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Draco18s
QUOTE (All4BigGuns @ Feb 27 2013, 08:25 PM) *
Mutual signal range is not a "travesty" it is quite clear, and it is what prevents the "hack from home".

I'm not going to use the actual ranges here because I don't have them memorized, but bear with it for the following example.

Signal 5 (let's say 2 miles) for the Hacker's comm-link.

Signal 3 (let's say 1/2 mile) for the node to be hacked.

Under this example, assuming good conditions (no wi-fi blocking paint or a good ECCM) the Hacker would have to be within 1/2 mile from the node to be hacked to get in.


That's how you set up mutual signal range, yes, but you seem to have forgotten the other half of how the internet (and the matrix) works:

Every node in the matrix can relay signals. I just need to be within mutual signal range of my MSP (Matrix Service Provider) and have another relay node of my MSP be within mutual signal range of the target. Or be within signal range of an object within signal range of an object within signal range of an object within signal range of an object within signal range of an object within signal range of an object within signal range of an object within signal range of the target.

Hell, even according to the book, the player/hacker doesn't even need to know this chain. It merely needs to exist. The matrix does all the routing for him.
All4BigGuns
QUOTE (Draco18s @ Feb 27 2013, 08:50 PM) *
That's how you set up mutual signal range, yes, but you seem to have forgotten the other half of how the internet (and the matrix) works:

Every node in the matrix can relay signals. I just need to be within mutual signal range of my MSP (Matrix Service Provider) and have another relay node of my MSP be within mutual signal range of the target. Or be within signal range of an object within signal range of an object within signal range of an object within signal range of an object within signal range of an object within signal range of an object within signal range of an object within signal range of the target.

Hell, even according to the book, the player/hacker doesn't even need to know this chain. It merely needs to exist. The matrix does all the routing for him.


I think that's just a bad assumption that a lot of people are making. I haven't seen anything that specifically allows "daisy chaining" through other stuff like that...
DeathStrobe
QUOTE (All4BigGuns @ Feb 28 2013, 04:28 AM) *
I think that's just a bad assumption that a lot of people are making. I haven't seen anything that specifically allows "daisy chaining" through other stuff like that...

No that's pretty much how the wireless Matrix works. Its a mesh network, so it's constantly changing. All wireless devices are also routers, that is if they're not in hidden...hm...interesting counter, the corp spiders would see the node when making a scan test and would be able to triangulate its location with a sniff+electronic warfare test and remove the offending wireless node pretty easily.
Tashiro
QUOTE (All4BigGuns @ Feb 27 2013, 11:28 PM) *
I think that's just a bad assumption that a lot of people are making. I haven't seen anything that specifically allows "daisy chaining" through other stuff like that...


Isn't that, effectively, how the internet works now? Why would it be any different? My smartphone connects to the internet by connecting to any router in range I have access to and can log into. I can then connect to any other computer connected to the internet, and in theory, could connect to someone else's smartphone that's linked to a router elsewhere. The path between smartphone A and smartphone B isn't relevant - as long as I can detect that phone, I can in theory hack it with the proper programs.

Hell, they had remote hacking in earlier editions of Shadowrun - as long as you have access to the Matrix, and your target's on the Matrix, you can get there from anywhere you can park your butt and log in.
_Pax._
What they really didn't have, was a reason to not remote-hack your target(s). Wireless occasionally gives you those reasons.
All4BigGuns
QUOTE (Tashiro @ Feb 27 2013, 11:12 PM) *
Isn't that, effectively, how the internet works now? Why would it be any different? My smartphone connects to the internet by connecting to any router in range I have access to and can log into. I can then connect to any other computer connected to the internet, and in theory, could connect to someone else's smartphone that's linked to a router elsewhere. The path between smartphone A and smartphone B isn't relevant - as long as I can detect that phone, I can in theory hack it with the proper programs.


This is where the comment I saw someone here make along the lines of "take what you know about RL computer technology and ignore it" comes into play.

Just because it worked that way in earlier editions does not mean it does now, so if you can find a specific reference (rule not fluff) to being allowed to "daisy chain" I'll accept it.
thorya
QUOTE (All4BigGuns @ Feb 28 2013, 12:23 AM) *
This is where the comment I saw someone here make along the lines of "take what you know about RL computer technology and ignore it" comes into play.

Just because it worked that way in earlier editions does not mean it does now, so if you can find a specific reference (rule not fluff) to being allowed to "daisy chain" I'll accept it.


QUOTE
A network topology is the shape of the connections in a network.
Technically speaking, the Matrix is a ubiquitous ad-hoc wireless mesh
network. The “wireless mesh” part means that every device makes contact
with every other device it can. “Ad-hoc” means that this is done on
the fly. This is necessary because devices like vehicles and commlinks
are often constantly moving, so the topology of the Matrix has to
change over time in any given area. This creates a “cloud” of constant
wireless traffic in any area with more than one device as each device
passes connection information, data, messages, or just keeps track of
neighboring devices. There are still wired parts of the Matrix, mostly
leftovers from before the Crash 2.0, but these are mostly used as back-
bones for WANs and RTGs. All an area needs for it to stop being a
dead zone is enough wireless devices, of which at least one can reach
the rest of the Matrix.
When a wireless device needs to pass information to another
device in mutual Signal range, it simply sends the data. If the destination
is not within this range, for example when you are in the UCAS
and trying to speak to Mr. Johnson in Lisbon, the information travels
from device to device in a process called routing. When information
is routed between devices, it is non-sequentially sliced into a number
of pieces and sent to the recipient via multiple paths; this makes it
almost impossible to intercept the traffic except within Signal range
of the sender or the receiver, the only places the information is in one
readable piece (Capture Wireless Signal, p. 229). The routing functions
of a device are handled by a separate component of hardware than the
other functions of the device. This makes the routing process invisible
to the user, and allows the device’s node to connect


QUOTE
Once you have your commlink, you need to connect to the
Matrix. Your commlink must be able to connect to at least one device,
which must be able to connect to at least one other device, and so
on throughout the civilized world. “The Matrix” is all of these nodes,
including yours.


Do you read these sections as something different?
Falconer
QUOTE (All4BigGuns @ Feb 27 2013, 11:28 PM) *
I think that's just a bad assumption that a lot of people are making. I haven't seen anything that specifically allows "daisy chaining" through other stuff like that...


I have it... since you obviously haven't read the hacking rules that have been referenced a few times... mutual signal range is not a necessity.


Hacking...
"In order to hack a node, you must either be within mutual signal range of the target node's device or have an open subscription with the node through the Matrix.'

So you need either mutual signal... or a free subscription slot to go through the matrix normally.


There's also the expedient of having admin on a node(such as a drone or teammate) within mutual signal range of the target node as well.
Grinder
There's a thread about hacking in SR4.5. Use it.
Misdemeanor
I would like to see Stick and Shocks more balanced...when a Pistol with stick and shock rounds can damage an spirit of force 5 or less in in the instance of a Tazer force 7 or less...something is out of balance, there needs to be a higher availablility or the hardened armor they get need to not be after AP...I'd like to see some of these issues fixed in 5th edition
KarmaInferno
Specifying that tasers only work on targets possessing neuromuscular systems would help.

You really should need a high amperage current to affect spirits and vehicles. A taser is... not high amperage.



-k
Falconer
If you wish to fix stick'n'shocks... restrict them to shotguns only. No other guns... only shotguns (perfect weapon for tossing large, slow, wierd projectiles which do wierd things).

Then you have an excuse that yes it's a big f'in amount of charge well worthy of it's 6S...


As far as the rest it's a step too far.... spirits have so many issues which I doubt will get resolved in SR5 that I think it's good that SnS work on them... and can screw with vehicle electronics for the drones among us. The only vehicles likely to be rebooted by them are small ones like drones... big vehicles are highly like to do it unless you roll an exceedingly high number of successes (placed that shot directly into something vital).


Of course I'm also on record that I think 'mini-grenades' launchers should be removed and renamed shotguns (really would the MGL-6 GL-pistol be all that much different if it were a shotgun pistol instead, we already have a few shotgun pistols). Then give us back actual real big-ass 40mm grenade launchers firing real grenades instead of these micro deals which the fluff states are almost exactly the same size as a 12 guage shell.
_Pax._
QUOTE (Falconer @ Feb 28 2013, 03:16 PM) *
If you wish to fix stick'n'shocks... restrict them to shotguns only. No other guns... only shotguns (perfect weapon for tossing large, slow, wierd projectiles which do wierd things).

Then you have an excuse that yes it's a big f'in amount of charge well worthy of it's 6S...

Or, you know, just change the damage code to "-1S(e)", or whatever. So that light pistolloaded with SnS, might only do 3S(e) or maybe 4S(3) ...
Fatum
Actually, with the rules for (e) damage, just changing the type of damage might be enough.

Also, seriously, shotguns? In a world where implants work off body electricity, and computers work all but indefinitely on a battery, you honestly think there's no way to fit a noticeable charge into a bullet?
Falconer
No, because the best game niche for shotguns is to have them toss 'specialty' rounds not available to other guns. You want to make a character with all kinds of wierd ammo doing intersting things... grab a shotgun. Otherwise they're pretty much strictly inferior to a hunting rifle/assault rifle/battle rifle firing flechette rounds... and all the other ammo types. (double recoil penalty and all that).

And yes 3S(e) on a light pistol is still a problem... look at the rules for rebooting a vehicle. The size and damage of the round doesn't matter. Only how well you place it... (your net hits on the attack, vs the body+armor of the vehicle to avoid getting stuck rebooting. Again the damage is irrelevant...


The reason so much runs forever isn't because it has tons and tons of energy storage... but because it's very energy efficient compared to today tech is another way to take that. That's my take, that and it's very good at pulling small amounts of power out of things like gridguide and the like to keep itself charged. That's my view of things.

Because then turn around and look at the energy weapons in the game... peak discharge packs for powering lasers and such are nowhere near the energy density you espouse you should be able to pack into a 'mere' bullet. One full size battery pack far larger than a bullet there is only good for 5 shots out of a laser rifle. So no, I don't buy your nearly unlimited energy density take on it.
Tashiro
It might make a nice niche, but I don't see it happening. A lot of modern bullet technology is ignoring the shotgun and looking at the guns being used the most - military rifles. This means, effectively, 'normal guns' are going to be the ones that have all the specialty bullets. I think the only real good thing about a shotgun is that either you get a spread with it (mass body trauma), or that it has a heavy slug, and... really that's all.

As for stick&shock, that's a tricky thing. I can see it blowing through armour, simply because most people don't have armour designed to protect against electricity. So, yeah, having it armour penetrating just makes sense. The other thing is the size of the charge, and since Shadowrun isn't really known for enforcing bullet-size rules except for in the most vague terms (these bullets are for rifles, you can't put them into your pistol ... what's with that?), you can't assign a charge based on the bullet type. It's tied to the weapon you're firing from instead. This makes for a very sticky situation.

Personally, I don't want to see stuff nerfed or buffed for 'game balance', I prefer things pushing a little closer to reality than that. I'm willing to hand-wave some things, but really, if a 'bullet that produces a significant electric charge' is on the list, I want it to do what it says on the tin, and actually be as effective as you'd expect such a thing to be. If people have trouble with such weapons ... well, wear the proper protection.
thorya
I think that a lot of the problem with stick and shock is GM's not realizing there are rules in place to prevent their abuse. (though the spirit thing is a separate issue). Yeah, 1200 for +6 armor against electricity's not super cheap but it's not super expensive either and it seems like an investment a corp or lone star would be willing to make, especially for a tactical response team. With mages, tasers and sns, electrical effects are common enough to merit protection. Half impact +6 is good enough to put you back in the ball park of what you are resisting everything else with. Body + Willpower + half impact +6 is a pretty big pool to resist the incapacitation (average stats and basic armor puts you at a pool of 15 to hit threshold 3). The automatic -2 is sort of crappy though.
And drones/vehicles can get this at rating of 10, so any drone that is designed for combat and fitted with nonconductivity (maxed out because why wouldn't you?) is throwing 15-20+ dice and actually has a pretty good chance of avoiding being shut down. Even a standard car is throwing 16 before the nonconductivity mod, which for a defense pool is pretty high. Though that parts a little unclear to me, since the way I read it I have assumed that you roll to hit and if you hit the drone then it rolls again with it's body and armor to try to beat the number of net hits you got on the attack. Which is quite possible for drones with decent body scores and armor (i.e. the things designed to take some pounding) But I suppose you could read that as needing to beat the 6S+net hits. In which case, yeah, SnS will knock out any drone and that's a problem.
_Pax._
You don't even need to go full-blown R6 on Nonconductive, either. Just enough points to bring your amror rating against electrical attacks back up equal to your Impact or Ballistic rating. 3 or 4 points may be enough, much of the time.
All4BigGuns
QUOTE (_Pax._ @ Feb 28 2013, 07:49 PM) *
You don't even need to go full-blown R6 on Nonconductive, either. Just enough points to bring your amror rating against electrical attacks back up equal to your Impact or Ballistic rating. 3 or 4 points may be enough, much of the time.


Yeah, in a lot of cases Rating 6 on the Nonconductivity will cause the armor to give more protection against SnS and other such things than it otherwise would, especially since it goes against Impact.
Falconer
Tashiro:
Depends... many of the guns don't really make much sense... for example... chem rounds... paintballs are the size of shotgun slugs, not that I'm against paintball rounds... but when talking about things which deliver usable doses of many things you're dealing with shotgun sized loads. (example... they make paintball rounds filled with powdered pepper for riot control... those are the size of shotguns, not bullets... and when dealing with a meaningful dose... you'd need many bullets to carry as much as one slug sized load). (sorry but .223 is a pea shooter with next to no size available to pack anything meaningful).


And beyond AP and semi-AP rounds I've seen very little development especially down in the 5.56 area. It's not until you get the whole way up to .50cal (yet another round roughly the same diameter as a shotgun slug).. that you start to see a panoply of options. So I fundamentally disagree with your assertion that bullets are getting a lot of R&D. Since most of it I've seen has been in implementing things like shock-lok, non-lethal, and even mini-grenade airburst rounds at the shotgun scale. (remember that whizbang new AR they were doing as a tech demo, smart warrior? can't recall, it had an airburst GL... the 5.56 was pretty much an underbarrel afterthought).

But to me, that argument is the old hardcore realism vs gameplay argument. Gameplay right now suffers from the whole AR's/BR's for everything problem unless concealability is a problem... in which case MP's/SMGs are your best option simply because automatic fire rules are so good. So this is one area where the two can merge to good results.
All4BigGuns
QUOTE (Falconer @ Feb 28 2013, 08:42 PM) *
Gameplay right now suffers from the whole AR's/BR's for everything problem unless concealability is a problem... in which case MP's/SMGs are your best option simply because automatic fire rules are so good. So this is one area where the two can merge to good results.


That isn't a problem with the game. That is merely a problem at some tables with certain types of players.
Falconer
And if your GM has to houserule the rules constantly... there's a problem.

If one option is being continually picked over others for mechanical reasons... there's a problem which should be looked at. It may or may not be worth addressing. But a new edition is the time to look at it... and not merely lay the blame on 'the players' because the devs did a lousy job making a good place for everything in the rules.
tasti man LH
...or, you have players that just want to RP a certain archetype.

I've got my gunslinging face who's perfectly fine blowing holes in people's heads with his Warhawk pistol, versus our human street sam who prefers going to town with his M22 assault rifle.

And did you forget the fact, y'know, assault rifles and battle rifles tend to be the preferred weapon of choice IRL? So it wouldn't make sense to suddenly nerf them?

And even if they did, what the hell could you want them to change?
Tymeaus Jalynsfein
QUOTE (Falconer @ Feb 28 2013, 07:42 PM) *
And beyond AP and semi-AP rounds I've seen very little development especially down in the 5.56 area. It's not until you get the whole way up to .50cal (yet another round roughly the same diameter as a shotgun slug).. that you start to see a panoply of options. So I fundamentally disagree with your assertion that bullets are getting a lot of R&D. Since most of it I've seen has been in implementing things like shock-lok, non-lethal, and even mini-grenade airburst rounds at the shotgun scale. (remember that whizbang new AR they were doing as a tech demo, smart warrior? can't recall, it had an airburst GL... the 5.56 was pretty much an underbarrel afterthought).


Just a note... 12 Guage Slugs are about .72 Caliber.
Tymeaus Jalynsfein
QUOTE (Falconer @ Feb 28 2013, 08:11 PM) *
And if your GM has to houserule the rules constantly... there's a problem.

If one option is being continually picked over others for mechanical reasons... there's a problem which should be looked at. It may or may not be worth addressing. But a new edition is the time to look at it... and not merely lay the blame on 'the players' because the devs did a lousy job making a good place for everything in the rules.


If the GM is houseruling the game constantly, maybe he should be playing a different game. *shrug*
Any Shadowrun game that I run, runs with little to no houserules... they just take up too much effort. *shrug*
sk8bcn
QUOTE (Tymeaus Jalynsfein @ Mar 1 2013, 03:55 PM) *
If the GM is houseruling the game constantly, maybe he should be playing a different game. *shrug*
Any Shadowrun game that I run, runs with little to no houserules... they just take up too much effort. *shrug*



Some people love to houserule (me not, but that's not the question). Well, seldom is the outcome better but if they love it wink.gif
Fatum
QUOTE (Falconer @ Mar 1 2013, 01:39 AM) *
Because then turn around and look at the energy weapons in the game... peak discharge packs for powering lasers and such are nowhere near the energy density you espouse you should be able to pack into a 'mere' bullet. One full size battery pack far larger than a bullet there is only good for 5 shots out of a laser rifle. So no, I don't buy your nearly unlimited energy density take on it.
Now, if you remember the kind of energy generators used to power modern-day lasers (hydro plants for the old Soviet models, cargo plane-sized for the modern-day systems), the things look a bit different in perspective: it's not "only good for 5 laser shots", it's "stores so much energy you can actually fire a laser five times!"

QUOTE (tasti man LH @ Mar 1 2013, 06:15 AM) *
And did you forget the fact, y'know, assault rifles and battle rifles tend to be the preferred weapon of choice IRL? So it wouldn't make sense to suddenly nerf them?

And even if they did, what the hell could you want them to change?
You see, the thing about RL is that all kinds of equipment have their strong suits which actually leave them in active usage. It's not like all the spec-ops operators prefer assault or battle rifles: see the videos from the Moscow theater hostage crisis assault, the Alpha team operatives mostly dual-wielded pistols. So the game designer's job is representing the differences in mechanics: say, penalize using longarms in close quarters or samesuch. As long as you have options, there'll always be the optimal one; still, when it comes to RP gear, the trick is making several pieces of equipment optimal depending on the criteria of choice. The new Accuracy mechanic is a case in point: imagine having two guns, one with higher DV, the other with higher Accuracy. Depending on your character's guns skill, one or the other can be optimal for him.
CanRay
QUOTE (Tymeaus Jalynsfein @ Mar 1 2013, 10:52 AM) *
Just a note... 12 Guage Slugs are about .72 Caliber.
"Mungo haz won. Iz hiz holdout."
Falconer
Yup which is exactly my point. You don't see a lot of 'specialty' rounds for bores smaller than .50cal.

12guage at .70 roughly... provides a lot of space for payloads... while only having a fraction of the muzzle velocity of the full fledged .50cal. So the g-shock problem goes way down, as well as centripetal effects. (some rounds just don't work in rifle because they'd literally spin themselves apart).



As far as the laser weapons go. The problem is you're confusing vehicle mounted weapons for personal scale ones.
There's a huge difference between a 50kw anti-aircraft/missile laser and a handheld lasgun. Both of the following are listed at 50kw (raytheon and some german one). And a 50kw generator can easily be fit in the back of a pickup with room to spare. Not 'an entire hydro plant'.

http://www.spacedaily.com/reports/Anti-air...trated_999.html
_Pax._
Falconer ... you're forgetting something very, very important.

Those lasers have 50Kw of output, sure. But they aren't 100% efficient. FFS, they're not even 50% efficient. I believe they each need in the range of 150Kw of power supply to operate.
Fatum
Yeah, 30% is a reasonable estimation even for highly efficient lasers, so with our energy storage density that alone would require a battery you can't exactly fit in your pocket.

Besides, let's not forget that the requirement of high momentary output makes the battery requirements stricter still: even the 1kw UPS batteries weigh in kilos and cost in thousands of dollars.
Falconer
Okay... so you're willing to say energy storage goes way out the wazoo in terms of efficiency....
But that lasers still aren't.

You also ignore that those are VEHICLE mounted units with some major power draw.

Smaller man portables wouldn't be anywhere near as big or powerful. (or come with systems for tracking incoming aircraft, missiles, mortars, and artillery).

My point stands... for lasers... the energy density is pathetic... to claim you get higher density in a bullet the size of a .22 is laughable.
_Pax._
It takes a lot less total energy - in joules - to run a taser shock through a metahuman nervous system, than it does to generate sufficient laser energy to, perhaps, melt a hole through a couple inches of ceramic body armor.
Fatum
QUOTE (Falconer @ Mar 2 2013, 03:56 AM) *
Okay... so you're willing to say energy storage goes way out the wazoo in terms of efficiency....
Yes, because it does so throughout the system, from implants to commlinks to drones to suborbitals.

QUOTE (Falconer @ Mar 2 2013, 03:56 AM) *
But that lasers still aren't.
Even with 100% effective lasers you still need times more energy to punch through armour or other protection in a matter of seconds (or less) than to just give someone a shock.

QUOTE (Falconer @ Mar 2 2013, 03:56 AM) *
You also ignore that those are VEHICLE mounted units with some major power draw. Smaller man portables wouldn't be anywhere near as big or powerful.
SR lasers are as powerful as assault rifles in terms of damage dealt, or even more so. That implies tremendous power output.

QUOTE (Falconer @ Mar 2 2013, 03:56 AM) *
My point stands... for lasers... the energy density is pathetic... to claim you get higher density in a bullet the size of a .22 is laughable.
>lasers
>energy density is pathetic
CanRay
You know, I had forgotten this thread had created Mungo... nyahnyah.gif
McDougle
That awkward moment, when you realize that your thread grew 48 pages long... without your participation. nyahnyah.gif

Dang, I just feel more tied to Shadowrun.com. biggrin.gif
Ixal
By the way, I have seen posts where people apparently have advanced informations about Shadowrun 5 (Skills going to 12? and things like that)

Is there a list somewhere with all known changes so that I don't have to wade through hundreds of posts?
bannockburn
QUOTE (Ixal @ Mar 17 2013, 03:30 PM) *
Is there a list somewhere with all known changes so that I don't have to wade through hundreds of posts?


In chronological order, the development blog entries:

http://www.shadowruntabletop.com/2013/02/s...dice-come-from/
http://www.shadowruntabletop.com/2013/02/s...exceeding-them/
http://www.shadowruntabletop.com/2013/03/t...ng-the-awesome/
Ixal
QUOTE (bannockburn @ Mar 17 2013, 03:34 PM) *


Thank you.
It sounds sensible on paper, lets see how it will play out. I just hope there will be enough variety in gear so you have multiple choices for different limits.
Anyway, I am off buying dice.
Lionhearted
With how much their audience loves gear porn... I wouldn't worry to much.
Fatum
QUOTE (Lionhearted @ Mar 17 2013, 05:50 PM) *
With how much their audience loves gear porn... I wouldn't worry to much.
It's more of a math problem. They have to dispense the gear so that there'd be no clear optimal piece by all criteria (that is, optimizing by different criteria should point at different gear - one pistol better for a good shot, the other for a mediocre one, etc).
For all we know, with 5E they've actually decided to playtest, so there are reasons to be cautiously optimistic imo.
bannockburn
QUOTE (Fatum @ Mar 17 2013, 03:59 PM) *
For all we know, with 5E they've actually decided to playtest, so there are reasons to be cautiously optimistic imo.

Of course they have. Playtesting runs since January 2012 from what I've read on another forum (IIRC).
CanRay
I can confirm that there is Playtesting. I can confirm Deckers are back.
binarywraith
QUOTE (CanRay @ Mar 17 2013, 11:08 AM) *
I can confirm that there is Playtesting. I can confirm Deckers are back.


Well, in name at least. grinbig.gif

As long as technomancers exist without being massively rewritten to not just be the magician design and progression concepts kludged into the Matrix, we're not getting the old Matrix back.

I'm willing to wait and see. If nothing else, I just won't buy it like I didn't buy 4e after reading it, and play Shadowrun Returns instead. smile.gif
Stahlseele
can you imagine the ammount of butthurt if TMs were still wireless and the new matrix required a wired connection again?
Fatum
QUOTE (Stahlseele @ Mar 18 2013, 04:21 PM) *
can you imagine the ammount of butthurt if TMs were still wireless and the new matrix required a wired connection again?
Yeah, but it's been openly said that wireless is staying, so it's not happening.
Lionhearted
People are butthurt over TMs as is.
binarywraith
QUOTE (Lionhearted @ Mar 18 2013, 10:59 AM) *
People are butthurt over TMs as is.


Understandably. They're almost a cool concept, if they didn't mess with the tech/magic split so absurdly. But they're really a copout game mechanics wise.
Lionhearted
QUOTE (binarywraith @ Mar 18 2013, 05:42 PM) *
Understandably. They're almost a cool concept, if they didn't mess with the tech/magic split so absurdly. But they're really a copout game mechanics wise.

That must be one of the first sentiments about TMs I can get behind.
Fatum
Technomancers were times better as NPC otaku. Now all the mystery is gone, replaced with hurf-durf matrix mages.
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