QUOTE (toturi @ Jun 7 2009, 10:26 PM)

That really depends. Background Count 4 is quite bad but if your group is planning for the long term, then it can be a serious advantage though.
At any Background Count higher than 4, you can get close to the Astral Hazer and take a discount on the Background Count. In an aspected BC of 4 or more, your Astral Hazer can close to whoever the BC is aspected towards and they take a power nosedive while you are well prepared to operate in a BC of 4. It is a justifiably serious pain in the ass for the Awakened at the beginning, but like many other Negative Qualities it can work for you, if you just put in the time and effort.
Based on rulings in the FAQ regarding mana static, the logic would appear to be that the highest background count always applies.
QUOTE (Cthulhudreams @ Jun 7 2009, 10:37 PM)

The 'oh noes astral hazing will interfer with the team' thing is stupid.
A) If it is actually a disadvantage, it is a total dick move on the part of the player using it - ts just unabashed griefing. Secondly if you're standing that close to someone it isn;t good for your general survivability.
Seriously, if this is why it's supposed to be a disadvantage, it should just be deleted. Characters like this are just annoying and cause resentment, whether a guy being a jerk with his AMF field, a backstabbing mage or a kender that just steals things, you've completely missed the point.
The really retarded thing is, if this makes it bad, you're actually getting a discount on your powers because someone else in the game is getting fucked over for it. It would be like one guying taking an advantage for 5 BP that says he gets 50BP from every other player in the game for his character. Would you let anyone do that? Hell no. Would that be a chronically stupid piece of game design? Hell yes. Given that, I'm pretty sure this isn't the intention.
B) Why the hell would you make a character with astral hazing that relies on standing next to the mage when the chips are down. Why not make a sniper. Or rigger. Or Hacker or whatever the hell else. Okay you might not be the most loved person when you all go grab a burger, but the fact that the mage is getting a face full of static then is livable. When it really matters, you can just stand further away.
It's included because there are perfectly valid character concepts (such as the sniper or rigger characters you mentioned) who can make use of hazing without screwing their group over. It's still a disadvantage, and a severe one, but if the player, and their group, are willing to work with it, it could potentially be a lot of fun. It's also a genuinely interesting ability for NPCs, or for oddball games. I'm still a fan of the all mundane party concept where the face has Hazing, and everyone else has Arcane Arrester or Magic Resistance through the ya-yas. They go around geeking mages and spirits.
Time and again it has been demonstrated that the developers of Shadowrun, at least the current generation, take the view that as many options as possible should be made available, and that it is up to the GM to determine when something has become abusive or broken. Essentially, they're designing the game for all the people who aren't pricks, because that's more fun than making something that's perfectly balanced, but so tightly locked down that you can't actually do anything interesting with it.
QUOTE (Cthulhudreams @ Jun 7 2009, 11:20 PM)

So if you're standing in a corridor or an APC you stand away from each other. If it's a car.. what are you doing in a car when you are being shot at? Typically this leads to being dead and is not an advisable course of action.
Do you really want me to list all of the possible situations where runners could get shot at in a car? Because there are an awful lot of them. I mean, seriously, you actually let your players ride around the streets in a freaking APC without the cops taking notice? I mean there's a few ways to blag it, but none that are workable in every situation.
And everyone using their own vehicle is a fine idea, but not exactly practical when making a get-away. It's also a big drawback if you do get in a fight, because you have no-one riding shotgun.
Saying "It's not a disadvantage because you can do X to avoid it" doesn't count if X removes enough tactical options on it's own. Being forced to do whatever X is becomes the drawback. Same as having a 10 point compulsion; it closes off certain options to your character.
QUOTE (Psikerlord @ Jun 7 2009, 11:03 PM)

From what I've seen SR4 is pretty deadly, and any half maximied character has a very good chance of killing a mage (or anything else), provided you're willing to get out the bigger guns, a grenade, or rush in there and chop him good. Astral hazing is pure bad-ass anti-mage, but unless you're a melee guy, forget it. Easier to just shoot him up.
Rolling back round to the original point of this thread; the trick to building a mage geeker isn't killing the mage, it's keeping the mage from killing you. The answer is less about build, more about tactics, though Arcane Arrester or Magic Resistance do help, a lot.
- Carry a glo-wand strapped to your combat vest or whatever. If it goes off, activate the smartlinked Petite-Brum mana grenade you carry strapped to the other side of your combat vest. In sneakier situations, keep a glo-wand with a luminosity sensor rigged up to it sewn inside your trouser leg. Your pan will tell you when it's going off. The mana grenade can hopefully be concealed somewhere about your person as well. If not, a small canister of FAB-II.
- Take a very high perception skill, with bonuses on visual. When you recognise someone casting, immediately detonate a thermal smoke grenade. Again, if circumstances prevent you sneaking in a grenade, doing something else to obscure vision. Killing the lights is a good option.
- Or just fire a thermal smoke at the mage from your underslung grenade launcher. Now that he's blind, suppress the air, and pump hi-ex grenades in until he's dead. You can blindfire, he can't. This one relies on having some heavy fire-power along for the ride, but hey, most serious mage killing situations where you don't have some firepower are probably going to involve getting the hell out so you can come with bigger guns.
- As soon as you know you're fighting a mage, hit cover, sling up a microdrone, and use your smartlink to shoot around walls without exposing yourself.
- If melee combat becomes necessary, throw down smoke if possible, and rush him fast, with a flash-pak strapped to your vest if you can. Most smart mages will have invested in flare-comp, but you might get lucky, and every bit of extra vision penalty is going to help.
- When in melee, go for a subdual, pinning the mage's face away from you, then get to work with a knife. If he can't turn around to look at you, he can't blast you, and you've got all the time in the world to cut his throat. Works better than trying for an instant kill.