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Still need to finish shadowrun returns. After a couple hours its alright doesn't seem very deep so far ( combat system)as others have noted. I'll reserve judgement though until I get further in.
So that's here the thread about SRR? Mods and admins here are rather lazy and should make an effort to sort a bit the threads titles (I didn't wrote the posts).
About SRR combats, not deep compared with what?
The design flaw could be a difficulty setting targeted a bit too low.
But have you really exploited for example:
- Heal spell healing only last injury.
- Ability to increase AP of 2 during some time, ie make AP jumps from 2 to 4 or 3 to 5.
- Ability to use some free shaman summons in some area, and manage summons and chance you lost control?
- Sophisticated close combat with Adept (Chi Casting), for example Counterstike to reply to all attacks, Killer Hands choice lost 1 AP for more powerful strike with fits, Mana Fist or Chi Focus one skill for two possibilities if you equip a close weapon or use fists, Stride lost 1AP to have more movement points per AP which can means something for close combat, and more.
- Many different spell supports, it's not pre buff because they are too short duration, but it's echange 1 or 2 AP for some positive support.
- Use for mages or more exactly magic user the source points to get bonus (need unlock a skill to see them but your mercenaries could have it unlocked.
- Develop a weapon profficiency to unlock more tactical choices.
- Exploit well ranges, angles, protections, and distances to manage your chance to hit and opponents chance to hit.
- And quite more.