file TWD - Belgian NC 2018, Brussels (Belgium) (14. Jul. 2018)

19 Jul 2018 12:37 #89036 by Snodig

elotar wrote: Melee weapons are not effective because of IG.

Rather, because melee combat requires IG to be effective.
Perhaps both.

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19 Jul 2018 12:43 #89037 by elotar

Snodig wrote:

elotar wrote: Melee weapons are not effective because of IG.

Rather, because melee combat requires IG to be effective.
Perhaps both.


There are cel-sticks, but it's kind of exception which proves the rule.

:splat: NC Russia
:DEM::san::nec::cap4:

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20 Jul 2018 08:38 #89098 by Brum

elotar wrote: Melee weapons are not effective because of IG.


Also because it requires you to be at close and forces you to either:
-take damage back (less effective)
-use extra cards just for prevention (less effective)

One can argue guns uses the same slots with maneuvers as melee combat prevention would, but maneuver cards usually do something else as well and in a vacuum a .44 is better than most melee weapons.

This from the guy from Ventrue Princes with sticks.
The following user(s) said Thank You: Lönkka, Lech

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21 Jul 2018 09:11 - 21 Jul 2018 09:12 #89135 by cordovader

Brum wrote:

elotar wrote: Melee weapons are not effective because of IG.


Also because it requires you to be at close and forces you to either:
-take damage back (less effective)
-use extra cards just for prevention (less effective)

One can argue guns uses the same slots with maneuvers as melee combat prevention would, but maneuver cards usually do something else as well and in a vacuum a .44 is better than most melee weapons.

This from the guy from Ventrue Princes with sticks.


Well, I guess no one would argue that IRL a .44 Magnum is more “efficient” than, for example, a Baseball Bat. For instance the rpg flavour of the maneuver represents the fact that you can shoot a guy with a melee weapon before he can even get close.

But vampire is a completely unbalanced game. The fact that it’s a 5-player game and the contesting are the 2 aspects that help balance the power level of certain archetypes/cards.
Last edit: 21 Jul 2018 09:12 by cordovader.

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21 Jul 2018 09:43 #89137 by Lech

cordovader wrote:

Brum wrote:

elotar wrote: Melee weapons are not effective because of IG.


Also because it requires you to be at close and forces you to either:
-take damage back (less effective)
-use extra cards just for prevention (less effective)

One can argue guns uses the same slots with maneuvers as melee combat prevention would, but maneuver cards usually do something else as well and in a vacuum a .44 is better than most melee weapons.

This from the guy from Ventrue Princes with sticks.


Well, I guess no one would argue that IRL a .44 Magnum is more “efficient” than, for example, a Baseball Bat. For instance the rpg flavour of the maneuver represents the fact that you can shoot a guy with a melee weapon before he can even get close.

But vampire is a completely unbalanced game. The fact that it’s a 5-player game and the contesting are the 2 aspects that help balance the power level of certain archetypes/cards.


Problem is, the rpg flavour should allow them to start combat faster (set initial range to long in vtes terms) if they are aware (when they block successfully or become unblocked in rush action), NOT maneuver to close when facing long range combat and definitely NOT maneuver to long after they first use maneuver from card to not commit to .44 strike.

So yeah, it's not even keeping rpg flavour and should cost 3 pool for flexibility (and there can be new, balanced weapon designed in 2 pool spot).

:laso: :CEL: :DOM: :OBT: :POT: :cap8:
Sabbat.Black Hand Shakar: Lech loathe ranged weapons. Once each action, he may burn 1 blood to become Camarilla Prince of Krakow until the end of the action.

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