QUOTE (Hat @ May 5 2008, 08:50 PM)

What are the most common environmental modifiers you use?
lighting, cover, movement
QUOTE
Do mana spells ignore all cover, walls, etc? So for example, can a mage drop a manaball spell on their side of a door and take out things on the other side?
The mage needs to actually
see some part of the target to effect them with a
direct combat spell. So if a guy is completely hidden behind a wall, for example, the mage can't hit him. Also note that the spell will fry all the other living things the the mage can see (in the AOE), like plants.
QUOTE
Do LOS area of effect spells require actually seeing an actual target or can they just target a point in space and treat them as “grenades� effectively?
For
indirect combat spells, he mage only needs to see the center point of the spells AOE. After that, the spell acts like a grenade going off at that point. Even stuff the mage can't see can get burnt.
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Contacts/glasses with lowlight, thermo and vision magnification (I forget the exact enhancement) are fairly easy to come by. What sorts of modifiers are reasonable to throw at mages to decrease their spell casting pool to make life a bit more challenging for them?
Note that only natural vision enhancements (orks low light vision, for example) or enhancements paid for with essence can generally be used to assist with spell targeting. You can also use anything that directs natural light, for example, optical telescopes and mirrors. But computer enhanced images such a the low light displays provided by contacts, goggles, etc won't help at all. Also note the mage sight goggles, as these use a fiber optic cable to deliver the original light to the mages eyes, they can still be used to do spell targeting with. For example, the mage can stick the end of the fiberoptic under the door and blast people in the room.
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Can mages make use of ultrasound vision for targeting?
No. And not the radar based cyber sensor either.
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What are the most common effective tactics to use against mages / spirits?
Break visibility. Use Thermal smoke grenades and flashpacks. Do stuff that increases their visibility penaties (cover, lighting).
Against spirits, make sure you are carrying something with a high penetration total (base damage + armor penetration) to defeat the spirirts immunity to normal weapons. For example, a super warhawk loaded with APDS does 6(-6) damage, enough to get past the immunity of even a force 6 spirit with one net hit.
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What vision enhancements do projecting mages get? Can they only see as if with normal light? If they naturally have low-light or thermo, do they get that as well? Do living things “glow� and effectively allow them to paint targets even in complete darkness or make out clear details?
Astral perception is not actually sight. So no sight based modifiers are used. The sight metaphors are mostly used to make it easy to explain.
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Do people find the lower drain for summoning spirits in SR4 to be balanced in general (i.e. virtually a non-issue) or do you go with double force in dice for the hits for drain?
Summoning drain can be quite variable. A force 6 spirit has roughly a 10% chance of producing 8 or more drain when summoned. It's the risk of high variable drain that makes calling up instant spirits risky, not the low average drain.