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#msg59568http://forums.shadowrun4.com/index.php?topic=3839.msg50965#msg50965http://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”