Shadowrun Returns

Coral_sl

shitlord
54
0
I just wish Harlequin didn't suck so much. He was the worst character in my party for the final fights. I expected more from him
frown.png
I have to agree. At first I assume he'd be a sort of demi-god, and kept hitting him with haste. What a waste.

In those narrow spaces, any character with a shotgun seemed worlds better.
 

Vorph

Bronze Baronet of the Realm
11,011
4,766
Everyone mentions this one mage that is good but I have yet to see her come up on either list.
The mage everyone talks about is a dwarf named Alex in the merc list. He'll always be there because the mercs aren't randomized like the fixer list is. He's a pure support mage though, people use him for Haste and Heal not for CC/AoE. Sadly, no hired runner ever gets Haste IV, so he's as good as it gets. The shamans in the fixer list can be ok, but afaik none of them have bear totem, or at least not that ones that have Haste III anyway.
 

Coral_sl

shitlord
54
0
My basic review is that it was easily worth the $20 for the 15 or so hours I played of Dead Man's Switch. Sure, some of that value to me was in nostalgia for the pnp games I played two decades ago in college, but so what? Have of these returning IPs in Kickstarter or whatever build their value on our familiarity and love of something.

SRR definitely recaptured the Shadowrun feel. Sure, I would wish for a bigger game, longer, with more freedom to explore Seattle... but for what I paid, I already got my money's worth before I play it again or play any UGC.
 

Zhaun_sl

shitlord
2,568
2
I'd also like to say it is nice to see a proper turn based tactical style RPG again as well. Something we've kind of been missing out on for many years now.

I definitely agree it would be nice to custom your own 4-man team though.
 

Phazael

Confirmed Beta Shitlord, Fat Bastard
<Aristocrat╭ರ_•́>
14,152
30,314
I enjoyed the hell out of both plays of the main campaign (first as Elf Gunner/Mage, then as Troll Rigger/Decker) but after messing with some of the user content there definitely needs to be some bug tweaks done. The me from ten years ago might have sat down and banged out a long adventure in the editor (did a huge trilogy for NWN back in the day), but the current me is content to wait a few months for bugs to be corrected and for the community to make complete modules for it.
 

Delly

Trakanon Raider
2,981
622
There was an update today.

New Features, Improvements
- SMG: Aimed Shot now uses 4 bullets, down from 6.
- SMG: Spray and Pray now uses 6 bullets, down from 8.
- SMG: the Beretta, Uzi, Colt, and HK are slightly more accurate.
- Shotgun: Kneecap now has a HP DMG penalty of -6, up from -3. It now has a -5% accuracy penalty, and a cooldown of 3.
- Shotgun: All shotguns have had their accuracy falloff increased slightly, lowering hit chance at long ranges.
- Rifle: Full Auto's accuracy penalty was not being applied properly at high skill levels. It should now always be 15% lower than a single shot's percentage to hit.
- Rifle: Smartlinked rifles were less accurate at very long ranges instead of more accurate. This has been resolved.
- Rifle: The FN HAR and HK G12 were very similar in every aspect except price. The FN HAR is now more accurate and holds more ammunition than the HK G12.
- Rifle: Ammo capacity of the HK G12, Colt M23, and Ares Alpha have been reduced to 32, 34, and 38 respectively.
- Rifle: The Colt M23's damage is now 15, down from 16. The Ares Alpha's damage is now 16, down from 18.
- Grenades: Reduced store prices of all grenades.
- Grenades: HE Phosphorus grenades were not showing up in the store. They should now be purchasable along with the other Tier 3 weapons.
- Cyberware purchase screen is now more user friendly.
- Vendors will now sell more things in various places throughout DMS campaign (such as more med-kits).
- Visual improvements to the summoning grid.
- General UI Improvements.
- Added additional debugging for finding walkable tiles in debug mode.
- Added messaging to alert user when last auto-save occurred.
- Black IC is now less lethal.
- Added an explanation of how Leylines work in the world of SR:R.
- Added a definition of SIN in glossary.

Bug Fixes
- Player can no longer sell a currently equipped outfit.
- Swapping outfits will now correctly give the correct enhancements.
- Player can now equip an outfit if they do not currently have one equipped.
- Drones will now retain their Rigging bonus between levels.
- Wired reflexes no longer dodge friendly effects.
- Spirit death from overwatch no longer causes occasional hardlock
- Reduced load times when loading new assets after version update.
- First time OSX play will start in windowed mode to work around a crash issue for some users.
- Move marker will now be visible over walls.
- Fixed a crash that could occur when transitioning characters one-by-one out of the scene and into the next.
- Fixed issue with equip screen item filtering.
- Fixed issue with installing upgraded cyberware on individual locations of a pair.
- Fixed issue with hiring screen adding incorrect selected runner.
- Fixed a slew of typos.
- Fixed cases in conversation where attribute or skill checks were applied incorrectly.
- Fixed character preview not showing 3D Character in some cases.
- Fixed bug where user could enter missions that require a decker without having any runners with a Cyberdeck.
- Fixed various issues with hiring Coyote.
- Work around some Steam Workshop upload timeout issues
- Editor: Changes to scene or story variables will refresh that variable in the scratchpad.

Known Issues
- We are investigating reports that some users are encountering problems downloading subscribed stories from Steam Workshop.
 

Zhaun_sl

shitlord
2,568
2
I'll give them credit for a healthy patch of fixes within a week or two of release. Especially on balance stuff.

Shotgun specialists are going to howl in rage!
biggrin.png
 

Gavinmad

Mr. Poopybutthole
42,471
50,621
waaaaaaaay to heavy a nerf on kneecap. Should have done nothing but add a 1 turn cooldown to it so you cant spam it.
 

Zhaun_sl

shitlord
2,568
2
Probably didn't need 3 turns, accuracy penalty and more damage penalty. Yeah, a 1 turn cooldown so you can only use it once a round would be fine in addition to increased range penalties.
 

Duppin_sl

shitlord
3,785
3
Only moderately, really. This isn't a fantasy game where most things can only damage you in melee range.

It probably needed a bit of a nerf, but that's way too much.
 

Derpa

Trakanon Raider
1,988
635
I'll give them credit for a healthy patch of fixes within a week or two of release. Especially on balance stuff.

Shotgun specialists are going to howl in rage!
biggrin.png
Indeed, started my second playthrough with a shotgun elf and now this happens....nerfed the shit out of kneecap
 

Pyros

<Silver Donator>
11,063
2,264
Only moderately, really. This isn't a fantasy game where most things can only damage you in melee range.

It probably needed a bit of a nerf, but that's way too much.
It is a pretty bigger risk since almost everytime you're in melee range, you're not in cover, while you can kneecap from behind heavy cover. That said it is probably too much of a nerf and melee could use a nerf too, mostly I don't think katanas etc should remove AP as easily on any given hit, there is a special ability to remove AP but it's almost completely worthless when you can Chi Strike for 80dmg in a turn and also remove 2AP while the special ability removes like 3AP but does no damage(granted chi strike also costs 2AP but still). Should only remove AP on crits, which I believe is what the tooltip says, but it removes on hit or crit, just not on weak hits, so it almost always remove AP if you max your melee skill. That or making katanas do one less damage, currently the only difference between katanas and heavier weapons is 1damage, but removing 1AP per hit as a compensation is a much bigger deal that just one damage.
 

Coral_sl

shitlord
54
0
Shotguns needed a nerf generally though. Played a party of 3 shotgun wielding characters. Hot knife through butter.
 

Raes

Vyemm Raider
3,264
2,718
No one is saying that a Kneecap/shotgun nerf wasn't expected or needed, just that it's typical overkill, you know, how the term "nerf" got started in the first place. Especially when there are much more important things they could be working on, like the totally fucked up aim-RNG. 80% to 98% (yes, 98, at point blank, happened a couple times) feels like 50% anything under 80 feels like 25%. It's really annoying, especially with the gay mechanics of bug killing in the final mission.
 

Lusiphur

Peasant
595
47
Yeah, there are definitely things that needed attention more than making shotguns effectively useless. Generally speaking gun balance is all to fuck now. Pistols and SMG still have no point and the 're-balance' didn't address that.