QUOTE
Guess I was wrong. It doesn't stipulate that technomancers can't use normal programs, but the fact that they can't teach them to anyone else seems to indicate that the skill would be useless when using a normal program.
No, it only stipulates their vastly superior ways of handling programs are incomprehensible to lesser creatures like hackers.
QUOTE
He could indeed do that, but he will be much worse than the Hacker at that point, as all of his abilities rely upon Resonance, he will not have the capabilities of the Hacker... splitting your Technomancer so that he can do both normal hacking and Resonance Hacking will ensure that he is only mediocre at both... Not a good idea in my opinion...
Unless there's an errata saying technos need to know normal hacking as a separate skill to use programs (how would they interface with anything if they could NOT access normal programs, anyway?) this remains a house rule. One that reins them in somewhat, but not RAW.
QUOTE
I do know how to optimize a Technomancer, and even optimized, for the first couple hundred Karma, the Hacker is generally better... However, they will eventually reach parity, and then the Technomancer will bypass the Hacker and never look back... In addition, the ability to call sprites is very powerful, but not as immediately useful as Agents; Hackers have no effective limit on the number of Agents, Worms, Etc, like the Technomancer has for Sprites
Oh, but they do. They are limited by Agents eating away at the node's functions. That is actually much stronger a limit than mancers, who can have up to eight level 5 sprites in a level 2 node, where the hacker's agents are extremely gimped.
QUOTE
But is not obtainable at Character creation... and is not cheap either... and Programs do exist higher than 6, they are just hard to obtain...
Unlike raising a CF, and most GMs simply won't let you have higher-rating programs.
QUOTE
Sometimes there are layered defenses, and multiple iterations of ECM will screw with a Technomancer, and I have yet to see a Technomancer able to obtain a signal underground (where even hackers have this problem)
They still can use hardlinks via trode net, same as anyone else. And multiple iterations of ECM are blatant overkill unless you had to up every mom'n'pop's security measures to such a ridiculous level because otherwise your group mancer goes nuts everywhere, which would prove my point that mancers simply do not work in the game world as is without seriously throwing it off balance.
QUOTE
And, the best systems are either protected by multiple layers of protection (many various kinds) or do not have wireless enabled at all... The Zero Zone we just hit was not only Deep Underground (Several Kilometers), but it was Wireless Disabled with No Landline... makes it pretty hard for the Technomancer to be very useful via remote at that point in my opinion...
Technomancers
still do not need to operate only in remote. However, a facility sitting in midst of lava in the earth's mantle would do well to have at least a good ventilation system or some other way of access. In any case, such an installation is serious overkill and only necessary as a challenge if something is off with regular challenges, like an iced, but generally accessed, system.
QUOTE
Sure they can, but then they are then not using their greatest strength, as they now must rely upon technology instead of their Bio-Node
No. They access and hack with their bionode. They just choose to not use wireless but skinlink, which is a choice they can make any time.
QUOTE
I never said that they could not be powerful, or utilitarian, but it cannot be done cheaply in Karma... it will take a while for that to actually happen, and while he is waiting, the Hacker is Fairly Powerful right out of the box, as long as he has money...
I agree. If you only play one-shot characters, hackers are viable. Just don't expect to play them more than a few times. For development, it is either techno or nothing. The hacker is at the end of his development after a few runs anyway, when he has all the sensible implants, programs, and hardware.
Which, considering SR4 set out to make the hacker a viable character again, is purest irony. Playing an SR3 decker was far more rewarding.