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Post by Alex Fury on Sept 25, 2013 16:23:47 GMT -5
One thing I've come across from time to time is getting stuck with the same jobs from the same connectors.
Yes, you can 'decline' a job. But if you go back to him fairly quick (always?) it is often just the exact same job/mission that I don't really want to do yet, for whatever the reason.
As mentioned elsewhere, especially for back/VIP-rooms, if everyone wants to come talk to a CK, then I would hope declining one mission would let you work through a list overall of possible ones with any given connector. At least so far it doesn't seem that way.
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Post by Alex Fury on Sept 25, 2013 12:57:20 GMT -5
Addition to this wish list: 1) Still sometimes have the Taxi issue where the markers for destination are a bit off 2) Sometimes the location I need to go-to for a Mission/Job is not on the list a taxi goes to. Is this on purpose? 3) Primary Wish List addition: In the safehouse purchasing locations.. please list which ones you already have? Perhaps a 'compare' tab like for weapons. Given, the cheaper ones are inexpensive enough can waste money on multiple ones if I don't buy-all the first time. But some get pricey
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Post by Alex Fury on Sept 25, 2013 12:51:35 GMT -5
What's the new/current link for the spreadsheet? The one on the first page is horrendous for implants. I just recently worked up a new copy myself prices are default (current negotiations has the in-game prices at almost 50%, so some are guestimated, but seem pretty on as I don't have the cyber-files to verify)
One thing I've noticed with the implants at least... outside of a very few of the higher-level implant-shops, they are pretty generic all around. For example: Back Bay Mission, Alchemical Devices Incorporated, Good Samaritan Hospital, Frontline Medical Supply, Doctor Dave and Summer Street Pharmacy all carry the EXACT same items at the EXACT same levels. And the same are duplicated between many others.
2) There's an implant or two like the cyber weapons in particular that don't really seem to bother with much of a change between Rating 1 and Rating 2. ie: Hand Blades / Hand Razors (rating 1 and 2 respectively) are both the exact same 'bonus' of 'adds automatic weapons' But the Rating 3 version (Combat Blades) actually adds in +1 Brawling). Unless the Razors actually do more damage/better penetration (I haven't done the implants so I can't speak to actual weapon 'stats'), then why would anyone bother with the Rating 2 version?
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Post by Alex Fury on Sept 24, 2013 14:46:09 GMT -5
... The Maglocks are on the list since two and a half year??!! Yep, I'm afraid the Maglock kits have been in the game pretty much since day 1, but have had no use as of yet.
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Post by Alex Fury on Sept 24, 2013 14:39:15 GMT -5
Here's a question I haven't seen answered anywhere:
Hand/Combat Blades (ie, wolverine claws): When you have Runners who are hired (Of any type), they usually list only a single fighting ability (melee, weapon, gun (sniper/heavy?)). If I were to give this bit of 'ware to one of them, would that actually allow the non-Hand-to-hand type Runners to have a fighting (excuse the pun) chance in melee by giving them the option as it were?
Also a quick aside question: Fist - melee , Club - hand-to-hand weapon, Pistol - Pistols (automatic too), Assault Rifle (auto.. Heavy?) I haven't yet found the sniper Runner for hire to compare.
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Post by Alex Fury on Sept 24, 2013 11:05:34 GMT -5
Speaking of which. Just what is the difference between Runners and Allies? I have plenty of Runners when needed. But considering the XP cost to convert, I haven't had any Knights survive quite long enough to get my knight statted-out, nor runners survive long enough to manage this feat
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Post by Alex Fury on Sept 24, 2013 10:07:29 GMT -5
fallen -
Got it, for all three. I figured out the maglocks bit a while back when I first tried AgentEx, and found nothing I could use them for. Might not be a bad idea for either a) allow them a chance to 'break in' to a safehouse, or b) just have a note somewhere that they are currently useless (or just disable them until they are useful)
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Post by Alex Fury on Sept 23, 2013 16:26:04 GMT -5
Strength -- Will determine maximum gear carried Intelligence -- Maximum Device Complexity (Safehouses) 'Maximum gear carried': I honestly don't get this. I've never had any issue even with 20+ ammo packs, stims of various types and medkits. Nothing perceptible at least. I show gear; 88/10, but that means nothing to me, and I don't recall seeing anything about it in the little manual in the game. 'maximum device complexity (safehouses)' I also don't get this one. Is that what the maglock-pick thing is for? To get in to Safehouses? Or is it planned more later for other actual runs? As a side-note, would be nice to have a Run that takes you in to a separate location (ie, in to a building) and perhaps makes use of different skills. (electronics, hacking, combat)
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Post by Alex Fury on Sept 23, 2013 16:21:02 GMT -5
I have been known to use this trick too. While it can build up heat, there's a few things. 1) The one trying to escape (if you have a group of runners) is the only one who needs to be far away. IE: I just did this, I have 2 runners and my main. with ath 4 (not super high, but decent early on), and 3-5 rounds of running (2's until AP divisible by 3. IE 11 ap 2, 3, 3, 3) will let you get a HUGE lead. Once I've got the distance with my main. I escape and EVERYONE is good. (I suppose technically they're mainly after the Knight) 2) Following above, many of the 'baddies' will tend to stay with one, maybe two of your guys (if a team). so if you can go 2 different directions, you might be able to maximize distance quickly. 3) Hunds/drones that move like mad. Get some distance then take them down. This way you don't have a ton of everything mobbing you at once. Hunds MIGHT keep up with you, and only will early on generally as they can move like 5-6 spots and usually move at least twice. Drones vary. BUT. If you have the lead save for the hunds. Pause and kill them, then escape.. and you're good. 4) If you have newbie runners you don't care about.. throw them to the wolves to get away. fallen: Thank you
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Post by Alex Fury on Aug 11, 2012 21:45:39 GMT -5
Well, honestly I'd half think if you had claws and a glove-weapon, you could use both as both are directly on the hand. Think of Wolverine of X-men fame.. He can punch with them in, or out. In does a lot less damage (mental), out.. well... slice and dice.
Now.. I could understand not having 2 guns and claws. You'd have to put one down.
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Post by Alex Fury on Aug 10, 2012 21:35:26 GMT -5
I've run in to this before too, and I worry if the 'reject' because I cannot accept dings me on the score. Can't always remember how many I've taken when there's been stop get some, do one or two, get some more there.. etc..
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Post by Alex Fury on Aug 10, 2012 14:17:20 GMT -5
If hotel stays are draining that much, save up for a safehouse or few. If possible one in almost every zone. Would be about 30K (some are cheap at ~$1k, some are around 5k
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Post by Alex Fury on Aug 9, 2012 12:27:19 GMT -5
Kind of an annoying bug.. umm, I mean feature. ;D
In the middle of a fight, I take some damage, and so then use a turn to take a medkit. Prior to the medkit, I was brawling (MT Taser Unit). After using the medkit/item, I am suddenly using the gun again. NOT what I want to use most of the time. On occasion, I tap too quickly and forget to change back. But I don't see why it should change in the first place.
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Post by Alex Fury on Aug 9, 2012 6:19:17 GMT -5
BlastGT1Technically true, however I've had some of the conflict toasts or alerts get blended in with others as I land... Or just a brief look-away, and next thing I know I'm trading with an embargo just about the moment I land, that wasn't there before. BTW, Cory, side-note... Any chance we can get a toast or some update for when the embargoes and the trade alliances END? Really annoying to haul a dozen sectors out of your way to sell for an alliance, only as soon as you land, it's not there anymore, when it was when you were still in space. Perhaps some kind of hyper-merchant officer who can help with those, maybe add a few points of Negotiation too?
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Post by Alex Fury on Aug 8, 2012 12:01:35 GMT -5
BTW, I have to laugh and love how you've used Boston. I lived in the suburbs of there nearly 30 years. Given, a bit of the mapping is off, but certainly works well enough Nicely done I have to say
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