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how to handle Noisquitos vs flash compensation and select sounds filter

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Molash

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« on: <03-02-16/2130:40> »
I recently had a Run where the rigger set off 6 of his 12 Noisquitos effectively shutting down both his team and the opposition.  How much does the Flash compensation negate the strobing lights?  How much does Select sound filter negate the loud noise portion, if at all?

Novocrane

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« Reply #1 on: <03-02-16/2205:41> »
Have you considered skipping the given rules to use the Environmental Modifiers on p175? Glare plus an equivalent modifier category for hearing.

How many Noizquitos are required per Glare/Deafening rank is up to you, but it's only four ranks of modifiers (-1, -3, -6, -10), so I'd make it at least 1 rank per 3 Noizquitos.

Molash

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« Reply #2 on: <03-03-16/2100:57> »
having 6 noisquitos going at once gives a -12 to dice rolls a -6 for the strob and -6 for the hearing.  so I'm thing to figure out how much the flash compensation and select sound filter will off set that.

Novocrane

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« Reply #3 on: <03-03-16/2240:38> »
Quote
I'm thing to figure out how much the flash compensation and select sound filter will off set that.
Flare Compensation - as written.

Select Sound Filter - does not protect your hearing. For that you need a Sound Damper.

Pap Renvela

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« Reply #4 on: <03-06-16/2111:59> »
First of all- IMHO, it should be treated as enviromental so -1/-3/-6 with 2 conditions of -6 generating a -10.

Flare compensation would move the category up one.
Dampers state they provide a +2 DP bonus to defense against sound based attacks. As there is no defense I'd go with the it moves the category up 1.

So 6 of these puppies would produce a -6 sight and -6 noise condition which would normally move it down to -10.

Flare Comp should drop from -6 to -3 for the lighting while the Damper does the same for Noise.
So that's 2 -3 enviromental which I'd say moves it down to the -6 category

You actually only need one of them since -6 and -3 stay at -6...  you need 2 or more -6 to move down to -10.

Novocrane

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« Reply #5 on: <03-06-16/2249:39> »
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Flare Compensation Glare conditions shift two rows up
If you have glare & sound -6 environmental modifiers, and can reduce sound to -3, then that's the highest modifier.

Pap Renvela

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« Reply #6 on: <03-07-16/0334:30> »
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Flare Compensation Glare conditions shift two rows up
If you have glare & sound -6 environmental modifiers, and can reduce sound to -3, then that's the highest modifier.

remembered glare comp as 1 shift up... which is incorrect, should have doublechecked the table befre posting.

And my take on Damper's is of course my own- RAW they do nothing as there's no defense roll with Noizquitoes.

I'm pretty sure (with the exception of Riggers and not even all of them) that most agree that Noizquttoes applied RAW are unbalanced for the cost.

So if you make the assumption that 6 of them buggers are the maximm effect on the environmental table and a vicyim has flare comp and damper to reduce to glare -1 and noise -3 so -3 it then makes the low-cost of them not so bad.

Of course the rigger's party should only be suffering the noise in most cases as there is usually enough space between them and the npcs shooting at them that the glaring lights are only pointed at the npcs.
 


adzling

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« Reply #7 on: <03-07-16/1050:44> »
With cyberears you can just turn off your hearing and suffer no penalties due to noise.

Of course you'll be deaf but likely it's worth it.

With Select Sound Filter I'd even rule that you can turn off the Nosquito noise as one level or your filter and keep hearing everything else.

gradivus

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« Reply #8 on: <03-07-16/1950:58> »
Noizquitoes are still one of those WhiskeyTangoFoxtrot were they thinking when the introduced this.

Should have been more like:
1-2 gives -1
3-5 gives -3
6-9 gives -6
10+ gives -10
Flare comp goes up 1 level
Damper goes up 1 level
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