while i agree in broad strokes that this does slot into all builds well, there is the asterisk of it being an NHP which (if youre playing by the rules of the setting as laid out in the book in any sort of rigidity) should be special! its not JUST a system, its an entire being whos sole job is to be in your mech and make it better/cooler/eviller! this comes with the more mechanical asterisk that says you should PROBABLY only have one NHP if you have one at all! if your build relies on another NHP's tactical goodies, then Asura has very much dropped in comparative usefullness
There is a cut of this video where I go into what an NHP is in-universe and talk about the narrative limits of NHPs but that quickly (slowly actually) turned the video into "This is what an NHP is in Lancer, Featuring Asura on Keyboards."
I like the Lancer videos! Keep them coming! Also your comment about insane paracausal Horus builds being overtaken by the basic Sherman protocol reminded me of Destiny, where no matter what unimaginable god entity from beyond causality comes in, the solution is always GUN.
The same is true of most NHPs. Agni-NHP is free vent as protocol, even for builds that don't have heat buildup it shuts down enemy hackers trying to overload your systems. It's good on everyone. While Asura does give 2 actions (or 1 full) it doesn't allow repeat actions so more useful on Hackers or for a free Stabilize. The 1/scene also limits it pretty well against getting too many uses of it. That said IF it is a problem in your games you can limit it to only 1 player getting it or maybe only the Sherman can use it, etc. While it is good on any build, it isn't essential on any build either. Also remind your PCs that normally one 1 NHP per mech. So many mech builds have better NHPs than Asura.
you think so? If you're not built around heat and you're bringing Agni in case of hackers you're going to spend a few combats with a 3 sp anchor. Incidentally one of the things Asura allows you to do is stabilize allowing you to vent heat and clear burn or conditions.
I'm not saying you're 100% wrong, but in my experience, a lot of the truly busted Asura Protocol shenanigans depend on the GM being more flexible than perhaps they ought about what does and does not count as a duplicate action. There are quite a few builds that just don't benefit a whole lot from being able to take two Full Actions in a turn if you're being strict about the duplicate actions rule because all of their really stupid tricks use the same action type.
Totally, like I said in the video, I think the system is balanced. For me the issue is not the instinct to make a degenerate strategy viable, but the notion of efficiency, like "get Asura so you can maximize your activations-per-combat and if I catch you wasting an action by scanning an enemy I'll throw my dice at you."
as a guy who's played and built Lancer for around 2 years now, I don't think I've ever really seen the sentiment of "but this would be better with ASURA", including me. I find ASURA cool, but because of the "no dupe actions" clause, it's not as busted as something like action surge from 5e (this sentiment is more present with Heavy Machine Gun because that gun is just way too good and way too easy to rid the downsides of), to me the more downsides is less the 1/scene and 3 LLs deep, but more the Limited 1 and the 3 heat to activate, a lot of mechs would become a bit more vulnerable to hacking anytime they ASURA if they're not built to manage it, and conversely, if they built no engr, ASURA stays at Limited 1, which means it can only be used 1/mission anyway (barring Grease Monkey and etc)
Considering that you can take a second nhp with that one horus core bonus, by level six you can totally do some crazy stuff, although you would be limited to just HA and Horus you could still do some crazy stuff, definitely worth expanding on this concept
Biggest issue with Asura is just the opportunity cost of not running anything else with 3 LLs and 3 SP. For the same amount of SP and only 1 level in Sunzi you can pick up Blink Charges and then by using them at the start of any sitrep you've effectively given your entire team a free boost action and gotten nearly double the value of an Asura. And then you still have 2 LLs left for picking a weapon for one of your mounts. Naturally, you can pick up Nailgun from Vlad to deny the enemy movement. So now you've gained a massive lead in terms of action economy without risking cascade checks and without needing to work within the repeat action rule.
I think the addition is always warranted but not necessary, if you're a min maxer like me, I tend to lean towards the most optimal, but as I increase in digits. The roleplay feels a lot more important then the big numbers. lol
from LANCER pg 14: In both missions and downtime, play is divided into scenes. A scene is a period of continuous dialogue, action, or activity that has a discrete starting and stopping point. This is called a scene because it’s helpful to think about it in cinematic terms: as long as the focus (or ‘camera’) is on the players and their action, a scene is happening. When the focus cuts away from the current scene, or the current action naturally ends, that’s when the scene should end too. A single combat encounter or a dialogue between characters are both great examples of scenes, but a scene can also be something like a montage.
Asura protocol is certainly very generically strong, but since you're limited to one AI system per mech (barring TLOS core power) a lot of builds have more appealing specialised options, take Sekhmet for melee builds as an example, for the downside of turning on friendly fire and losing access to ranged weapons as long as the scene goes longer than 2 rounds you are getting significantly better action economy out of the free skirmish and extra damage than the one-off use of asura.
Sure, and under the right (not very difficult to acheive) conditions UNCLE is likewise hugely powerful. It's Asura's general application that makes it strong.
while i agree in broad strokes that this does slot into all builds well, there is the asterisk of it being an NHP which (if youre playing by the rules of the setting as laid out in the book in any sort of rigidity) should be special! its not JUST a system, its an entire being whos sole job is to be in your mech and make it better/cooler/eviller! this comes with the more mechanical asterisk that says you should PROBABLY only have one NHP if you have one at all! if your build relies on another NHP's tactical goodies, then Asura has very much dropped in comparative usefullness
There is a cut of this video where I go into what an NHP is in-universe and talk about the narrative limits of NHPs but that quickly (slowly actually) turned the video into "This is what an NHP is in Lancer, Featuring Asura on Keyboards."
I like the Lancer videos! Keep them coming! Also your comment about insane paracausal Horus builds being overtaken by the basic Sherman protocol reminded me of Destiny, where no matter what unimaginable god entity from beyond causality comes in, the solution is always GUN.
Actually, that's Lancer too, even horrifying polydimensional metavault horrors have a chewy center you can shoot.
@@LopezFamilyVarietyChannel I wish haunting existential horrors had a glowing red weak spot IRL too.
The same is true of most NHPs.
Agni-NHP is free vent as protocol, even for builds that don't have heat buildup it shuts down enemy hackers trying to overload your systems. It's good on everyone.
While Asura does give 2 actions (or 1 full) it doesn't allow repeat actions so more useful on Hackers or for a free Stabilize. The 1/scene also limits it pretty well against getting too many uses of it. That said IF it is a problem in your games you can limit it to only 1 player getting it or maybe only the Sherman can use it, etc. While it is good on any build, it isn't essential on any build either.
Also remind your PCs that normally one 1 NHP per mech. So many mech builds have better NHPs than Asura.
you think so? If you're not built around heat and you're bringing Agni in case of hackers you're going to spend a few combats with a 3 sp anchor. Incidentally one of the things Asura allows you to do is stabilize allowing you to vent heat and clear burn or conditions.
I'm not saying you're 100% wrong, but in my experience, a lot of the truly busted Asura Protocol shenanigans depend on the GM being more flexible than perhaps they ought about what does and does not count as a duplicate action. There are quite a few builds that just don't benefit a whole lot from being able to take two Full Actions in a turn if you're being strict about the duplicate actions rule because all of their really stupid tricks use the same action type.
Totally, like I said in the video, I think the system is balanced. For me the issue is not the instinct to make a degenerate strategy viable, but the notion of efficiency, like "get Asura so you can maximize your activations-per-combat and if I catch you wasting an action by scanning an enemy I'll throw my dice at you."
as a guy who's played and built Lancer for around 2 years now, I don't think I've ever really seen the sentiment of "but this would be better with ASURA", including me. I find ASURA cool, but because of the "no dupe actions" clause, it's not as busted as something like action surge from 5e (this sentiment is more present with Heavy Machine Gun because that gun is just way too good and way too easy to rid the downsides of), to me the more downsides is less the 1/scene and 3 LLs deep, but more the Limited 1 and the 3 heat to activate, a lot of mechs would become a bit more vulnerable to hacking anytime they ASURA if they're not built to manage it, and conversely, if they built no engr, ASURA stays at Limited 1, which means it can only be used 1/mission anyway (barring Grease Monkey and etc)
I mean, I don't know if you saw our Everest video, but no one on this channel is going to argue against the intoxicating lure of the GMS HMG.
When you take three levels of Sherman you can take the Harrison core bonus that gives you two more uses of any limited systems
It's good, as long as you're conscious that you can still only use Asura once per scene.@@strionic770
Considering that you can take a second nhp with that one horus core bonus, by level six you can totally do some crazy stuff, although you would be limited to just HA and Horus you could still do some crazy stuff, definitely worth expanding on this concept
Biggest issue with Asura is just the opportunity cost of not running anything else with 3 LLs and 3 SP. For the same amount of SP and only 1 level in Sunzi you can pick up Blink Charges and then by using them at the start of any sitrep you've effectively given your entire team a free boost action and gotten nearly double the value of an Asura. And then you still have 2 LLs left for picking a weapon for one of your mounts. Naturally, you can pick up Nailgun from Vlad to deny the enemy movement. So now you've gained a massive lead in terms of action economy without risking cascade checks and without needing to work within the repeat action rule.
I think the addition is always warranted but not necessary, if you're a min maxer like me, I tend to lean towards the most optimal, but as I increase in digits. The roleplay feels a lot more important then the big numbers. lol
If you sink 3 licence levels in a frame, the options available to you absolutely should be strong.
What mean 1/Scene ? Scene it's encounter while we are fishing at the map, or scene it's few mission at one planet ?
from LANCER pg 14: In both missions and downtime, play is divided into scenes. A scene is a period of continuous dialogue, action, or activity that has a discrete starting and stopping point. This is called a scene because it’s helpful to think about it in cinematic terms: as long as the focus (or ‘camera’) is on the players and their action, a scene is happening. When the focus cuts away from the current scene, or the current action naturally ends, that’s when the scene should end too.
A single combat encounter or a dialogue between
characters are both great examples of scenes, but a scene can also be something like a montage.
@@LopezFamilyVarietyChannel Thanks men.
Asura protocol is certainly very generically strong, but since you're limited to one AI system per mech (barring TLOS core power) a lot of builds have more appealing specialised options, take Sekhmet for melee builds as an example, for the downside of turning on friendly fire and losing access to ranged weapons as long as the scene goes longer than 2 rounds you are getting significantly better action economy out of the free skirmish and extra damage than the one-off use of asura.
Sure, and under the right (not very difficult to acheive) conditions UNCLE is likewise hugely powerful. It's Asura's general application that makes it strong.