QUOTE (binarywraith @ Sep 22 2014, 02:28 AM)

No, seriously, go re-read the books. Look at the NPCs as built, and the sample characters. Dice pools of that size are not 'normal', no matter how you'd like to justify cheesing the system. Even in SR5, with higher skill caps. it takes a lot of min-maxing to get a combat dice pool above 12 or so at creation using the standard priorities.
Yeah, the stat blocks for the sample characters are absolutely helpless, no doubt. That's a commonly encountered issue with SR. I have to remind you in the fifth a few of the sample characters contradict the RAW, so taking these as indicatory of anything can be a bit naive.
Now look at the stats for paraanimals - it takes a single Gabriel hound or barghest to down even an optimized street sam.
Putting your skill points into the skills fit for your archetype, getting a specialization and a few implants fit for it already easily propels you into the teens. Say, for firearms: skill 5, specialization +2, agility 5 (which can easily get much higher with implants), smartgun +2. Blam 14. That's not "min-maxing", that's kindergarten child play.
QUOTE (Jaid @ Sep 22 2014, 02:55 AM)

- the 5th edition matrix is no worse than the 4th edition matrix. it's probably actually mostly better, unless you're a technomancer in which case you just got screwed.
Haha, oh wow. I'll just direct you to the topic discussing the Fifth. It has what, a couple thousand posts decrying the failings of that subsystem? Should we rediscuss them all anew?
QUOTE (Jaid @ Sep 22 2014, 02:55 AM)

i don't think you understand how suppressing fire works. i spend *one action*. until i take my next action (which, for a 1 IP character, is next turn) anyone in the suppressed area can get shot. not "anyone can get shot on their first action, but is afterwards safe", but simply "everyone". if you are in the area, you risk getting hit if you move out from cover at all. period. you can go full defense on your first action if you want, that's fine. on the second action, when you pop out to do something to me, you deal with suppression, risk getting shot, and take a penalty to your actions. that happens every time you take an action. period. it doesn't matter how many times you go on full defense, when you stop doing anything other than hiding behind hard cover, you risk getting shot.
First, you're hit once at most per a suppressive fire burst laid down, at base DV - which after soak is never life-threatening. Second, if you're in full cover or drop prone, you're not hit under any circumstances. Third, going on full defense allows you to waltz into and out of the suppressive fire zone - not quite as comfy as your own bedroom, but hardly any more threatening. Simply put, suppressive fire is a non-issue.
QUOTE (Jaid @ Sep 22 2014, 02:55 AM)

whether you are in 4th edition or 5th edition, you have better things to do with your time than try to hack someone's gear. that remains true whether there are stupid wireless bonuses in play, or not.
It's just that one edition twists your hands to make your gear hackable is all.
Oh, and in whatever editions hackers have better things to do with their lives than get into a firefight.
QUOTE (Jaid @ Sep 22 2014, 02:55 AM)

in either edition, a minimal investment in being able to use a gun will net you more benefit than hacking, and the benefit comes earlier than hacking.
It also puts you into significantly more danger than hacking, while not providing any tangible benefit to the party.
QUOTE (Jaid @ Sep 22 2014, 02:55 AM)

comparatively, in 4th edition it's more likely a question of how many combat turns before i can have any hope of hacking anything, so really, if you think 5th edition sucks, i don't know how you can be convinced the 4th edition matrix encouraged hacking combat gear
First, hacking on the fly in SR4AE is an extended test with a period of 1 Complex Action, and a hacker has 3 to 5 IP in the Matrix.
Second, never have I claimed that 4e encourages hacking gear, please try to keep track; just that unlike the fifth, its matrix is workable and makes a modicum of sense.
QUOTE (Jaid @ Sep 22 2014, 02:55 AM)

also, just because the players (or rather, some of them) are close to as good as elite corporate HTR teams in combat doesn't mean it's appropriate to make all their opposition into corporate HTR teams. quantity has a quality of its own, after all.
I doubt the players are; their characters might be. As for quantity vs quality: dropping two 1 IP goons upon a character usually produces much more problems for him than dropping one 2 IP goon (more health, potentially more damage per turn, etc). So for the scenario with a hacker discussed above, fighting against two opponents is even worse.
QUOTE (Cain @ Sep 22 2014, 03:18 AM)

As demonstrated by several people, it's trivial to make a decker with multiple actions in Sr5, who also has a decent dice pool for attacking.
And will be permanently crippled for that?
QUOTE (Cain @ Sep 22 2014, 03:18 AM)

You know, I think I see the problem. You keep using "IP", but those don't exist in SR5. You're cherrypicking the worst rules from both editions.
I might be using "IP" because I'm firmly competent only in 4e; but it's news for me that these do not exist in SR5, please tell me more. What's on page 158 of the Core, then?
Oh, and it'd be very interesting to see where I appeal to "the worst rules" from 5e other than pointing out that it's entirely made up of "the worst rules", which haven't been edited even to the point of not contradicting each other.