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Why is it impossible to lower the detection level in the Matrix? Now I can't access any nod because there are like five enemies waiting for me and is an instakill
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Von_Kalev: Why is it impossible to lower the detection level in the Matrix? Now I can't access any nod because there are like five enemies waiting for me and is an instakill
It's possible, but you need the correct program and a minimum 3AP deck (since the program requires 3AP to use).

It also requires you to be in turn-based mode, which you cannot manually activate in the matrix. So if you need to lower it, do it BEFORE you kill the last enemy in the zone, otherwise turn-based mode will turn off and you won't be able to lower it until you find some more combat (by which time it may be so high you're screwed). This is unfortunately one of the stupid decisions they made regarding the matrix - the others being almost everything else bar the matrix graphics.

Both should be available (and within budget) by the time you need them. Prior to that, you should be able to easily do the matrix levels without having to lower the detection level (though there may be a "reset" switch of sorts in at least one of the matrix levels - it's been a while so don't quote me on that one).
Post edited October 05, 2019 by squid830
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Von_Kalev: Why is it impossible to lower the detection level in the Matrix? Now I can't access any nod because there are like five enemies waiting for me and is an instakill
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squid830: It's possible, but you need the correct program and a minimum 3AP deck (since the program requires 3AP to use).

It also requires you to be in turn-based mode, which you cannot manually activate in the matrix. So if you need to lower it, do it BEFORE you kill the last enemy in the zone, otherwise turn-based mode will turn off and you won't be able to lower it until you find some more combat (by which time it may be so high you're screwed). This is unfortunately one of the stupid decisions they made regarding the matrix - the others being almost everything else bar the matrix graphics.

Both should be available (and within budget) by the time you need them. Prior to that, you should be able to easily do the matrix levels without having to lower the detection level (though there may be a "reset" switch of sorts in at least one of the matrix levels - it's been a while so don't quote me on that one).
Thank you! This is very helpful.
another trick in some matrix areas. If you go in, you reset your skills of course. So if the detection level in the matrix is high and you want to lower it. Enter the matrix. fight 1 opponent, use your ability to lower detection, kill the 1 enemy exit, re-enter and your reset to use it again.

This only lowers detection threat by 10 each time, because when your first detected you lose 20, you spend a turn reducing it by 50, and the next turn they detect you again for 20. You kill the foe and exit, so you lowered the threat level by 10.

it takes a while but its a sure fire way to lower threat levels in the matrix. Other ways are just running past search drones that detect you. You'll only be detected for that 20 threat level and you'll enter another room and continue on. Some of the areas you can do this very easy if your detected and move through the maze.

At higher levels it doesn't matter especially if your a strong decker/rigger type because you can kill enemies pretty easy no matter the detection level or the enemy numbers.. Your matrix healing keeps you alive, your AOE blasts and such waste enemies pretty good if your familiar at all with taking cover.
Usually I edit matrix levels in Hong Kong so that I stay in turn mode during the whole run. That way I can get past the watcher IC and the cooldown for suppression keeps running so I can use it after blowing up blocker IC.
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ludgerarnold: Usually I edit matrix levels in Hong Kong so that I stay in turn mode during the whole run. That way I can get past the watcher IC and the cooldown for suppression keeps running so I can use it after blowing up blocker IC.
If you listen to the commentary (switch this feature on in the menu) this was meant to be a time puzzle. Wait to predict the best time to try to move through the moving maze of dangerous spots. I think it failed at least partly because the character feels clunky and less responsive in this mini-game. Perhaps slowing the IC would help, but then the patterns would take even longer to appear and avail themselves.
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ludgerarnold: Usually I edit matrix levels in Hong Kong so that I stay in turn mode during the whole run. That way I can get past the watcher IC and the cooldown for suppression keeps running so I can use it after blowing up blocker IC.
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scientiae: If you listen to the commentary (switch this feature on in the menu) this was meant to be a time puzzle. Wait to predict the best time to try to move through the moving maze of dangerous spots. I think it failed at least partly because the character feels clunky and less responsive in this mini-game. Perhaps slowing the IC would help, but then the patterns would take even longer to appear and avail themselves.
I don't give a f**** what was intended. With the terrible controls in this game a time puzle can't be fun, so I don't do it.
Anyway, I hate minigames. The only one I don't mind is the pazak game in KotOR because you don't have to play it.
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scientiae:
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ludgerarnold: I don't give a f**** what was intended. With the terrible controls in this game a time puzle can't be fun, so I don't do it.
Anyway, I hate minigames. The only one I don't mind is the pazak game in KotOR because you don't have to play it.
You're preaching to the choir.

Though, at least, it is not essential that one complete the matrix components of the level with any expertise, since it is always possible to brute-force them. Damn the torpedoes: flanking speed!
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ludgerarnold: Usually I edit matrix levels in Hong Kong so that I stay in turn mode during the whole run. That way I can get past the watcher IC and the cooldown for suppression keeps running so I can use it after blowing up blocker IC.
Although it's a reasonably simple fix, if you have it lying around and haven't uploaded it to a mod website (such as Nexus) I'd recommend you do that.

There are definitely people who'd appreciate it, even if they are in the minority.

While I messed around with this a bit myself, I felt that keeping it turn-based all the time - without any other mods - made it too easy. So I had the intention to change the "watcher IC", so that instead of just patrolling, they would block and challenge the player via the dialog interface, and you could respond to this challenge via dialog.

The options available in those dialogs would directly relate to a combination of having certain programs installed on your deck and your decking skills.

Unfortunately I'm incredibly lazy, and the editor is kind of cumbersome, and to do it properly you'd have to adjust for number of missions done, difficulty level, and various other factors, then balance it so it's doable but still has risk (my intention was to have probabilities of success via dialog, and not go for instant-win options unless your stats/programs were really high). So I didn't explore this further...

I was also kind of hoping that someone with better SR lore knowledge (e.g. from the OG SR games/etc.) would come up with something in this vein by now...
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ludgerarnold: I don't give a f**** what was intended. With the terrible controls in this game a time puzle can't be fun, so I don't do it.
Anyway, I hate minigames. The only one I don't mind is the pazak game in KotOR because you don't have to play it.
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scientiae: You're preaching to the choir.

Though, at least, it is not essential that one complete the matrix components of the level with any expertise, since it is always possible to brute-force them. Damn the torpedoes: flanking speed!
This is mostly true, though I'm sure there's at least one matrix level where getting a matrix alert also alerts guards in meat space?

Or was that only a thing in Dragonfall and not HK?

I know guards aren't triggered by this for MOST of HK levels, but could have sworn there was at least one where this made a difference? If not then that's another thing they screwed up wrt the matrix in HK.
Post edited October 01, 2020 by squid830
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squid830: […] Unfortunately I'm incredibly lazy, and the editor is kind of cumbersome, and to do it properly you'd have to adjust for number of missions done, difficulty level, and various other factors, then balance it so it's doable but still has risk (my intention was to have probabilities of success via dialog, and not go for instant-win options unless your stats/programs were really high). So I didn't explore this further...

I was also kind of hoping that someone with better SR lore knowledge (e.g. from the OG SR games/etc.) would come up with something in this vein by now...
Sounds like a good project to start. I suppose the Discord server might have a good supply of possible collaborators for this. After all, you already have a plan for the coding … :)
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scientiae: You're preaching to the choir.

Though, at least, it is not essential that one complete the matrix components of the level with any expertise, since it is always possible to brute-force them. Damn the torpedoes: flanking speed!
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squid830: This is mostly true, though I'm sure there's at least one matrix level where getting a matrix alert also alerts guards in meat space?
Yep, I think it triggers the guards in the tower rescue mission.