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#1
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Moving Target ![]() ![]() Group: Members Posts: 755 Joined: 8-August 12 From: Geogia Member No.: 53,120 ![]() |
yeah, what do you like about both? if you had to pick, which would you use, (exclusively, thank god we don't in game eh?)
what do you think about cyberlimbs? viable? if so, with integrated weapons? or just pure enhancements? how much cyber is to much? post all your thoughts here! |
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#2
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,089 Joined: 4-October 05 Member No.: 7,813 ![]() |
depends on what you're doing.
cyberware is, unsurprisingly, better at interacting with technology. if that's important to you, you want cyberware. for example, if you intend to be a hacker, or a rigger, or if you intend to make use of certain kinds of nanotech or skillwires. cyberware is also generally speaking substantially cheaper in nuyen, which can be quite helpful also. bioware on the other hand is generally much cheaper in essence... but doesn't perform well in interfacing with technology and can be very expensive compared to cyberware. a hacker, given the choice between only one or only the other, would be a fool to choose anything but cyberware. a street samurai could go either way, but i would recommend bioware as being slightly superior, unless you're on a tight budget. cyberlimbs... well, those things are kinda screwy. they can be made to work, but all that stuff i said about cyberware being cheap kinda goes out the window if you want to invest heavily in cyberlimbs. |
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#3
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,389 Joined: 20-August 12 From: Bunbury, western australia Member No.: 53,300 ![]() |
Agreed that it depends entirely on what you're doing, but if I had to pick one then I'd probably go Bioware, take Type O System and biocompatibility once i'm in play, then cram as much as I can in.
That said, for your average gang member who's only ever going to have one or maybe two pieces of 'ware, cyberware has the advantages of low cost and availability. |
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#4
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,748 Joined: 25-January 05 From: Good ol' Germany Member No.: 7,015 ![]() |
There is no Vs ! (IMG:style_emoticons/default/wink.gif)
Yin & Yang Cyber & Bio in combination for maximum Effect Cyberwaresuites & Bioware for the Streetsam or Rigger and Bioware with a bit of Cyber for some Awakened Chars QUOTE what do you think about cyberlimbs? viable? if so, with integrated weapons? or just pure enhancements? how much cyber is to much? post all your thoughts here! Viable ! both half and full Limbs. often with integrated Weapons from Climbing Claws( for the B&E for Climbing, Glass cutting and Self Defense ) to Holdouts with S&S Ammo or Auto Pistols with additional Clip as Back Up Weapons. But never (IIRC) as main Weapons 6.01 Essence in 'ware is too Much (IMG:style_emoticons/default/grinbig.gif) The Charconcept is more of a Concern to me than the Essence. Exception: When I play an Awakened I try to keep the Essence at 5.0x or Minimum 4.0x HokaHey Medicineman |
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#5
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,373 Joined: 14-January 10 From: Stuttgart, Germany Member No.: 18,036 ![]() |
Cyberware is so 60s (IMG:style_emoticons/default/smokin.gif)
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#6
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Moving Target ![]() ![]() Group: Members Posts: 558 Joined: 21-May 08 Member No.: 15,997 ![]() |
There are a number of options for each that are exclusive; there's no bio-skillwires, nor a cyber-pain editor. For that reason alone I usually like to combine the two, but in all honesty I actually prefer (even on non-Awakened) to keep both as limited as possible.
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#7
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Moving Target ![]() ![]() Group: Members Posts: 881 Joined: 13-November 11 From: Vienna, Austria Member No.: 43,494 ![]() |
I tend to use mostly legal cyberware, like skillwires, a commlink or an attention coprocessor. And nothing beats discounter bioware (= used), esp. Muscle toner and Muscle Augmentation.
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#8
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Moving Target ![]() ![]() Group: Members Posts: 662 Joined: 25-May 11 Member No.: 30,406 ![]() |
If I had to choose one or the other, I would tend to go Bioware because it is much more essence-friendly so you get more bang for your humanity than with cyber. I agree heartily that hacker/rigger types would be better off choosing cyber, though.
Saying that, I agree with Medicineman - that lower-essence-total-gets-halved bonus is too good to ignore, and being able to cherry-pick from both categories gives you the best of both worlds! |
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#9
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,700 Joined: 1-July 10 Member No.: 18,778 ![]() |
You always want to cherry pick from both.
Cyberlimbs are viable. Take a look at some of the characters in my sig (Mercenary Rigger, Ronin, Negotiator, Bad Enough Trog [1st link] and Shikima [2nd link]) for some examples of cyberlimb use. Cyberguns blow chunks - you need Exotic Range Weapon: Cyber XYZ Gun to use them. Cyberspurs and shock hands are both decent weapons, though. |
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#10
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,536 Joined: 13-July 09 Member No.: 17,389 ![]() |
yeah, what do you like about both? if you had to pick, which would you use, (exclusively, thank god we don't in game eh?) what do you think about cyberlimbs? viable? if so, with integrated weapons? or just pure enhancements? how much cyber is to much? post all your thoughts here! I have a sniper that exclusively uses bioware with the exception of a datajack and simrig. |
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#11
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Moving Target ![]() ![]() Group: Members Posts: 315 Joined: 6-August 06 Member No.: 9,032 ![]() |
I think bioware only can be a viable approach for a stealth focussed character. Cyberware scanners are everywhere.
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#12
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,188 Joined: 9-February 08 From: Boiling Springs Member No.: 15,665 ![]() |
If I had to choose one or the other... Bioware hands down. If you need to interact with tech you can use a 'trode net and an external commlink. For cyberlimbs... hands down the best investment for the Essence. In a cyberhand you can squeeze in a Radar and an Ultrasound sensor for .25 Essence. You can also drop the Ultrasound sensor for a Rating 6 nanohive. Again it only costs .25 Essence for the hand.
Now for cyberware scanners... don't take an illegal cyber weapon and you're good to go because there's nothing illegal about cyberlimbs. If you do take an Illegal weapon, then hide it... (IMG:style_emoticons/default/smile.gif) |
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#13
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Moving Target ![]() ![]() Group: Members Posts: 315 Joined: 6-August 06 Member No.: 9,032 ![]() |
Also other illegal ware.
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#14
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The ShadowComedian ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 14,538 Joined: 3-October 07 From: Hamburg, AGS Member No.: 13,525 ![]() |
use cyber only for stuff you can NOT achieve with bioware or external gear, as long as you can afford it . .
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#15
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 2,283 Joined: 12-October 07 Member No.: 13,662 ![]() |
I have to agree... they didn't make bioware costly enough in terms of $$$$ to make cyberware competitive. That and the pain of having to deal with cyberware scanners and explaining your way past checkpoints...
For most purposes if given the choice between cyber and bio... go with bio. It's better in the long run... though in some ways cyber might fit the character concept better. (an ex-ganger is more likely to have cheap cyber than expensive bio for example). That said... cyberlimbs are generally a dead end. but they do two things very well. Half-limbs are great for getting free capacity for other things while still using your normal non-gimped attributes. (full body muscle-toner 4 beats the pants off a cyberlimb for example). You can 'compress' a lot of expensive cyber into a single limb... for example a high rating nano-hive, embedded commlink, embedded sim-module could easily eat up nearly 2 essence.. but only take 6 capacity of a 0.45 essence half limb. Also it's much easier install/uninstall things out of cyberarm capacity than your own body. Though for some character concepts a cyberlimb is a great fit... example a decker or rigger with a single cyber-arm (possibly modular! so you can replace the lower arm/hand). You're already probably paying 0.4 essence for the commlink and sim module, so going up to 0.45 for the limb and having extra capacity instead... These characters will typically dump stat agility for example... so a single good arm is all they need to use a pistol or one-handed SMG like a pro. I like modular, because then I can put my legal stuff in the upper arm like the commlink and such.. and make a completely illegal lower arm with things like a cyberarm-gyro and smuggle it seperately from my body for when you need a boost to your combat abilities. Or for just appearances sake.. a non-obvious lower arm/hand for disguise purposes. |
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#16
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Moving Target ![]() ![]() Group: Members Posts: 755 Joined: 8-August 12 From: Geogia Member No.: 53,120 ![]() |
or you could go full cyberlimbs and have about 1-1.4 ess left. :3
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#17
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The ShadowComedian ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 14,538 Joined: 3-October 07 From: Hamburg, AGS Member No.: 13,525 ![]() |
Cyberlimbs help a bit with durability though, because you get additional damage boxes and you can tack on armor like nobodys business . .
And the Grapple-Hook-Hand-Cannon or the Drone-Arm or the Hover-Feet are incredibly fun stuff and value for money to boot! |
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