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Crab spider of course. He has noteworth endurance issues on live and the cardio bonus is right up his alley.
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Quote:I said sustained DPS because assassin's strike skews damage in short time scales. However, you are correct that once AS is out of the picture, the stalkers lag behind in damage quite clearly. While if you happen to be on a large team stocked with melee and are critting all the time, you might take the lead, that is an extreme outlier of a case.It's not just sustained DPS... if you compare any power available in both a Scrapper and a Stalker set, the Scrapper one does more flat damage. If I recall correctly, the individual Stalker attacks only do between 70 and 80% of Scrapper damage.
There's little reason to argue about sustained DPS when a Scrapper can completely outclass a Stalker in a single pass of an attack chain. -
What I find particularly odd about Castle's post is history. Just last issue they slightly nerfed the damage of brutes because they had slightly higher survivability than scrappers. It was determined that an AT should not have both more damage and more survivability, or even equal damage and more survivability.
Brutes had more HP, and higher resistance caps while mustering comparable if not superior damage. This was deemed unacceptable. OK I accepted that at the time because it was logical and reasonable.
So now we get this announcement. Somehow we're supposed to accept that stalkers which have both inferior survivability to scrappers and brutes as well as inferior sustained DPS are working just fine.
It does not add up. Either the brute nerf was justified and stalkers should be boosted in damage to be the king of melee damage or the devs are just throwing darts while blindfolded to achieve balance.
I am honestly extremely disapointed in this post because I expect better from Castle. I cannot understand such a claim as "stalkers are as about as strong as we want to make them". This is a tacit admission that stalkers are to be the weak sisters of the melee ATs. They excel at nothing. Not a bloody thing.
The other melee ATs fit into a spectrum where you have survivability at one end and damage output at the other. The brute nerf adjusted this spectrum to be consistent for the other three ATs.
Tanker------Brute-----Scrapper (survivability <--->damage)
Stalkers don't fit here. They have inferior damage and survivability to both scrappers and brutes. They just don't fit. You make plenty of tradeoffs in being a stalker. You sacrifice survivability and AOE potential (and AOEs after all are king) for ease of solo play. The return on that is not sufficient.
I like playing stalkers. I will continue to play stalkers. I do, however, also understand I'm not playing a top tier AT. -
Who is thus "rest of us" you refer to? You have a split personality or something?
I have no purples (and certainly no PVP IOs) slotted on any characters. Some of the builds are pretty involved, and quite powerful. I have no desire for handouts like you apparently do. Would I like to purple out my top alt? Sure. Doe I want to presented on a silver platter? No.
I guess I lack your entitlement mentality. Purples and PVP IOs in particular are very unnecessary. You can make builds easily capable of crushing the content without them. -
Quote:Or maybe it could be that DA is not really focused on resistance, but mez? I consider the main resistance focused sets FA and ElA. They are resistance with heals and little more (FA has damage output, while ElA has endurance drain, but it's not really enough to keep alive).In that case, my Dark Armor Tanker is paradoxical. Carnies, Council, Malta, Circle of Thorns (save for stacked -ToHit), Rikti (as long as there are corners), Arachnos (though they're a bit rougher)... pretty much everything but Cimerorans, really. It clears x8+2 (with bosses) before it starts to break a bit of a sweat (without any Defense buffs--not even Cloak of Darkness), but according to you, such a character can't exist.
Well, either paradoxical, or you're blowing hot air. One of the two. -
Quote:Of course it's not balanced that way. However if you are comparing performance, you compare it at the edge of what is possible. You also don't compare things which are walkthroughs. If I am comparing how A works vs, B, I compare only A and B. Then I compare them up to the thresholds of where A and B fail. That is the actual measure of comparative performance. You are trying to base an argument on tossing additional uncontrolled factors into the mix which makes for a lousy experiment.
The game should not, is not and will not be balanced on the difficulty slider being put to maximum solo. So did I miss that point? No, but I'm not shortsighted enough to think it is *the* point to be made here.
Quote:Secondly, that a blaster, a dom or whoever is tanking for this team is moot because the OP is talking about 'resistance' and 'defense', not 'armor sets'. The point wasn't who got maximum benefit but that defense (and -ToHit) is far more common than resistance. So even if you bring your 'whatever AT' with 25% def and 50% resist vs your 45% def character, the one with resistance will always be on top because teamed, both with have the enemy's hit chance floored more often than not.
Look, proffering the case of 'resistance is superior on a well buffed team' is like saying a Kia will outrun a BMW as long as it's on a rocket sled. Well gosh, really? Is the sky blue too? The point you fail to accede is that on one of those teams, you don't need personal defenses at all.
But even if we are on said teams, say you get separated or have a lazy buffer. What happens then when the defense buffing starts to slide? The resistance builds will fold a lost faster than the softcapped defense builds because the latter is actually tough solo rather than only when propped up.
Take a speed ITF for example. For maximum speed the party breaks up to solo the shards in the second mission. There is no resistance build short of granite(which is not only resistance of course) which can survive the crowd around the shards. I've seen many softcapped defense builds pull it off.
You need seem to understand that's were not taking about random PUG level performance here. That's pretty much moot. I'm talking the limits of what is possible in respective defense methods, and positional defense is clearly superior.
Now I certainly grant that in your select case that someone with resistance who ends up on a team with a large pile of defense buffing that is consistent will be somewhat superior to a softcapped defense build. I do, however, note that it is moot and not really relevant to a discussion of the comparative strengths of the sets since it relies on external factors.
Though since you wish to not discuss the edges of high performance, how about we discuss the low end? Let's talk just SOs and no set bonuses. In that case the pure resistance sets are pure resistance, and the positional defense sets are pure defense. (I'll address mixed bag later). Since, as you say, there is tons of defense buffs floating around out there (manuevers, Fortitude, bubblers, ice shields, SoAs) then the defense builds will easily get softcapped. For example an SR brute without even weave can be softcapped easily by only 15% defense. A single crab or bane can do that. The brute then gets a reduction in incoming damage from 40% to 10%. That's a 75% reduction. Mr FA brute to his left on the same team with the SoA gets a whole 30% reduction in his incoming damage. He starts out before the buff taking 65% of the damage, which goes down to 45% of incoming damage(over four times as much). Not bad, but not even close to the defense build. Sure, more defense doesn't help the SR build, but make it a SD build starting around 23% defense and they will surely enjoy that defensive environment and hand out the pain freely. Now granted, if we assume there is lots of defense on that team, the positional defense builds will get past benefit and eventually you will see the resistance build pass. Let's figure out when that occurs- 65%/(1-x)= 10%. Here x = ~84% which translates to a 42% defense. So to make that FA brute have comparable mitigation to the softcapped positional brute, you practically have to softcap all the way with the buffs. -
Quote:My brute is KM/FA and is 38 now, so I'm reasonably familiar with the 'killiness'. What I actually like to do is build up power siphon, pop burst, then burn all with blazing aura going. At that point everything melts. If I'm feeling over the top, I add in Fiery Embrace. That's generally overkill however.
but tankiness is not what you should be using FA for, killiness is (i know they aren't real words, but we're talking about superheroes here). dude, you haven't experienced this game yet until you stand in the middle of a mob with blazing aura going and drop a burn patch with your fury near max....... it makes you all tingly in your naughty parts!
I have a WP brute for when I want to feel durable. I'm also working up a SR one if I wish to be godly. I only did the FA one because they finally gave me back my burn. Mmmm, burn. -
Quote:Granted I should have been specific to the positional defense sets as they are basically worlds better than the typed defense sets. (Having enough high enough level characters in all flavors to be familiar).I don't think the examples you brought up with the resist sets really helps the argument because, in the realm of defense sets, there are holes too. You can't hold up SR as 'defense sets' and forget Ice Armor and Energy Armor have no defense to toxic because such defense doesn't exist or how they lack psi defense and how Shield Defense is pretty much the defense equivalent of Fire Armor with lower defense numbers.
Describing Shield Defense as the same as Fire Armor is rubbish. Try looking up some numbers before making claims. SD gives 15% defense base to all positions. FA gives 22.5% base resistance to l/s/e/ne. Yes, it caps fire, but lags on cold, toxic and is useless against psi.
Given that defense is essentially double the number, SD comes out at 30% equivalent before enhancement.
22.5% vs. 30% is a pretty glaring difference. While FA gets a real good heal, SD gets a god mode power, and some health and resistance grab bag effects.
I have both a SD tanker and multiple FA tankers at 50 (who are retired because they are soft). Don't even try to claim the two sets are equivalent in survivability. That is completely false.
Quote:Back to topic, I would say there's a disparity if I were just looking at this from an Armor set PoV and adding up the values on paper...but that's not how the game plays.
Quote:While the resistance buffs and bonuses might look ineffective in that light, it tends to the actual balance it strikes. Defense is common therefore seems more effective and resistance is rare therefore not as effective...until resistance uses defense to leverage an overall better amount of mitigation.
Quote:On teams, the only place where extreme survivability really matters, defense buffs are extremely common but accumulated buffs only have an effect up to a point. So someone with lots of defense jumps on a team with Fortitude buffing Empaths, a FF user, 3 maneuvers and a Dark Miasma user? Compare that to resistance sets teaming together and using the same 3 maneuvers?
Though hell, on your above team with a bubbler, an emp and a dark, a blaster could tank just fine. What a puerile example.
Quote:Same with set bonuses. If we could accomplish high amounts of resistance bonuses on defense type sets, and I'd side with you, OP, about the questions you ask. But neither defense or resistance should be examined only vs eachother when mixed mitigation is what actually wins.
It is better to have 45% defense than 25% defense and 50% resistance any day of the week. The former gives 90% mitigation while the latter gives only 75%.
Yes, if you have 50% resistance on top of capped defense of course that is better, but the pure resistance sets don't have that option on their own. -
Quote:That's a whole 2 examples. I could name more examples of psi or toxic damage users easily.I've seen lots of Defense-built characters crumble to dust in the presence of ToHit buffs like Devouring Earth Quartzes or Elite Resistance. That's their weakness. Saying that they're universally protected by merit of positional Defense is just as incorrect as saying that a Resistance-based set fails due to one or two specific damage types.
Just by group:
Arachnos
Carnival of Shadows
Rikti
Banished Pantheon
Devouring Earth
Snakes
Psionic Clockwork
Seers
Hydras
I've played a lot of electric armor set alts, and I know what makes them wilt. I've also played many of the options without psi resistance (as in most everything else but dark) and I know how much that hurts.
To contrast my SR brute and stalker are much more durable.
Quote:I also wouldn't refer to most defensive sets as "Resistance-based" just because they use Resistance instead of Defense. Like you mentioned, Dark Armor's hopped up on mez (especially with Tanker Ice Patch), Fiery Aura's geared towards actual outgoing damage (kill things before they kill you), Willpower's a grab bag of just about everything, and Invulnerability's got a good deal of both Resistance and Defense along with a pretty good heal.
Dark armor is the oddest case, but if the mez isn't cutting it, you rely on weak resistance.
Quote:Having said that, there are Defense-based sets. Super Reflexes and Energy Aura are pretty much exclusively Defense. I wouldn't put Ice Armor in this category, though, because it has things like Hoarfrost, Chilling Embrace and Hibernate that grant survivability in more places than just Defense.
Quote:Longbow's Sonic Grenades notwithstanding, there aren't too many significant sources of damage Resistance debuffs either. And at least the grenade sticks to a specific location when cast.
Council (or 5th Column) sonic attacks
Crey Rad scientists
Longbow
I also believe tar patch can be tossed by carnies and CoT
I mean honestly, I find it really amazing that people here are trying to claim that resistance is even in the same ballpark as defense when the rubber meets the road. You simply can't build someone to clear x8 maps based on the resistance focused sets unless you target a very specific damage type (FA vs fire or Elec vs. energy). Almost any map can be cleared by SR or SD with some limited exceptions. Note the contrast, for the resistance builds the exceptions are where they are strong, while in the case of positional defense, the exceptions are where they are weak. -
Quote:That is true, but honestly it is a special case. I won't pull a percentage out of my posterior, but you know as well as I do that the vast majority of cases where someone had to beat an EB (or AV) they brought a tray full of purple candy.Actually, that's not true, even if I can only think of one example. It's very common for anyone who's not a Stone Armor character to pop oranges in order to survive Lord Recluse in the STF. You can pop enough purples to get above his toHit bonus from the Red (?) tower, but he still has a pretty meaningful hit chance even if floored. While damage buffed, he hits damn hard.
It's also helpful to pop oranges for the Freedom Phalanx at the end of the RSF. -
Quote:This might be true if there were a resistance set which provided universal protection. Of course such a set doesn't actually exist. It would also require that the relative performances were comparable.
So I'd say thats the side you left out. Resistance is much more reliable than defence.
Let's look at the resistance sets:
The best of the bunch is Granite which carries plenty of penalties on its own, and still has the gaping psi damage hole (more common these days that in the days of yore). (granted calling on power of stone armor a resistance set is a bit odd, but it effectively is)
Electric is the next highest overall resistances, but it has a gaping hole to toxic damage (no protection at all), and the negative energy resistance lags the rest significantly outside of power surge. I find that my electric armor tanker just can't cut the mustard in an ITF for example tanking Rommy at the end.
Invulnerability stacks defense with resistance (then again so does granite), but against everything but lethal/smashing that resistance is fairly low. It has a glaring psi damage hole and toxic will make it weep.
Dark Armor has pretty much crappy resistance to everything but psionic and (sorta) negative energy. It makes up for it with mez effects and a heal, but for taking a pounding is pretty iffy. It survives on tricks, not durability.
Fiery Aura also has crappy resistance to everything but fire. no protection against psi, and little enough against toxic. It's a healing set to be honest and let's be blunt Rise of the Phoenix is not really an optional power.
Also, when someone talks about the mighty ability that is resistance debuff resistance, you have to remember that the degree of resistance is equal to the starting resistance. Thus for example, an electric armor brute is going to have 40% resistance debuff resistance. The SR brute next to him by comparison will have 95% defense debuff resistance.
Even more to the point when comparing defense debuffing and resistance debuffing is that defense debuffing has to hit you first. Resistance debuffing is going to go right on through against that resistance debuff resistance.
Now granted to hit buffs are another matter, but the numbers are generally fairly low, and not all that common (not like defense debuff). -
Quote:Yes. It is pretty much universally known that if you want to make a top tier character in durability you will need a defense build (granite excepted, but even that uses defense). Heck, even when people try to make resistance builds good, they do it by going for defense bonuses (softcapped fire tanks, etc).1. Do you believe there is an issue with the respective effectiveness’ of resistance vs. that of defense?
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2. Do you believe there is an issue with the lack of effective hard limit on the amount of available defense for each AT?
Quote:3. Do you believe that there is an issue with the lack of inherent protection to secondary effects within the damage resistance mechanic?
Quote:4. Do you believe there is and issue with the amount of available resistance bonuses that can be stacked vs. the amount of available defense bonuses?
Quote:5. Do you believe it would be worthwhile to stack resistance bonuses instead of defense bonuses, if the amount of available bonuses were currently comparable?
Quote:6. Do you believe that a change should be made to make the efficiency of resistance and defense more comparable?
Right now it is extremely clear than there is a survivability gap between the defense sets and the resistance ones.
Quote:7. Do you believe that if a change were made, that defense should be brought more toward resistance or vice versa?
Quote:8. Am I completely nuts, and resistance is actually more effective than defense?
Quote:9. Do you have any ideas regarding how changes could be made to close any gap that might exist in performance?
A) Buff the base resistance of the resistance sets. It doesn't have to be a huge amount, but it should be higher. For example, an electric armor brute should be closer to maybe 50%(maybe 55%) resistance (l/s/f/c) when slotted up. Right now it is only around 41%. The base resistance now is 26%, buffing this to 31%(for 50%) or 33% for 55% would not be unreasonable. Right now a SR brute with just SOs gets a defense of 30% for all positions and huge defense debuff resistance (95% I believe). For a direct comparison of defense to resistance you have to double the defense number. Thus SR out of the box, without pools or IOs is as good as if you could pull off 60% resistance to everything. That's as good as an electric armor tanker (with holes for negative energy and toxic on the tanker). Even better the SR brute can toss in weave and combat jumping for another 8% defense, which comes in at 76% resistance equivalent. If a brute adds in toughness right now you only get 58% resistance. Heck if you made my change the resistance brute would still be behind the curve at 50% mitigation from the set vs. 60% for the SR, but at least they would be in the game.
B) At least make resistance set bonuses as high as the defense ones, if not higher.
Quote:10. Did I miss anything that should be addressed relating to the topic? -
I do admit I've been thinking about slotting as much recharge into RotP as possible.
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So I get the impression that people who want to make Fiery Aura survivable go to town on defense with lots of IO set bonuses, weave, and anything else they can cook up.
I assume there is really no other viable option right? I mean the enhanced resistance of 35% is pretty poor, and getting to around 50% with tough doesn't even seem worth bothering with to me.
I have contemplated going for recharge and hoping I can have healing flames up enough to pull through the hairier fights, but I suspect that won't really cut it.
It's a shame you can't get real set bonuses for resistance. -
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Quote:I have only one thing to say on the brooding angle-Eh, that's not so easy to buy since he spent no time there. All his childhood memories are from Kansas; he didn't really have any direct link to Krypton.
Sure, it might knock ya for a loop when you find out you're the last of your kind, but considering he looks and functions pretty much like a human, I don't think it's that big a thing.
Does he have reason to be a little whistful or melancholy now and then?
Definitely.
But "brooding"?
Naw, I still don't think so.
Man of Steel Woman of Kleenex
(Though for the record, it does look really painful, and I certainly will avoid the TPB). -
Quote:The people I heard on the subjected believed that skill challenges favored role playing because they presenting a gamist system of resolving role playing. It was a reason to do some fairly extensive dice rolling to accomplish a non combat task. Maybe people somehow think that as long as it isn't combat, it is role playing.Really?! I don't follow much of any online talk about tabletop RPG's, but how on earth do 4th Edition skill challenges favor role-playing? Maybe we were doing it wrong, but in my experience, you were screwed in a skill challenge unless the party all had max possible ranks in their skills.
Though your analysis of the defects of the skill challenge system is spot on. The problem with how it works is that by the very nature it reduces randomness in favor of skill ranks.
Quote:I'm with you, skill challenges are a flawed mechanic that was another nail in the coffin for D&D 4.0 with my group. The concept is interesting, but it's far too geared towards... waddayouguyscallem, twinkers? -
I would certainly have agreed with this on previous stalkers (EM and DM). However on my current ElM model, you want crowds because of the focus of the primary. It's a very different way to play a stalker compared to the ones I had before, but I rather like it. The game is AOE centric after all, so one may as well build for it.
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Personally I find stalkers to be the lowest stress soloists. They have hide, so any battle you are in (except ambushes) is something you decided to pick. You don't have fury, so there's no 'RUN RUN RUN' pressure like on a brute. With Assassin Strike, any single irritating mob can be leveled before the fight really starts (Master Illusionist downgraded to lieut goes away immediately on a BU+AS).
If you pick one of the few really strong AOE stalker sets, you can even kill in bulk effectively. My ElM/SR stalker has been quite good. I use that one for hero merit collection now. -
Not to date myself, but those bring back the days when I would peruse the occasional issues of Byte.
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Quote:I think you have far too much faith in the impact of the rules. In my experience rules do not overcome how people play. I can remember playing Spirit of the Century and having players who simply weren't a lot different from stumps. That game exhorts role playing with every fiber of its being, and yet you can't drag blood from a stone. My GM for that game was a hell of a role player as well, and yet some players just don't respond. That same GM has run d20 system games for me and those have been role playing extravaganzas. It's the people, not the system.But not all groups have good roleplayers in them. Not all cities have good roleplayers in them. Someone new to the hobby has no guarantee of meeting anyone interested in roleplaying. And if that's what said new player wants to do, they'd be out of luck with a lot of games. However, games like 7th Sea, Houses of the Blooded, Amber Diceless, they provide help so that even without a single person capable of roleplaying, somebody new to the hobby could learn how to become their character.
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Quote:D&D is a game. It can be used however the players choose to. It does not have have enforced role playing, but that is a different story completely from "having nothing that enables roleplaying".Now you're putting words in my mouth. I'm saying that D&D is not made to appeal to everyone. It is made for roll players. Period, full stop, end of story. There is nothing, nothing, that enables roleplaying in D&D. New players often have trouble roleplaying, but if roleplaying is what appeals to them, D&D would leave them disappointed. Houses of the Blooded, on the other hand, would quickly become their favorite game ever.
Though the existence of skill challenges in D&D 4th edition was heralded by plenty of people as an indication that it favored role playing. Personally I think it is a flawed mechanic.
If you sit at a table of LFR, yes, you will probably not see a whole lot of role playing. If you sit at a home game with a DM that encourages and expects role playing, you will see it. The system has far less to do with it than then people. Always.
Quote:7th Sea has elements to appeal to every type of gamer, and thus is a superior "first RPG" than D&D. That's all.
Honestly, this argument is about as sensible as arguing the superiority of chess over checkers. It's a matter of personal preference. -
Heck, the number of people I've seen get to 50 without training or fighting anyone is pretty high. Of course they didn't drop any missions, so the case isn't valid.
Back when AE first came out I'd say your answer was about an afternoon. -
Quote:The inability to understand that people might hold a different opinion than your own doesn't excuse your fetish with labeling people wrong.Hiding behind the word "opinion" isn't a defense against being wrong.
I'm not going to play logical fallacies like you do and try to claim you're wrong. You have an opinion, and I don't agree. That ends it.
Quote:Every game system incentivizes certain patterns of behavior through its language and content. While playtesting 7th Sea, John Wick saw that combat just devolved into the usual Punch and Judy show of "I stand there and hit him," despite the characters being able to swing on chandeliers, jump over tables, and do the usual swashbuckly things. John Wick rewrote the combat rules to specifically mention all the crazy maneuvers you can do, rather than leave them implied (by their presence as skills). Suddenly, the players were having their characters jump and swing all over the place in combat, because they had never thought to try it until they were told that they could.
I don't particularly care what Mr. Wick thinks to be blunt. He offers a game (or a number of games rather) which doesn't appeal to me. He thinks players need to be prodded into playing the way he wants them to. Good for him.
Quote:Similarly, many RPG systems have roleplaying aids in their rules in order to incentivize more and better roleplaying.
Quote:Take a group of average tabletop gamers. Have them play D&D. Then have them play Houses of the Blooded. 12 times out of 10, they'll roleplay more during Houses of the Blooded, because Houses of the Blooded encourages roleplaying.
The truth is, systems you are talking about are just as much a mechanical gamist creation as 4th edition. They might be encouraging different outcomes (tactical boardgame, vs. forced role play), but nonetheless they are not simply world simulators. I prefer world simulators and then the action proceeds as a consequence of what the GM and players do, not what they are led to do.
Quote:Also, I don't see how you can get so worked up at 7th Sea's Backgrounds. News flash: Backgrounds are the worst thing you can spend points on at character creation if you want more plusses, a twinker would just take more Advantages. Backgrounds are a lot of risk for not much reward (maybe an extra point of experience every other session), their sole appeal is for roleplayers, the extra experience is there so that the player doesn't feel like he wasted his character points (which are spent to make sure the player is committed to his subplot, because the GM then has to work it into the campaign).
As I have said before, I have seen plenty of role playing in systems which are allegedly not conducive to role playing, and I've seen people with all the personality and animation of a stump playing in games which mechanically try to force all kinds of role play.
Maybe someone new to the system will need to have the crutches of a mechanical roleplay system to get into the genre, but I think a mentor showing the way works better.
You are falling into a trap. You are taking up the banner (which is common to rpg.net) that role players are superior to roll players. They are not. They are just different categories of people who like to play in that genre of games. Neither is superior, and as long as they are having fun the way they like to, all is fine. -
Quote:I don't know if that's the case. Sparky is pretty awful. It can't be buffed. Won't pull aggro, and has no HPs to soak damage. While it does add in a smidgen of damage, you can probably a pool power to give you more bang for your buck.
Gun Drone is worse than "Sparky" from Electric Blast, but they're both powers that require resummoning too often.
Of course my /dev blaster got banished off my primary server a while back during free transfers, so I'm not exactly going to stand up for gun drone either. Picking between those two is like choosing between athletes foot and jock itch.