Shadowrun: Dragonfall - Director's Cut

Shadowrun: Dragonfall - Director's Cut

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Noob here, any tips on not being bad?
I think my build is pretty decent and my clothing/guns are decent too, but I just keep failing missions.

I didn't do this poorly on X-Com or Expedition:Conquistadors, lol.

In general,
Is there something common among noobs I am doing wrong?
Do I need more upgrades from the doctor, as I have mostly neglected this not wanting to waste essence early on weak upgrades?

And specifically,
And if I failed the trial mission from the sketchy guy in the cafe am I now locked out of entire subplot?
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Showing 1-8 of 8 comments
Lord Of Dorkness Mar 13, 2015 @ 9:33am 
Would help if you told us your build...

Other than that:

Eccense is mostly a magic thing. There's some rather horrific side-effects in the fluff, but in-game a 'mundane' oriented charachter type suffers no actuall penelties from cyberware. The only thing that happens is that your spell cooldowns gets longer, and your spellbook can hold fewer spells.

So if you use neither...:cybereye:

And yes, if you fail the trail, you get locked out of that subplot. The rewards are rather decent if you stick with it, but it's quite possible to give The Lodge the finger and still win the game. though, so I wouldn't sweat it.
Continue? 25¢ Mar 13, 2015 @ 9:53am 
Human/street samurai,

can't seem to steam screen shot, imgur links
build [i.imgur.com]

I have only "induction data jack" in right arm (for better aiming with smartlink guns), so I guess I need to get some more.


Originally posted by Lord Of Dorkness:
quite possible to give The Lodge the finger and still win the game. though, so I wouldn't sweat it.

This is the only game I am enjoying right now, so I am considering re-rolling since I haven't been doing so well up 'til now...
Last edited by Continue? 25¢; Mar 13, 2015 @ 9:56am
Iso Koala Mar 13, 2015 @ 9:58am 
I don`t know what difficulty you are playing, and how does AI do in different difficulties, but my #1 tip is; never put 2 persons next to each other behind a cover! Its better to be little further from each other. Not only you get to shoot enemies from different angels, shooting past their covers, but you stop enemy AI doing its favourite thing; Granade Spamming. The AI works so, that if you have 2 or more guys next to each other, the AI will ALWAYS (100%) throw a granade at them! Quite often a stun one that takes -2AP from them and you will miss their next turn. So, unless you are really confident about killing the enemy, go to a further cover or heck not into a cover at all, just far away from enemy, instead of getting Granade Spammed.

Also, always kill Conjurers fast, when you have a chance.

Always use the special shots, like aimed shots etc. Pay attention to what they do, and use them in correct order! For example, 1st use Smg skill to force enemy out of its cover, 2nd shoot it with shotgun/magic skill to make it lose blance and make it easier target 3rd if its strong enemy you cannot kill in 1 turn, shoot its legs so it loses ap 4th, unload the rest of your AP at him in normal/aimed shots.

When plenty of enemies are about to corner you, focus on killing 1 of them, and focus on taking ap from the rest (or 1 of them). Melee attacks, stun granades, shotgun legshot etc, take AP away. If you cant kill 2-3 enemies in one turn, better kill 1 and make the others lose their turn so you wont be harmed.

Focus on 1 enemy at time.

Use buffs and debuffs. Like aim from the mage and haste to your main shooter. I was playing a conjurer/decker myself, so I had plenty of haste spells. Instead of using them to everyone, I mostly just bulked Edger with 2-3 haste spells, giving her 4-5AP, and using her for like 75% of my kills... And for debuffs, mainly lowering AP of the enemies I guess.

Also, I found the game to be a bit hard at first, and after learning it it became quite easy (on Hard) ,there was 2 missions in the middle I had some troubles with, but after that it got much easier. I`d say this was quite similar with Conquistadors on that aspect, and difficulty was about the same too.
Lord Of Dorkness Mar 13, 2015 @ 10:02am 
Yeah, street-sumurai and cyberware are sorta heavily assossiated for a reason. You really want to go get a few upgrades ASAP.

Other than that, though, your charachter looks quite good. You've overspent a bit on body compared with your other stats, but from first glance things should be totaly salvagable.

Just pump ranged/weapon/dodge in about that order, and you'll be a combat monster in no time.
Iso Koala Mar 13, 2015 @ 10:12am 
That character actually looks pretty solid in combat. You have more ranged combat than I did at the very end of the game, and my body was only 6 (with implants) as well.
Your strength doesn`t give much use to him though, as it`s now only used for throwing granades further. I wouldn`t boost it any more... I prefer drugs Cram for my main char anyway ^^.

You also don`t need 2 different ranged weapons... It`s not bad to have those though, and now that you do, I would raise both to 5 to get the best skill of both of them, no need to go higher. And especially since your haven`t spent karma on non-combat skills like Charisma, Decking or Biotech, or don`t have any spellskills to suck you dry of Karma, I don`t think you will ever be in a trouble because of your character build.
Last edited by Iso Koala; Mar 13, 2015 @ 10:13am
Continue? 25¢ Mar 13, 2015 @ 10:55am 
Originally posted by Iso Koala:
(tactital tips)

thanks. I wasn't being that tactical
GarretVanBurace Mar 13, 2015 @ 1:02pm 
Apologies for the length, but I know how frustrating strategy games can be without grasping the mechanics. At best, it's not fun; at worst it's unplayable.
Your build looks solid; I would only make a couple of changes, but I'll put those on the bottom since I don't think it's a problem.
These are a couple of often missed combat basics:
* Cover is important; low cover (white shield outline only) reduces your chance to get hit. Medium Cover and Heavy Cover (Shield is half full of white or solid white, respectively) further reduce your chance of getting hit AND reduce the damage you receive when you are hit. This basically boils down to the difference between low cover and medium cover is much larger than the difference from medium cover and heavy cover.
* Flank Shots; if someone is behind cover, and they get hit from another angle, it's a Flank Shot. These multiply damage (quite heavily) and are very good ways to get kills (or killed) quickly. You can tell whether or not you have a flank shot by looking at the shield icon next to the percentage of hit when you're taking a shot. If there is a big, diagonal, red line over a shield, it's a flank shot. If I had to choose between three shots; one is 99% out in the open, one is 95% out in the open and one is 84% flank, I will take the flank shot...it's that powerful.
* Cover position: If you're next to ANY cover, and someone shoots you from another angle, it will ALWAYS be a Flank Attack. This is bad as mentioned above. This can lead to weird scenarios like a character being in the corner of a room with furniture, and standing further away from a shooter but next to the piece of furniture in the room (which is considered a flank shot from every angle) is more dangerous than standing one step away from the furniture (which is considered "out in the open") but closer to the enemy shooters. This could be a bug or a "feature"; Shadowrunners who get cornered probably don't run very long anyway... ;)
* Armor: Armor is always the little white dots below your character's portrait; it's also above enemies as well. It will reduce the damage of all weapons that don't have armor piercing. There are also some abilities and spells that "break" armor.

The following are several undocumented (or if there is documentation, I haven't found it yet, which is quite possible :) ) features of combat that are worth mentioning; if these have changed or are wrong, someone please correct me:

* If a melee attack hits, it will ALWAYS make the target STAND and LOSE their Cover until they can move again; misses won't do this.
* If a throwing weapon hits (a knife or a shuriken; NOT a grenade), the same stand and break cover occurs; again, misses don't work.
* If a mage's manabolt/powerbolt (the one that goes in their Weapon Slot NOT their Spellbook slots) lands, it's the same as with a Throwing or Melee attack: stand and break cover, and again, misses do nothing. Note that a Shaman's weapon does NOT do this; only the mage weapons that require spellcasting.
* If a rigger is ever reduced to 0 AP or below (via abilities or grenades) their drones don't move as well. I believe the same happens to a Shaman's Summon Spirit as well.
* Damage over Time effects "proc" when that character is clicked to take action. If this provides some sort of advantage (usual scenario is a crit on a spell that also does a DoT, or a character you must keep alive will die from a tick on a DoT), don't click that character until you're ready (read: cast heal or use first aid from another character).
* Characters with 0 AP can NOT be clicked, so if you were using that character to look at enemy HP because they have level 2 or higher Biotech, make sure to leave one AP of movement as long as you need to view HP.
* If a character has 0 AP, and a Shaman casts Haste, it will immediately grant the 1 or 2 AP and allow the character to be clicked on and move/take action again.
* Move+Attack with a Melee Weapon or a Throwing Weapon costs 1 AP if the target is within 1 APs worth of movement.
* Shadow (Shaman Spell) was nerfed heavily in DF DC; there is a reason for this. While in a Shadow cloud, you can NOT be targeted by ANYTHING (it will always say No Line of Sight) NOR can YOU target anything (No Line of Sight) with any items, abilities or attacks. Additionally, if one character is behind a Shadow cloud (not in it) and it's target is on the other side of the Shadow cloud (also not in it), but the only shot is to shoot through the cloud; it can't be taken (no line of sight again). So, if you want to huddle your party for whatever reason (reload being the only action you can perform while the cloud is up), huddle, do your attacks and healing until the shaman only has 2 AP, and have the shaman cast Shadow LAST.
Finally, I'll present some general play tips; this is a playstyle thing. These are NOT rules set in stone.
* Haste is by far one of the best spells in the game; it's a shaman spell that costs 2 AP to use and grants one target of choice +1 AP for several turns. The cooldown is long enough that you can only do this to one ally, but you can cast it on that same ally again before it wears off. This allows you to give one person permanent haste. If you think about it, that ally (or yourself) now has 3 AP instead of 2. They can do 50% more...every turn; 3 shots instead of 2, reload-fire-move, move all the way across the room, the list goes on. The short version: Haste should ALWAYS be on cooldown; if it's not, re-cast it on the same person :)
* Shaman Barrier Spells (Fire Barrier, Lightning Barrier) allow you to draw 5 consecutive squares in a pattern of your choice. EVERY one of these spells provides cover to characters standing next to the squares; read the spell description for the type of cover it provides. IIRC, anything above Air Barrier provides medium or heavy cover. Ambushed from behind? Flanked from enemies that just appeared? No problem; draw a square of medium cover whereever you want. These spells never fail; their only limitation is the target squares must be in the Shaman's line of sight. These are also extremely fun to place in doorways and around tight corners...Watch as those pesky enemies who would've taken a shot are now out of AP and standing in the open instead. You can place multiple barriers next to one another. Primary use case of multiple barriers: Ghouls.
* Shaman's have a movement debuff spell that at level II or higher effectively shuts down melee attackers.
* Deckers/Riggers usually have a skill called Mark Target, but it's buried in the side menu. Press 'y' to access the menu and use this skill. It increases the chance the target gets hit.
* Suppression (Matrix Program) should always be on cooldown. It decreases the red bar at the bottom left; if the bar ever fills up completely, Black IC spawn, and it goes up every turn you are jacked in.
* I choose my targets in the following order: mages, shamans, riggers, people with grenade launchers, people with low armor, and finally, the heavily armored targets. Rationale is the following: Mages first: they have nasty AOE attacks, Low Armor and usually Low HP which means one or two flank shots do the trick. Shamans second: when the shaman dies, so do the summoned critters, and the shamans usually have the same low armor and HP present in mages. Riggers: When a rigger dies, all drones under its control explode. Think three-for-one special :-) People with grenade launchers; these guys usually do heavy AoE damage with those launchers. People with low armor: they go down faster, which means less overall damage to your team. Exception: heavily armored guy with a vindicator minigun. You'll know him when you see him :)
* Buy a grenade launcher for your samurai; there are only one or two in the game. They have one shot before reload, but they do nice AoE damage in a group huddled together from a flank, and their range is further than a grenade (on a character with low Strength/Throwing).

Regarding your character build; here is what *I* would have done differently. Again, this is a style thing, and note how my changes don't really factor in to a large enough amount of Karma to justify a re-roll.

* SMG and Rifles don't complement each other very well (both are same range, SMG has low chance to hit, their skills overlap in function). Your character has a 9 Body and 4 Strength; in addition to giving you more HP, Body also reduces the damage you take. Your character *wants* close-combat and a melee or throwing weapon. They knock people out of cover, cause AP loss, hit multiple targets standing together and destroy low armor characters (pop goes the mage). Melee characters also tend to draw the most fire since they are closer, which is good, since you have 9 Body and 5 Armor. Expect to see lots of *Blocked* when people use spells, grenades and other things on you. For future reference (not this character), if you want a two ranged weapon build choose something like Rifle and Shotgun instead. The Rifle abilities and the Shotgun abilities are much different in function, and the shotgun spreads. Also, pay attention to whether or not a rifle is a Sniper Rifle...they work opposite normal rifles; the FARTHER you are from the target, the LARGER your hit chance will be. A sniper rifle in one slot and a regular rifle in the other is a pretty flexible damage dealer (especially for a character who ONLY has the rifle skill); most sniper rifles pierce armor.
* Level 2 Biotech allows you to see enemy HP in numbers instead of a bar; this sets a character back 5 Karma total. Your ability as a player to make tactical decisions based on the bar is limited. Although you can use one of your companions for this, if that companion is down to 0 AP, you can't click them to use this ability. IMO: It's worth the 5 Karma.
Last edited by GarretVanBurace; Mar 13, 2015 @ 1:05pm
Continue? 25¢ Mar 13, 2015 @ 2:42pm 
Originally posted by GarretVanBurace:
angle, it will ALWAYS be a Flank Attack. This is bad as mentioned above. This can lead to weird scenarios like a character being in the corner of a room with furniture, and standing further away from a shooter but next to the piece of furniture in the room (which is considered a flank shot from every angle) is more dangerous than standing one step away from the furniture (which is considered "out in the open") but closer to the enemy shooters. This could be a bug or a "feature"; Shadowrunners who get cornered probably don't run very long anyway... ;)

LOL, this is good to keep in mind
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Date Posted: Mar 13, 2015 @ 9:09am
Posts: 8