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> Newish Player Need Equipment Help For Stealth Char
Glyph
post Aug 21 2005, 08:20 PM
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The Ruger Thunderbolt would not be a good replacement for your Colt Manhunter. It is loud and distinctive-sounding. A silenced heavy pistol is much better. The Thunderbolt might be a good replacement for your shotgun pistol, as a weapon to use when it all hits the fan, but you can still attract the wrong kind of attention with a Ruger Thunderbolt.

Personally, I would keep the shotgun pistol. Also, I would get shock lock rounds for it (they are in Cannon Companion. They have +1 power, but their main function, as ceramic slugs, is to safely shoot out things like door locks without a spray of shrapnel).

On the subject of pistols, I see that you have a shock glove, but no taser. Tasers are very effective weapons, and use the pistol skill, so I would definitely add one to your arsenal. Since this is post-char-gen, get the one from Cannon Companion that does Deadly stun.

As has been previously mentioned, adding thermal damening (also in Cannon Companion, under armor modifications) to your armor would complement your camoflage patterns well. A ruthenium sneak suit can wait until you get richer - hey, it gives you something to save up for. Sammies need cyberware, mages need foci, libraries, etc., and riggers and deckers need lots of expensive tech. Adepts have it comparatively easy. Also on the "to buy" list, get a good maglock passkey and sequencer. A lockpick gun (found in Man & Machine) is also useful, and cheap enough that you could probably afford one now.

Intiation is your friend. If you spend some points on Improved Ability for Wildcat, you should start to get better than most security guards, even the semi-elite ones. The Full Offense move is less useful for a stealth adept, but on the occasions where you surprise an opponent and can get off an unopposed attack, the extra damage helps. Another good adept power is Sixth Sense - it doesn't help with initiative, but it helps a lot with surprise tests.
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Angelone
post Aug 21 2005, 11:33 PM
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QUOTE (Leviathan @ Aug 21 2005, 02:23 PM)
QUOTE (Angelone @ Aug 21 2005, 01:32 PM)
Mixed blessing, Thunderbolts aren't all that great if you plan on using it often. It's more of an "oh crap" weapon. Ingram Smartguns are something you should look into.

Err... funnily enough I dont think an SMG will be of much use to a steal adept with no skill in any firearm other than pistol.

I had that problem once, then I got a SMG skill. Not trying to sound mean or flamey, but the Thunderbolt is the absolute worst thing you could get as a stealth adept. You only get 4 shots with the thing, if you mess up you're going to need more than that, most likely, and it's LOUD. The Smartgun or any other SMG can be suppressed, have more ammo, and you can choose your rate of fire. Sure you're not going to be the greatest with it in the beginning, but in the long run it'll be hella better.

As a side note it vexes me to no end when people don't think ahead. Sure you can't forsee everything and you might have to improvise, but even a basic plan goes a long way, whether you're taking a road trip (what do you mean you don't have a map?*).

/preach mode off
* Actually happened last week.

EDIT- Took out a cheap shot. Think this gets my point across well enough.
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Leviathan
post Aug 22 2005, 03:40 AM
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QUOTE (Angelone)
I had that problem once, then I got a SMG skill. Not trying to sound mean or flamey, but the Thunderbolt is the absolute worst thing you could get as a stealth adept. You only get 4 shots with the thing, if you mess up you're going to need more than that, most likely, and it's LOUD. The Smartgun or any other SMG can be suppressed, have more ammo, and you can choose your rate of fire. Sure you're not going to be the greatest with it in the beginning, but in the long run it'll be hella better.

As a side note it vexes me to no end when people don't think ahead. Sure you can't forsee everything and you might have to improvise, but even a basic plan goes a long way, whether you're taking a road trip (what do you mean you don't have a map?*).

/preach mode off
* Actually happened last week.

EDIT- Took out a cheap shot. Think this gets my point across well enough.

It may be loud, but I can still fit a silencer to it. Anways, it was more a case of me looking for the most powerful heavy pistol I could find.

No, I'm not going to be the greatest at the beggining, or at all, there is no way in hell I get enough Karma to burn it on new skills, I need everything for Initiation. Firearms are meant to be *secondary* to my melee skill.

And believe it or not I *did* think ahead, however I've since found out that several of my choices dont work because I didn't know about "Obscure rule #1424-b that completely negates the bonus I expected to get from X" or "In spite of the logic of the way this works, actually *this* works instead".
Also, believe it or not my skill choices were also appropriate for the *character*, not just from a "Lets munchkin the build"
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Angelone
post Aug 22 2005, 03:55 AM
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Obviously you aren't up to snuff in your current campaign so I was suggesting something to help you out, but nevermind.

EDIT- I've been stewing over this for awhile, and I'd like to point a few things out. In YOUR first post you states you are useless in combat:
1. With your skills you aren't the best combatant. Hence the get a SMG and build up the skill. Which had been mentioned earlier.
2. Your melee skill is even with your firearms, therefore it is not secondary.
3. You are a STEALTH adept. You're not supposed to be a combat god.
4. If you want a pistol that fires bursts get a Slivergun. It fires bursts and has an integral slincer/suppressor.
5. One grade of intiation isn't going to make your problems go away. So take the hit and up some skills.
6. Almost posetive you can't get any kind of sound suppression for the Thunderbolt.

QUOTE
Also, believe it or not my skill choices were also appropriate for the *character*, not just from a "Lets munchkin the build"
Stats
Body 8
Quick 7
Str 7
Cha 1
Int 5
Will 6

Skills
Active
Pistols 6
Athletics 6
Stealth 6 [10]
Wildcat 6
Wildcat/Close Combat
Wildcat/Full Attack (Man, I should never have taken this, didn't realise they get the -2TN bonus to 'block' against your attack
Electronics B/R / Secutiry Systems 4/6
Negotiation 1


Seem to notice you have high physical attributes and 1 cha., yes not munchy at all. By stealth adept I take it to mean you do B&E work. Yet you have no lockpicking skill. Not everyone uses maglocks, so what are you going to do break down the door? Real stealthy. No passkey in you gear list, but you didn't list it all so if I'm wrong about this sorry.

EDIT#2- You're an orc, orcs are big and can't fit into places some other races can. That may also hinder you. In all seriousness, not being mean here edit 1 got that out of my system. I'd scrap the whole sealth thing atm and try to be a fighter type. There is also nothing wrong with your character, you got unlucky in some spots, and lucky in others. If you're going to continue on the stealth path, combat should be avoided. If a stealth character has to fight things have gone past wrong.
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Wounded Ronin
post Aug 22 2005, 06:52 PM
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The Thunderbolt is something of a Deus Ex Machina to make Lone Star grunts relatively deadly, IMO. Why else would there be this strange rule that Lone Star will harass you for having one if not to just discourage players from taking it?

In any case, the Thunderbolt is pretty powerful, but probably it's not particularly suitable for a stealth character. I'd say more, but the point has already been made by several others.

One final note about sound suppression: if you look in SR3, there's actually a table of TNs for people to hear gunshots, silenced gunshots, etc in a building. So, with a strict interpretation of the rules, sound suppression dosen't mean that your Thunderbolt would be totally silent. As a suppressed burst-fire weapon, it would still be easier to hear than a suppressed Predator based on the TNs outlined in SR3.

In fact, I think that if you want a totally silent weapon you'd need to use a longbow or shuriken or something, rather than a suppressed firearm.
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Velocity
post Aug 22 2005, 08:21 PM
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The Thunderbolt is also patently ridiculous for peace officers. As someone (perhaps Raygun?) pointed out on this site ages ago, no cop is going to carry a gun that only fires in burst mode: forget about firing these things in public 'cause the odds of hitting a civilian just tripled.
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Clyde
post Aug 22 2005, 08:50 PM
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The Thunderbolt isn't much good for a shadowrunner, either. You only get one burst per initiative pass that has a chance of hitting anything. When the brown stuff hits the fan you'll need to bring down bad guys faster than that. Grenades, SMGs or a spread weapon like the Ruger Thunderbolt are just what the doctor ordered when you've got multiple targets in mind.

Also, consider having a mage buddy bind an elemental to you for protection - you can order it to attack or cause a distraction and get on with whatever profitable activity suits your fancy. Same with having a good drone on hand.
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Vaevictis
post Aug 23 2005, 01:45 AM
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QUOTE (Angelone)
You only get 4 shots with the thing, if you mess up you're going to need more than that

Actually, for adepts this is not so bad if you bother to invest in "Nimble Fingers." Empty your clip on your turn, then take free actions during the other characters turns to reload. If you're extra paranoid, get "Multi-Tasking" so you can do two free actions in a turn and do a full reload on your turn.

Thunderbolt can accept a barrel mounted accessory, so it can handle gas vents or sound suppressors as you desire. In my opinion, if it gets to the point where a Thunderbolt is needed, you're going to want the gas vent. As Glyph suggests, however, the Yamaha Pulsar taser may be a superior choice in some situations -- as it does 8D, fires semi-auto, only half impact armor applies, and has the electrical shock side effects. Downside is that it's susceptable to insulated armor, and is a magazine loader.

The Slivergun is an awesome choice also; if firing from a stealth position, use a called shot to bypass armor -- in such cases taking some time to Take Aim will usually not be a problem. Bonus points if you bother with Smartlink-II to reduce your called shot modifier to +2.

As far as plans go... plans are made to be scrapped. As the old (and true) cliche states, they don't survive combat with the enemy. The important thing about planning is the act of planning, not necessarily the actual plan that results. Having thought about as many contingencies as possible gets those juices flowing so you're less likely to be caught flat-footed when (not if) things go awry.

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Angelone
post Aug 23 2005, 02:43 AM
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My gripe about the planning is the rest of the team was in combat, that's based on comments about gunfire and explosions, leaving the woefully underprepared stealth adept in the hanging out to dry by alerting everyone on the ship that something was up. Now creating a destraction is sometimes a good thing, but on a ship it's not so bright as they tend to be fairly linear, and easier to lockdown then say a compound with multiple buildings. Not saying it's completely the teams fault, he should have found someplace and hunkered down for a while, but he's fairly new it'll come in time.

Stealth characters are difficult to play if you want to be a "pure" stealth type. Being unseen with all the tech and types of vision the opposition has tough. It's easier to just blast past security than sneak.

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Leviathan
post Aug 23 2005, 02:03 PM
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QUOTE (Angelone)
My gripe about the planning is the rest of the team was in combat, that's based on comments about gunfire and explosions, leaving the woefully underprepared stealth adept in the hanging out to dry by alerting everyone on the ship that something was up. Now creating a destraction is sometimes a good thing, but on a ship it's not so bright as they tend to be fairly linear, and easier to lockdown then say a compound with multiple buildings. Not saying it's completely the teams fault, he should have found someplace and hunkered down for a while, but he's fairly new it'll come in time.

Stealth characters are difficult to play if you want to be a "pure" stealth type. Being unseen with all the tech and types of vision the opposition has tough. It's easier to just blast past security than sneak.

Actually, just my luck, I ran into *every* guard on the ship! The others went for the control room and such, I went to seal up the medical bay (yay for splat glue) and then the armoury. I found two guys near the armoury, and four *at* the armoury. I think I just got massively unlucky on that score :)


for reference, I now have a Sliver Gun, a Yamaha Taser, and a.. something Alta, and some smartlink goggles, so I'm a bit better equipped now.
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toturi
post Aug 23 2005, 04:28 PM
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Advise you to smartlink the Ares Viper Slivergun, this is your stealth gun, no sense giving yourself away with a laser dot. Depending on how your GM views the Yamaha Pulsar(your taser), you might want to add a silencer to it, this weapon is when you want to take someone alive. There's no real need to SL the Morrissey Alta, it has a integral laser sight, load this with EX-EX/APDS rounds at the earliest opportunity, this weapon is your last stand weapon(when your SMG runs out of ammo).
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kobura
post Aug 23 2005, 11:31 PM
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Yeah, what Toturi said about the Slivergun. I think you should've opted for a dartgun/narcoject pistol. Get a couple of different types of doses too. Every stealth addy should have one! It bypasses armor and doesn't make much noise. Think Metal Gear here.

Unfortunately, you don't have shotguns as an active skill. A shotgun would be a good last ditch weapon for you. I understand your want of a little more firepower, but it seems like after you initiate, you might want to spend some karma on shotguns (maybe get it up to 4), get a Defiance T-250 (nothing fancy), get several types of rounds, shocklock, slugs, Ex-Ex. I mean, once your seen and everything's put on alert, you might as well blast your way out.

Quick question though. When you initiate, what new abilities are you going to get?
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Leviathan
post Aug 24 2005, 09:12 AM
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QUOTE (kobura)
Yeah, what Toturi said about the Slivergun. I think you should've opted for a dartgun/narcoject pistol. Get a couple of different types of doses too. Every stealth addy should have one! It bypasses armor and doesn't make much noise. Think Metal Gear here.

Unfortunately, you don't have shotguns as an active skill. A shotgun would be a good last ditch weapon for you. I understand your want of a little more firepower, but it seems like after you initiate, you might want to spend some karma on shotguns (maybe get it up to 4), get a Defiance T-250 (nothing fancy), get several types of rounds, shocklock, slugs, Ex-Ex. I mean, once your seen and everything's put on alert, you might as well blast your way out.

Quick question though. When you initiate, what new abilities are you going to get?

Well the Alta had a built in smartlink, so I just got a smartlink system built into the security helmet I salvaged.
I also got the Taser as part of the loot from the last run, the slivergun is the only weapon I actually bought lolz.


As to new abilities, I'm thinking about getting Wall Running, but not really sure.
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Angelone
post Aug 24 2005, 09:25 AM
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That's a good one.

The Alta's a decent gun it just looks like a "melted slag of plastic" was how a shadowtalker described it. It's supposed to be a designer gun so you might be able to get it into more respectable areas than a "regular" gun.
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Leviathan
post Aug 24 2005, 10:50 AM
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QUOTE (Angelone)
That's a good one.

The Alta's a decent gun it just looks like a "melted slag of plastic" was how a shadowtalker described it. It's supposed to be a designer gun so you might be able to get it into more respectable areas than a "regular" gun.

Hehe, doesn't worry me what my stuff looks like, my guy is still picking himself up out of the gutters ;)
Heck, the sliver gun that I got one of the party members get hold of for me. It had an in character joke message engraved into it. It took 2 days with a file to remove the message :P
My sliver gun isn't exactly in pristine condition now ;)
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toturi
post Aug 24 2005, 01:49 PM
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A regular Alta has an integral laser sight instead of a smartlink. Remember you can get vision magnification 3 for 0.25 PPs, and vision mag is incompatible with smartlinks. The chioce is yours, I guess. Again I do not know how your GM is handling armour exactly (it does not seem that he is running it all according to canon), but if he allows you to wear that sec armour without penalties, then by all means go for it. Otherwise, you are better served with a smart goggle.
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Leviathan
post Aug 24 2005, 02:54 PM
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QUOTE (toturi)
A regular Alta has an integral laser sight instead of a smartlink. Remember you can get vision magnification 3 for 0.25 PPs, and vision mag is incompatible with smartlinks. The chioce is yours, I guess. Again I do not know how your GM is handling armour exactly (it does not seem that he is running it all according to canon), but if he allows you to wear that sec armour without penalties, then by all means go for it. Otherwise, you are better served with a smart goggle.

My Dm has reorganised the way we are organising armour, I'm down to 5/6 or something in my 'stealth' gear, 7/7 otherwise.

I'm not actually wearing the security armour, just a security grade helmet.
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Method
post Aug 24 2005, 05:35 PM
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[edit]retracted[/edit]

sorry came in late on this one... :grinbig:
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