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C3G Legacy Archive of all the original discussions and workshops from the first stage of C3G. |
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Re: Public Design Post
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As to her being melee, there's a couple different reasons: 1) the mini being used is only wielding a knife, and she doesn't have any ranged super powers, 2) Mystique is often betrayed in comics as relying on her melee skills instead of a gun, 3) mechanically, it helps to differentiate the two versions of the character even more (since Mystique I is focused on being ranged). There wouldn't be a particular problem with giving her range, I just thing we're going to get a more interesting/thematic design if she's melee. Quote:
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Overall, all issues brought up so far are ones that can easily be addressed if she's voted in, and in fact were ones I was planning on bringing up. Before this conversation started I was already thinking about increasing her offensive output and adjusting the rolls so that taking a turn with 1 other Outcast was almost automatic when paired with Destiny. But I don't feel comfortable making any changes right now in the middle of a vote. C3G: Taking Superheroes to a Whole New Level! C3V: The Legacy of Classic 'Scape! Viegon & Family's Classic Customs, Maps, and Battlefield Videos. Enjoy App Games? Try A Day in the Life of Atlas! |
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Re: Public Design Post
I have ended games in a single turn with Mr Fantastic, don't ever underestimate the Fan 4, they are easily to most powerful pod in the game. Giving Mystique that power was one of my main concerns about the design, it makes her almost too powerful as a command/control that I would never think of actually using her shapeshifting unless she was actually threatened. Her power is bringing together a lot of figures that could really use a power like that, plus Magneto has the ability to bring any other figure into the pod. Maybe playtesting will tell a different story, but until then, keep it as-is
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Re: Public Design Post
I keep hearing this about Mr. Fantastic, but I've personally never seen it. Every single time I've played with or against him he's underperformed - I keep seeing him come out on his own or with one other, and that's always underwhelming. I'd almost rather take the other Adventurers on their own so I'm not spending 235 Points on a leader figure with weak combat potential whose leadership could so easily backfire - it just seems like a much too swingy premise to build an army around. I'm sure if your luck is on a triple Adventurer turn could pretty much crush anything, but the way I've seen him, he's always been decidedly weak, and just about any army worth his salt has been able to crush him and his Adventurers because of him. If I'm missing something, please tell me.
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Re: Public Design Post
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As to Mr. Fantastic, my experience with him falls in-between you two. I've had games where the Fan4 have been very strong, and I know from experience that a timely triple activation can be insanely powerful. But, I've also had experiences like Orang where they just can't pull it together right. It also depends on the match-up, if the Fan4 are facing mid- to high-level heavy hitters who are coming to them, keeping the Fan4 together is much easier and overall adds to their chances of winning; whereas if they face a sniper, they have to charge one of their members ahead and often lose them much earlier then they normally would. Overall though, in my experience, it's not Mr. Fantastic that makes them strong, but his wife, I would never play a Fan4 build without Invisible Woman. I also don't think Mr. Fantastic and Mystique II can be compared quite that heavily. Sure, it's a similar mechanic, but: 1) Mystique can only activate up to 2 other units, not Mr. Fantastic's 3. 2) Most Mutant Outcast aren't nearly as strong as the other Adventurers like Human Torch, Thing, Silver Surfer, and She-Hulk, meaning those extra turns aren't as powerful (and while Magneto II opens things up, he is a lot of cost). 3) Mystique doesn't have the same survivability as Mr. Fantastic, even when compared to Mr. Fantastic without Invisible Woman. Plus, Mystique is competing against units like Professor X, Sage, and Mastermind, who are all very good leaders for any mutant team. At Mystique's very best, she'll be getting three activations per turn, but with the chance of only activating herself; while at the same time, Xavier offers two automatic activations every single turn to any mutant, plus a killer defensive/protective power. As to how to play the Fan4, I would say that you shouldn't be afraid to lose a turn when stuck using Mr. Fantastic alone. Invisible Woman is their strength in my opinion, and letting any of the Adventurers out of her aura unless forced to because of a particular enemy unit is a bad idea. Also consider putting OMs on the other Adventurers at times if you need to make sure they move up or if you they've got a good attack lined up that's not worth the risk of putting the OM on Mr. Fantastic. As a personal thing, I also never build Fan4 builds with The Thing anymore, he's too slow to keep up with his teammates and I prefer the fast (Super Leap) She-Hulk, who, as established in the previous conversation, is crazy tough. C3G: Taking Superheroes to a Whole New Level! C3V: The Legacy of Classic 'Scape! Viegon & Family's Classic Customs, Maps, and Battlefield Videos. Enjoy App Games? Try A Day in the Life of Atlas! |
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Re: Public Design Post
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Mister Fantastic also has another advantage that really helps when paired with Invisible Woman. You can use his Rubber Wrap to lock down would-be assassin figures and render them incapable of attacking Invisible Woman. If Invisible Woman is engaged, as long as Mister Fantastic hits 4+ on his next turn, you always want to disengage her and keep her safe, while positioning Mister Fantastic as necessary to lock up would be attackers. The swinginess is a real thing, for sure, but the best approach, IMO, is to stay conservative when the swings are poor and play defensive, so that you can hopefully survive long enough for the swings to be great! That said, they hate mind control! IMO, throwing Mastermind into an Outcast team for easy Order Marker management, and then building everything else around the Magneto II/Destiny combo can really make things work well. C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards. |
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Re: Public Design Post
That is true Bats, I have not played the Outcast since Mastermind was released. I have not even printed out his card or picked up the figure yet. It seems I can't keep up with all the releases.
Perhaps the Outcast leadership power should not effect Magneto I or II though. Having her order him around seems like a theme break and he is easily the most powerful figure she would bond with. Leaving him out of the bonding would keep her point cost down. |
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Re: Public Design Post
Thanks for the tips with Mr. Fantastic - I may have to try an Adventurer army again before long.
With Mystique, I think that the leadership power, lack of Agent synergies, additional Outcast synergies, and the fact that all of her powers are different seems like you've made her very distinct from the original version without making her melee as well, and as I said, Alfred doesn't have his shotgun on the figure. I think this probably comes down to a theme issue. How often did she use guns when acting as a leader of the Brotherhood - regularly, semi-regularly, or rarely? I do think that if Outcast Assault's going to be worthwhile enough to be worth taking her, then Shapeshifting Impersonation's going to only get rare use. Again, theme probably comes into it - did she use Shapeshifting only to get out of scrapes when acting as a leader, or did she use it for assassinations/spying as well? If the latter, it needs a little more to be worthwhile doing that with, IMO. |
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Re: Public Design Post
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As to balance, I'm not worried about it at all, I don't see anyway that Mystique could somehow become a better synergizer with the Magnetos then Xavier, Mastermind, Sage, or Apocalypse are. Quote:
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C3G: Taking Superheroes to a Whole New Level! C3V: The Legacy of Classic 'Scape! Viegon & Family's Classic Customs, Maps, and Battlefield Videos. Enjoy App Games? Try A Day in the Life of Atlas! |
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Re: Public Design Post
I have complete faith in you V.
I am looking forward to this one. It sounds like you are more passionate for this, than for Vertigo. A cloud can change its semblance, yet retain its will With the intimacy of destruction, One knows what it is to be alive The empty sky holds no reflection, for sorrow - Eslo Rudkey |
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Re: Public Design Post
Yeah, I've been won over on this as well. She should be worth making a melee attack with, though!
C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards. |
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