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Project: ELITE» Forums » Strategy

Subject: Character discussions rss

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Mike Strand
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Now that I've played a few games I am getting some pretty strong opinions about which character's abilities are worth it and which ones are not.

I think by one of the best is Bus. His ability to not take damage when pushed by an alien is huge. It is also one I never forget to use. It also can almost always be used.

I have to admit that I never use Caress's ability. It's not that awesome IMHO and I always forget about it.

Sandman's ability sounds cool, but how often do you get surrounded by aliens who don't get bumped/activated. I do use it sometimes, but it is situational.

Robcart, Who has time to search for weapons and Items.

Lilla's ability to prevent five alien moves is useful. It is not always critical, but it can save your bacon, especially in the end game!I think this is one you could mod to your own tastes pretty easily. IOW you could add or subtract tokens and salt to taste.

Sarah Mercy's ability to heal is one that I've never wished I had. Maybe that's just my play style, but I rarely get wounded and I've never actually lost a life.

I have yet to try playing Vicky. Mostly because I can't roll fast enough to keep one character busy, what would I do with an extra character?

Sandra's ability to unlock a die from a one use slot could be really cool IF you had such an item. Since you don't know if you will get that kind of item... Maybe in multi-player games where there is a better choice of equipage it would be useful.

These are my humble opinions. I would like to hear other people's thoughts, especially if they disagree with my conclusions and can give me some insights into other ways to employ these characters. The game is new, so I haven't played the numerous games that would allow me to speak with greater authority. I just wanted to start this conversation!
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Highlord Tamburlaine
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Robbing the Shopping Cart's ability to loot anywhere he feels like has been a godsend on a few missions. In multiplayer modes we've had the CartRobber scrounge around when he's out of range to find something helpful, and then he usually comes in with his shiny new guns blazing.

Last time around we had a mega boss spawn that Robcart took out all by his lonesome due to all his phat loot he'd acquired.

I don't know if he'd be as effective in a game with less players.

In later rounds we kept him pretty close by other players to dole out the gear he found, usually having him lock the die at the end of the phase when the board was either cleared out or the timer was just about to go off.
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Ryan Valdez
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Sugar Land
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While I can't speak on the Adrenaline characters, this is actually a discussion I've been wanting to have! A way to better balance all the characters using house rules, I mean.

Sarah Mercy definitely feels underused, so I was thinking to 1. Add where if she exhausts two hands for the round, she can restore one person's lost dice. Or, if she heals someone, she also reduces the number required to hit when rolling green dice. Basically, trying to find an extra perk aside from just healing.

Bus feels a bit over powered, so I was thinking just to limit the damage reduction to the first push or first two pushes each round.

Caress feels like he could really do some chain damage to a group of aliens, so I was thinking if he utilizes his ability, his weapon is automatically activated. This means that, provided the green dice land hits, he can chain kill groups of aliens, but if he utilizes his ability and isn't in range one, he still has a chance to use his weapon before having to resolve dice.

For Robcart, I tacked on the ability to give weapons or items to other players from up to 3 spaces away. Gives him more flexibility when finding items for the team.

Momentum and Lilla seem okay. I'm semi wondering whether to limit the number of 2-for-1 movements he could do and/or increasing Lilla's total anti-movement tokens by 1 every two rounds.

These are all just thoughts btw. No play testing done, just some ideas to balance the characters.
 
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Caleb O
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Playing solo the best ones I find are Momentum (speed is great), Bus (no damage is always good), Lilla (stopping alien moves) and Vicky/KS-2161 (two figures means more ground covered).

Robcart is really good in multiplayer games, as there is no limit to items and if he gets the holster he can also get three guns. Sandra (I think - the one who can unlock a die) is really good as well, letting here fire guns more than once or just free up dice.

I've never used Sandman and I don't think his ability sounds that good. Also never used Sarah Mercy or Caress, though I think the latter would be good.
 
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Rodolfo Montenegro
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i dont think they need much balance, maybe sarah mercy and sandman (dont have chars of adrenaline... yet) i will try healing with sarah mercy gives one extra life token (to a maximum of 1 extra life token per char) and making sandman´s hability either a white one instead of red or (better imo) making it affects all non-boss aliens at range 1 (instead of only soldiers) the rest of the team (caress, momentum, bus, robcart and lilla) are pretty usefull, i think

regards
 
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Mike Strand
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Thanks everybody!
 
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Ryan Valdez
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gull2112 wrote:

Robcart, Who has time to search for weapons and Items.


I typically like to get more gear in the first 1-3 rounds, just so we can open up some options and potentially upgrade our current weapons. Makes the future rounds a lot easier. I played one game where Robcart pulled a jetpack, and someone else used it to go help with a boss and mini-boss on the other side of the map.

gull2112 wrote:

I have yet to try playing Vicky. Mostly because I can't roll fast enough to keep one character busy, what would I do with an extra character?

Sandra's ability to unlock a die from a one use slot could be really cool IF you had such an item. Since you don't know if you will get that kind of item... Maybe in multi-player games where there is a better choice of equipage it would be useful.


I think with Vicky, it just gives you a chance to "extend your range". Basically, you can move the robot out into the field for whatever, but if any aliens start getting close to base, you can use your dice rolls for Vicky instead of the robot.

As for Sandra, aside from items/weapons using locked dice, it could come in handy when getting loot, or during recovery and recon missions to move tiles one more space.
 
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Mike Strand
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Nayr090 wrote:
gull2112 wrote:

Robcart, Who has time to search for weapons and Items.


I typically like to get more gear in the first 1-3 rounds, just so we can open up some options and potentially upgrade our current weapons. Makes the future rounds a lot easier. I played one game where Robcart pulled a jetpack, and someone else used it to go help with a boss and mini-boss on the other side of the map.

gull2112 wrote:

I have yet to try playing Vicky. Mostly because I can't roll fast enough to keep one character busy, what would I do with an extra character?

Sandra's ability to unlock a die from a one use slot could be really cool IF you had such an item. Since you don't know if you will get that kind of item... Maybe in multi-player games where there is a better choice of equipage it would be useful.


I think with Vicky, it just gives you a chance to "extend your range". Basically, you can move the robot out into the field for whatever, but if any aliens start getting close to base, you can use your dice rolls for Vicky instead of the robot.

As for Sandra, aside from items/weapons using locked dice, it could come in handy when getting loot, or during recovery and recon missions to move tiles one more space.


I had a friend over yesterday and got to try a few more characters that I hadn't really tried solo. I did find robcart very useful. I've also changed my mind about Vicky. Like you suggested, I kept her back by base and ran around with the robot. This may be my goto character for solo play.
 
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Jeff Lum
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Castro Valley
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Good discussion. I've only got 1/2 dozen plays in so far, but I do feel the characters are a bit imbalanced as well. I'm talking base game only - I thought I'd see how the game went, then decide whether or not to get the expansion later (kicking myself for that stupid decision now!)It does seem like Sarah, Caress, and maybe Sandman could use some help and I like Ryan's suggestions:

Sarah - she seems the weakest of all characters, since (so far) we've never came close to losing a game based upon a character dying. Giving a healed character +1 defense against aliens trying to attack him or her that round makes sense thematically (I'm thinking a syringe shot that temporarily boosts adrenaline, reflexes, etc.). Heck, why not make it +2 defense. I have a little token with a medic symbol on one side and "+2D" on the other. When Sarah uses her ability, she just gives the +2D side to the effected character (or herself) to remind them, and then they flip it over and give it back to Sarah at the end of the round. This way, even if Sarah is solo or not near anyone, she can still hopefully activate her ability on herself. I think this will give Sarah the extra value she needs in the game, even it does mean she'll probably be a junkie for life.

Caress - the "chain kill" suggestion sounds cool and would make this character the ultimate close quarters specialist badass. Based upon the variety of weapons found in the game, I think there needs to be limitations put on the rule though. I'd say Caress could only use this ability with Range 1 or 2 weapons that have only Regular Action (white) Slots. I'm hoping this won't make Caress too overpowered however...

Sandman - I'd like to tweak his ability so that stunned aliens just stay down until whenever the next time they're activated to move. Then, instead of moving, they're simply stood up but stay in place (in other words, it counts one movement action to stand them up). This could happen during any phase - the real time Action phase (as a result of rolling an Alien Symbol or because they were about to get pushed) or during their normal Alien Movement phase. Also, to give Sandman a little more value, this ability should effect all aliens except Bosses.

I have to admit, I don't get the opportunity to play this awesome game half as much as I'd like to. Could you diehards give some feedback?

Thanks!
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Matej Gába
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I've played 35 games of P:E so far and the 2 characters I seldom play are Sarah, Lilla & Sandman (well, I've never played Sarah, to be honest). I think all other characters are pretty good - I think Robcart is a very powerfull one and my favorite when it comes to very hard solo setups.

Vicky with KS-2161 is just awesome, the same is about Sandra (the other girl from Adrenaline expansion). Momentum & Bus are always good to have, because their ability is passive and you kind of never forget to use it when you have the opportunity.

But what about the weak trio?

Well, I have tried Sandman with this ability: "Place a grenade token on the battlefield up to the range of 2. Before the alien movement phase, flip all soldier aliens on it and around it to their side." (Wording is not exact, but you kind of get the meaning, I hope.) This way you can maneuver aliens to the grenade token, which can save the day on occasions - but it is still not overpowered, because you have to lock a die.

Then we have Lilla - I've played her just once and I usually forget to use her ability. I'm not sure, but I always feel like 5 alien movement symbols are not so many, especially when they have to be yours. Needs fix? Any thoughts?

The third one is Sarah. Well... I think that she could be really useful - sometimes. And that's the problem - she's so occasional. She definitely needs to be fixed. (Although in a campaign mode when you take your wounds with you, she can be pretty cool to have in your team.)

Well, one way to fix her would be that she can make a character regain a die. Another one I made up a moment ago is that each time she uses an ability she heals each character either for 1 or for 2 (have to think about it), regardless of range. Or perhaps she can teleport herself to a wounded character and heal it? Or the other way?

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