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Post by grävling on Jan 3, 2012 13:29:18 GMT -5
I'm playing Brutal. I have an electronics skill of 5. I am carrying around a Maglock kit 4. I have yet to have a medkit not tell me its electronics are exhausted when using them, In battle, not, 7hp-10hp medkits. All go *poof*- What am I doing wrong?
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blackgauntlet
Templar
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Posts: 1,841
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Post by blackgauntlet on Jan 3, 2012 19:22:46 GMT -5
Skill points are too low, grav.
Get it up to 8 (11 preferred, seems like 11 is the magic number for most skills) and you'll see the diff.
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Post by grävling on Jan 3, 2012 21:38:03 GMT -5
Given that a swarm of Mars Security Guards cornered and killed poor Kattungen, it will be a while before I can try this, alas.
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blackgauntlet
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Post by blackgauntlet on Jan 3, 2012 22:37:27 GMT -5
Yeah, that happened to my Max "FOD" Daniels too. Have to rethink my all-out Lone-Wolf Gunslinging strategy. Doesn't work with the Combat Initiative system in place.
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HarryKILLSworth
Hero
If I told you i was lyin', would you believe me?
Posts: 163
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Post by HarryKILLSworth on Jan 4, 2012 14:17:13 GMT -5
Umm. Excuse my ignorance but were do hire runners. Spent alot of tome on TA and lost touch with CK.
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Post by grävling on Jan 4, 2012 14:47:02 GMT -5
Umm. Excuse my ignorance but were do hire runners. Spent alot of tome on TA and lost touch with CK. You are wondering _where_ to hire runners? First you need to get a good rep with a faction. Then you need to go to a bar in that faction which has the 4 quadrant's icon -- so Tuckmore's Saloon is good, but Laughing Dog is not. Then you ask to enter the VIP suite -- so if your reputation isn't good enough, you won't get in. Buy food and vudka. People will drop by. Talk to them. Some of them have nice rumours, and some have missions, but the ones you are particularly looking for say 'Persona-Fix'. They will offer to introduce you to a runner. Costs 1800, or maybe that is rep dependent. The nice thing about runners is that you can get them killed and nobody cares, and that after the first time you can rehire them in the bar -- check your network -- and what they cost is based on their experience. The bad thing about runners is that they are extremely narrowly defined to only use gear for their class. So you cannot give your hacker runner a nice rifle with accuracy of 6 to make up for the fact that he is a rotten shot. Only snipers will use rifles. The other bad thing about runners is that they have no experience whatsoever. So until you train them up, you will have to protect them yourself. Or you may want to invest in the best in cyberware and armour for them -- but if they die with it on, it's gone. Currently there is no way to tell what sort of runner you will be sold before you buy him. So if you are looking to train a sniper, you can get stuck with hackers and faces until you learn which persona-fix sells which profession. This is being worked on. Currently there is no way to equip your runners, even the cyberswords, with non-lethal weapons. They won't wear the cyan gloves. This is being worked on. Once you have a runner, you can re-hire him out of any VIP suite that you have the rep to enter, not just the one you got him from, including bars in different faction areas. But some of the rumours are faction specific -- so you will find all about XXX at any Fennian VIP suite, but not any of the other suites. Useful fact: you can buy a lightfire (accuracy 6 pistol) at Crash Mansion in Beacon Hill. Good luck! Grävling
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koles
CKF Backers
Posts: 449
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Post by koles on Jan 4, 2012 17:27:06 GMT -5
And this is place where my notes are usefull certain factions have certain runners ---------- SPOILER ---------- Dont read if you dont want Street : data: Dark mouse blue ox Los V : runner: gunslinger (backroom) base sword K. Horizon : data: Shatterdeck bravestar Antelop mars runner: foster salvatore - gunslinger (bald) AzTeC : data: jorge thunder yakuza Ali du luvio mars Bacto yakashima runner: Dylan caroll agentEX Fenians : runner: Bing Grady - cybersword Six Clip - cybersword Trey - hacker Yahashima : data: Ultra-Fax k. Horizon Poet mars Alejandro mars Eagle-Beard aztec runner: Sarah Scott - face Suka Taka - sniper Yakuza : data: Griffon bravestar runner: Gunsliger (hat) Mars : data: Ondo yahashima Hades yakashima Lurking Dreamer aztec runner: Ethan Hartman - agentEX Blue OX : data: AlphaMAX yakashima Rachelle streets runner: Frak Bugger - gunslinger (bald) Vico Sanders - sniper BraveStar : data: Cricket K. Horizon runner: Hatchet Gambino - hacker ------------------------- I would like to see this listing as digital file in CK computer
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Post by Seryin Hunter on Jan 5, 2012 10:12:02 GMT -5
My electronics skill is at 8, and when I use the 200¥ 7hp medkit I often get a message that says something about the medkit not being as useful as it was, instead of the exhausted one, and a used medkit pops up in my inventory with 6hp on it. I'm pretty positive that is where they keep coming from anyway....
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Post by grävling on Jan 5, 2012 10:31:06 GMT -5
I guess I just have to train more electronics, then. Maybe the maglocks aren't effective for medkits?
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blackgauntlet
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Post by blackgauntlet on Jan 5, 2012 21:36:41 GMT -5
Maybe the maglocks aren't effective for medkits? Eh? Why would it be in the first place? Are your runners always slipping their sticky fingers into your Medkit for some AED electrocution high that you wish you could lock it?
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Post by grävling on Jan 5, 2012 22:36:16 GMT -5
Since I don't know how medkits work in the first place, and why electronics skill is relevant to their longevity -- I just cheated and wondered at the implementation level if having a magic device (maglock kit) just automatically boosted your elecronics skill. If not, well then it's just a lucky charm, or something.
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fela
Curator
Posts: 71
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Post by fela on Jan 6, 2012 3:28:02 GMT -5
I never realized electronics is good for their longevity and simply always assumed that message is a 'Medkit used up' message with a little bit more flavor.
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blackgauntlet
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Posts: 1,841
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Post by blackgauntlet on Jan 6, 2012 3:43:11 GMT -5
Since I don't know how medkits work in the first place, and why electronics skill is relevant to their longevity -- I just cheated and wondered at the implementation level if having a magic device (maglock kit) just automatically boosted your elecronics skill. If not, well then it's just a lucky charm, or something. I never realized electronics is good for their longevity and simply always assumed that message is a 'Medkit used up' message with a little bit more flavor. Ahh... Now I get what you guys meant... A Medkit is, for 1 thing, not a First-Aid Kit. First-Aid Kits are made up of iodine solutions, bandages, paracetamols, ointments & creams, cotton swabs, plasters and some other run-o-the-mill stuff for regular cuts and bruises. A Medkit- on the other hand- consist of surgical lasers, metabolic heighteners, electro-resuscitators, tissue-regenerators and other body-repair electronic gadgets that see INSTANTANEOUS results. Basically, these items are wonders of future medical science that have shrunk various modern-day equipment to portable, but exhaustible, versions. Thus, an electronics expert would know how to increase the longevity of such products as compared to someone who could only read the manuals (and probably only understand half of what is written in there).
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fela
Curator
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Post by fela on Jan 6, 2012 5:27:14 GMT -5
That's all very well in theory, but i never had a runner with high enough electronics, thus simply assumed they were one shot only. Good to know it's implemented that way, though .
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Post by Cory Trese on Jan 6, 2012 17:43:19 GMT -5
Logging this as issue 10-262 in CK as "Something is wrong with medkits"
The rules don't match this report you should see results at your current skill levels.
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