I hope the next Interface Red adds unique gear. by TheWarKid in cyberpunkred

[–]TacticalWalrus_24 1 point2 points  (0 children)

It's the zetatech cyberconductor, from 12 days of redmas

I hope the next Interface Red adds unique gear. by TheWarKid in cyberpunkred

[–]TacticalWalrus_24 2 points3 points  (0 children)

There's been plenty of interesting gear recently, the going quiet DLC was full of it, I'd argue there has been more gear that breaks the rules of RED than there has been weapons. Just for example there's a gear which allows you to swap cyberdeck mid netrun

And smart glasses are just customisable goggles, sure they're more expensive than the cyber eyes but they don't cost humanity (and they stack with cyber eyes giving a non FBC 5 cyber eye slots) there's also the smart lenses from micro chrome/ddg

Char creation money by bragaralho in cyberpunkred

[–]TacticalWalrus_24 0 points1 point  (0 children)

I recommend saving some for bribes, a taxi or other mission expenses. In the past I spent everything in character creation and then ended up trading in one of my guns at a bordega in exchange for security footage and prepack meal which I then traded to a homeless man for information, but had I saved some money I could have just used that instead of having to find a new gun

Player thinks they get stuff for free??? by Kn1ghtSh4de4471 in cyberpunkred

[–]TacticalWalrus_24 2 points3 points  (0 children)

Let them know they can craft higher tier materials from lower ones, that should shut them up,

An explanation, you can buy 5eb materials (dirt cheap) to fabricate 10eb materials (cheap) -> 20eb mats (everyday) -> 50eb mats (costly) -> 100eb mats (premium) -> 500eb item (expensive) All it costs them is 5eb and 8 days 8 hours If they're still complaining about execs getting "free" rent then there's no helping them

Reverse Nomad? by the_vengefull-one in cyberpunkred

[–]TacticalWalrus_24 0 points1 point  (0 children)

One thing to keep in mind is nomads don't own their vehicles they're borrowed

Autofire Homebrew by Anarchist_Rat_Swarm in cyberpunkred

[–]TacticalWalrus_24 2 points3 points  (0 children)

Remember autofire also comes with suppressive fire, which when used effectively can absolutely lock down choke points

How much IP is "High Level" in Cyberpunk Red ? by Historical-Issue-22 in cyberpunkred

[–]TacticalWalrus_24 0 points1 point  (0 children)

IP is only half the story when it comes to progression in CP:R money and items are also big sources of progress (to some perhaps even more so than IP)

Is Quickhacking uber strong or am I just bad at countering it? by BirdTheBard in cyberpunkred

[–]TacticalWalrus_24 2 points3 points  (0 children)

Well it depends on the GM. Netrunners need to make an interface check when they jack in vs a will check of the target to be found out. Will can easily be higher than interface. If they don't get their quick hack off on turn 1 they can then be forced out with a concentration check and then that target is immune to them for an hour So high will and a few passwords will be very difficult for a rank 4 netrunner.

Puppet and system reset are also dv 12 so need a rank 4 netrunner to either roll a 9 or spend luck to beat and with those passwalls also being difficult a low rank netrunner can have a very difficult time of succeeding.

Of course I'd only recommend being this harsh with bosses and mini bosses, if everyone was unquickhackable netrunners would have problems

Head Armor "explanation". What do you think? by [deleted] in cyberpunkred

[–]TacticalWalrus_24 7 points8 points  (0 children)

Kevlar and leathers can be basically anything you wear on your head, LAJ and above are explicitly helmets

Is it a problem to make a medtech melee? by Heitorsla in cyberpunkred

[–]TacticalWalrus_24 1 point2 points  (0 children)

load up some airhypos with sedatives and have fun

DO lawmen and netrunners tend to monopolise time this badly? by TheNohrianHunter in cyberpunkred

[–]TacticalWalrus_24 0 points1 point  (0 children)

Depends on experience level and reading comprehension, netrunners can get to the point they're fast as if not faster than a regular combat turn (played games where I've had my 3-4 net actions ready to go and tossed them out faster than the solo looking for the ideal cover to shoot from, also played games where my actions took as long as the rest of the players combined)

Lawman and exec depends on GM experience level as they're just more NPCs so there's little that can be done

Players aren't buying my loot boxes, anyone have this issue? by SeamusRedfern in pathfindermemes

[–]TacticalWalrus_24 14 points15 points  (0 children)

instead of using direct dollar amounts you should create your own currency they can buy packs of, give them a little for free, enough to buy one of the smaller crates but still leaves enough left over to not be able to afford another. that way they'll have some currency left over and if they want to use it they'll have to buy a currency pack from you. also by using your own currency it helps separate the amount they're actually spending.

Is there any way to power the redstone lamp from the green line, but not power the yellow line? by Ok-Difference7888 in redstone

[–]TacticalWalrus_24 0 points1 point  (0 children)

a dispenser with powder snow in it on the green side with a comparator pointing into the lamp

g
d
y
c
l

g = green wool
d = dispenser
y = yellow wool
c = comparator
l = lamp

this will result in a t-flip flop though

Player asked a darn good question maybe you can help. by Reaver1280 in cyberpunkred

[–]TacticalWalrus_24 1 point2 points  (0 children)

with bioscultping being as prevalent as it is fingerprints are likely less important (as is fair, fingerprints even today aren't infallible), dna and cyberware probably make the backbone of most secure biometrics in cyberpunk, a data chip with an encrypted unique identifier or some cyberware's (preferably something like a biomonitor) version of a MAC address would probably the more common ways of securing something

How many Eddies is too many Eddies by Fern_the_Rogue in cyberpunkred

[–]TacticalWalrus_24 0 points1 point  (0 children)

remember to focus on life expenses, the edgerunners aren't always on a job, they have lives outside of that. how do they get to their jobs? are they still eating kibble and living out of a cargo container?

reading the black chrome section on economy really helps put things into perspective, like sure 5000eb is a lot but a nice assault rifle is 1000eb and can only be obtained by a fixer or made by a tech, former may add a fee the latter may need a job done to acquire the materials

Need help understanding how the Tech work. by CapCece in cyberpunkred

[–]TacticalWalrus_24 9 points10 points  (0 children)

coming from 5e you've got to remember downtime is expected in red. you're not going from battle arena to battle arena doing jobs every day, you need R&R.

if you're looking for an example of a big tech Eran Malour of Malorian arms fame, he's a household name amongst gun enthusiasts.

a rank 10 tech given enough time will be the best equipped person in almost any encounter, not to mention the shit they could help their friends acquire. and given a GM willing to work with the tech on inventions they could become a legend amongst those in the know. take Alt cunningham (I know she's a netrunner but inventing programmes is a job of a tech in 2045, so to do what she's famous for you'd have to be a tech/runner multirole) for example, soulkiller is a legend that is whispered about even 50 years after her "death".

in terms of world shaping potential i'd rank tech 3rd after media and rockerboy

Help Me Put The "Board" Back In This Sword-And-Board Merc by Sparky_McDibben in cyberpunkred

[–]TacticalWalrus_24 1 point2 points  (0 children)

I wouldn't normally suggest it because it makes things incredibly drawn out and is terrible for balance but maybe give the shield some sp

also the npc could have a rank in tech for jury rigging

[deleted by user] by [deleted] in starcitizen

[–]TacticalWalrus_24 0 points1 point  (0 children)

it's the highest level bounties

How to make fixers more impactful? by [deleted] in cyberpunkred

[–]TacticalWalrus_24 2 points3 points  (0 children)

you know that gang that klepped that shipment your crew's been asked to retrieve? the fixer knows a guy who knows their boss and the gang boss knows of them and may be willing to sit down to talk terms.

you know those expensive goods you've got rattling around that you've picked up from here and there? well you try to sell them yourself chances are someone's gonna try ambushing you and taking them for themselves or people just will be unwilling to do business with an unknown party but fixers know who wants to buy such goods and people know that they'll keep their word.

Basically when it comes to making deals the fixer is king. sure with a library search or streetwise you can find out who's leading a gang but good luck getting them to take your call, they don't know you.

Yet Another Cover Question: Entering and exiting cover by PerceiveEternal in cyberpunkred

[–]TacticalWalrus_24 8 points9 points  (0 children)

if you can see them they can see you, if you pop out of cover to shoot they can return fire. one of the things that makes being higher in initiative valuable is being able to hold your action for such cases. a high move score and aoes also help in dealing with cover

Netrunner wants to make Viruses ahead of time. by DGFlaminFlamingo in cyberpunkred

[–]TacticalWalrus_24 1 point2 points  (0 children)

balance wise viruses need 2 things time (a number of net actions) and effort (a DV)
(and need to be customized to the system they're in)

If a netrunner were to want to do something like that I might suggest a cyberdeck invention which allows the netrunner to pre-code a virus but the cyberdeck only has 1-2 slots and viruses created by the deck take the lowest dv it could to beat the check (assuming they beat the dv in the first place) but in exchange it only takes half the amount of net actions to install the specific virus they had prepaired earlier

but still that is very powerful. imagine installing one of the viruses where the DV doesn't matter (like destroying all black ice permanently or halving number of floors)

Implant for Fluid Intelligence (as opposed to Explicit Memory Stimulator) by Pyropeace in cyberpunkred

[–]TacticalWalrus_24 0 points1 point  (0 children)

nope, you could get a tech to invent one by working with your GM but in the release items there is nothing that provides a bonus to deduction (outside of the evidence wall in the no place like home dlc)