u/EquivalentTravel2402

>>A simple Manticore build LL6<<

» TEST // PSYCHO «

Celebrity, LL6

[ SKILL TRIGGERS ]

Act Unseen or Unheard (+2), Apply Fists to Faces (+6),

Get Somewhere Quickly (+2), Show Off (+2),

Stay Cool (+2)

[ GEAR ]

[ TALENTS ]

Skirmisher 3, Vanguard 3,

Combined Arms 2, Walking Armory 1

[ LICENSES ]

HORUS Manticore 2, HORUS Balor 1,

HORUS Goblin 1, HA Genghis 1,

IPS-N Tortuga 1

[ CORE BONUSES ]

The Lesson of the Open Door, Overpower Caliber

[ MECH ]

« REVELATION OF THE PAST »

HORUS Manticore

H:4 A:0 S:2 E:2 SIZE:1

STRUCTURE:4 HP:19 ARMOR:2

STRESS:4 HEAT:9 REPAIR:5

ATK BONUS:3 TECH ATK:3 LTD BONUS:1

SPD:3 EVA:6 EDEF:12 SENS:10 SAVE:15

[ WEAPONS ]

Flex Mount: Deck-Sweeper Automatic Shotgun

Heavy Mount: Krakatoa Thermobaric Flamethrower // Overpower Caliber

[ SYSTEMS ]

Ammo Case I, Smite,

Scanner Swarm, H0R_OS System Upgrade I,

Beckoner, Type-3 Projected Shield

Ammo Case I/ Vanguard 3/ Combined Arms 2 for CQB fighting. Skirmisher for movement.

The idea is a standard Manticore that doubles down on its strengths. More Hacking thanks to the Goblin; Balor Swarm (along with CA2/Combat Accountant 2 or Combined Arms 2) allows for fighting while engaged without fearing melee. More CQB with Vanguard; Tortuga and Genghis to get some juicy CQB weapons. The T3 Protocol shield will allow the Core passive to be activated whenever needed.

Let me know what you think, or if you have any ideas for improvement.

reddit.com

Optimization problem

Hi, I have a 'problem' with my Sherman LL2 (I have 4 ENG, so 12 Heat Cap//Nuclear Cavalier 2/ Skirmish/ Monkey Grease).

The Overcharge Loop Dilemma:

On one hand, I really love the idea of the Overcharge loop [Quick Overcharge for a Boost or Skirmish + Stabilize]. On the other hand, I’m very intrigued by the idea of using the Sherman’s signature weapons, but they cause Overheat and that breaks the infinite loop. As an optimization-focused player, I can’t bring myself to give up that beautiful loop that guarantees a ZF4 every 4 turns, but it saddens me to realize that if I want to maintain it, the Sherman’s own weapons are realistically out of the equation.

The Nuclear Cavalier aggravation:

Furthermore, by using Nuclear Cavalier (and thus hitting 6 Heat via the Sherman’s trait when i stabilize), it’s still better to avoid weapons that generate Heat. This way, at LL3 with the Heatfall Coolant System core upgrade (guaranteeing max 1d6 for Overcharge), I can continue to do the following (after the first turn where I gain heat, stabilize, and park my heat in the Danger Zone at 6):

3 turns of Quick Overcharge (6 Heat from the previous turn + 1d6 from Overcharge) to Skirmish or Boost with increased damage from Nuclear Cavalier II > Stabilize; and then on the 4th turn, fire the ZF4 (also with Nuclear Cavalier bonuses). Repeat.

Do you have any advice on how to make those hot Sherman laser weapons work, or should I just let them go?

NOTE:

Of course, I’m saying all this without considering the Sherman’s 'Limited' traits like ASURA (LL3) or Redundant Systems Upgrade. I view those more as 'Power-Ups' to save for important fights rather than a consistent part of the standard turn-by-turn ecosystem.

(Yes, I love MMOs and skill rotations).

u/EquivalentTravel2402 — 12 days ago