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Post by Mario on Mar 16, 2014 5:50:28 GMT -5
Hi guys, I just bought the Elite edition and wanted to hire the same ally I had before (he died so it automatically got off the party).
I'm at the VIP from the faction I'm working with but when I tap the "locate" button, it still tells me "additional runners are available in the elite edition".
p.s. I also have another runner with me in my active team.
Can you tell me how do I hire my previous ally ?
Thank you and have a nice day !
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Post by Mario on Mar 16, 2014 5:53:40 GMT -5
Oh, no, ok... I was still in the previous version. I had to export my player to the Elite version now. Sorry, problem solved !!
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Post by fallen on Mar 16, 2014 9:06:57 GMT -5
mario - glad the problem was solved! That was going to be my suggestion ;P
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casa26687
Friend
Sorry, I'm out ta here, too many inconsistencies.
Posts: 9
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Post by casa26687 on Aug 18, 2014 3:24:19 GMT -5
Please correct me if I misunderstood: A cyberloader is necessary to unpack ammo for use. A cyberloader apparetly needs a knight's cryochip since only knights have cyberloaders. A cyberloader shares ammo between team members with the distance being irrelevant. With that said, two questions come to mind (my mind, I'm sure other minds have more questions): Where do the enforcers get their ammo to shoot at you? Why can you retrieve packaged ammo from a 'discarded cyberloader' (but not your own)? Sorry, but I expected after 200 years of research and innovation, a cyberloader would operate more like a belt-fed weapon, like the M134 minigun - perhaps with switchable non-lethal, lethal and explosive ammo - and replace magazines with constant feed, with the revolver going the way of the dinosaur. Suggestion: give the runners/enforcers their own cyberloaders, with less capacity. The knight could give his team his excess... Pistol ammo to gunslingers, auto/heavy to snipers, etc. And give the guns 1, 3, or 10 shot selectable action rather than the single shot. (Thought I read that Agent EX could spray accurate fire, apparently two shots at a time.) Or do away with the cyberloader and give me the ability to buy magazines that I can load up at the safehouse and carry as much as I want.... So much for 200 years.
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Post by fallen on Aug 18, 2014 10:28:51 GMT -5
casa26687 - thanks for sharing your thoughts on this. Forcing you to manage ammo across a team of four characters sounds like a huge amount of unneccssary overhead. Yes, the Cyberloader as it stands today is a physical impossibility (does it warp bullets to different team members?) but consider it your team's ammo cache. Each type of gun has a speed associated with it. You pay the AP cost for the first attack, and following attacks are free. I hope you are not missing out on multi-shot weapons!
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casa26687
Friend
Sorry, I'm out ta here, too many inconsistencies.
Posts: 9
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Post by casa26687 on Aug 18, 2014 22:50:10 GMT -5
Fallen, Thanks for the reply. And thanks for not noticing the "cryochip" instead of Quantum Chip. ? It bother me , thinking about it all the way home at 6:30AM.... Personally, I don't think managing your team's ammo (especially outside of combat) is that big of a hassle.... You have to do it for weapons/armor/implants/health/stims. The knight loads up his ammo, then cycles through the team and loads them with what ammo they need/use.... While sitting in the safehouse. Sure, I can load up 100 rounds of each type of ammo in the cyberloader (and carry more to replenish the cyberloader), but if I lose/drop the teammate using the heavy ammo, I've 'lost' that space in the cyberloader. ? (I know, working on unloading your own cyberloader.) ? And, like the issue with the cyberloader and teammate distance, there is the issue of a teammate using an 'item' in combat, like a medipack or changing weapons. I know, just a game and work in progress, but if you can 'warp' ammo, why can't the knight warp between data terminals? (No need for taxis!) ? Yes, I have used machine pistols that allow me multiple SINGLE shots per turn, each of which can be evaded or cover used. There are currently a lot of weapons that allow multishot capability (Berretta, Uzi, Mac10, etc.) with a single trigger pull, what happened to them? ? (While proofreading before posting, another thought, can the 'calc' be changed for hit/damage so multishot weapons fire all allowed (2, 3, or 4) at once, with a slight 'spread', increasing hit chance and damage? Again, an enforcer with armor might evade or cover a single shotgun blast, but would be knocked out or killed with a double barrel blast at short range. And the knight would burn through ammo faster.) Wish list: How about a new weapon that may be easier to 'program' than actually build: 1mm caseless/recoilless/hypervelocity, selectable multishot (3, 5 ,10), selectable ammo: nonlethal (0 penetration) {shotgun vs body armor can put a person down and out of the fight, just like beanbags}, lethal (armor piercing) or, for the drones and warhounds, armor piercing high explosive. Sorry, but this is where I expect weapons to progress.... Most of the world has already progressed toward standard ammo (5.56mm, 7.62mm and 30 to 40mm) as well as more potent explosives. I really appreciate the new 'doctor' visit that you don't have change the leader to get each teammate healed... Will it be extended to implant visits? I prefer getting implants done for the knight and a teammate at the same time to cut down on recoup times in my safehouses.
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Post by fallen on Aug 18, 2014 23:12:00 GMT -5
casa26687 - sorry, I was not intended to say seriously that ammo warps anywhere, only pointing out that it is a feature of the game reduce needless maintenance of every team members gun between fights. I think it doesn't sound like a lot of work, but having tried playing that way during the early stages of the game's development, we found it extremely cumbersome. The Cyberloader does not actually enforce ammo limits, so pack as much as you want in there. It's your team's ammo cache, just don't run out. I think there is still a misunderstanding about how burst fire guns work in the game. Every time you shoot a multishot gun, your accuracy is reduced, depending on your skill. The more you lay into a target, the more your recoil is reducing your firing rate. You also have ammo consideration, so perhaps you don't want to "fire all" at the target. Therefore, you tap the Attack button as many times as you'd like to fire. Recoil adds up, you perfectly squeeze out the amount of ammo you want, and you spend a single set of AP for the attack. This is exactly how the design works and estimates both single shot, burst fire, and full auto weapons very well for our purposes. I hope that helps explain the design!
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casa26687
Friend
Sorry, I'm out ta here, too many inconsistencies.
Posts: 9
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Post by casa26687 on Aug 19, 2014 21:09:20 GMT -5
Thanks again for the reply, Fallen. Teleport would probably be a more accurate term for how ammo, medipack, stims, and change weapons work in combat. I'll try stuffing the cyberloader.... Your explanation of the weapons and the calculation make sense, but the weapons are all semiautomatic, firing one round at a time that the target (including me) has time to react to, so recoil should also be irrelevant... If the target has time to react, the shooter should have time to bring the weapon back onto target. I don't mind using 1AP for each trigger pull if I'm sending multiple rounds downrange. Guess I'll carry dual shotguns for kills (so I don't have to 'spend' an 'attack' just to reload from my cyberloader and can just switch hands) and play gunslinger with matched weapons for at least dual shot capability. SORRY!!!!!!! The more time I spend playing (>4 hours a night), the more frustrated I become with some aspects of the game. I've started deleting knights regularly (survived 60 to 120 days) just to try different scenarios: Latest was a hunder, but the hund (knashers, synthskin + evo + shockjaw) killed everything (9HP), not good for heat, but great against drones. I'll try removing the knashers and no it using thrash.... Got about 6 hours to kill tonight. PS. Going to stop helping enforcer with out of control drone: all I get is 1XP and heat if I take the ammo to replenish what I used to take it down.... Should get Rep, not heat for helping in the faction's zone....
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Post by Officer Genious on Aug 19, 2014 23:40:48 GMT -5
Thanks again for the reply, Fallen. Teleport would probably be a more accurate term for how ammo, medipack, stims, and change weapons work in combat. I'll try stuffing the cyberloader.... Your explanation of the weapons and the calculation make sense, but the weapons are all semiautomatic, firing one round at a time that the target (including me) has time to react to, so recoil should also be irrelevant... If the target has time to react, the shooter should have time to bring the weapon back onto target. I don't mind using 1AP for each trigger pull if I'm sending multiple rounds downrange. Guess I'll carry dual shotguns for kills (so I don't have to 'spend' an 'attack' just to reload from my cyberloader and can just switch hands) and play gunslinger with matched weapons for at least dual shot capability. SORRY!!!!!!! The more time I spend playing (>4 hours a night), the more frustrated I become with some aspects of the game. I've started deleting knights regularly (survived 60 to 120 days) just to try different scenarios: Latest was a hunder, but the hund (knashers, synthskin + evo + shockjaw) killed everything (9HP), not good for heat, but great against drones. I'll try removing the knashers and no it using thrash.... Got about 6 hours to kill tonight. PS. Going to stop helping enforcer with out of control drone: all I get is 1XP and heat if I take the ammo to replenish what I used to take it down.... Should get Rep, not heat for helping in the faction's zone.... As far as the Faction is concerned, you stole ammo from one of their drones (even if its dysfunctional). More importantly, the faction leader of the area isn't the only be watching you winning a fight against a drone, but other factions as well (that Knight is stronger than we expected. We may have to... Knock him down a peg or two so he'll know his place). Once you get to Hard or Crazy, you'll realize that managing Heat is really, really important if you don't want to be under drone attack all the time. If you want to help the enforcer with the drone, do so and then head into a backroom with that new rep you got and buy some ammo from arms dealers, chatting people up (literally- eating and listening doesn't cut it) while your Heat drops down. That way, when you get a Runner you like he won't get wrecked by Drones who have 8 attacks with 12 attack score (I.e. you spam cover, cover cover!) per shot (I.e. run out of AP to save the Runner after 3 bursts or so)...
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Post by Cory Trese on Aug 19, 2014 23:46:42 GMT -5
Not sure I follow the thing about semi-automatic ... high rate of fire weapons let you send a lot of bullets down range before anyone has a chance to do anything but get shot =)
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Post by fallen on Aug 20, 2014 9:06:43 GMT -5
pepoluan - consider the Cyberloader the cache of ammo used by the team. Nano-ready armor means if you have a nano-ready medkit in your inventory and die of HP damage, the armor will deploy the medkit immediately and save your life.
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Post by fallen on Aug 20, 2014 9:08:38 GMT -5
casa26687 - sorry you're finding it frustrating. Have fun out there!
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Post by fallen on Aug 20, 2014 9:09:52 GMT -5
pepoluan - consider the Cyberloader the cache of ammo used by the team. Nano-ready armor means if you have a nano-ready medkit in your inventory and die of HP damage, the armor will deploy the medkit immediately and save your life.
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Post by Brutus Aurelius on Aug 21, 2014 16:13:04 GMT -5
Not sure I follow the thing about semi-automatic ... high rate of fire weapons let you send a lot of bullets down range before anyone has a chance to do anything but get shot =) I think he means that it the weapons seem semi-auto because for each shot you press a button.
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Post by fallen on Aug 21, 2014 16:15:49 GMT -5
Yes, you have to push a button
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