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Assault Rifles are powerful because Full Auto WILL instakill or severely wound someone ontop of flushing them out of cover
Sniper Rifles pair well with Assault Rifles because you can snipe anyone outside of cover (or flanked) and absolutely wreck them with critical hits
I usually have Duncan use Full Auto to flush enemies out of cover while I use Sniper Rifles to get a critical hit on them for massive damage
But, if I go with a melee sammy, I get chromed out and use cyber affinity with ares hand razors until either the mono filament, sword, axe or whip becomes available. Think Wolverine meets Robocop meets Johnny Mnemonic all in one toon.
If I still want to melee but without the chrome, I use an adept with Chi casting, close and unarmed combat and thrown and melee attributes emphasized using katana, throwing knives and shurikens as well as spiked knuckles for my weapons. Until the special Chinese war swords open up.
Now if I am not playing melee, I generally run a decker/mage that specializes in lightning magic because of one and only one spell, CHAIN LIGHTNING. I have not played any other archetypes yet because they really never appealed to be, to be honest.
Pumped everything into charisma for ettiquetes, just enough into strength to use the heaviest weapon in the game (think it was called like a handcannon or something, could two shot those super-heavy robots in the last battle of the extended campaign) and then everything else into gunplay for rifles.
The games always kind of incentivize you to be the guy that can talk somebody down, especially Dragonfall, but beyond that you can play however you want. Don't think of building a character as being redundant depending on who's on your team, but who you can bring now that they don't need that slot.
You should always have a decker no matter what, so either you can take that role yourself and build someone with better aim than Isobel and her potato launcher, or just use her but risk her being generally trash in meatspace combat.
Street Samurai are always useful no matter what. The Decker is a necessity, but running a rifle or melee character and bringing along Duncan and the ghoul samurai is totally valid too. It's not doubling up on hard-hitters because you always need damage. It's rare that you'll do a mission completely bloodless, rarer still that you won't run into waves of enemies or timers. When I brought along a fully automatic rifle with the full clip skill and that special laser rifle you can get from a mission for long range kills, then had Duncan go full auto in medium range, we might as well not have had a fourth member. We were unstoppable.
Duncan and Gaichu could barely keep up, but a properly specced Kolschei is a beast.
For Hong Kong specifically though, I adjust the build slightly - drop a small amount of initial karma into spirit control/summoning to allow my character to carry fetishes to boost their charisma stat - I sacrifice one etiquette this way, but can meet all the usual charisma checks otherwise, saving a not insignificant amount of karma while doing so. Being able to have your character periodically trigger summoned spirits in the environment, and access dialogue options that a decker usually wouldn't get (spirit plane, third eye type stuff) is also a nice bonus. Late game, I also flood my character with as much cyberware as I can possibly fit/afford.
The money to make all this happen is extremely tight, of course, but it's just about doable if you hold off on upgrades until the really good stuff comes along in the mid-late game, and if you're going the talky route, there aren't too many fights you can't handle prior to that point. I think Gobbet's personal run with the rat king was probably to toughest challenge iirc.
That's a good strategy, but I will tell you whatever build you use, buy both the regular and smart version of the weapons. And buy all the different types of armor of the same rating This allows you to
1) loan a better weapon and armor to your npc teammates at the beginning of each mission to make it easier to beat the mission
and
2) recycle the weapons and armor. Every time a better option comes out, buy it and sell the inferior ones to recoup some of your money unless you want to continue loaning it to your npc teammates.
And if you don't mind bending the rules a little and money is tight, hit ctrl and f1 at the same time to open the debugging menu and give yourself as much money as you want.
Having the ability to both heal and provide a great deal of damage is useful while allowing the Decker role to go to the default NPC, brother fills in the Samurai slot, and rat girl is well...rat girl. She's not the greatest character, but her summoning ability comes in handy in some places.
There are six skills that all have some use in the Matrix, you probably want a minimum of three social skills and let's say pistol for your combat because you can talk your way through a security checkpoint with most varieties of those and a decent fake SIN with a firearms license attached to it. You have a maximum skill of 6 at character creation and really want to be there or nearly there with any skill you take, which means... 60 points, you could almost manage if skills are your B priority but will be rapidly dropping in effectiveness if you want to buy higher skills in even half of these while the no-charisma samurai pumps his automatics, blades and the physical attributes he hasn't maxed out.