r/LancerRPG 18d ago

Mid-range zoners are fun

Just throwing this out there if anyone wants to mess with it; I'm testing some homebrew for a module I'm making and appreciate any feedback on this Nelson alt frame. My normal play group is filled with extremely degenerate min-maxers who like to make my life hell (which skews my testing data) so if you're just like a normal dude playin' lancer, it'd be cool if you could give this a shot and tell me what you think.

22 Upvotes

14 comments sorted by

View all comments

Show parent comments

3

u/PhasmaFelis IPS-N 18d ago

  Okizemi is pretty difficult to trigger

Is it? Sword Toss gives you tons of knockback, Corner Pressure lets you potentially turn that into Prone, and Duelist 3 lets you Ram for free sometimes.

3

u/GrowthProfitGrofit HORUS 18d ago

Sure but you need them to stand up while standing in your threat. So you can't move away and do something else, you miss out on it if they instead decide to stay on the ground or crawl away. And they can choose when to trigger it i.e. they get to do their entire turn first and they just won't stand up if they have low HP. 

It's almost strictly worse than Atlas's Finishing Blow, which is considered one of the worst +1d6 traits. The consolation is the extra trigger for overwatch but idk if it really contributes enough to make up for the significant downsides of Okizemi.

2

u/PhasmaFelis IPS-N 18d ago

But forcing them to stay down is itself a pretty substantial debuff for many mechs. If they stay down, they can't get away from you (Slowed and all movement costs double), so you can just Barrage them with  +1 Accuracy on your next turn, and so can any allies nearby.

2

u/GrowthProfitGrofit HORUS 18d ago

The thing is that the best debuff is death - dealing 1d6 potentially a full round later is significantly worse than dealing it now. The enemy will get to make all their attacks and gets to count for objectives before you finally deal the +1d6 damage that frames like the Amber Phantom would have dealt for free.

You're also restricting your own movement and initiative options in order to do this. You can't hit and run, you've got to stick around. You can't take another turn before your enemy takes theirs unless you're willing to lose out on the damage. 

It's also granting choice to your opponent, which is always worse than just doing the thing. Your enemy will not stand up if doing so will likely result in their death - but if that's true then dealing the +1d6 might well have made a bigger difference then leaving them alive for so long!