QUOTE (freudqo @ May 7 2015, 03:06 PM)

Smartlink and cyber eyes are now arcane crazy rule abuse combinations.
We're talking of something available with priority D money, 20000 nuyens, which was highly recommended by both fluff and rules, and cost few essence. I don't get how this can be considered arcane, seriously.
Plus, those are in no way going to help you if that average cop happens to be able to fire at you in the open, with no cover whatsoever. What Cain meant (if I may, and correct me if I'm wrong) was that in SR3, PC with huge dice pool could be handicaped with high TN, while NPC with low dice pool fared pretty good against low TN. So you had to take cover and try to surprise the NPCs so they didn't take cover. In SR4, a high dice pool makes you immune to standard penalties, and means you're almost always going to screw average NPCs, however you're running in the open and he's hiding behind a wall. Of course, I'm caricaturing a little, but I think it was the argument you missed.
First: Keep in mind that I haven't played SR3 in... a long freaking time, like, atleast a decade. When I started, there was no Dumpshock, but there was a Deep Resonance board, and we posted all sorts of crazy stuff. That's a long time ago, and I don't have eidetic memory, so I can't recall everything. My copy of SR3, if I still own it, is packed up somewhere, and I'm not going to dig it out just to argue about specific rules interactions. I can, however, recall enough that there were glaring, massive problems with that rules set, and I have no interest to go back to it, especially after playing other games that have much better mechanics.
If everyone has a smartlink, then what's the point? Obviously not everyone is cybered: in 20+ years of playing this game and reading supplements, it's pretty obvious that most people do not have cyberware more invasive than a datajack, eyes and a few other minor mods. If everyone doesn't have a smartlink, then the difference between the haves and the have nots is pronounced. And that difference is massive: reducing a TN of 4 or 5 to 2 or 3 isn't just a small boost, it's a dramatic one: A TN of two means you have rougly an 85% chance of a hit per die you roll, compared to a 50% or 33% chance, that's almost twice as effective as without it. Yes, smartlinks are awesome, but I don't think they should be THAT awesome, or everyone would have an implant for them. Which virtually every non awakened one did(And I've played gun adepts where losing a full point of magic rating and the two extra dice on skills was offset by the smart link) as a PC. The difference between augmented and non augmented characters was clear as day: I've played SR3 characters who were Skills and Attributes heavy, but without the resources for extensive augmentation. Everyone hated that when we went on a Mr. White run(you never win with Mr. White).
Now, moving along: Using SR4 to compare to SR3 isn't my arguement. You wanna erect that strawman and tilt at windmills? Go right ahead. But that's not what I'm saying. I am saying that I prefered some SR4 mechanics(Hacking and rigging being more accessible, for example) over their SR5 incarnations. I'm not happy with SR5's return to the old psuedo class system. However, the fixed TNs, large dice pools, and unified mechanics are fairly robust, and they work for gaming out being a shadowrunner. They work enough that I don't just break out GURPS and do a cyberpunk game there. SR5's limits help to deal with dice pool inflation: if you have an Acc 5 gun, then throwing 24 dice(which is pretty hefty and implies a very high skill, high attributes, and numerous positive modifiers to your dice pool) isn't that big of a deal. You can be the best pistol slinger in the world, but if you pick up a crappy, low-end gun, you're going to be limited by your hardware. I like that.
Now, regarding dice pools: While I see some big dice pools from time to time, the truth is that a starting character really can't have so many dice that enviromental modifiers are not a real consideration. I mean, what, the best you're gonna get is around 16 dice for firearms, because you can't take Aptitude AND exceptional attribute at the same time. Well, I guess you could get muscle toners for more Agility. But that doesn't allow you to "ignore" enviromental factors, and those add up quick. Light rain and partial light, target in cover, and you could be looking at a -5 or -7 dicepool modifier. Sure, if you're some kind of hyper specialized gunslinger, you can eat that and still have 12 or 13 dice. But you paid through the nose to be that specialized.
Also, this argument that PCs should be handicapped, while NPCs should not... well, it smacks of gamism. If it's foggy and partially lit, that modifier is going to apply to all the involved parties, not just the combat pool 9 characters. And who is better able to eat that modifier, the PC who reduces the penalties to -1 or 0, and has a -2 smartlink, or the unaugmented security guards? In addition, not having a two-page chart of modifiers is both simpler, and more fluid to work with. At first, SR5's enviromental penalties seemed a bit cludgy and confusing. In practice, it works pretty well, and we don't spend a lot of time constantly flipping through the book to the modifier table(which is still pretty big).
Continuing with this whole "Tactics vs. strategy" thing: let's say you're pulled over for a routine traffic stop(say some tusker kid threw a rock and knocked out your tail lights*). The streetsam with restricted cyberware, grenades, and illegal guns decides to "fix" the problem by shooting the cops. Let's say neither party is surprised(The cops halfway expect a traffic stop to result in gun fire, the runners expect to shoot, etc), and combat starts. The augmented street same is probably looking at something like 8+3d6 initiative, or multiple passes and going first, while the cops are going to only act once, and probably be last on the draw. There's no "tactical" decision there, you simply go before them and hose'em. Oh, and with something like 8 to 9 armor as a matter of course, the street sam can just stand in the open, because he's throwing 12 or 13 dice to resist damage against a TN of 2, so even if you hit him, that pistol isn't going to do squat. Even when the SWAT team shows up, they end up having problems with the brick. Further, while combat pool might seem like a tactical deal, it was not: your combat pool was decided at character generation, and it's uses(bolstering offense, or morei mportantly, keeping you alive) didn't change based on whether or not you used good tactics. Hiding behind a corner didn't give you a bonus to combat pool, and walking like a terminator with your gun at your hip, spitting hot death didn't disadvantage you.
So you had combats that were either entirely lopsided(Augmented vs. non augmented, Augmented rolls the opposition unless very disadvantaged by environment and numbers) or became stalemates(equally matched, and good tactical decisions on both sides) and drawn out. Whether or not that is realistic(most gunfights/combat situations are generally one-sided and resolved quickly, or turn into drawn out bloody affairs), it's not fun. It's tedious and bogs down the game, to the point that you didn't want to run too many combats, or you'd spend a session running one combat at a damn time. Again, not fun.
It's not the same these days. Even a routine traffic stop can turn very lethal. Those Cops have a professional rating of 3, which gives them three edge. One cop can Blitz or Sieze the Initative so that he's not flat-flooted and can actually do some things, they can toss edge as a bonus into their dice pools, and generally they can be a pain in the ass. Now, in all fairness, the PCs will probably be victorious, but they gotta work a little bit more for it, and it's not a given that the Street Sam will automatically go first and act before the cops can respond.
Now, back to hating floating TNs? Yeah, I do, because of things like Sustaining spells. For three editions, a wizard sustaining a spell and or astrally percieving was pretty much uncapable of of doing anything. A simple +2 modifier made everything much, much harder(TN 4 is about a 50% chance of succes per die, TN 6 is a 16% chance of success) to do. Now, there were tricks around it(spirits and quickening), while reducing a dice pool of 10 to 8 is a much smaller decrease in effectiveness. So you didn't have a lot of sustained spells being used, unless that was all you were going to do. Which... didn't match the fluff at all.
Again, getting tagged with a lucky AR burst in SR3 for a 11S wound wasn't that big of a deal: you only need to get 6 success to stage it down to nothing, if the combat pool dice didn't evade the hit outright, and with armor 8 or 9, you could soak that all day long. Which lead to increasingly bizarre things, like Lonestar carrying a gun that fired faster than physically possible to "penetrate armor" by allowing no penalty bursts. Silly.
I've rebuilt Meat/Jolly Roger and played him in SR3, SR4 and SR5. In SR3, Meat has around 11-12+ dice for damage resistence and an Armor value of something like 8/5(Armored vest /w armored jacket layered over, titanium bone lacing, and maybe other cyberware. He was a freakin' cybermonster) when walking around on the street, higher when he geared up for violent runs. IF you weren't packing APDS, you were not hurting him(the one time he was really taken down, the shooters used stun ammo to get around his stupid high ballistic armor, and he still soaked a lot of bursts and killed a few guys before going down). In SR5, he'd have something like a 23-24 dice pool to soak. Against a pistol, he's throwing 23 dice against a DV of 7 or 8, which means he can eat a pistol round to the chest pretty well. Against an AR, he's looking at 22 dice, and something like 10 or 11 hits he needs to completely soak that damage.
Also, since those average guys are now throwing 7 or 8 dice on a test, rather than 3, they're more likely to get more hits, stage the damage up more, and prevent him from dodging. That's pretty sweet. It means that Meat isn't a juggernaut anymore, and he doesn't just wade through automatic weapons fire, with his AS-7 spitting hot flechette death. Sure, he won't take but a box or two of damage at a time, but that still means he's gonna go down if he tries to go full terminator.
What I'm seeing in SR5 is that "good" combat characters are throwing around 10-12 dice at char gen for their attacks, and regular "mooks" are throwing around 6 to 7. The PCs do outclass them, but not nearly as much as before when you saw Skill 5 and 6 people(with -2 to their TNs) vs 3s and 4s(Tns of 4 or 5). In SR3, regular runners could generally pull off 4 or 5 hits on a mook, while the mooks were lucky to get a hit or two. Addint enviromental modifiers into that, and the SR3 mooks just can't compete.
*This couldn't happen with the damage rules for vehicles, but whatever