Yeah and it also comes down to your DM and how much of a combat focus they have. Back when I was a GM for shadowrun my players were encouraged to meticulously plan every combat encounter, sometimes so well they didn't have to fight at all. That's always fun.
For sure, I'm running a cyberpunk game right now where they've cleared most missions without getting caught, and every time they've gotten into a firefight has been a disaster ending with someone on death's door. If anything, the combat-oriented solo (who got killed by a lucky headshot) feels underpowered in that game.
I would always push my players to stake out a place before they would infiltrate it in Shadowrun. Hey, maybe they would luck out and find a rotation schedule for the guards?
Yeah and it also comes down to your DM and how much of a combat focus they have. Back when I was a GM for shadowrun my players were encouraged to meticulously plan every combat encounter, sometimes so well they didn't have to fight at all. That's always fun.
For sure, I'm running a cyberpunk game right now where they've cleared most missions without getting caught, and every time they've gotten into a firefight has been a disaster ending with someone on death's door. If anything, the combat-oriented solo (who got killed by a lucky headshot) feels underpowered in that game.
I would always push my players to stake out a place before they would infiltrate it in Shadowrun. Hey, maybe they would luck out and find a rotation schedule for the guards?