imo, you don’t go for the kill in Cybernetics, Scorch and Cerebral Casts with Defective Brainchips is probably a lot more potent than Punitive anyway, but that’s so much influence, it’d probably be really hard to make it work.
i played a lot of CD when it first came out with nonsense like Valley Grid and whatnot, and it was just not effective. sure, it locks them out of a server… until they’re on game point.
i think the best bet is just to try to score some brain damage here and there, severely limiting the runner’s options, even if you don’t get a full flatline from negative handsize. Mushin on Overwriters is pretty solid, especially now that Back Channels exists because even failed traps can give you decent cash
pinging for handsize also makes the Snare!s and Junebugs really brutal when they hit. not because they’ll flatline uncareful runners, but because even careful runners will have to draw up first before running, limiting their options even more. with that new Jinteki ICE, Harvester, that’s coming that forces the runner to draw up and discard down to max handsize will probably hurt quite a bit as well for runners trying to draw up first (and people running Faust in general, since it ‘decks’ them sooner). even if they break it, it cost you 1 to rez, and it’s 3 cards for Faust to break anyway, 4c for Zu.13, sure, it’s free for Yog.0… but again, you only paid 1 to rez it. best of all, it’s only 1 influence.
[quote=“dodgepong, post:5, topic:6899, full:true”]
I think this thread is the Cybernetics thread, though it has a bad title.
[/quote]that one is pretty generic, but at least it gets to the topic of what should you do with CD to be effective. i feel like this one seems like it’s trying too hard to fit the theme of ‘oh, i keep forgetting how this card works’