Shadowrun Returns: Difference between revisions
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* The easiest types of characters for beginners are likely to be medium-ranged direct damage dealers, namely a pure Mage or a rifle-specialized Street Samurai. Note that mages now need some measure of Intelligence to cast the best spells. | * The easiest types of characters for beginners are likely to be medium-ranged direct damage dealers, namely a pure Mage or a rifle-specialized Street Samurai. Note that mages now need some measure of Intelligence to cast the best spells. | ||
* Unlike in Returns you have a set crew, though you can still hire random nobodies just like before if you like. The crew covers all archetypes except for Mage and Physical Adept. | |||
* Biotech of 2 is recommended to be able to see enemy HP in combat, and at 3 it enables some Karma rewards in the early game that partially reimburse investment into the skill. | * Biotech of 2 is recommended to be able to see enemy HP in combat, and at 3 it enables some Karma rewards in the early game that partially reimburse investment into the skill. | ||
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* Melee strikes will "pop" targets out of cover for a round, as will certain special attacks. | * Melee strikes will "pop" targets out of cover for a round, as will certain special attacks. | ||
* Even for | * Even for magic-using classes, there is a cyberware item that costs 0 Essence and doesn't affect your cooldowns so don't forget to keep checking with the clinic. | ||
[[Category:Games]] | [[Category:Games]] |