Weird "feature" With Jock Names = Jock Skill

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CPaladino
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Weird "feature" With Jock Names = Jock Skill

Post by CPaladino »

Seems that the name of the jock relates to the skill of the jock.

Is this intentional? And if so... Why?

Will it be that way for WS? (I hope not...)
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LarkinVB
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Post by LarkinVB »

Of course it will. My skil are also releated to my name <img src="wink.gif" border="0">
CPaladino
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Post by CPaladino »

Maybe I'm being nit-picky, but there are a few things that bother me about the game (first let me say, I'm a HUGE fan of the game, and it all stems from MechWar on my A500).

Ok. I've NEVER been a fan of randomized starting stats, also being a HUGE fan of Hero Game's Champions (hero system), I'm a HUGE fan of everyone starts the same (for that particular race), and you get the same (balanced) number of points, so if a race (Replicant D) starts with a benefit to Dex, it should have a detrement somewhere else (even if that is only less dev. points). It keeps everything truely balances.

I have to admit I haven't done a WHOLE lot of testing, but I did noticed that 2 male humans start with different skills and stats.

As far as skill tied to name. I'm sure there is More than one "Chris Paladino" on the planet, and our skills would be VERY different I'm sure. This stems from the fact that If I, as Chris Paladino, start good at Cannons, but the role I have devised for this pilot is that of the Long Range Missle guy, I lose out on the fact that he starts with a 25 cannon, and only a 15 missle (or what have you).

Plus, when my personal pilot dies, I make a new one "Chris Paladino" as the name, and would like to get a little diversity (IF we're going to stick with the randomized starting stats/skills).

Thanks for listening!

-Chris
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Thorgrim
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Post by Thorgrim »

Hmmm, Rep Ds *do* have handicaps, if not try to play one against a NB and be sorry for choosing it.

About fixed stats, well, this is a game, right? Don't forget that if this somewhat removes the random factor, it also allows you to know which names will produce good pilots for certain skills and which don't. It's all a matter of perspective.
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CPaladino
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Post by CPaladino »

I guess, it's how you look at it. I'd prefer either everyone starting with a clean slate (ie: exact same stats), OR randomizing each time (not basing skill on a given name) (but in reality, I love the everyone starting the same and using points to increase your stats.)
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Thorgrim
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Post by Thorgrim »

Yep, except for racial mods, me too <img src="smile.gif" border="0">
But that's how the game works, and if there was a better way to do it I'm sure Larkin would already have changed it. Anyway, in the long run it's not that important.
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rosary
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Post by rosary »

Originally posted by Chris Paladino:
Maybe I'm being nit-picky, but there are a few things that bother me about the game (first let me say, I'm a HUGE fan of the game, and it all stems from MechWar on my A500).

Ok. I've NEVER been a fan of randomized starting stats, also being a HUGE fan of Hero Game's Champions (hero system), I'm a HUGE fan of everyone starts the same (for that particular race), and you get the same (balanced) number of points, so if a race (Replicant D) starts with a benefit to Dex, it should have a detrement somewhere else (even if that is only less dev. points). It keeps everything truely balances.

I have to admit I haven't done a WHOLE lot of testing, but I did noticed that 2 male humans start with different skills and stats.

As far as skill tied to name. I'm sure there is More than one "Chris Paladino" on the planet, and our skills would be VERY different I'm sure. This stems from the fact that If I, as Chris Paladino, start good at Cannons, but the role I have devised for this pilot is that of the Long Range Missle guy, I lose out on the fact that he starts with a 25 cannon, and only a 15 missle (or what have you).

Plus, when my personal pilot dies, I make a new one "Chris Paladino" as the name, and would like to get a little diversity (IF we're going to stick with the randomized starting stats/skills).

Thanks for listening!

-Chris


To really get the most of your squad/team do the following:

1) create a jock and give them as high a leadership skill as possible.

2) Create a second jock and give them as high a business skill as possible.

3) Create a 3rd jock and give them as high a damage control skill as possible.

4)
a) For movement put as much as you can into the Light category. Extra points go into Jump.

b)Now create your first fighting jock. I recommend a high Energy skill (no ammo to worry about). If you have extra combat skills put them in close combat with Indirect as a close second.

c) For your 4th jocks oxp. Put at least 50% into scanner, Recon, and defense. This is really your call but I have good success with this.


5) Give your 4th jock an Icelord. Or create a Light Titan with all energy weapons. Let the Close combat skills be punch and kick. In Warring Suns there is a titan called Ruin which has 2 Plasma guns which is also good but since we're discussing version 1.4 don't worry about it.

This is a good first try. Possibly, Iceman has some great advice as well for a first squad. This tactic seemed to work for me. Changes in Warring Suns have led me to new Squad creation tactics. Since its not yet available there is no reason for me to comment on them.

The final word is try many different approaches in creating titans in the factory and creating Teams in the HQ. Also I don't recommend making a team of all the same type of jock. Your second fighting jock should be a support jock to help your 1st jock kill enemies quicker. Once you create 8 jock teams you find some real subtleties.
If you're not ready for these just stick with 1 or two fighting jocks and their allocated Titans.
Thorgrim
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Post by Thorgrim »

Forget Indirect. Your direct CtHs will suck in the beginning, indirect will always be 2%, even with Indirect skill I'd say. It also only applies to missiles.

I don't particularly like the 4 jocks method, for several reasons. It keeps your team's average rank back, delaying your progression. It makes those jocks worthless, cause they won't get XP in battle, therefore get no DPs - and they do contribute to upkeep. Not going into battle, your salvage goes down the drain (effectively negated in WS by what I hear).
Yes, they cut your repairs and purchases by some, but their upkeep will work against it. I'm not sure it is profitable. And they also cost 75k to recruit.
I prefer to disregard other Other skills, which are not that useful in the beginning except for recon, and have only fighting jocks in teams.
Iceman
Thorgrim
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Post by Thorgrim »

I like using a Tempest as a first energy titan. Drop them to the ground, keep them there while your CC backup rips them apart. The ML helps when you need to flush someone out of dense woods.
The Icelord is great, but I designed the Pharaoh to prevent helplessness when facing a shield. It works ok.
Iceman
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