Shadowrun Returns: Difference between revisions

no edit summary
No edit summary
No edit summary
Line 1: Line 1:
- Sniper rifles are *more* accurate the farther away from the target you are.
* Etiquettes aren't particularly useful in the base campaign, but Academic will net you a decent chunk of cash early on while Shadowrunner and Corporate will come up the most often.


- Elementals will always turn on you in the end, you need to balance risk and reward. A good way to use them is to send them far into the enemy lines since when they snap they turn aggressive to everyone. I find it's advantageous to use them as high risk/high reward - always going for maximum AP.
* Don't ignore skill bonuses given by outfits. For example a Rigger will gain access to the incredibly powerful +2 AP bonus for drones at Drone Combat 9 which can be reduced to 8 by wearing an outfit increasing the skill by 1. Due to the way the skill system works, this single point is worth a whopping 27 Karma.


- Your summoning is still pretty low so it's to be expected, keep at it. High level elementals get pretty damn powerful.
* Conjured spirits have a chance to go berserk at the end of each turn, so it's best to keep them away from your party to make sure they go after your enemy first should you get unlucky.


- Shaman spells aren't meant for offense, they're buffs and debuffs. You've correctly inferred that Haste is broken as fuck; I don't remember what spells were in Returns as opposed to added in Dragonfall and HK but the evasion buffs and wall spells are all pretty great. You should also be able to get some poison clouds and disables - anything that hits AP is powerful.
* Everything that affects Action Points is immensely powerful. The spell "Haste" and the drug "Jazz" are the primary methods of increasing your AP, while concussion grenades are the primary means of reducing enemy AP.


- That being said, you probably won't be able to play a pure casting shaman too effectively, consider spending some points in a gun skill. The cool thing about the system is that it doesn't cost much karma to be slightly less bad as something, the prices start adding up as you specialize. You can also grab a couple points in mage spells, that'll give you access to healing and some low-end direct damage.
* Ranged Combat 3 (or Melee Combat 3) opens up your third weapon slot. This is especially useful for Rigger/Deckers who need three slots for a cyberdeck and two drones.


- If you have the other games and are trying to play them in order, I'd suggest skipping Returns and starting with Dragonfall. The campaign in Returns is pretty bad and the combat system got improved a lot between games. If you really want to play through Dead Man's Switch, you can import it into Dragonfall or HK and play it with updated mechanics.
* While specialization is generally recommended, lightly dipping into other skills is cheap and often effective. A Shaman can expand their options by getting some Mage spells for example. Also, all characters should consider investing at least a few points into Shotguns due to endgame-related reasons.


- Cyberware on a magic class: don't, the cooldown penalties can be crippling. If you want to branch out, guns are probably a better way of doing it. Then again, I don't recall DMS being particularly hard so if you really want some shiny chrome, why not. As for why to stick to high-end shaman magic, two words: Haste. Two.
* Cyberware hugely hinders a character's magical abilities. A physical class equipped with cyberware can consider some light investment in magic in order to gain access to simple buffs or magical healing, but on the opposite end pure spellcasters should avoid cyberware entirely.




1,220

edits