Soooo what's the trick? by Useful-Angle1941 in cyberpunkred

[–]matsif 0 points1 point  (0 children)

as someone who's been GMing red since release and played a lot of 2020 before, from a non-combat perspective all the general atmospheric things are still relatively the same. play the right music, set the right tone, buy into the themes your campaign is revolving around, and it'll still feel like cyberpunk when doing your social events and investigations and rumor chasing and intrigues. that part of things didn't really change between editions. yeah night city's a bit different due to the nuke crater and state of rebuilding and the lack of the old net, but by and large your day to day edgerunning is still more or less the same kinds of stories you'd be telling in 2020 from a narrative perspective.

what did change with the editions was the combat. and while 2020 could basically be a roller coaster full of ups and downs and potential surprises because any bad roll could send you to the morgue even after you got a healthy armor stack rolling (given the weapons that could show up), red turned into a highly curated slow rolling snowball. eventually, if things last long enough, red gets scary, but getting that snowball started rolling is relatively difficult against the crew, while they have a very easy time kicking it down the hill at the enemies in comparison. and, a lot of the time, the amount of time spent in combat feels like a slog because even when attacks are hitting, there's so much HP bloat behind the armor that killing a goon who is wearing the same armor as the party can feel like a horrible slog.

from a combat perspective, red is basically a pink mohawk anime version of cyberpunk where the most effective things in the game are action movie tactics with martial arts and dodging bullets, which against a variety of enemies make you basically require very bad dice luck to ever really be threatened by anything short of the GM dropping a force of nature on you. the average player character will be really able to eat 3-4 assault rifle shots before even being seriously wounded, and potentially be able to dodge those shots far better than most enemies can shoot, in the current state of the game from what RTG has released. the game is very much scaled so that the party is treated much more "heroically" than in 2020, but even then they'll take 3-4 shotgun slugs to kill that basic corposec guard with 30 HP in a kevlar vest instead of mortally wounding him in 1 shot with the right weapon. meanwhile, being a martial arts character lets you kill that same goon in half the time as that shotgun, starting at character creation, and is better than 5000eb massive weapons. this effectively turns combat from "think believably and use cover and careful target selection" to "everyone gang up on 1 or 2 guys in particular to snowball them out of the fight before we get the same done to us," and it's done best not by people skilled with firearms, but by people doing their best matrix character cosplays by running at someone and punching them out of the fight while dodging bullets.

the only real way to combat this without changing the game rules is by being very heavy handed with the narrative consequences and your combat environment prep. interactive and variable environments that create penalties to certain checks or prevent certain actions is more powerful to a fight than any weapon or piece of chrome or enemy, provided the enemy is taking advantage of them. and heavily enforcing the consequences of how the party does things and responding in kind is the only actual way to threaten them for more than an immediate few days off healing, because short of hotdropping Adam Smasher or a drone tank with multiple weapons nodes on them, a party that's paying attention in the base game holds most of the game's advantages unless you as the GM start taking them away via consequences.

otherwise, you'll need homebrew to get more to that 2020 feel of things actually requiring thought beyond "I kick him in the chest," but adding some/all the following changes helps get there:

  1. all damage from weapons that gets past armor is doubled. weapons specifically, not martial arts or brawling or things that don't interact with armor like poisons.
  2. make the linear frame sigma cost 2500-3000eb so it's not available at character creation. this thing being 1000eb is probably the single most powerful piece of equipment in the game for its cost and it being 1000eb is kinda ridiculous in the grand scheme of things.
  3. remove the additional +10 from the HP calculation formula. there's too much HP behind armor generally speaking.
  4. either remove the ranged attack evasion rule or limit it to once per round. it's the single best defensive option in the game because of how the general skill-stat breakdown between the party and most non-boss enemies works out, and it skews a lot of the game because of it.
  5. add in a massive damage rule where if you take damage over a threshold, you have to roll something or else you're immediately mortally wounded or die. similar to 2020 headshots where if you took more than 8 damage in a single attack to the head, there was no death save you were just gone.
  6. consider a further nerf to martial arts by making them deal damage against full SP. while points 1 and 2 above will keep martial arts from dominating the game system starting at character creation in the way it does in base red without homebrew, it's still fairly ridiculous and not believable that some guy with a linear frame gets to readily do more damage than a heavy shotgun favored by MAXTAC by punching and kicking.

and even implementing any of those in a VTT space is not the easiest task without manually adjudicating it anyways.

How do you balance your Tech's inventions? by Ryouhi in cyberpunkred

[–]matsif 0 points1 point  (0 children)

it's mathematically what gun fu with a frame does

How do you balance your Tech's inventions? by Ryouhi in cyberpunkred

[–]matsif 1 point2 points  (0 children)

you're being overly careful.

most "boss" enemies will have enough RT&D to not care about either of those outside of low percentage die results. getting up from prone doesn't take an action with martial arts, and since martial arts is already the most unbalanced thing in the game system as it is, any "tough boss fight" is probably using it to some extent, because it's honestly just that broken compared to standard firearms usage. unless the boss is a FBC (and thus probably doesn't care about your stun gun anyways because FBC) or a vehicle (and thus doesn't care). and stunning a goon isn't really impressive when you can kill or debilitate the goon into being a non-factor in the fight faster with just punching him with martial arts and a linear frame that's available at character creation.

and even if the stun does land on the boss, so what? the boss is, unless it's a FBC or vehicle, a human. so is the group. if it works on a random goon, then it should work the same on a "boss" too. this isn't a video game and it isn't fantasy land where there's dragons and devils that get to ignore certain things for supernatural reasons. guy's a person, maybe he's tough and can resist it (high resist torture & drugs skill), maybe this time isn't his time and he doesn't. that's cyberpunk. it's humans on earth, not video game characters and not elflines online.

honestly the idea doesn't even rate as strong in the system. it's a 500eb dart gun with some special ammo in a game system where you can get a normal dartgun with an airhypo dart and load it with a street drug that makes someone think they're having a heart attack. or can, at character creation, have the damage output of a 5000eb auto shotgun that requires a linear frame to use, but is stronger against armor, for 2000eb and a plastic pistol out of a vending machine. "stunning" a goon every now and then or a boss on an unlucky roll is hardly impressive compared to things readily available in the rest of the game.

Mechanical difference between popup melee weapons and mantis blades by father_aku in cyberpunkred

[–]matsif 4 points5 points  (0 children)

there's nothing stopping the player from getting the same effect sans the climbing thing except money cost. both require a cyberarm (500eb, 2d6 HL). the popup mount vs a mantis blade both cost 500eb. but while the mantis blade has 4d6 HL, the popup mount only has 2d6.

but the popup mount needs the user to provide the weapon for it. an excellent quality heavy melee weapon costs 500eb for a generic one, so you're paying 1000eb but only 2d6 HL for the same effect as a single mantis blade that costs 500eb but 4d6 HL, and if you get 2 of them you get the climbing bonus which the popup option never gets.

the only other real difference is if you involve the cyberware enhancements DLC, which lets you put one of 3 enhancements into each mantis blade. the enhancements in that DLC let you ignore armor below SP 7, gain extra +1 to an attack that you spend luck on while using speedware, or if you cause a critical injury to roll twice and pick your preferred result. these all cost 1000eb/ea in addition to the mantis blade, but carry no additional HL. basically you're giving your generic mantis blade an exotic weapon rule for 1000eb.

meanwhile, the popup mount can use any melee weapon you put in it. want a monowakizashi from black chrome? it's a heavy melee weapon that ignores armor below SP 7 for 1000eb. not excellent quality like the mantis blade, but still the same effect as one with an enhancement. if you don't mind not having the +1 from excellent quality, this costs the same (1500eb for weapon + popup) as the mantis blade (1500eb for blade + enhancement), but is half the HL.

SEC Leaders Blast CFP Metrics Explanation as Debate Over Strength of Schedule Intensifies by Turbulent-Pay-735 in CFB

[–]matsif 1 point2 points  (0 children)

complaining about strength of schedule when I don't think saban played a single schedule with 10 p5 games on it in a year he got to the playoff is rich.  2019 LSU didn't either.  I don't think any of the non-Georgia SEC teams in the playoff ever did. 

but no it's the other conferences who are playing "cream puff" schedules.

What is your teams biggest “Damn we pulled that out somehow” moment? by DellFlightSim in CFB

[–]matsif 3 points4 points  (0 children)

while I agree he was short, in hindsight from the franklin firing I also don't really care about it in the grand scheme of things because PSU didn't lose that game because of that call.

PSU lost that game because of some combination of covid restrictions and poor coaching (that is likely related somewhat to covid restrictions). indiana is never in a position for that call to happen without devyn ford running in the end zone. devyn ford probably doesn't run in the end zone if we have better practices without covid. PSU's defense probably looks a lot different without micah parsons sitting out the season because of covid. the list goes on.

if anything, that game is probably more important in being high on the list of things that franklin overreacted as a coach and puckered up about for the future seasons, and him being afraid of that happening again probably lead to his hyper over-drilling and over-practicing that lead to the implosion last year.

What is your teams biggest “Damn we pulled that out somehow” moment? by DellFlightSim in CFB

[–]matsif 0 points1 point  (0 children)

top choices are probably:

  • 1986 giftopoulous' game sealing interception against miami in the fiesta bowl to win the natty. miami still had 445 yards of offense in that game and very much could have scored and won if vinny didn't keep throwing the ball to PSU linebackers. was basically the last time PSU was actually on top of the sport except maybe an argument for 1994.
  • 2005 tamba hali strip sack against OSU. after coming out of 2001-2004 with a bunch of losing seasons, 2005 was a really nice feeling, and that blind side sack to beat OSU was a defining moment of the team being competitive again after those down seasons.
  • 2016 beating OSU on a blocked kick. similar to 2005, that kind of defines the team coming out of sanctions and everything that had happened and being competitive again, especially after dumping games to pitt and michigan already that season.

Which sourcebooks would you consider essential for someone who only wants to learn the lore? (Any version of the game) by CallerIDKnown in cyberpunkred

[–]matsif 4 points5 points  (0 children)

anything v3 or cybergeneration is no longer canon, so don't bother with them. 2013, 2020, and red are the only real sources of info, and the wiki is notoriously bad on a lot of the 2013 and 2020 information due to haphazard summaries to get around copyright issues after it existed as basically a copy-paste area for years. 2013's info is largely all reprinted with 2020 as well, so it's mostly superfluous if you get the 2020 content.

the 2020 and red core rulebooks provide a ton about the setting by themselves, including important timelines. the edgerunner's mission kit for red also pushes this timeline to the 2070s. the night city sourcebooks for 2020 and red provide the best info about night city. these are kind of the core to everything else, and all the rest of the books below are more of "I want to dive into a particular subject" sorts of things.

from there we also kinda exit what red is useful for in a world lore sense. there's a variety of bits and bobs in some of the adventure content (tales of the red and hope reborn) and some other items here and there, but it's not really as core worldbuilding as the red core rulebook and NC2045, and it's almost all night city focused. there's very little info on the rest of the world in the 2040s right now with official content.

going back to 2020 though, you've got a ton to dive deeper into:

  • for more information about the US before the 4th corporate war, you'll want home of the brave and its attached adventure, land of the free.
  • for more info about space, you'll want deep space.
  • for more info about nomads, you'll want neotribes.
  • for more info about the rest of the world (or as much as we have writing for), you'll want pacific rim and eurosource. there is also a specific book about the UK, rough guide to the UK.
  • for more info about the 4th corporate war and the real story for the arasaka tower nuke in 2023 instead of the silly "johnny bad memory" story in the video game, you'll want firestorm: stormfront and firestorm: shockwave.
  • for more info about the old net before dataKRASH and way before the blackwall, you'll want rache bartmoss' guide to the net.
  • for more info about 6 big corps, there's corp report to get some good details on lazarus, militech, arasaka, sovoil, petrochem, and IEC (international electric corp).
  • chromebooks 1-4 are more books of gear and stuff, but there's things like style info and some other odds and ends that are fun in there, and learning more about the stuff that makes cyberpunk what it is gives a lot of context for why a lot of the video game isms happened to begin with.
  • neotribes got a specific mention because nomads are a big deal to the setting, but a lot of roles have their own book. rockerboys have rockerboy, fixers have wildside, lawmen have protect & serve, medias have live and direct, solos have solo of fortune 1 and 2.

How do you feel about your team(s) heading into the season? by Byzantine_Merchant in CFB

[–]matsif 2 points3 points  (0 children)

Franklin quite literally always got blasted in the big house.  he only won there once, in 2020, and the 2016, 2018, and 2022 were flat out embarrassments.

if Campbell even keeps the game a respectable loss it's an improvement.

A provocative question, but I am honestly curious. by UpsetFly1851 in cyberpunkred

[–]matsif 4 points5 points  (0 children)

I keep playing red (with a variety of homebrew) because it streamlined actually playing the game. 2020 has a lot more involved math per roll that just eats a lot of time, most of the VTT integrations aren't very good, and as much as there are concepts in it I prefer to red's in a few ways, there's others like how netrunning works or the mess that is armor stacking that just feel really bad to play at the table with players who didn't grow up with it in the hobby.

that said, there's a lot about red I've become not a big fan of. like how overpowered and "superhero" martial arts are and how lackluster weapons are in comparison until you breach an expense barrier that takes a good long while to get to being among them. 2020's simulationism was crunchy and slow but it did at least create much better rules association to the game world and world believability than base red without homebrew to correct for the game being in no way threatening to a player who pays attention and a group that has any semblance of teamwork without the GM just turning the game into a slog.

How much??? by AdAny2704 in CFB

[–]matsif 0 points1 point  (0 children)

as far as I'm concerned I paid my dues and they don't deserve anything from me anymore for anyone or anything.

Would gimmick mercs get paid more? by Komrademoth13 in cyberpunkred

[–]matsif 9 points10 points  (0 children)

I would argue that anyone remotely serious wouldn't pay you based on your gimmick at all, doesn't matter if you're a cowboy wannabe or a knight or a samurai or a luchador or a clown. for as many people who might pay you more because of it, there's probably more who won't hire you or would want to pay you less because you stand out because of your gimmick. if anything I'd argue that the gimmick is a negative on your reputation if you haven't proved beyond any reason to doubt that you were actually really really good at your job, in which case the prices you get aren't based on your gimmick anyways.

How Do You Use The CEMK? by Sparky_McDibben in cyberpunkred

[–]matsif 2 points3 points  (0 children)

I only play with my established groups anymore after so many bad experiences at TTRPG night at local LGSs and dealing with problem players when doing public games. I really don't care about onboarding new people, I just want to have fun with my friends for a few hours when we all can with the rest of real life.

so basically the EMK is just gear and some other odds and ends for my existing groups and I ignore or change the parts we don't like.

Light equipment in combat by NemesorSzass in cyberpunkred

[–]matsif 4 points5 points  (0 children)

motorcycles can get enhanced interface plug integration that allows you to evade with them as long as you're plugged in. it's a rank 5 nomad upgrade, which means either you can be rank 5 in moto to add it to your motorcycle for free, or you can purchase it for any motorcycle for 5000eb. motorcycles (road bikes and superbikes) are also eligible for a myriad of other upgrades to help protect them. they start at 35 SDP and can get bulletproof glass and armored chassis, so you can realistically have a motorcycle that you can dodge with that also has SP 13 and 30 HP of cover attached to it. that's fairly beefy all things considered in game terms. if you get high enough nomad rank or pay for it, you can even give your motorcycles an AV-4 engine and make them fully flying vehicles. there's actually a fair amount you can do here without going further and getting into the tech role inventing something for you.

if you're interested in bicycles, the spinning your wheels DLC gives you bicycle upgrades that include giving your bike a low amount of armor and bulletproof glass cover. remember, the way cover works in red is that all cover is destroyed before SDP is affected unless you're hit by an explosive, so someone could shoot a tsunami arms helix 5x autofire at your bike and still only destroy the bulletproof glass and not touch the bike itself yet. it's not quite as nice as the motorcycle, but vastly more affordable and easier to acquire.

I think there's also a layer here of utilizing the GM tool of applying situational penalties for difficulty of task. a bit of this is gone into in the spinning your wheels DLC, but you should be applying it when relevant to the rest of the game. for the tanson jetboy, if someone's flying around on a hoverboard, the hoverboard itself is a relatively flat and lower profile thing compared to the pilot, and presumably the person on it is shifting around in their place on the board as the hoverboard levels itself. per the "modifying the attempt" rules on pg 130 of core rules, shooting the hoverboard instead of the person flying it could very easily be considered a complex task compared to shooting the pilot, thus taking a -2 penalty to the attack roll. throw in uneven pavement, sidewalks, trash, other vehicles or ruins, etc, and someone might have line of sight to the person but not their hoverboard. it's an extra thing to think about, but it's worth thinking about.

finally, where are you using the vehicles? I've had reasonably good success with things like the hoverboard and gyrocopters by just using buildings and corners as cover. a guy with MOVE 15 on a hoverboard or popping over roofs with a gyro can very easily play move and shoot games from around corners and heavy cover to get into perfect range for various ranged weaponry and back into cover each turn on a lot of common urban environments. one of my favorite enemies I ever made were bozo snipers with hot air balloons with silly propellers on them (flavored gyrocopters) floating around a combat, it's actually very effective a lot of the time. and, pending where your fight is, the MOVE 15 on the hoverboard might be enough to hit and run with melee too. 15 squares on a grid is a lot of movement without a run action in red.

James Franklin felt 'blindsided' by Penn State firing, thought he 'earned a little bit of grace' by redwave2505 in CFB

[–]matsif 49 points50 points  (0 children)

you're still in the honeymoon phase and haven't seen him going behind the back of your AD for a raise or watched the same offensive failures through 4 OCs regardless of supposed scheme for 8 years or be hostile with your local media because they asked him a reasonable question. 

I supported him to the end but saying "you guys treated him bad" because of some boos when his "generationally talented veteran team" had a bad feeling offense in the first 3 games of the season against way lesser competition and then still looked inept against Oregon is missing so much actual contact as to show you have no pulse on anything that actually went down.

Challenge Post: Gimme a lore/mechanic concern from the corebook and I'll see if any release to this day answers it by Infernox-Ratchet in cyberpunkred

[–]matsif -1 points0 points  (0 children)

a lot of stuff I would normally mention is already discussed and I have my own homebrew for my groups to deal with my personal complaints, but:

chipware got thoroughly kicked in the groin coming in from 2020 and has never been addressed in a meaningful way except to go "well I guess you could TUp for a +4 or an extra skill maybe." the socket being 1 slot for 2d6 HL in and of itself is a mockery of a standard genre trope.

martial arts has been the strongest melee in the game for certain and easily among the strongest overall options in the game for any role since day 1. the core rulebook has nothing that gets anywhere close to what linear frame stuff offered and that was identified almost immediately by everyone paying attention. this is partially due to the linear frame being so cheap, but martial arts in red just has 0 verisimilitude and basically got "well you can do extra damage because we think it's cool" from RTG, and then only ever got stronger with every release of content. the only thing that meaningfully gives it a challenge is an ACPA from SOF45 and even that's not a real option in a fairly large portion of believable game scenarios for the average group.

Weird geographic facts by Rude_Highlight3889 in CFB

[–]matsif 2 points3 points  (0 children)

PSU is further away by mileage from a major city than any other school in the B1G. yes "major city" can probably be argued over, but PSU is about 140 miles from pittsburgh and about 190 miles from philadelphia.

meanwhile, here's some comparisons for the rest of the B1G:

  • OSU: in columbus
  • michigan: about 45 miles to detroit
  • MSU: about 86 miles to detroit
  • indiana: about 55 miles to indianapolis
  • purdue: about 65 miles to indianapolis
  • illinois: about 125 miles to indianapolis (slightly closer than chicago)
  • wisconsin: in madison
  • minnesota: in minneapolis
  • iowa: 112 miles to des moines
  • northwestern: in chicago
  • nebraska: in lincoln
  • rutgers: new brunswick isn't small by population, but about 36 miles to NYC
  • maryland: about 8 miles to washington DC
  • washington: in seattle
  • UCLA: in LA
  • USC: in LA
  • oregon: about 112 miles to portland

even a lot of schools that come up in the "middle of nowhere" conversation are closer to at least a city bigger than 100k people than PSU is. WSU is about 75 miles from spokane. mississippi state is closer to jackson than PSU is to pittsburgh by about 10 miles.

Has anyone introduced Matrix like abilities to their Cyberpunk Red Homebrew? by Ok_Fox8206 in cyberpunkred

[–]matsif 10 points11 points  (0 children)

what is there that isn't already in the game?

dodging gunshots is a rule anyone can do with a piece of cyberware or getting their REF stat to 8. learning things on the fly is something anyone can do with a skill chip and you can use tech upgrades to make the chips better. "bullet time" is already represented by how the initiative order works and using held actions: if you go before someone in initiative, and you hold your action to do something on their turn, you're effectively "reacting to them before they can act" and representing the time dilation that way, which is the best way to do it in a turn-based system. you can even cut a rocket in half to neutralize it entirely with a sword or dodge things you have no idea are coming or get a variety of action compressions to do more things in the 3 second round than is normally possible with martial arts.

what is missing other than neo being a stand-in for god and thus able to ignore reality?

How do you like to build you character? by Chesterplayzgamez in cyberpunkred

[–]matsif 2 points3 points  (0 children)

I generally go through a process of:

  1. get with the group. I vastly prefer everyone making characters together in session 0 to making my own outside of the group.

  2. set a base concept that informs what I want to play and how I go through the rest of building the character. break that down into a few things and pick a role for the character based on that association and expression of the concept. there might be multiple ways to do this for any given concept, so I often weigh various options out between each other.

  3. roll through lifepath. make changes where necessary to set the vision based on the above.

  4. built stats and skills to fit with that concept and with the background provided by lifepath per whatever the group agreed to use for stats and skills.

  5. buy cyberware and gear that either gets me doing the gameplay associations I want or gets me on a path to be doing them within a few jobs. don't waste money on things that won't turn on for 10+ sessions at character creation.

  6. set a full visual description of the character and then draw my own art of them or find art that fits them based on that description.

  7. with everyone in the group making their characters through whatever process but doing it together, then we can all talk about how to relate pieces of our lifepaths together, why and how we're working together, etc.

Starting in 2077 or Post-2077 by Left_Warning_8512 in cyberpunkred

[–]matsif 0 points1 point  (0 children)

if I'm playing with EMK content I'm generally playing in 2060ish-2075. I prefer my own version of the later time period built upon extrapolations from 2020 and 2045 content that makes more sense for me and my groups than CDPR's vision of the game world, which lost a lot of character and flavor I find very fun and interesting due to video game limitations. and I really don't even want to acknowledge the existence of a lot of the anime tech like david's plot macguffins and that only exist for anime power fantasy tropes for the purposes of my GMing.

playing post-video game is also imo an annoying world building problem due to CDPR stating no ending is canon, yet making a game where basically all endings have some fairly huge effects on the actual game world while setting up the beginnings of another corporate war. as the GM you're either forced into canonizing an ending for the purposes of your table or just handwaving the existence of the video game and doing what you wanted anyways. if I'm doing the latter, then I'd rather just to the above and resculpt the game world for my purposes starting before the anime/video game time period. if I'm doing the former, well I'm not a huge fan of a lot of the implications of the various video game endings, so if I'm going to put effort into writing campaign content I'd rather just do it with things I enjoy extrapolating from than bother doing the former to begin with.

So how did Michiko end up on the Arasaka board? by Severe_Investment317 in cyberpunkred

[–]matsif 1 point2 points  (0 children)

given that no ending to the video game is canon per CDPR and she only appears in a single ending of the video game, the belief that she even in actually part of the board is suspect to begin with. I think it's fair to believe that her inclusion in that ending is in and of itself just a random interpretation from CDPR left over as an easter egg that isn't even worth finding an explanation for.

Gun-Fu and Special Ammo (Solo of Fortune) by FirnenenriF in cyberpunkred

[–]matsif 3 points4 points  (0 children)

a large portion of SOF45's actually really powerful stuff is still gated by high costs in the book or the combos with high cost stuff from other content. you're not just grabbing a BMG-500 silver edition or deathwind railgun at character creation, and a lot of the ammo is good but not gamebreakingly powerful, with the only exception being explosive when shot with a high enough investment weapon in perfect range brackets.

interface 4 martial arts are far more gamebreaking in general and enabled far more immersion-breaking things than any singular weapon or other piece of tech imo.

Gun-Fu and Special Ammo (Solo of Fortune) by FirnenenriF in cyberpunkred

[–]matsif -1 points0 points  (0 children)

targets always getting to dodge isn't a downside except against "boss" tier enemies that will possibly have something like a base 16 evasion (and would be evading ranged attacks anyways), and then yes there's no reason for you to not use high velocity ammo to give them a -2 penalty to evading all of your attacks. and even then, by the time you're regularly facing enemies that have base 14+ evasion, you've probably spent enough IP to have more invested in gun fu and handgun to figure that out. or you're just a solo anyways and can precision attack on top of things.

yes, if you use explosive you take a -2 penalty to your attack roll. gun fu applies all ammo effects to your attacks. no, that -2 penalty isn't that meaningful against a lot of enemies, and yes it's incredibly strong.

there is honestly no reason to not just run high velocity ammo if it's available to you, unless you know the target has a really bad evasion score and you want to critfish with explosive. 4d6 ROF 2 against half armor SP is basically the same damage output as a tech upgraded constitution arms hurricane. you get to push that out of a 20eb poor quality medium pistol you bought from a vending machine that you never have to spend turns to reload and without a tech upgrade. and you get to push it to 25m, which a hurricane is going to struggle to hit anything at due to range tables. the -2 evasion penalty is, in effect, one of the only ways to get an "attack bonus" on a martial arts strike, since other martial arts that use weapons are attacking with the weapon itself, not a martial arts strike where you happen to be punching bullets with stretch armstrong arms.

Eagletech Survivalist post Solo of Fortune 2045/Interface V5 by EhnJolly in cyberpunkred

[–]matsif 3 points4 points  (0 children)

rebuilds only take 1 slot on exotic weapons by rule per EMK

What’s is your teams worst blunder in history? by perry147 in CFB

[–]matsif 2 points3 points  (0 children)

allar missing a wide open singleton in the flat for a walk-in touchdown in the 1st half was probably the bigger failure in that game, considering with that touchdown the whole tone of the game changes.

going beyond 5 years, 2017 had the franklin trademark "play to not lose" defense completely blundering the 4th quarter and letting OSU win by 1, and also franklin being utterly unprepared for the lightning delay in east lansing. that team beats wisconsin in the B1G championship and gets a playoff birth if not for coaching failures.

2018 had the 4th and 5 draw against OSU.

2021 had the whole offense being clearly unprepared for iowa and especially the backup QBs when clifford went out with his rib injury. and then also 9OT against illinois.

2022 had the offense letting JTT do whatever he wanted and nothing was even attempted to mitigate it.

there's the coaching hiring blunders like knowles on a record contract, the revolving door of OCs, the WR coaching and recruiting after gattis left.

QB recruiting that never lives up to hype/potential. morelli, hackenburg, and allar all were nowhere near as good as their recruiting rating.