QUOTE (Teulisch @ Jun 10 2011, 05:58 AM)

i kind of miss the old boosted reflexes cyber really. in sr3 they stacked with the synaptic and were a cheap way to get some extra initiative. i suppose they would translate to 1 IP for level 1, +1 reaction at level 2, and a 2nd IP at level 3. not the best ware, and you needed genetech to remove it, but it was a nice option to have. of course, the way tech advances in the shadows i almost expect to see the next version as nanoware.
Boosted reflexes were nice, that's true. And generally every sam could afford to get them as alpha at chargen and never look back.
Now I'm inclined to say that a competent mundane sam should always consider Used Alpha MBWII, and hope that his boosted defences let him survive IP4.
The problem is really this:
Adepts get 4IPs, with a fairly hefty investment, and can compensate for the overspecialisation with some ware.
Mages get 4IPs, with a moderate investment (sustaining focus 3, and cast with edge)
Mysads get 4IPs (with two possible ways), moderate to hefty investment.
Hackers/TMs... well, they get VR IPs, and can rig. Even so, the second best hackers are again adepts.
Mundanes get the big fat shaft. Synaptic boosters 3 are the ONLY available ware that gives 4IPs at chargen. And they cost about 95% of your wealth, and are not available used, because someone thought they needed to be cultured. Of course you can stack qualities to enable you to get this working, but basically you are centering yourself around cash optimisation.
That's why I think all the availabilities of the cyberware options should be lowered to 20 or below. While I get that these limits were undoubtedly instituted to increase advancement within play, it just doesn't work like that, in reality.