Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: Anela on <07-24-11/1450:32>

Title: Help with Technomancer
Post by: Anela on <07-24-11/1450:32>
Okay boys and girls here is my issue. 

 I loved sr3.  After a long search we have built a nice group that is up for some good sr4 fun.  I, however, am well known for not making characters who are the easiest to play.  In true fashion, I am building a Technomancer/sniper.  What I am hoping  for is some input on how to properly balance out the skills so my techno isnt useless but can still get in some decent sniping when the matrix option isn't viable.  I have a general understanding of how the technomancer works and I am still reading and learning more. I would love input from others who have played one or who just have more knowledge than I do on how to properly build this character to make it work.  I can, if needed, show the build I have started to work with for more input. 

We are using 450 BP.

I am interested in the key skills I would need. ( I know that technically I should not be sniping but Id like to try it out. Currently with my body I really cant take much of a hit, I dont think I can change that haha.)

We will be playing long campaings so there is room for build up as we go along

Thank you in advance for the discussion. I also appoligize in advance as I am still pretty new to this type of gaming concept.

Anela
Title: Re: Help with Technomancer
Post by: Onion Man on <07-24-11/1504:22>
Electronics group.  Hacking.

Compiling.  Registering.  Whatever meat world social or technical function you may wish to have.

Weapons.  Meat world physical skills.



Look, I put them in tiers.  All just my humble opinion (okay, so I'm not humble at all).
Title: Re: Help with Technomancer
Post by: Anela on <07-24-11/1511:00>
Currently I have 3 points into cracking and 3 points into tasking and 3 in electronics.  Should I take out the tasking group and drop decompiling?

I guess I also want to know if it is going to be to far out of the realm of reason to snipe with this character as I have been told by some of my group that it will be impossible.

I am very sorry for my lack of knowledge in the game.  I will get there though :D hehe
Title: Re: Help with Technomancer
Post by: Onion Man on <07-24-11/1512:37>
Currently I have 3 points into cracking and 3 points into tasking and 3 in electronics.  Should I take out the tasking group and drop decompiling?

I guess I also want to know if it is going to be to far out of the realm of reason to snipe with this character as I have been told by some of my group that it will be impossible.

I would.  Unless you're in a very Matrix heavy game, decompiling won't come up often enough to be worth it.  Maybe take it at 1 just so you can attempt it, but it's more useful as a skill for NPCs to challenge players with than as one for players to overcome obstacles with.
Title: Re: Help with Technomancer
Post by: Anela on <07-24-11/1514:05>
Thank you very much Onion Man, if I show you my buidl would you mind helping me critic it and set it up better, once again sorry for the trouble.
Title: Re: Help with Technomancer
Post by: Onion Man on <07-24-11/1516:44>
I'd be happy to, but the real expert on these boards is squee_nabob.  Ill credit him as the source of most of my TM knowledge at this point.
Title: Re: Help with Technomancer
Post by: Anela on <07-24-11/1519:25>
Hopefully he will get a wif of tthis post and give me some input as well.  I am really excited to play this character as I have been more of an adept kind of player so this is looking pretty fun to me. :D  I am going to make a few tweeks and post up the new build here shortly :D.  Haha with your gys help ill get to show these boys what a Techno is made of. Im so looking forward to it. :D


Anela
Title: Re: Help with Technomancer
Post by: UmaroVI on <07-24-11/1522:39>
As a technomancer, you are going to suck at physical combat. If you want to snipe, you have two options:

1) Play a hacker rather than a technomancer. I won't go into too much depth here because it sounds like you want to play a technomancer, but a hacker can hack and also fight.

2) Use drones to snipe - for various reasons, you will be able to "snipe" people much more effectively by carrying around a drone with a sniper rifle mounted on it (or by just sending the drone to the sniper point while you hang out in a van, or by being in a rigger cocoon in a drone with a sniper rifle mounted on it, etc), than you could ever hope to be as a technomancer using a sniper rifle in your hands.

The basics of building an effective technomancer:

You want a stream from Unwired that uses Charisma or Intuition as your fade resistance stat. Charisma -> talky-talky as a secondary thing, more registered sprites, easiest to raise (by being an Elf). Intuition -> better at rigging (because it determines initiative). If you want to rig, have Machine as one of your sprite types because they are awesome.

You want Resonance 6. No exceptions. Normally hard-maxing stats is inefficient but because of the loopy way complex forms work, you really, really want to hardcap your resonance or you'll pay through the nose for it.

Don't try to be equally good at everything. Buy a few complex forms at 6 and just thread the others when you need them. Threading is an action that takes no time, so you can thread them when you are about to use them; you can also retry threading as often as you like unless you glitch (which might cause some unspecified problem) or get no hits (-2 to your retry). I suggest Analyze, Stealth, Exploit, Spoof, and Command.

Fade resist is super important. Don't have less than a 5 in your fade stat. Fade can be Healed and First Aided; it's good to know a mage and a medic.

You need in a "must have to do your role" way the skills Compiling 4, Registering 4, and Hacking 4. You do not need or want Decompiling, it is a trap. You need Gunnery 4 to rig effectively. You should have Electronic Warfare 1 at minimum; it might be nice to have more on occasion. You will be very sad if you don't have Computer 1, Data Search 1, and Software 4; you may very well want to just buy Electronics Group 4 but it's not, strictly speaking, mandatory.  You do get one 6, it should probably be either Hacking or Gunnery depending on whether you are more about the rigging or the hacking.

Stat-wise, you do not actually need any stats other than Resonance 6, your drain stat soft or hard capped, Logic 3, and at least a decent Edge score. You probably do want a decent Body so you can wear enough armor to not die if you get caught outside a drone, and you may want other stats for fluff reasons.

Quality-wise, you should have an extremely good reason if you don't have Analytic Mind, a paragon, and Codeslinger. For codeslinger, if you plan on rigging, Control Device is super awesome. If you really, really don't care about rigging, you could take Hacking on the Fly, but it's less bang for your buck because Hacking on the Fly is only a lot of hacking whereas Control Device is 100% of rigging. On which note, you want to rig via VR remote control, not jumping in.

How to hack, in very (very) brief: thread your Stealth up. Thread your Exploit up. Get a registered sprite to Assist Operation your Stealth (possibly get another one to Assist Operation your Exploit). Hacking on the Fly them, and go for security or admin. You can get a stealth rating of 12 fairly easily, so you have a really good chance of getting in unnoticed, but you may have to edge the hacking on the fly roll to do it quickly. Alternatively, instead of threading your exploit up, thread the Mute program option onto your exploit, screw Stealth, and just kick the door down and grab what you want before the alarm sounds. Alternatively alternatively, send a Crack sprite in; they are unsubtle as hell and whoever you do this to will know they've been hacked, but they can't do anything to you directly.




Title: Re: Help with Technomancer
Post by: Anela on <07-24-11/1545:44>
Ok let the ribbing and criticing begin.  Remember I am truely a newb at this.

Elf

B 2
A 3
Reaction 3
S 2
C 4
Int 4
L 4
w 4
e 3
R 5

Skills
Electronics 3
Longarms 4
Negotiation 3
Etiquette 3
Cracking 4
Compiling 3
Registering 3

Qualities zero out

Technomacer

Common:
Analyze 3
Browse 3
Edit 4
Scan 4

Registered:
Crack 4
Data 3
Machine 4
Fault 3

Hacking:
Decrypt 4
Biofeed 3
Blackout 4
Sniffer 4
Track 4
Armor 3

:D  okay teach me please :D

Much thanks again for the patience and help.




Title: Re: Help with Technomancer
Post by: Onion Man on <07-24-11/1554:40>
What's your resonance stream?  And what are your qualities?  Those are sort of important to evaluating a build.

Longarms 4 is way too high, that'ss a points sink.  If you have your heart set on sniping in the meat world, take longarms 1 or 2 and specialize (either right away or with the first set of karma you get), then add contacts with smartlink and image link and a top or bottom mounted smartgun system to your gear list.

I'm not a big fan of matrix combat as a TM.  It'll likely get you killed or at least hurt bad, so IMO you could drop Armor, Blackout, and Biofeedback from your complex forms pretty easily.  Have a paladin or tank sprite do that for you, it's much safer.

I've recenltly fallen in love with having Databomb as a complex form, it's way more vindictive than editing away your trails (trideo footage of us on a run, fine... let me drop a rating 10 databomb inside that file before we leave...)

With body 2, I assume you're planning on being in a rigger coccoon most of the time (a good way to go).  If not, try to get body up to 3 when you can or if you can squeak out the points.  You won't spend much time in meat world combat, but having your armor encumbrance cap at 4 makes you pretty vulnerable to normal bullets.
Title: Re: Help with Technomancer
Post by: Anela on <07-24-11/1603:20>
First impression
Toughness

Distictive style
dayjob medium - already figured out how to work this around the stroy
Flashbacks uncommon

as for streams im conflicted with cyberadept or drono.
Title: Re: Help with Technomancer
Post by: Onion Man on <07-24-11/1613:35>
AIPS related flashbacks?  That's be a ton of fun to play.  My current TM (Tommy "Knuckles" MacMurgatroy) is something of a tough guy too, so I can understand the play motivation for having toughness.  It's sub-optimal, but the game isn't all about being optimal.

For streams, consider Technoshaman as an option.  You'd lose the fault sprite but keep access to the ever-useful machine sprite and gain access to Paladin and Sleuth sprites (okay, sleuth is mediocre but Paladin is a life-saver).

I'm going to be offline for the next ghost-knows how long tonight, but you'll want to start putting together a gear list.  Keep in mind what time period the game is set in, TMs are sort of in the closet before 2072 and it never hurts to be disguised as a Hacker (trodes, medium commlink, sattelite link).

Best of luck to you.  Hopefully squee can come on and point out some fine tuning for you too.
Title: Re: Help with Technomancer
Post by: Anela on <07-24-11/1615:43>
Thank you veryone, I am going to make some tweeks over the nxt foew hours and see how it looks I think I am starting to get a pretty good idea on how to put it together. :D

The more info the better as I said, now to go read some more on the play style of my new little toy.

Title: Re: Help with Technomancer
Post by: UmaroVI on <07-24-11/1736:26>
Do not pay BP for registered sprites. You can register them for free after the game starts in a moderate amount of time - buying them is a trap.
Title: Re: Help with Technomancer
Post by: squee_nabob on <07-24-11/1909:19>
Hey, I'm here. You cannot believe how awesome it is to have my name mentioned as someone to learn from, and summoned me on a Sunday.

First let me post up some links to other posts I've made:

http://forums.shadowrun4.com/index.php?topic=4241.msg59568#msg59568

http://forums.shadowrun4.com/index.php?topic=3839.msg50965#msg50965

http://forums.shadowrun4.com/index.php?topic=3982.msg53690#msg53690

Now onto some specific comments (these are all ment to be constructive, also I play missions so I work via RAW rules rather than by any given house rules so you may need to alter my advice based on how your GM runs the matrix).

I play a technomancer and am very happy with it, and a TM sniper works, but not with holding a gun. You want to snipe by mounting a gun on a drone, then using remote control on the drone. You can thread to a 12 in Command, which means Command + Gunnery (12 + Funnery + Smartgun + tacnet).

Good news: This isn't the worst TM I've seen
Better news: You can also improve your character from here


Attributes:
Body 1 or 3, it rounds for an extra box of physical. I suggest 3 so you can wear Milspec Armor eventually (that will let you wear 13/13 armor in meat one day). GMs want you to be in the meat occasionally, and being able to show up in armor is good. You can also get 9/8 armor after softweave and form fitting body armor.

Agility you can shave a point there, reaction can shave 2 points, strength 1 point. Don't do this if it draws GM aggro.

If you are an elf, you want to be a Charisma TM, I suggest Technoshamman, because they get machine sprites (which are great). You can register them and give out diagnostics to your friends. If you are being a Charisma TM, you should have more Charisma (especially as an elf).

You can skimp on intuition as a charisma TM. This tanks your initiative, which means you start combat with a sniper shot, then let everyone else clean it up. If you go for an intuition TM, you will have a better initiative, but you don't want to be an elf (be an orc).

High Edge is important, that is very good for hackers. Resonance 6 is a must. It is very expensive to buy up complex forms,and resonance is the biggest cap on your win.

Skills:

Are you trying to be a hacker or a rigger? Beyond a very cheesy face build (threading emotional software) those are the only two roles for TMs. You can build a logic based meat-spaced TM, but it is not as good.

Don't get cracking, cybercombat is for fail, and you only need 1 Electronic Warfare (not that more doesn’t help, but one is required). Hacking is very important so i'd go for 6 as a hacker.

Longarms is bad, get Gunnery. You use Gunnery for guns while rigging.

Getting Negotiations and Etiquettem is good if you want to also be a face. You could get Con and buy the Influence skill group, but I respect just those two.

Very smart not getting decompiling. Most people get it, and it sucks. I'd go to 4 in Compiling at least though. You want 4s and 6s in your skills based around the way buying up skills with karma works.

Qualities:
Get Technomancer and Paragon. Get 35 points of negative qualities.

Don't get registered sprites with BPs, you can just register them in play.

Complex Forms:

Buy them up to your resonance, buying them up in play is super expensive. You only need 11 dice of decrypt (including the +2 for hot simming) to crack rating 6 encrypt. Anything higher than that you spend edge for. Otherwise a hacker can crack it with their encrypt. Because you can thread your Decrypt, I'd not pay BPs.

Biofeedback is based on Charisma and not bought with BPs.

Cybercombat is for fail, so drop blackout and armor. Shield is good however, because you arn't sure when you will need it. Sniffer and Track are less good than Scan (and I don't recommend all 3, you can thread them when needed).

Command is critical
Exploit is primarily your reason to live
Stealth is critical
Analyze is critical
Disarm is not critical but I think it is very important (and is very good if your GM has nodes/IC/spider use analyze to scan for you once you log on).

Good job not wasting points on Browse, but buying Data Search, now you can thread it when needed.

Figure out what is situational, and then buy the ones that come up more often.



This advice is also biased because another player in my crew plays a hacker with all programs at rating 6. This means tracking, sniffing, etc are not needed on the TM. TMs can get program ratings up to 12, so try to focus on things that are really good to have at 12. Hacking, stealth, and command are good examples of this.

And now I will post  (for the first time) the character I started play with. Notice he is does not have disarm (which I am sad about).

Finally, you should buy a Wuxing Hussar from WAR! Attach a Rigger Cocoon and Walker legs to have a go anywhere Mecha. It can mount a vehicle weapon, which gives you a great deal of range in your sniping experience. I like a Lonestar Flash Flood Water Cannon, the Ares Thunderstruck Gauss Rifle makes a nice sniper rifle. The GM Vanquisher Heavy Autocannon is capable of shredding people with 11P -6AP Fully Automatic Minigun.

Let me know if you want more information. Eventually I'll release “Squee's guide to technomancy”
Title: Re: Help with Technomancer
Post by: UmaroVI on <07-24-11/1922:05>
I think Cypher also didn't start with Electronic Warfare and instead bought 1 point with 4 karma. You really do want the 1 point in order to be able to use all those complex forms.
Title: Re: Help with Technomancer
Post by: Onion Man on <07-24-11/2018:04>
I think Cypher also didn't start with Electronic Warfare and instead bought 1 point with 4 karma. You really do want the 1 point in order to be able to use all those complex forms.

Good catch, I forgot that one in my tiers.
Title: Re: Help with Technomancer
Post by: Anela on <07-25-11/0009:38>
Okay here we go.  First off, thank you so much everyone for your help.  Squee I really liked  few things you had to say.   So here is my new build I really like how it is looking, i just want to make sure it looks workable and im not missing anything as I said just call me a big ol newb.  lol.  You boys have been great ( or girls) sorry its hard ot think of many other woman like me who would play.  Mostly because not many women in my circle ever would.

B 3
A 3
R 2
S 2
C 4
I 3
L 4
W 4
E 3
Res 6


Skills

Hardware 2 this is partly to support my story, my gm will call me on it
Cybertech 2
Negotiation 3
Etiquette 3
Electronic Warfare 2
Compiling 4
Registering 4
Gunnery 5
Hacking 5
Software 2

Qualities

First impression
Toughness
Distinctive Style lev 1
Day job med
Flashbacks uncommon
Paragon
lost loved one(brother)
poor self control light im cheating with this one :D
Big Regret

Weapons
HK PSG Enforcer
?


Gear
( I have alot)

2 medium sized drones ( cant remember the name atm it has legs haha)




Hopefully I didnt miss anything. 

I am really excited to play this as a character that spends more time focused on hacking but has the ability to snipe with the drone.  I am super excited.

I really really appreciate all the help.

Anela



Title: Re: Help with Technomancer
Post by: Anela on <07-25-11/0011:13>
Oh and I think technoshaman is a pretty good way to go.
Title: Re: Help with Technomancer
Post by: Onion Man on <07-25-11/0303:37>
Better add technomancer to your qualities list.

Which Poor Self COntrol?  Some are worse than others.

Which Paragon and for what bnus?
Title: Re: Help with Technomancer
Post by: UmaroVI on <07-25-11/0659:53>
I'll understand if you don't want any 1 stats, but you're not getting value out of that 3 agility; I'd drop it to a 2.

Being an elf technoshaman with a 4 charisma is like having peanut butter, jelly, and bread, and throwing away the bread. You should really have a 7 charisma.

I would drop the logic and willpower to 3. Logic 3 is what you need to keep your signal range "good enough." Willpower is good for extra stun boxes so you want an odd score.

Why do you have Cybertech? Is it an RP thing? Can you go down to 1 rank?

Unless you can scare up a few more points, I would drop Negotiation and Etiquette and just buy Influence 1. With a 7 charisma that gives you an alright 8 dice at this.

You really only need Electronic Warfare 1.

Software is what you use to thread and IMO it is worth Software 4. You do need Computer 1 at least or some CFs are unavailable to you, like Edit. If you want Hardware 2 for RP reasons, Software 4, Computer 1, Hardware 2 is reasonable and so is Electronics 4, depending on how hard up you are for BPs.

Toughness is straight up a very bad quality. If you want to be tougher, buy more Body. The reason is pretty simple: +1 body = 10 points. Toughness = 10 points. So you can get +1 body for all purposes (including wearing more armor) for the same price as getting +1 body for only some purposes.

If you want to cheese up some Negative Qualities, Sensitive System.

Skillswise, a point about the Hacking and Gunnery. If you eventually want them both at 6, or one 5 and one 6, you should start at 6/4 rather than 5/5 because of how the karma costs for raising them works. If you plan to never raise either skill, ever, 5/5 is a reasonable choice.

The Lone Star Strato-9 from This Old Drone is a really nice drone and I'd suggest having 1 ground drone and that rather than 2 ground drones.
Title: Re: Help with Technomancer
Post by: squee_nabob on <07-25-11/0911:04>
The single biggest problem right now is your mental stats. I won’t focus on ways you can save points to make the changes I’m suggesting (see my posts, or umaroVI’s).

You  need to figure out what stream you are going with and what mental stat will be your fade resist (this is stream dependent). You said Technoshaman was acceptable, which means you need charisma. Because fade resist is the cap on how good you can be, you should softcap your fade resist at least. Get Charisma 7.

Willpower is Firewall, because only other TMs and sprites can hack you (and you can stomp them with your registered sprites if they do), you don’t need a super high firewall.

Response is based on intuition, so as a hacker you don’t need intuition, and as a rigger you want high intuition. Compromising on a middle intuition is not half as good. Going first is very good, going last is sad (but not terrible because it lets enemies realize you are no threat and focus on more dangerous people), and you can spend your high edge to go first when you want to.

Signal is half your resonance rounded up.

System is determined by logic. Since system does not impact complex forms, and you can run all your CFs at once without problems, logic basically means “half the number of CFs I can start with”. There are 6ish good CFs so logic 3 is fine.

For skills:
2 hardware is fine. With a 3-4 logic you won’t be stellar at dealing with maglocks (the primary hardware task in my experience), and going to 4 hardware isn’t going to make you better than a specialist (or someone with neocortical nanites).

Software is very important since you use it for threading. I’d get that at 4. Data Search is something matrix characters are expected to do, so I’d get that at 4. With 3 skills at 4, consider Electronics 4. Computer isn’t bad either for when you need to make computer + edit tests (You can compensate for low computer with 12 edit and the low threshold for most edit tests).

I like Poor Self Control: Hack Secure Nodes 15pts. It is a 15 point refund for trying to do your primary job (of hacking most likely).

I don’t see your complex forms on the new sheet, and you still haven’t answered “why am I a TM? Why do I want program ratings higher than 6?” That’s the big question, because if you don’t want them higher than 6, play a mundane hacker. The ideal answer should be some combination of “I will remote control rig / I want stealth 12 and Exploit 12 for serious hacking”.
Title: Re: Help with Technomancer
Post by: UmaroVI on <07-25-11/0950:41>
Oops, ignore what I said about why you want logic 3 and listen to Squee about why you want logic 3.

There's also nothing wrong with deciding you want to be a technomancer, and then aiming to do the things technos are good at.
Title: Re: Help with Technomancer
Post by: squee_nabob on <07-25-11/1028:00>
I agree, and you can see my "Hackers vs. TMs" post about why to play a technomancer, but generally you are in it for the high complex forms. You could be in it for the sprites, but I view those more as a benefit (in the same way that you don't want to build a useless mage who can summon a really good spirit, you want to be a useful TM with useful sprites). 
Title: Re: Help with Technomancer
Post by: Anela on <07-25-11/2328:23>
Well after looking over all of this I started from scratch and came up with a really good feel for what I was working with.  I really like my new build however, I am going to have to put him on the back burner.  With the small group I have I do not think a TM will work well with the team.  Sigh.

Oh well I will get to play him one day.  I really appreciate all the help and do think from everything you have said and helped me with especially after reading through the books I really get a good feel for them.

Thankyou very much
Title: Re: Help with Technomancer
Post by: Artighur on <07-26-11/0118:34>
I keep reading that as a TM Rigger you need high Intuition but I really can't figure it out. Sure it helps if you are a Dronomancer but unless I'm reading correctly most Rigging action when jumped-in are based on the Drone's Response and not yours.

Am I missing something ?
Title: Re: Help with Technomancer
Post by: UmaroVI on <07-26-11/0630:08>
Yep: what you're missing is that you don't want to jump in, you want to VR Remote Control. The reasons why are:

1) Would you rather be rolling Response+Skill, where the response is the drone's response? This will be at best 4. You can pay to upgrade it as high as 6, but that's expensive and has to be done for EVERY drone. Or you can roll Command+Skill and it's easy to get yourself Command 12 as a technomancer.

2) Do you like taking real damage when your drones are hurt? Technomancers always hotsim so they can't avoid this.

3) The "complex actions for everything" is, surprisingly, not a huge deal. You can easily make sure your drones are always mounted with FA weapons and just use long bursts.

Of these, #1 is the biggest reason. The bonuses you get for jumping in look insignificant next to the huge dicepool boost you get for replacing Response with Command. The other big thing is that as a remote control rigger, you can easily do just fine with fairly crappy off-the-shelf drones that have a good weapon mounted, whereas as a jumped-in rigger you have to be upgrading the Response and Sensor and all that jazz on all your drones, which is very expensive.
Title: Re: Help with Technomancer
Post by: nojosecool on <07-26-11/0755:02>
I just want to chime in here and confirm that Onion Man is, indeed, not humble.
Title: Re: Help with Technomancer
Post by: squee_nabob on <07-26-11/0849:32>
To comment on UmaroVI’s posts:

1) Military drones (from WAR!) have 5 response, and can go to 7 but this is still worse than 12.

2) You want Full Bursts, not long ones. Long bursts are simple actions from FA weapons, Full Bursts are complex actions. Also you want high velocity because drones do not suffer recoil.

He is correct that remote control is for win and jumping in is for fail.
Title: Re: Help with Technomancer
Post by: Artighur on <07-26-11/1019:47>
What about your IPs ? Would you not drop to your meat IP since you are not jumped-in ?
Title: Re: Help with Technomancer
Post by: squee_nabob on <07-26-11/1030:12>
Check the SR4A FAQ:

Quote
What Initiative does a Drone act on and how many Initiative Passes does it get?
For drones operating via their Pilot alone (i.e., no metahuman or outside control), Initiative is Pilot + Response, and the drone gets 3 IPs (Drone Initiative, p.245, SR4A).

When a rigger is remotely controlling a drone, either via AR or VR, it acts only at the rigger’s command and uses the rigger’s Matrix Initiative and has a number of IPs equal to the rigger (Remote Control, p.245, SR4A). The rigger must spend a Complex Action to command the drone; if a rigger does not use an action to control the drone during one of their Action Phases, the drone does nothing.

When “jumped in” the rigger has direct control over the drone; the drone uses the rigger’s Matrix Initiative and has the same number of IPs as the rigger (Jumping In, p.245, SR4A).
Title: Re: Help with Technomancer
Post by: Artighur on <07-26-11/1040:07>
So it says that it uses Matrix Initiative (which is normal because it's a Matrix Action), but that mean that you loose what 2 IP from Hot Sim, right ?
Title: Re: Help with Technomancer
Post by: squee_nabob on <07-26-11/1049:34>
So, your interpretation of FAQ may be different than mine, but comparing Remote Control and Jumped in

RC: “has a number of IPs equal to the rigger”

JI: “and has the same number of IPs as the rigger”

These are pretty similar. RC is a matrix action, so clearly it uses your Matrix Initiative and Matrix IPs. When in AR that is equal to your Meat IP (but not your Meat Initiative, you still use Matrix Initiative because that is explicit), because AR IPs = Meat IP. In Cold VR IPs = 2, in Hot VR, IPs = 3.

That’s just how I interpret what I linked. 
Title: Re: Help with Technomancer
Post by: Artighur on <07-26-11/1112:55>
Ok good so we agree. Might have explained myself poorly on the last one.

So if a Technomancer was to remote control, he'd have 1 IP unless the TM has the Acceleration Echo. That does make the Jumped-i TM much better than the Remote controlled one no ? Of course there is that Biofeedback that is annnoying as hell but for pure Firepower Jumped-in will rock Remote control unless you can wipe the floor in 1 IP

Title: Re: Help with Technomancer
Post by: squee_nabob on <07-26-11/1126:45>
I think we clearly disagree. Perhaps I was unclear, I shall bold the important sections

These are pretty similar. RC is a matrix action, so clearly it uses your Matrix Initiative and Matrix IPs. When in AR that is equal to your Meat IP (but not your Meat Initiative, you still use Matrix Initiative because that is explicit), because AR IPs = Meat IP. In Cold VR IPs = 2, in Hot VR, IPs = 3.

A hot-sim remote control TM will have 3 IPs (at least) and will mop the floor with a Jumped-In Rigger. The only things you want to jump-into are ones without Rigger Adaptations using the Mind Over Machine Advanced Echo.

Edit to fix bolding
Title: Re: Help with Technomancer
Post by: UmaroVI on <07-26-11/1244:56>
Ah, I think I understand the confusion.

You can Remote Control from either AR or VR. You can only Jump In in VR.

If your remote control from AR it is just like any other use of AR - you use your meat Ini/IP. If you remote control from VR, it is just like any other use of VR and you use your matrix ini/ip, and you get hot sim bonuses as appropriate.
Title: Re: Help with Technomancer
Post by: squee_nabob on <07-26-11/1333:18>
If you RC from AR, you use matrix init and meat IPs (because matrix IPs in AR is equal to meat IPs). Check the FAQ above for details.
Title: Re: Help with Technomancer
Post by: UmaroVI on <07-26-11/1528:16>
Huh, you are right. So AR = matrix init, meat IPs. VR = matrix init, matrix IPs. Either way, only AR remote control costs you IPs.
Title: Re: Help with Technomancer
Post by: Seeker on <07-26-11/1657:33>
So... an adept hacker that somehow eeks out 4 meat IPs is faster in AR than they are in VR?

I know you are better in VR than you are in AR, but that extra IP can make a world of difference, at least before Karma starts to build up.
Title: Re: Help with Technomancer
Post by: squee_nabob on <07-26-11/1718:12>
An adept hacker who has 4 meat IPs will cry themselves to sleep when a cyber’d hacker (who could also be an adept) shows up with a simsense accelerator, and a simsense booster (and didn’t pay 5 magic for it). 

That 4th matrix IP is trivial unless you are a TM, who has to spend an Echo on it. I’ve also never found 4 passes while rigging to be that necessary; usually by pass 3 you know who is going to win.
Title: Re: Help with Technomancer
Post by: Artighur on <07-26-11/1850:23>
Ah, I think I understand the confusion.

You can Remote Control from either AR or VR. You can only Jump In in VR.

If your remote control from AR it is just like any other use of AR - you use your meat Ini/IP. If you remote control from VR, it is just like any other use of VR and you use your matrix ini/ip, and you get hot sim bonuses as appropriate.

That is where I got mixed up :) Thanks a lot :) So yea basically there is no point of rigging a drone (or a vehicule) even as a hacker, command program is much easier to raise than Sensor or drone Response... That seems kinda odd but anyway !

Any idea that could help fix that ? I mean I really find odd that you are better at controlling the drone with a remote control than being the drone itself...
Title: Re: Help with Technomancer
Post by: UmaroVI on <07-26-11/1857:33>
As it stands I have never been able to build a jumped-in rigger that was better than a remote-control rigger.

The rules for the matrix and rigging in general are a complicated clusterfuck of poor design choices, and I would probably fix them by lighting it all on fire and making a new system entirely.
Title: Re: Help with Technomancer
Post by: Onion Man on <07-26-11/2218:35>
I just want to chime in here and confirm that Onion Man is, indeed, not humble.

Mac Davis said it best.

http://youtu.be/-07_2DWfEmQ
Title: Re: Help with Technomancer
Post by: Anela on <07-28-11/1922:26>
Okay here is my last attempt at building my darling character that I will now get to play :D

Sub-opimal I know but lets hope this works now.


Name: Anela
Race: Elf
Specialty: technomancer this is counted in with my points as a quality

B 3
A 3
R 2
C 7
Int 3
L 4
W 4
E 3
Res 6


Skills
Hardware 3
El Warfare 1
Compiling 4
Registering 4
Gunnery 4
Hacking
Software 4

Qualities
Paragon
Intuitive Hacking
Common Sense
Distinctive Style
Day Job (m)
Lost loved one (brother)
Poor self control (compulsive light)
Flashbacks (uncommon)

Forms all at a 6
Data Bomb
Stealth
Paladin
Scan
Analyze
Edit
Command
Encrypt

Registering sprites at gameplay

Gear
2 drones
HK PSG enforcer
Lots of toys!

I hope this is alright and looks good hopefully I didnt leave anything out.  hell I have een built her back story. Which is pretty sweet I have to say.

Thank you everyone

I forgot my stream which is Networkers.




























Title: Re: Help with Technomancer
Post by: SwampFox on <07-28-11/1940:04>
I just want to chime in here and confirm that Onion Man is, indeed, not humble.

Mac Davis said it best.

http://youtu.be/-07_2DWfEmQ
Do you perchance have a second Username for your ego? ;D

On a more related note, it may help to list out your total gear and costs, as well BP costs for everything.  I know in my case it helps me keep track of how much BP I've spent, and how much I've got left, giving me some wiggle room.
Title: Re: Help with Technomancer
Post by: DWC on <07-28-11/1952:19>
Paladins are a type of sprite, not a complex form.  Other than that, it looks fine.  But I'm hardly the resident technomancer expert.
Title: Re: Help with Technomancer
Post by: Anela on <07-28-11/2009:09>
:D thanks
Title: Re: Help with Technomancer
Post by: Anela on <07-28-11/2034:34>
Im at 450 bp which is what we are playing with,  I use the SR4CHarGen so it tallys for me :D
Title: Re: Help with Technomancer
Post by: squee_nabob on <07-28-11/2055:14>
I am also not the resident technomancer expert, but i am a resonance technomancer expert (lol technomancer pun).

As you mentioned she's sub optimal but much improved. Intuitive hacking is bad, and you did not specify what matrix action it is for, but other than that look playable. Those extra 50 BP let you not squeeze every BP (which you need to do on 400 BP)

Title: Re: Help with Technomancer
Post by: UmaroVI on <07-28-11/2105:57>
First, this is a much improved character and is about 95% fine.

Typos:
You have no number listed for Hacking. You have Hacking 6, right? Right?

As mentioned Paladin is a sprite, not a complex form. You automatically get to summon all your sprites with your Compiling skill, so you don't need that.

Very Bad Ideas:
Intuitive Hacking is EXTREMELY bad. The reason for this is that you can just thread the complex form you want to 1. On top of that it only works for one complex form! You could in theory (don't do this) spend 1 bp to buy that complex form at 1 which is strictly better than and 4 bp cheaper than Intuitive Hacking. Never, ever take this quality. I hate it with the burning fire of a thousand suns.

Not having Data Search and Computer is something you can get away with if there's a hacker in your party - there are some things linked to them, but they are things a hacker can do just fine. Otherwise, you may want Hardware 1, Data Search 1, Computer 1. HOWEVER, many uses of Edit are linked to Computer so you really don't want Edit 6 but no Computer skill. One of those two should change.

You don't have Exploit 6. You really, really want Exploit 6.

Not So Bad But I Still Recommend Against Them Ideas:

While not quite so bad as lacking Exploit 6, you probably should have Spoof 6 because there are some problems (such as hacking into daisy-chains of slaves) that you really want Spoof for. You might be able to get away without spoof depending on how your GM runs the matrix but I honestly don't advise it. Also, of all the hacking skills, Spoof is the only one that will help at all if you get caught in a meatworld firefight (you can spoof drones and spoof people's guns and stuff).

Data Bomb is largely for silly and is not really worth it. You can always thread up Data Bomb.

Encrypt is not for silly, however, being able to Encrypt super duper well is not really that important; you're fine just threading up what you need.

Even amounts of willpower make me a little sad. There's a lot of better things you could do with those 10 points.

Hardware is the only skill you have that is logic-linked. Logic 3 and Hardware 4 saves you 6 points over Logic 4 and Hardware 3.

EDIT: Odd != Even
Title: Re: Help with Technomancer
Post by: squee_nabob on <07-28-11/2124:42>
Umaro, you mean even willpower. You like odd willpower. I do agree with your other comments however.
Title: Re: Help with Technomancer
Post by: Anela on <07-30-11/0017:53>
Hacking is a 6 nd thanks guys ill make those small adjustment.  YOu hve been great :D  Hopefully I made you proud :D