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shadowdashing [2024/05/21 15:57] – external edit 127.0.0.1 | shadowdashing [2025/03/01 23:51] (current) – [Build Notes and Alternatives] khai |
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This guide assumes some knowledge of the game (and includes **spoilers**!) so may not be suitable for newbies. A couple of the ideas mentioned below are the //opposite// of what is normally advised. | This guide assumes some knowledge of the game (and includes **spoilers**!) so may not be suitable for newbies. A couple of the ideas mentioned below are the //opposite// of what is normally advised. |
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Based on Dash's hardcore career, this guide produces a sniper/polearm street samurai that can progress through the game, including completing the most difficult autoruns at the moment they become available, without many moving parts (the basics: weapons, combat pool, military helmet as needed, scanning, tactical movement... plus biotech treat and drugs), without the assistance of other player characters (even fixers), and without having to farm mobs/paydata or spend time on crafting. This character is end-game capable after earning only 1.2m nuyen and 450 karma. | Based on Dash's hardcore career, this guide produces a sniper/polearm street samurai designed primarily for a combat-focused hardcore speedrun. This build can progress through the game, including completing the most difficult autoruns at the moment they become available, without the assistance of other player characters (even fixers), and without having to farm mobs/paydata or spend time on crafting. This character is able to reliably survive and defeat all end-game autoruns after earning 1.2m nuyen and 450 karma. |
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| To be clear, there are many ways to build stronger characters, though at the cost of requiring more nuyen and time. |
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===== Character Generation ===== | ===== Character Generation ===== |
- Pick up a polearm. Pretty much anything will work, but we'll want the one that does (str+4)M before we hit a certain run offered at 400 rep. | - Pick up a polearm. Pretty much anything will work, but we'll want the one that does (str+4)M before we hit a certain run offered at 400 rep. |
- Collect armor while also upgrading quickness to avoid bulk penalties. We'll be able to reach total ratings of 17b/18i. | - Collect armor while also upgrading quickness to avoid bulk penalties. We'll be able to reach total ratings of 17b/18i. |
- Buy a sniper rifle and accessorize with a bayonet, silencer, and smartlink-2. The 14D sniper is excellent, though we'll want a 15S before we hit a certain run offered at 1k rep (we can actually do this with melee instead, but the 15S sniper makes it much easier). | - Buy a sniper rifle and accessorize with a bayonet, silencer, and smartlink-2. The 14D sniper is excellent, though we'll want a 15S before we hit a certain run offered at 1k rep (we can actually beat the run with melee instead, but the 15S sniper makes it much easier). |
- Max out our willpower to improve resistance to manabolt/stunbolt/confusion and for more combat pool dice. | - Max out our willpower to improve resistance to manabolt/stunbolt/confusion and for more combat pool dice. |
- Train skills: | - Train skills: |
Opposing highly skilled snipers are our most dangerous adversaries because (1) our total soak dice (body + cpool allocation) may not significantly exceed their attack dice, (2) while we may be rolling soak against TN 2, they may similarly be rolling their attack against TN 2, and (3) they can attack from range with very little warning. | Opposing highly skilled snipers are our most dangerous adversaries because (1) our total soak dice (body + cpool allocation) may not significantly exceed their attack dice, (2) while we may be rolling soak against TN 2, they may similarly be rolling their attack against TN 2, and (3) they can attack from range with very little warning. |
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Against spellcasters, it's easy to shoot them down from outside of their room. If our shots fail to penetrate, it's not a bad idea to step away and check our cpool allocations and TN penalties. Against the most heavily armored opponents, we can repeat the process of shooting + stepping away multiple times until a roll goes our way. Keep in mind that actions are queued, and while in combat, each move attempt may be delayed by up to 3 seconds (i.e., spamming moves will prevent us from reacting to something like a door closing in our face until after we've tried to move through it however many times we've spammed). | Against spellcasters, we can usually shoot them from outside of their room so that they don't have the opportunity to cast many spells. If our shots fail to penetrate, it's not a bad idea to step away and check our cpool allocations and TN penalties. Against the most heavily armored opponents, we can repeat the process of shooting + stepping away multiple times until a roll goes our way. Keep in mind that actions are queued, and while in combat, each move attempt may be delayed by up to 3 seconds (i.e., spamming moves will prevent us from reacting to something like a door closing in our face until after we've tried to move through it however many times we've spammed). |
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We only really need to use drugs when we need to hit a certain strength threshold or if we're letting opposing spellcasters have the chance to cast spells at us. Nitro has a difficult addiction test and so we don't want to use it unless absolutely necessary (adrenal/acth + kami + pain editor already puts our willpower at a very respectable 10). In cases where we do need nitro (e.g., to hit 25 melee attack power), use nitro first and treat the damage before entering combat. | We only really need to use drugs when we need to hit a certain strength threshold or if we're letting opposing spellcasters have the chance to cast spells at us. Nitro has a difficult addiction test and so we don't want to use it unless absolutely necessary (adrenal/acth + kami + pain editor already puts our willpower at a very respectable 10). In cases where we do need nitro (e.g., to hit 25 melee attack power), use nitro first and treat the damage before entering combat. |
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===== Criticisms ===== | ===== Criticisms ===== |
We depend on drugs (kamikaze, nitro) for certain difficult fights, which means we'll eventually have to deal with addiction (depending on how often we do those runs). Since we don't have a burst/full-auto firearm, we don't inflict penalties to opponent dodge rolls. We're also lacking in initiative, though this is less of an issue given sniper range and cyborg tankiness. | We depend on drugs (kamikaze, nitro) for certain difficult fights, which means we'll eventually have to deal with addiction (depending on how often we do those runs). Since we don't have a burst/full-auto firearm, we don't inflict penalties to opponent dodge rolls. We're also lacking in initiative, though this is less of an issue since we can engage at sniper ranges and have cyborg tankiness. |
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This build's augmentation plan doesn't allow room for any other 'ware, not even a datajack, without having to first upgrade or remove existing 'ware. Speaking of datajacks, this build is also not well suited for picking up decking to explore Matrix content. | This build's augmentation plan is not efficient for upgrading to top end implants, since it doesn't allow room for any other 'ware, not even a datajack, without having to first remove existing 'ware. Speaking of datajacks, this build is also not well suited for picking up decking to explore Matrix content. While more bioware can be added, doing so will increase penalties to drug addiction/withdrawal tests. |
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| While this build can handle any physical combat content available in the game, there are many ways to make stronger characters. It would be reasonable to say that this is less of a combat monster optimization and more of a speed-run optimization (mainly so that it's relatively easy to re-create the character after a hardcore death). |
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===== Build Notes and Alternatives ===== | ===== Build Notes and Alternatives ===== |
Since we don't want to spend significant time farming mobs or conducting build/repair tasks, we're much better off as a mundane depending mostly on chargen 'ware, thus priority A resources. Skills are priority B because once we're in game, they cost significantly more to train than attributes. | Since we don't want to spend significant time farming mobs or conducting build/repair tasks, we're much better off as a mundane depending mostly on chargen 'ware, thus priority A resources. Skills are priority B because once we're in game, they cost significantly more to train than attributes. |
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Assault rifles shooting FA 6 are technically stronger in terms of killing ability than sniper rifles, providing a 14D damage code and forcing opponents to dodge against TN 6 or higher. But a sniper rifle's range bonus favors shooting from a different room (thus better overall survivability), has the attachment slot to spare for a bayonet (thus better reach in melee defense), and having a 15+ base power option at range makes one particular fight significantly easier. | Cultured rating 2 biosculpting or tailored pheromones are extremely efficient for nuyen generation. On a mundane, they provide +8 negotiation dice and a -1 TN to negotiation tests, in addition to +4 dice to etiquette tests. This is far more efficient than training negotiation from 6 to 12 (being both cheaper and providing a stronger effect), but it's not available in chargen and the additional bio index will cause an extra point of penalties to drug tests (one idea might be to trade out enhanced articulation). |
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| Assault rifles shooting FA 6 are technically stronger in terms of killing ability than sniper rifles, providing a 14D damage code and forcing opponents to dodge against TN 6 or higher. SMGs are one-handed and so would allow us to use a shield to reach 18b/19i while similarly shooting FA 6, though damage code would be a point lower at 13D. But a sniper rifle's range bonus favors shooting from a different room (thus better overall survivability), has the attachment slot to spare for a bayonet (thus better reach in melee defense), and having a 15+ base power option at range makes one particular fight significantly easier. |
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To clear all combat content, a mundane needs to be able to reach at least 25 power. We can only do this with melee, though there are many ways we can to do this within that restriction. If we're focusing on getting as much as we can from chargen and we're also aiming for 17 ballistic armor to trivialize FA 9 HMGs, both dwarf and ork are good choices (base 8 str) with chargen rating 2 cyberarms (+2) and cyberlegs (+2) and a chargen suprathyroid (+1). Post-chargen, we then add a rating 2 adrenal pump (+4), kamikaze (+2), nitro (+2), and a (str+4)M polearm. | To clear all combat content, a mundane needs to be able to reach at least 25 power. We can only do this with melee, though there are many ways we can to do this within that restriction. If we're focusing on getting as much as we can from chargen and we're also aiming for 17 ballistic armor to survive FA 9 HMGs, both dwarf and ork are good choices (base 8 str) with chargen rating 2 cyberarms (+2) and cyberlegs (+2) and a chargen suprathyroid (+1). Post-chargen, we then add a rating 2 adrenal pump (+4), kamikaze (+2), nitro (+2), and a (str+4)M polearm. |
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Troll is technically stronger, literally so in that they require 2 less strength from augments/drugs, as well as being able to hit the same armor ratings while picking up better body and reach. However, the lower intelligence is a significant penalty to negotiation tests and so delays how long it takes to become end-game capable. If we could fit in a cerebral booster II using chargen resources and without going into the next point of excessive 'ware penalties, troll would clearly be the best choice. | Troll is technically stronger, literally so in that their natural strength is 2 points higher (and so they require 2 less strength from augments/drugs), as well as being able to hit the same armor ratings while picking up better body and reach. However, the lower intelligence is a significant penalty to negotiation tests and so delays how long it takes to become end-game capable. If we could fit in a cerebral booster II using chargen resources and without going into the next point of excessive 'ware penalties, troll would clearly be the best choice. |
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Playing a human or elf instead will require two of either rating 3 arms, legs, and/or phenotypic strength in order to make up for their lower base strength, none of which are available in chargen, making it more difficult for the character to reach the 25 power mark at 400 rep without spending time grinding mobs. Paired cyber implant weapons are also an option, but the lack of reach advantage can cause some fights to be much more risky and/or lengthy. | Playing a human or elf instead will require two of either rating 3 arms, legs, and/or phenotypic strength in order to make up for their lower base strength, none of which are available in chargen, making it more difficult for the character to reach the 25 power mark at 400 rep without spending time grinding mobs. Paired cyber implant weapons are also an option, but the lack of reach advantage can cause some fights to be much more risky and/or lengthy. |
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While there are ways to reach 25 power with less reliance on drugs, all the willpower from the full stack of rating 2 adrenal gland, kamikaze, and nitro (along with our already high body and armor) makes face-tanking opposing spellcasters essentially trivial. The only remaining risk is if the spellcaster is //also// a particularly high strength/reach/skill melee combatant and they hit us with TN penalties from acid. | While there are ways to reach 25 power with less reliance on drugs, all the willpower from the full stack of rating 2 adrenal gland, kamikaze, and nitro (along with our already high body and armor) makes face-tanking opposing spellcasters significantly easier. The only remaining risk is if the spellcaster is //also// a particularly high strength/reach/skill melee combatant and they hit us with TN penalties from acid and confusion. |
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While dwarves are a bit better in terms of general bonuses for priority D, ork turns out to be the more efficient choice for reaching our build goals. First, the ork has two more body, which helps offset our limited cpool for soak. Second, the ork doesn't have a movement penalty and so has an easier time moving away from spellcasting opponents, which is important in the case of a bad spell resist roll, and also synergizes well with shooting a sniper rifle at range. Third, speaking of sniper rifles, an ork can obtain a 15S sniper rifle on their own well before 1k rep, whereas a dwarf would be stuck waiting for a 1.5k rep autorun reward unless they get very lucky at a pawn shop. Fourth, with two artificial light sources, full dark and minimal light rooms can be brought up to partial light conditions, where natural low-light vision is 1 TN better than natural thermographic vision. The ork's 5 int does slow down nuyen acquisition a bit, but if we have a series of autoruns that we know well enough to do reasonably quickly, we can use psyche (+1 int, no crash, easy addiction tests, and at 9 natural body, each dose lasts one IRL hour) to bring our int to 6. | While dwarves are a bit better in terms of general bonuses for priority D, ork turns out to be the more efficient choice for reaching our build goals. First, the ork has two more body, which helps offset our limited cpool for soak. Second, the ork doesn't have a movement penalty and so has an easier time moving away from spellcasting opponents, which is important in the case of a bad spell resist roll, and also synergizes well with shooting a sniper rifle at range. Third, speaking of sniper rifles, an ork can obtain a 15S sniper rifle on their own well before 1k rep, whereas a dwarf would be stuck waiting for a 1.5k rep autorun reward unless they get very lucky at a pawn shop. Fourth, with two artificial light sources, full dark and minimal light rooms can be brought up to partial light conditions, where natural low-light vision is 1 TN better than natural thermographic vision. The ork's 5 int does slow down nuyen acquisition a bit, but if we have a series of autoruns that we know well enough to do reasonably quickly, we can use psyche (+1 int, no crash, easy addiction tests, and at 9 natural body, each dose lasts one IRL hour) to bring our int to 6. |
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