QUOTE (easl @ May 25 2009, 08:07 PM)

So, a technomancer with resonance 5 and a 4 in Compiling can quite easily create a sprite that's going to have a 10D pool for almost any computer action of choice. That is a heck of a lot cheaper/easier than creating a technomancer with high skills and Complex forms across the board.
So my guess my question is, am I missing something here, or can technomancers almost ignore the Cracking and Electronics skills and just do most everything with sprites?
Yes, you're missing something. Take hacking on the fly, for example.
A rating 5 Crack sprite with Hacking & Exploit CF & Stealth CF: rolls 10 dice, vs. node's firewall (5).
A rating 5 node running Analyze 5: rolls 10 dice, vs Sprite's Stealth (5).
So, about 1/2 the time, the sprite is going to trigger an alert. Bump that up to wanting an Admin passcode, and the TN goes from 5 to 11. The sprite has a really, really good chance of getting caught.
Now, switch that to a Technomancer, with Hacking (5) & Exploit CF (5) & Stealth CF (5). Use the same rating 5 sprite to assist operation to the TMs Stealth Complex form. Also use threading to increase Exploit from 5 to 8.
Now, the TM rolls Hacking (5) + Exploit (

= 13 vs. node's firewall (5).
The node is rolling 10 vs the TM's boosted Stealth (5 + sprite rating 5) = 10.
Bump it up to an Admin passcode, and the Techno's TN is now 11, where the node's TN is still 10. Much better than 11/5.
Do you see how the odds suddenly changed?
Sprites cannot thread complex forms, and so are stuck with them at their rating. Sprites also cannot use Assist Operations on themselves. TMs can do both, and these are IMO two strengths.
(With that being said, my own TM never does her own data searches. A lack of BP to invest in Data Search, plus the ability to easily compile rating 7 sprites, means she leaves data searches up to the sprites.)