprinting while firing a flamer is quite ridiculous...
Thoughts?