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View Full Version : I prefer Inertia to Kid Zoom


adamkomar
02/07/2010, 15:46
People are flippin' cheese over Kid Zoom and I won't deny that Stop! is amazing, but I'd still prefer Inertia over Kid Zoom.

Veteran Inertia
Team: None
Range: None :bolt:
Points: 66
Keywords: Future
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Damage - Slow Down: Opposing characters that are given a non-free action within 6 squares of Inertia replace their speed values with half their unmodified speed value for that action.

Kid Zoom stops other characters from using Hypersonic Speed. Awesome. That stops opposing characters from smacking you and running away. Great. That also stops you from doing the same to your opponent (except for Kid Zoom). Bummer. Kid Zoom is also unique so you can't play more than one, but even if he wasn't Unique, you'd be hurting yourself by playing more than one because they'd stop each other from using Hypersonic Speed. Bigger bummer.

Inertia doesn't entirely stop anyone from doing anything. Instead, he has Slow Down. When he's within 6 squares of an opposing character (notice that he doesn't need clear line of fire), he causes their speed value to be halved for the duration of any non-free action the character is given. He's also a Veteran which means you can play more than one. Unlike Kid Zoom, playing more than one Inertia can be beneficial to you. If you have three Inertias within 6 squares of an opposing character when it is given a non-free action, each instance of Slow Down is going to take effect. Whether they're using Charge, Hypersonic Speed, Move and Attack, Running Shot or just plain moving, the character's speed value will get halved three times.

Even characters with the highest of speed values would be extremely slowed by this. The Flashes currently have the highest speed value to date. For slightly less points than the Flashes cost (198 for three Inertias, 200 for the Flashes), you can play enough Inertias to change that 21 speed value into a 3 speed value. The first Inertia would replace 21 with 11 (21 / 2 = 11 when rounded up), the second Inertia would replace 11 with 6 (11 / 2 = 6 when rounded up), the third Inertia would replace 6 with 3 (6 / 2 = 3). A typical speedster would end up with a speed value of 2 because of this. Throw in a fourth Inertia and you'll get the fastest speedsters down to a speed value of 2 and typical speedsters down to a speed value of 1.

Characters using Charge or Running Shot have to halve their speed values yet again. The highest speed value any standard character has while they can use Charge or Running Shot is 14. They'll have a speed value of 1 when using Charge or Running Shot.

Now put that with a BFC like Shrunk. Running Shot, move 1 square, attack 6 squares out at best (original range of 12). Ms Skrullvel is using HSS with 1 speed value and 4 range.

And all of your characters using Charge, Hypersonic Speed, Move and Attack and Running Shot still have their full speed values. Half range, if you're playing Shrunk.

I used to enjoy playing characters who can use Hypersonic Speed, give them Stealth somehow (T-Bolts to Batman, wild cards copy Batman, Mercenary to Batman or just play Ms Skrullvel) and play Deep Shadows. Hypersonic Peek-a-Boo. I think I found a new favorite toy.

anonym0use
02/10/2010, 12:22
I agree. In the long term I expect Inertia to have more of an impact on games than KZ.

There's a lot of people currently focused on the "wow" factor of not using HSS, that Inertia was kind of glossed over. I don't know that you'll need three of him to truly wreck an opponent, though it is a potentially devastating strategy.

I'd pair him with board control powers like a Barrier/Construct figure and some Smoke Cloud to further hinder others movement and maximize his efficency.

He's also much more cost efficent for 3 to 400 point games, I don't feel like I'm breaking the bank for what he brings in terms of offense power. Defensively he's got a lower opening DV, but it remains much more consistent throughout his dial. I'd be afraid to push KZ, but even when Inertia is knocked off HSS he remains a viable tie up piece.

anonym0use
02/10/2010, 12:22
It's a bummer he's not 3 points less, or I'd Merc him to Bat Ally for a future Keyword theme.

adamkomar
02/10/2010, 14:35
I was startin' to think no one read it. :p

Since you can't both Mercenary him to Batman Ally and run him on a theme team at the same time, I'd Mercenary him to Batman Ally and use a couple of the many who have Smoke Cloud so you don't have to always worry about getting him back to him Mercenary buddies. However, if you're keeping him within 6 squares of opposing characters to slow them down, you probably don't have to worry about that.

He could be a good update for the classic GL meatshield. Three Inertias up front, a Batman Ally w/Smoke Cloud on either side of the GL and whatever else that's helpful on the back side. Maybe some guys with Leadership or Mastermind so you can use some Contingency Plans to increase Inertia's movement or range of the characters using Smoke Cloud.

That's a pretty high-point team, though.

anonym0use
02/10/2010, 15:51
Yeah, I read it. It summed up my thoughts nicely.

I've been formulating team builds since both were announced but I haven't been able to Min/Max any keyword teams in a restricted environment, and while unrestricted offers a few more possibilites none are what I'd consider optimal. It's too soon to tell what the final verdict will be though, because we could have more Future keywords available real soon.

I'll say this - if Inertia had the Teen keyword, you could make some very nasty teams.

Sentinel25
02/10/2010, 21:53
No line of sight requirement, huh?

SIF abuse got a facelift.

Mongoose
02/21/2010, 01:52
I'm just curious, does Stop and Inertia work on figs that have fortitude?

Maraud
02/21/2010, 02:15
I'm just curious, does Stop and Inertia work on figs that have fortitude?

why would it not?
Nothing is being countered.

adamkomar
02/21/2010, 03:06
I'm just curious, does Stop and Inertia work on figs that have fortitude?

why would it not?
Nothing is being countered.

In other words, Yes. Stop and Slow Down work on characters that have Fortitude assigned to them.

Mongoose
02/22/2010, 00:17
That's pretty sick then. I think that Kid Zoom's power is a little off the charts then, as it makes expensive HSS characters pretty much useless. I think that Inertia's power is far more balanced, as he has to be within 6 squares of you, so you can atleast fire off a shot at him from range with RS.

Quebbster
02/22/2010, 03:58
That's pretty sick then. I think that Kid Zoom's power is a little off the charts then, as it makes expensive HSS characters pretty much useless. I think that Inertia's power is far more balanced, as he has to be within 6 squares of you, so you can atleast fire off a shot at him from range with RS.
OTOH Kid Zoom only nerfs HSS figures. Inertia affects anyone within range... that's heckuva powerful.

anonym0use
02/22/2010, 08:35
OTOH Kid Zoom only nerfs HSS figures. Inertia affects anyone within range... that's heckuva powerful.

I was working on a team yesterday that made him a pain to deal with if SHRUNK was in play. I'm not sure how competitive he'll be, but Inertia is certainly going to annoy a few people.

Future Keyword

Inertia 66
+ In Contact with Oracle 10
Inertia 66
+ In Contact with Oracle 10
64 Batman
Dawnstar 60
Lila Cheneyx4

BFC's = Deep Shadows, Shrunk & ????


This is a thinking man's hit and run team that needs to stay very close to the enemy to be effective. ICWO helps Inertia crack Invulnerable, Dawnstar helps with Quarry and acts as a taxi/secondary attacker, Batman loans a TA and brings some Outwit and ranged attack to the table. Lila is a sacrificial lamb there to tie up any ranged figures that can draw a bead on Inertia.

Inertia can hide behind the Stealth figures, and SLOW DOWN opponents because his power doesn't require LoF. Opponents will have a hard time catching up with their movement quartered - an 8 speed reduced to 2. The only thing to worry about is enemy snipers, and Outwit, but with Shrunk or Deep Shadows in play this should be a minimal concern.

Another possible build if opposing Outwit is a consideration.

Inertia 66
+ In Contact with Oracle 10
Inertia 66
+ In Contact with Oracle 10
64 Batman
+ Outsmart 10
Dawnstar 60
Lila Cheneyx2

Maraud
02/22/2010, 16:09
I was working on a team yesterday that made him a pain to deal with if SHRUNK was in play. I'm not sure how competitive he'll be, but Inertia is certainly going to annoy a few people.

Future Keyword

Inertia 66
+ In Contact with Oracle 10
Inertia 66
+ In Contact with Oracle 10
64 Batman
Dawnstar 60
Lila Cheneyx4

BFC's = Deep Shadows, Shrunk & ????


This is a thinking man's hit and run team that needs to stay very close to the enemy to be effective. ICWO helps Inertia crack Invulnerable, Dawnstar helps with Quarry and acts as a taxi/secondary attacker, Batman loans a TA and brings some Outwit and ranged attack to the table. Lila is a sacrificial lamb there to tie up any ranged figures that can draw a bead on Inertia.

Inertia can hide behind the Stealth figures, and SLOW DOWN opponents because his power doesn't require LoF. Opponents will have a hard time catching up with their movement quartered - an 8 speed reduced to 2. The only thing to worry about is enemy snipers, and Outwit, but with Shrunk or Deep Shadows in play this should be a minimal concern.

Another possible build if opposing Outwit is a consideration.

Inertia 66
+ In Contact with Oracle 10
Inertia 66
+ In Contact with Oracle 10
64 Batman
+ Outsmart 10
Dawnstar 60
Lila Cheneyx2

just to point out with shrunk his SP would be moved from 6 to 3.

adamkomar
02/22/2010, 17:02
just to point out with shrunk his SP would be moved from 6 to 3.

That is a very, very good point. I've been debating with myself and the voices in my head over whether I'd prefer Shrunk or Deep Shadows. I think I'd prefer Deep Shadows now. 3 squares is a little too close for comfort.

And especially with your team, anonym0use, I'd prefer Deep Shadows. Otherwise, I think you've got the ideal Inertia team for 300 points.

anonym0use
02/22/2010, 21:57
just to point out with shrunk his SP would be moved from 6 to 3.

snap. you're totally right. thanks for pointing that out :grin:

tyroclix
02/24/2010, 19:31
Damage - Slow Down: Opposing characters that are given a non-free action within 6 squares of Inertia replace their speed values with half their unmodified speed value for that action.

How does this interact with Charge & Running Shot as well as a boot speed character coming out of hindering terrain?

My first thought is: a guy has a 10 speed with Charge. Slow Down turns that into a 5 and then he charges and it becomes 3. If he was to exit hindering terrain his speed value would be 5, then 3 for charge, then 2 for hindering terrain.

But then I was wondering about timing.

CHARGE Give this character a power action; halve its speed value for the action. Move this character up to its replacement speed value and then give it a close combat action as a free action. A character with this power ignores knock back.

If I have a character who declares Charge while on hindering his movement is replaced by half his movement value (per Charge) and then due to Hindering Terrain its replaced by half again.

Then along comes Slow Down with its "replace their speed values with half their unmodified speed value for that action". Which sounds like it replaces the prior replacements back to just "half".

So with the example from the top, a guy has a 10 speed with Charge. Charge turns that into a 5 and if he exits hindering terrain his speed value would be 3, and then its re-replaced back to 5 "for that action".

As I write this I'm thinking Slow Down has no affect on Charge or Running Shot. Hmmm...

Maraud
02/24/2010, 20:22
Damage - Slow Down: Opposing characters that are given a non-free action within 6 squares of Inertia replace their speed values with half their unmodified speed value for that action.

How does this interact with Charge & Running Shot as well as a boot speed character coming out of hindering terrain?

My first thought is: a guy has a 10 speed with Charge. Slow Down turns that into a 5 and then he charges and it becomes 3. If he was to exit hindering terrain his speed value would be 5, then 3 for charge, then 2 for hindering terrain.

But then I was wondering about timing.

CHARGE Give this character a power action; halve its speed value for the action. Move this character up to its replacement speed value and then give it a close combat action as a free action. A character with this power ignores knock back.

If I have a character who declares Charge while on hindering his movement is replaced by half his movement value (per Charge) and then due to Hindering Terrain its replaced by half again.

Then along comes Slow Down with its "replace their speed values with half their unmodified speed value for that action". Which sounds like it replaces the prior replacements back to just "half".

So with the example from the top, a guy has a 10 speed with Charge. Charge turns that into a 5 and if he exits hindering terrain his speed value would be 3, and then its re-replaced back to 5 "for that action".

As I write this I'm thinking Slow Down has no affect on Charge or Running Shot. Hmmm...

just to point out a replacement value is not modified.

So it would still be halved for RSS/Charge then halved again for slow down.

adamkomar
02/24/2010, 20:22
If I have a character who declares Charge while on hindering his movement is replaced by half his movement value (per Charge) and then due to Hindering Terrain its replaced by half again.

Then along comes Slow Down with its "replace their speed values with half their unmodified speed value for that action". Which sounds like it replaces the prior replacements back to just "half".

So with the example from the top, a guy has a 10 speed with Charge. Charge turns that into a 5 and if he exits hindering terrain his speed value would be 3, and then its re-replaced back to 5 "for that action".

As I write this I'm thinking Slow Down has no affect on Charge or Running Shot. Hmmm...

That's not how it works.

First of all, just so we're all clear, the replacements made by Slow Down and Charge/Running Shot happen at the same time (when the action is assigned) so the active player gets to choose which happens first. The replacement from moving out of hindering terrain happens just before the movement occurs which is after the replacement from Slow Down and the activation of Charge/Running Shot.

Secondly, at the time Slow Down takes effect, it replaces whatever the character's current speed value is with whatever the character's "unmodified speed value" is. Replacements are not modifications so any replacement that occurs before Slow Down takes place would not be ignored by the terminology of "unmodified speed value". If you choose to have Charge/Running Shot's replacement occur before Slow Down's replacement then Slow Down will halve the replacement speed value put in place by Charge/Running Shot and make that the character's new replacement speed value. Afterward, moving out of hindering terrain will halve that new replacement speed value, yet again, and that will become the character's new replacement speed value for the duration of the action. It might be better if I break that down (assuming the replacement by Charge/Running Shot is chosen to occur first)...

1) Declare the Charge/Running Shot action.
2) The character's speed value is replaced by half of its current speed value (including existing replacements and modifications) due to using Charge/Running Shot.
3) Due to Slow Down affecting the character, its speed value is replaced by half of its current speed value (including existing replacements, but ignoring existing modifications, as stated by Slow Down).
4) Since the character is moving out of hindering terrain, its speed value is replace by half of its current speed value (including existing replacements and modifications).
5) The character continues the Charge/Running Shot action using the replacement speed value determined by step 4.

tyroclix
02/24/2010, 21:26
1) Declare the Charge/Running Shot action.
2) The character's speed value is replaced by half of its current speed value (including existing replacements and modifications) due to using Charge/Running Shot.
3) Due to Slow Down affecting the character, its speed value is replaced by half of its current speed value (including existing replacements, but ignoring existing modifications, as stated by Slow Down).
4) Since the character is moving out of hindering terrain, its speed value is replace by half of its current speed value (including existing replacements and modifications).
5) The character continues the Charge/Running Shot action using the replacement speed value determined by step 4.

So Slow Down has no affect on Charge and Running Shot but is still impacted by Hindering Terrain.

Charge replaces the movement with half its movement. 10 move becomes 5 Charge. Then Slow Down replaces the 5 Charge with half the unmodified movement value, in this case, 5. So no change.

Hindering would work the same. At least that is how I read it through your breakdown (plus the wording of the two powers).

adamkomar
02/24/2010, 22:42
So Slow Down has no affect on Charge and Running Shot but is still impacted by Hindering Terrain.

Charge replaces the movement with half its movement. 10 move becomes 5 Charge. Then Slow Down replaces the 5 Charge with half the unmodified movement value, in this case, 5. So no change.

Hindering would work the same. At least that is how I read it through your breakdown (plus the wording of the two powers).

Then you're misunderstanding something. I'll try it with a specific example to see if I can make it a little clearer.

I = Inertia
U = Ulik (in hindering terrain)
T = Target opposing character
C = Clear terrain


ICCCCCU
CCCTCCC


1) Declare the Charge action with Ulik. Before declaration of the action, his speed value is 10.

2) Ulik's speed value is replaced by half of its current speed value due to using Charge. His speed value of 10 is now replaced with a speed value of 5.

3) Due to Slow Down affecting Ulik, his speed value is replaced by half of its current speed value (including existing replacements, but ignoring existing modifications, as stated by Slow Down). Ulik's replaced speed value of 5 is now replaced with a speed value of 3.

4) Since Ulik is moving out of hindering terrain, his speed value is replaced by half of its current speed value (including existing replacements and modifications). Ulik's replaced speed value of 3 is now replaced with a speed value of 2.

5) Ulik continues the Charge action with a speed value of 2.

tyroclix
02/25/2010, 19:07
Then you're misunderstanding something. I'll try it with a specific example to see if I can make it a little clearer.

I = Inertia
U = Ulik (in hindering terrain)
T = Target opposing character
C = Clear terrain


ICCCCCU
CCCTCCC


1) Declare the Charge action with Ulik. Before declaration of the action, his speed value is 10.

2) Ulik's speed value is replaced by half of its current speed value due to using Charge. His speed value of 10 is now replaced with a speed value of 5.

3) Due to Slow Down affecting Ulik, his speed value is replaced by half of its current speed value (including existing replacements, but ignoring existing modifications, as stated by Slow Down). Ulik's replaced speed value of 5 is now replaced with a speed value of 3.

4) Since Ulik is moving out of hindering terrain, his speed value is replaced by half of its current speed value (including existing replacements and modifications). Ulik's replaced speed value of 3 is now replaced with a speed value of 2.

5) Ulik continues the Charge action with a speed value of 2.

I got you - I was thinking the 5 movement was a modifier but its a replacement - much like how a character that has defend, adjacent to another character with Defend can share the higher value.

Thanks.