Shadowrun Returns released

Mr Fish said:
SuAside said:
I've just started a dwarf mage & found that the damage output is very low compared to your companions at the start. I tend to do 6 dmg standard & often get 3 dmg from weak attacks, with both my bolts & my pistol. Whereas my buddies did 10 dmg standard & often did crits.
I figured a mage would be a support nuker, but it looks more like gimped healer for now.
You'll get better later, trust me.
Once you get AOE spells and damage-over-time spells you can do devastating attacks.
It does indeed seem my fear was unfounded.

I've now got a truckload of handy spells that do decent damage and steal action points from enemies.

Couple that to other characters using shotguns to kneecap enemies & half the time you can stucklock at least a few of them.

One annoyance though, is that it seems that unless specifically required for the mission, having a decker in your team is useless. I always brought a decker to all missions so far, to have a well rounded team since I'm a purely natural mage without even a datajack. But I couldn't even use my hired decker team mate to hack something that required 1 decking?
[spoiler:ee8bf4f4c3](to open the hidden entrance on the ground floor of UB)[/spoiler:ee8bf4f4c3]

Maybe I missed something in the interface to be able to tell the decker to hack it...
 
Tagaziel said:
Doesn't a decker require a Matrix jack first?
Datajack, matrix jack, whatever. :)

I just meant that the team member in my team clearly had enough decking skill & equipment. My avatar however didn't. But why can't I just ask my decker to do the trivial hack for me? That's what I pay him for.

It appears to me that it's only during combat sequences that you can give others orders to do stuff like that. Which is kinda sad.
 
I'm at the end of the game and taking a beating from the bugs in the Bug Nest. I think I might need to rewind a little bit and gather a better party. Having a Rigger is really not that useful.
 
I like it! I feel they could have done more with the story and that it should have been longer. Also that there should be more choices of consequence; towards the end of the game the player simply gets railroaded. But with that price tag, it's still a very good investment IMO. Especially since the editor that comes with the game will guarantee many more hours of free user made content. In fact, there already are a few story content packs on Steam workshop that look good--I've played A Lost Lamb (good, short) and just started Life on the Limb, which seem very ambitious and well-made (I think it's been worked on for quite some time, since the editor was released to the Kickstarter backers long before the game was released).
 
SuAside said:
Tagaziel said:
Doesn't a decker require a Matrix jack first?
Datajack, matrix jack, whatever. :)

I just meant that the team member in my team clearly had enough decking skill & equipment. My avatar however didn't. But why can't I just ask my decker to do the trivial hack for me? That's what I pay him for.

It appears to me that it's only during combat sequences that you can give others orders to do stuff like that. Which is kinda sad.

I meant an entry point into the Matrix. I recall something to this tune being mentioned in the game.
 
Finished it today. It was an enjoyable experience.
I feel that for the price, it was good value. I'll replay it once & then probably forget about it.

I do feel it has quite a bit of potential. With some more polishing, expansions could be great.

As a gaming experience, it was good, but if you expect a deep RPG experience, you better stay away.
 
I think the game's a huge waste of potential, excused only (partially) by the low price tag. It's not BAD, but...

Hopefully the other Kickstarter high-rollers don't end up this half-assed.
 
Tagaziel said:
I meant an entry point into the Matrix. I recall something to this tune being mentioned in the game.

Yeah, they do, but only the PC can use the decking skill in any other situation. If a terminal has a [Decking: 4] option, only the PC's skill gets counted.
 
They're useful in a few missions when you have to go into cyberspace. To have some support. But yeah, not being able to use them to hack terminals and stuff is beyond stupid.
I liked the game, though. A bit short, but it was fun. The story was good, the dialogues were great and the style was absolutely awesome. Now I hope for user-generated content.
 
Hassknecht said:
Now I hope for user-generated content.
For now the ones being "advertized" are Lost Lamb and Life on a Limb.

The first one is not bad and designed similar to the OC. Short and unfinished, though.

The second is trying to be more of a traditional RPG but is obviously constantly pushing engine limitations:

- graphical glitches and lag because apparently it can't handle more than 5 npcs on the same map;
- everything resetting/respawning when you go back to the "main hub" map;
- lack of the ability to access your inventory and outfit your party members at any time is clunky and stupid;
- being unable to use party members' skills defeats the point of having multiple non-combat skills in a team-based game in the first place;
- lack of a proper journal with detailed quest descriptions makes it confusing when you have multiple sidequests.

yadayadayada

Unless they put significant additional work in to the engine and editor, I seriously doubt we'll see any worthwhile UGC. At least not gameplay-wise.
 
New Features, Improvements
- SMG: Aimed Shot now uses 4 bullets, down from 6.
- SMG: Spray and Pray now uses 6 bullets, down from 8.
- SMG: the Beretta, Uzi, Colt, and HK are slightly more accurate.
- Shotgun: Kneecap now has a HP DMG penalty of -6, up from -3. It now has a -5% accuracy penalty, and a cooldown of 3.
- Shotgun: All shotguns have had their accuracy falloff increased slightly, lowering hit chance at long ranges.
- Rifle: Full Auto's accuracy penalty was not being applied properly at high skill levels. It should now always be 15% lower than a single shot's percentage to hit.
- Rifle: Smartlinked rifles were less accurate at very long ranges instead of more accurate. This has been resolved.
- Rifle: The FN HAR and HK G12 were very similar in every aspect except price. The FN HAR is now more accurate and holds more ammunition than the HK G12.
- Rifle: Ammo capacity of the HK G12, Colt M23, and Ares Alpha have been reduced to 32, 34, and 38 respectively.
- Rifle: The Colt M23's damage is now 15, down from 16. The Ares Alpha's damage is now 16, down from 18.
- Grenades: Reduced store prices of all grenades.
- Grenades: HE Phosphorus grenades were not showing up in the store. They should now be purchasable along with the other Tier 3 weapons.
- Cyberware purchase screen is now more user friendly.
- Vendors will now sell more things in various places throughout DMS campaign (such as more med-kits).
- Visual improvements to the summoning grid.
- General UI Improvements.
- Added additional debugging for finding walkable tiles in debug mode.
- Added messaging to alert user when last auto-save occurred.
- Black IC is now less lethal.
- Added an explanation of how Leylines work in the world of SR:R.
- Added a definition of SIN in glossary.
LOL, so many nerfs.

But yes, stunlocking with shotguns was just too damn easy. :)
 
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