Shadowrun Returns

Shadowrun Returns

Agemouk Jul 30, 2013 @ 12:13pm
Wired Reflexes (Bug)
I'd strongly recommend at the point (until it's patched) not buying Wired Relexes for your chromed up Street Sam due to the current Dodge bug.

Currently instead of just Dodging the first offensive action from an enemy to make it miss, Wired Relexes seems to make the next action against the character be dodged no matter were it's coming from. That currently includes:

Directed Heals to the character from your own team
Directed Buff's to the character from your team (Example: Aim)
And (almost hilariously) reloading your own gun can be "dodged" apparently making you waste an additional action point.

Caveat emptor when you decide to get your nervous system replaced with wires apparently.
Last edited by Agemouk; Jul 30, 2013 @ 12:14pm
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Showing 1-15 of 36 comments
IlluminaZero Jul 30, 2013 @ 12:21pm 
"Almost hilariously?" That's a riot.

I've been aware of this bug, but I didn't know it was so invasive as to include reloading your gun of all things.
Stick Jul 30, 2013 @ 12:28pm 
Might have to give them a shot on my Decker with high enough pistol skill that reloading doesn't cost an AP... just to see what happens... LOL
futonrevolution Jul 30, 2013 @ 12:29pm 
Maybe they inject psychotropics to help with the altered view of time. Your Sammy is actually spending the equivalent of five hours being distracted, while trying to reload, by duuuuude my haaaaands!
B0RDERL1NE Jul 30, 2013 @ 12:34pm 
What is with Wired Reflexes giving +1 Movement instead of +1 AP, like the do in the pnp version? It's like they didn't even read the rulebooks before making this, which is scary since both were made by Jordan Weisman...
futonrevolution Jul 30, 2013 @ 12:36pm 
+1 AP would be pretty godly. With Haste, you could do Full Auto twice and reload every round.
B0RDERL1NE Jul 30, 2013 @ 12:37pm 
Which is basically how it works in the pnp version.
Last edited by B0RDERL1NE; Jul 30, 2013 @ 12:37pm
Agemouk Jul 30, 2013 @ 12:37pm 
To be honest, even if they worked properly I wouldn't get them again, the fact that you need to stop and spend an action point buffing yourself to get the dodge, the fact that it literally is the very first attack (so if you get pinged by a guy with a pistol and trigger the dodge, his buddy with the AR is going to nail you). For $5k and 2 essence points they are very underwhelming (even when not considering the bug). I should have just bought another cyberleg instead. Should be +1AP.
Last edited by Agemouk; Jul 30, 2013 @ 12:38pm
B0RDERL1NE Jul 30, 2013 @ 12:38pm 
Originally posted by Agemouk:
For $5k and 2 essence points they are very underwhelming (even when not considering the bug). I should have just bought another cyberleg instead. Should be +1AP.
^This. The cost of the WR does not balance the effect. If it was +1 AP, they would be a must-have.... again just like in the pnp version.
Last edited by B0RDERL1NE; Jul 30, 2013 @ 12:41pm
Agemouk Jul 30, 2013 @ 12:42pm 
Well, yes. In PnP (at least back when I played 2nd Ed) almost all Street Sam's, for very good reasons, either had Wired or Boosted (for the cheap sods!) Reflexes, and the rich people went for move-by-wire systems (if they could twist the GM's arm enough!). Which makes the decision to make it +1 move rather than +1AP rather strange.

Here's to hoping some of the community set up some content with a shop which corrects this mistake!
Last edited by Agemouk; Jul 30, 2013 @ 12:46pm
futonrevolution Jul 30, 2013 @ 12:44pm 
Originally posted by B0RDERL1NE:
Which is exactly how it works in the pnp version.
In the PnP version, you'd have to smuggle that assault rifle past bouncers & Lone Star checkpoints & routine SIN checks. You'd also have to buy ammo through a fixer who may or may not be available at any given time. You'd also have the local go gang break into your apartment and steal it.
B0RDERL1NE Jul 30, 2013 @ 12:47pm 
I would love for that level of detail to be included. But it isn't. If it was and it didn't function like the PnP version, I would say the same thing. Wired Reflexes IS included, though, and doesn't function like it is supposed to. I'm just saying let's fix what is already there before worrying about what isn't.
futonrevolution Jul 30, 2013 @ 12:55pm 
At present, I don't see a way to flag equipped weapons in the editor. But the point is that +1 AP is *much* more powerful in SR, than it is in the PnP version. Having it have the same numerical bonus is not the same as having the same effect. Movement +1 is pretty disappointing, but melee-focused Sams are probably happy with it.
Prozac Jul 30, 2013 @ 12:57pm 
Anyway the dodging, any positives effect, bug has to be fixed
ASAP
Archongamer Jul 30, 2013 @ 12:58pm 
They are aware of the bug and working on it
B0RDERL1NE Jul 30, 2013 @ 1:00pm 
Originally posted by futonrevolution:
At present, I don't see a way to flag equipped weapons in the editor. But the point is that +1 AP is *much* more powerful in SR, than it is in the PnP version. Having it have the same numerical bonus is not the same as having the same effect. Movement +1 is pretty disappointing, but melee-focused Sams are probably happy with it.
That isn't true at all, it is MUCH more powerful in the PnP version. Because there it is +1 initiative pass (per rating), ie +1 turn. In SR terms, that would be +2 AP. So I think that +1 AP would be a pretty good compromise.
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Date Posted: Jul 30, 2013 @ 12:13pm
Posts: 36