Shadowrun: Dragonfall - Director's Cut

Shadowrun: Dragonfall - Director's Cut

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TrippyJing Jul 8, 2015 @ 2:35pm
Invisible Fourth Weapon Slot
I don't know how common this is among other players, but I only noticed this when I picked up a weapon during a mission and then it was available for use during combat. But when I look at my inventory screen, I only see my deck, my firearm, and my melee weapon in their respective three slots with no sign of a fourth.

What's going on here?
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Showing 1-6 of 6 comments
Stormfox Jul 8, 2015 @ 3:00pm 
Had that happen on Apex, too, when I found the grenade launcher (while already carrying a Cyberdeck, Assault Rifle and the launcher we found some missions before). Since Apex cannot be completed, I have yet to see wether that item will "vanish", get "stuck" or be operable when getting to the next locker.
Equip Monk Jul 8, 2015 @ 9:31pm 
Originally posted by Stormfox:
Had that happen on Apex, too, when I found the grenade launcher (while already carrying a Cyberdeck, Assault Rifle and the launcher we found some missions before). Since Apex cannot be completed, I have yet to see wether that item will "vanish", get "stuck" or be operable when getting to the next locker.

The APEX grenade launcher is inferior to the one you get from Blizz's mission. It fires 1 grenade before you have to reload and does only slightly more damage.
Stormfox Jul 9, 2015 @ 12:20pm 
By the time you find it, though, neither is a real alternative to whatever Eiger and/or your char use, and at best a sidegrade to the other guy's usual attacks. Grenades of all kind have the same problem: There is rarely an opportunity to actually use them where simply shooting for 2 AP would not be better or at least as good, without wasting money. The -2AP stun grenades can sometimes be nice, but only if the game does not screw you over by ignoring ap losses again.
Phoenix7786 Jul 9, 2015 @ 2:37pm 
Grenades at high enough stats drop to 1 AP per toss, which makes them suddenly awesome.
Stormfox Jul 9, 2015 @ 5:05pm 
Which needs 5 Throw (which in turn needs 5 Strength). This is at best allright if you play a melee character anyways, since you would have 5 Str anyways then. Even then, it is a waste of typically 14 karma to make a bad accessory into a halfway decent one that still costs mana. By the time you can chalk off 14 karma as peanuts, grenades are again pretty much outclassed by simply shooting things dead.
Stormfox Jul 10, 2015 @ 5:05am 
That's definitely one of the scenarios where the AP reductions do not apply correctly. Problem is, a typical opening move during combats where I have the initiative is killing about half of the enemies before they get a turn - which is as usual much better accomplished with weapons than grenades or spells (with the latter still being better and not costing money) :-(
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Showing 1-6 of 6 comments
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Date Posted: Jul 8, 2015 @ 2:35pm
Posts: 6