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Shinobi Killfist
post Jun 25 2010, 08:11 PM
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QUOTE (Lanlaorn @ Jun 25 2010, 03:49 PM) *
Just put it in a bag to conceal it when walking down the street, heh. I'm not that well versed in firearm combat but AFAIK the vehicle is rolling Reaction + Handling, getting net hits seems pretty simple, the biggest obstacle here is all the various recoil reducing accessories since a long burst is -9 dice +9 DV, but there are enough of them to make this, upon cursory inspection, quite feasible. The 15 DV -6 AP per IP is serious damage, 18 body 20 armor would be a 33 dice pool, 8 hits if you just buy them at 4 a pop instead of rolling that many dice, 7 damage taken.

Regarding one called shot a round, my mistake but you should definitely still go with free action -> called shot for one of the two shots because trading Dice for DV on a 1:1 basis is incredibly efficient. It and bursts are pretty crazy mechanics for firearm users. If you really want I'll put a Burst Fire weapon in there because you can do multiple bursts in a round.



Okay I'll be nice and assume you have a white night with gyro arms with maxed agility, exceptional attribute, you are an elf, changeling with even better agility, and genetic optimization agility for a total of 15 agility, 6 in heavy weapons, specialized in the LMGs, and a smart gun link obviously. Heck you are also an adept with enhanced heavy weapons skills and your even have an aptitude in heavy weapons so kick that up to 7 base. So 29 dice to shoot, no recoil compensation. You get 9-10 hits on average and plink off the armor since you have to raise the base DV before autofire in order to penetrate it.

You get lucky and roll 13 hits so as long as the driver with reaction-handling does not get 3 hits you destroy the citymaster though if he decides to dodge he also adds in his skill.(I wont add in the resistance test even because 26+ DV is hard to resist even with 32 dice) You will never get better at this than you are now and you have to get lucky to take out the citymaster. A mage who will get better takes it out with considerably less minmaxing and no restraints on where he can carry the gun, though I guess you can compare that to background count. And the mage handles multiple targets better and has ridiculous versatility. Yeah you think they paid for it, but others would pay more for less versatility and less power. '

Yeah you could have some of the really, big guns and do base 10ish DV but 1/2 the armor of the citymaster and probably take it out in one shot. But really again how often do you have that with you, it is kind of specialized since against anything less than heavy vehicles your other weapons are a better choice and its freakin huge.
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sn0mm1s
post Jun 25 2010, 08:12 PM
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QUOTE (Traul @ Jun 25 2010, 12:44 PM) *
It was not. Called shot takes a free action so it can only be done once (is multitasking still around? Now that would be useful (IMG:style_emoticons/default/cyber.gif) ). The second shot has a modified DV of 8 (-4 raw damage and 1 more net hit compared to your example). After soaking, the grunt suffers 4S and is still standing.

EDIT: beaten to it (IMG:style_emoticons/default/frown.gif) But I don't think you have to take aim before calling a shot. Maybe you are refering to this line:



All I understand is that calling a shot does not break the aim chain.


I used to think the same thing, but the recent FAQ dealing with called shots and spells seems to imply otherwise (yes, I know that FAQ != RAW). The FAQ and the rules seem to imply you need to Take Aim first.

Edit: I misread the FAQ, you can take a Called Shot without a Take Aim. So you can have 1 called shot and 1 normal shot in a round.
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Shinobi Killfist
post Jun 25 2010, 08:15 PM
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QUOTE (Mr. Unpronounceable @ Jun 25 2010, 04:03 PM) *
Er. No...7 base damage -2AP, -4AP = a whole 3 net hits required to "scratch the citymaster."

A long burst doesn't help bypass the armor, but once it does, that +5 damage more or less counters the entire body roll of the van.

Assuming the above, you need, on average, to do about 32 damage between two long bursts to take down a citymaster. i.e. about 4 net hits per burst. Which you can do in one round. Without splitting dice pool.

Not all that difficult, really.

Easier than the 5 hits you need to do the same with "overpowered" magic's split dice pool, anyway, with the bonus of not suddenly dropping to NO damage if you rolled slightly poorly.


Maybe I'm reading a typo or something but a citymaster has 20 armor in my book. So he has to get to 17DV with APDS ammo. And an assault rifle has a base DV of 6 so 17-6=11 net hits. You reminded me about 1 thing though the AR itself has -1 AP so 10 net hits.
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Traul
post Jun 25 2010, 08:19 PM
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QUOTE (Mr. Unpronounceable @ Jun 25 2010, 10:03 PM) *
Er. No...7 base damage -2AP, -4AP = a whole 3 net hits required to "scratch the citymaster."

You know what? I find 10 (IMG:style_emoticons/default/grinbig.gif)

DV 6 (where do you get the 7 AP -2 from? Experimental APDS Ex-Ex ammo?)
Modified armor 20 -1 from the assault rifle -4 from the APDS= 15

Net hits needed = 15-6+1 (need to be strictly higher than the armor) = 10

EDIT: beaten for the second time.
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Lanlaorn
post Jun 25 2010, 08:35 PM
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Going to stop editing since it doesn't refresh the page, heh.

Ok not counting the autofire DV bonus with regards to penetrating armor, since that apparently does not count, you would just need a HMG instead of an Assault Rifle, 7 DV -3 AP, with the APDS rounds and 7 net hits. Considering the pathetic dice pool of the vehicle (Reaction -1 Handling) and the abundance of recoil reducing accessories it's still not an "omg impossible" task, it does mean a dice pool slightly over 20, which I think is the line for "cheap character", so I'll concede that point.

Use a couple rockets or run up to it and put apply some foam explosive instead. Couple thousand nuyen cost, you still put it in a bag to conceal it.
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Shinobi Killfist
post Jun 25 2010, 08:41 PM
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QUOTE (Lanlaorn @ Jun 25 2010, 03:35 PM) *
Going to stop editing since it doesn't refresh the page, heh.

Ok not counting the autofire DV bonus with regards to penetrating armor, since that apparently does not count, you would just need a HMG instead of an Assault Rifle, 7 DV -3 AP, with the APDS rounds and 7 net hits. Considering the pathetic dice pool of the vehicle (Reaction -1 Handling) and the abundance of recoil reducing accessories it's still not an "omg impossible" task, it does mean a dice pool slightly over 20, which I think is the line for "cheap character", so I'll concede that point.

Use a couple rockets or run up to it and put apply some foam explosive instead. Couple thousand nuyen cost, you still put it in a bag to conceal it.



Pre 4A scatter rockets and I'll agree with you on the rockets if they are AV rockets. (IMG:style_emoticons/default/smile.gif)

And sure Sams can take out heavy vehicles but maybe it is how we run games but the number of times you have the gear to do so is not altogether that common.
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post Jun 25 2010, 08:41 PM
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QUOTE (Lanlaorn @ Jun 25 2010, 08:19 PM) *
You're kidding right? The Sammy could do it with an assault rifle firing APDS in 4 long bursts, 280 nuyen in ammo. There are numerous options for concealing an assault rifle, but I have to ask how the hell are you being patted down when on a shadowrun? Alternatively why do you feel the need to destroy a citymaster when you're out clubbing?


Note that 4 long bursts can only be accomplished over the course of 4 action phases. So you'd need to have Wired 3 as a street sam to get off 4 long bursts in 1 Combat turn. Rules clearly state that despite it being a simple action you are limited to 1 long burt per action phase. Thus you get 1 long and 1 short burst.

1) You are being patted down because you infiltrated a facility and then were spotted. Feeling good-natured for once instead of the usual, Comedian-style response or maybe because you have a face with you who isn't a sociopathic gun bunny, you try to bluff your way out of the problem. Hard to convince the guard you aren't up to something when you look like Rambo.

2) Fall out from a run. Cops are here to arrest you and you really don't want to go or maybe they are raiding the place while you are there. Remember, most street sams are felons just for existing and being SINless isn't as big an advantage as people think. Or it could be a corporate strike team.

In both those cases the Mage not only has Direct Combat spells but will also often have non-damaging spells that let them evade the problem. Influence, most illusions, and Shapechange all spring to mind.

EDIT: To point out that with an HMG there is no way you are concealing that and getting rid of -6 recoil can be tough. Every point you miss by is -2 dice not -1 because it is a heavy weapon. Gyromounts and bi/tripods are great for heavy weapons but also require some set up and again mess up the concealability. Unless maybe we are talking about a 2 man hmg team (1 sets up the tripod the other fires in the same action).
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Mr. Unpronouncea...
post Jun 25 2010, 08:44 PM
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Whoops...yeah, I was thinking 16/16 for some reason. That's what I get for rattling off numbers from my head without checking the book again.
(Laughably, that means grenades can't hurt citymasters at all...or did I miss an exception to vehicle armor somewhere? But that would be a flaw in vehicle armor, not magic.)

still 11 hits (9, if he picked up AV rounds instead of APDS) off his 20 dice isn't much worse off than the mage's needed 5 hits from 12ish.
With the odd little bonus that getting past the armor at all is not unlikely to destroy the van in one hit. Again, flaw in vehicle armor, not magic.

*shrug*
Or replace the AR with a Barret => 9P damage, -4AP, AV-6AP = no bursts, but 1 hit to scratch, 2ish hits twice to destroy the car.
Or, one of the ever-popular assault cannons, lasers, or even a flamethrower - no problems there.
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Ravennus
post Jun 25 2010, 08:46 PM
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QUOTE (Shinobi Killfist @ Jun 25 2010, 03:11 PM) *
Okay I'll be nice and assume you have a white night with gyro arms with maxed agility, exceptional attribute, you are an elf, changeling with even better agility, and genetic optimization agility for a total of 15 agility, 6 in heavy weapons, specialized in the LMGs, and a smart gun link obviously.



Sorry to derail slightly, but are you talking about cyberarm gyromounts?
If you have one for each cyberarm, does the recoil comp from each stack if ou are wielding a firearm two-handed?
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Shinobi Killfist
post Jun 25 2010, 09:01 PM
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QUOTE (Ravennus @ Jun 25 2010, 03:46 PM) *
Sorry to derail slightly, but are you talking about cyberarm gyromounts?
If you have one for each cyberarm, does the recoil comp from each stack if ou are wielding a firearm two-handed?



I have no idea, but they might.(for me the one of the biggest 4e fails is they should have had solid rules on stacking and things that don't stack like 3e+D&D that everyone rails against, but then again I am not a fan of gagillion dice monsters of juggled rules and gear) Still white knight comes with 6, gyro give 3 more and there is only 9 points of recoil in a 10 shot burst.
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Traul
post Jun 25 2010, 09:03 PM
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Gyromounts do not stack in Arsenal. It does not explicitely mention the cyber ones, but it is close enough.
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Ravennus
post Jun 25 2010, 09:04 PM
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QUOTE (Shinobi Killfist @ Jun 25 2010, 04:01 PM) *
I have no idea, but they might.(for me the one of the biggest 4e fails is they should have had solid rules on stacking and things that don't stack like 3e+D&D that everyone rails against, but then again I am not a fan of gagillion dice monsters of juggled rules and gear) Still white knight comes with 6, gyro give 3 more and there is only 9 points of recoil in a 10 shot burst.


Ah ok. For some reason I was thinking the White Knight just had 3 points of in-built RC
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BlueMax
post Jun 25 2010, 09:19 PM
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QUOTE (Mr. Unpronounceable @ Jun 25 2010, 01:44 PM) *
Whoops...yeah, I was thinking 16/16 for some reason. That's what I get for rattling off numbers from my head without checking the book again.
(Laughably, that means grenades can't hurt citymasters at all...or did I miss an exception to vehicle armor somewhere? But that would be a flaw in vehicle armor, not magic.)

still 11 hits (9, if he picked up AV rounds instead of APDS) off his 20 dice isn't much worse off than the mage's needed 5 hits from 12ish.
With the odd little bonus that getting past the armor at all is not unlikely to destroy the van in one hit. Again, flaw in vehicle armor, not magic.

*shrug*
Or replace the AR with a Barret => 9P damage, -4AP, AV-6AP = no bursts, but 1 hit to scratch, 2ish hits twice to destroy the car.
Or, one of the ever-popular assault cannons, lasers, or even a flamethrower - no problems there.


I would like to pick a point here. Thats 11 *net* hits. The vehicle gets to dodge. Most Riggers have great Reactions too.

Who is covering the "easily conceable" challenge for the samurai?

BlueMax
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Doc Chase
post Jun 25 2010, 09:32 PM
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This is the point where I radio the drone rigger to lob that high explosive rocket on his Nimrod, disguised as a malfunctioning camera drone (according to its electronic signature, anyway).
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Mr. Unpronouncea...
post Jun 25 2010, 10:07 PM
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QUOTE (BlueMax @ Jun 25 2010, 09:19 PM) *
Who is covering the "easily conceable" challenge for the samurai?

That's even easier - all it takes is a microdrone with a laser pointer and link to the sammy half a mile away with a mortar. Surprise = no dodge.
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BlueMax
post Jun 25 2010, 10:50 PM
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QUOTE (Mr. Unpronounceable @ Jun 25 2010, 03:07 PM) *
That's even easier - all it takes is a microdrone with a laser pointer and link to the sammy half a mile away with a mortar. Surprise = no dodge.


Right. That's what the mage does when he doesn't want to cast and everything is already setup.

I was looking for what the sammy does. Really, what does the Sammy do?


BlueMax
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Shinobi Killfist
post Jun 26 2010, 12:47 AM
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The Sam runs. He really does not have another choice if he isn't packing heavy artillery. But to be fair if you are in a heavy background count the mage runs as well. To me there is a large difference though, background counts are what the GM adds to make things more difficult or to balance the mage. Not carrying a barret sniper rifle or whatever is the norm for a Sam, he carries the artillery in unusual situations. It is almost a reverse thing, in unusual situations the mage is hit by enough background count he can't act at absurd power, in other unusual situations the Sam can carry highly obvious and illegal gear and is absurdly powerful.
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Saint Sithney
post Jun 26 2010, 11:20 AM
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QUOTE (Lanlaorn @ Jun 25 2010, 11:25 AM) *
Let's get some comparative numbers out here because the gut feeling thing is getting dumb.

A combat mage

A gun bunny


And now, for comparison, a rigger.

Gunnery 6, Specialization (ballistic) +2, Command 6 Ergo 1, Comlink Optimization (Command) +1, Codeslinger (Command) +2, Hotsim +2 = 19 dice Firing remotely from a Steel Lynx armed with a (Restricted gear) GE Vanquisher Heavy Autocannon using Ex-Ex rounds for 12P -7AP. He fires a wide burst getting roughly 6 hits. The target, on full defense rolls... -14 dice, so let's just skip that part, 'k? Who wants to soak 18P with a generous (14 + 6 -7 = 13) dice?

Oh, and then, thanks to his Simsense Booster and Simsense Accelerator (Restricted gear), he continues to do this for a total of 5 IPs. Or, he takes a simple action to scratch his nose, then uses a second simple action to launch 10 Ares Heimdal missiles from a GTS Tower hovering 3 km away...
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Traul
post Jun 26 2010, 01:08 PM
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1) This requires heavy modifications on the Steel Lynx: the serial weapon mount is not reinforced.
2) I don't see Ex-Ex assault cannon ammunition in the book.
3) You are throwing away 675 Y with every burst. Will the run will cover the expenses?
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BlueMax
post Jun 26 2010, 01:12 PM
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QUOTE (Traul @ Jun 26 2010, 06:08 AM) *
1) This requires heavy modifications on the Steel Lynx: the serial weapon mount is not reinforced.
2) I don't see Ex-Ex assault cannon ammunition in the book.
3) You are throwing away 675 Y with every burst. Will the run will cover the expenses?

1 <3 you.

BlueMax
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Tymeaus Jalynsfe...
post Jun 26 2010, 02:52 PM
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QUOTE (Whipstitch @ Jun 24 2010, 09:36 PM) *
Yeah, see, I don't actually have much of a problem with the magic rules. Like Toturi, it doesn't particularly bother me a lot of the time when a character is capable of doing something outside the bounds of other characters or archetypes. I just think that drain as a limiting factor is largely a polite fiction in regards to spellcasting.


And yet sometimes, even the best dice pools fail and you take Drain... That is a pretty undeniable fact of the game... Well desigend mages may indeed minimize drain, but you can never eliminate it all together. I do not have any issues with the Magic Rules (I play in the same games as Orcus Blackweather and Firehand). Can a MAge turn an encounter into an afterthought? Sure, but that is okay... They paid a large amount of Character Creation resources to do so... I am curious though, how often you see the Magical Powerhouse out of Character Generation... Mages in our games generally tend to start around 12 Dice for Spells and about 8-12 Dice for Drain; SO maybe our games are not as "Typical" of the Tables represented by Dumpshock Regulars. Mages in our games are competent, but do not tend to outshine any other Archtype that is played at our tables, there is plenty of combat spotlight to go around...

When the world reacts realistically to the use of magic, magic (and other illegal activities, actually) self moderates pretty fast. Not every mage is perfect every time, and they almost always leave evidence of their presence. I know that many people here fall into the Consequences are Dickery Camp. But the fact remains. If there are logical consequences to the use and abuse of mgic, then your mages will keep themselves in line. Just like a Street Samurai who probably does not resort to just shooting someone because they can... There are consequences for such actions, just as there are consequences for Using Magic at every turn. Eventually those consequences will come home to roost.

Keep the Faith
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Whipstitch
post Jun 26 2010, 03:01 PM
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QUOTE (Tymeaus Jalynsfein @ Jun 26 2010, 09:52 AM) *
Mages in our games generally tend to start around 12 Dice for Spells and about 8-12 Dice for Drain


Same in mine. I don't think mages are game breakers. I just think they're better than the other archetypes by a perhaps unhealthy margin. They're like Hackers in the sense that they are practically necessary in games in which the GM throws the full breadth of the Sixth World's dangers at you. Love them or hate them, they fill niches nobody else really can. Yet they're also rather very competent outside of dealing with things like the astral and countering magical threats. And to be honest, I don't consider buying up the Magic attribute to be much of a weakness considering that with the right spells it can effectively operate as a proxy for other skills and attributes. It's actually the 10 dice guys that I take the most issue with, actually. A one trick pony build can be a real handful (and worryingly enough, with Magicians, there's no reason they must remain a one trick poney; simply collecting spells post chargen can make them flexible in a hurry), but outside of their niche they're rather unimpressive by definition. But your 10 dice utility Mage can approximate so many different tricks that the game can turn into a blur of spellcasting and summoning dice rolling around. It bogs things down because they can contribute dice to so many things and often times the Magician does an inordinate amount of the work unless you really sit there and keep track of each and every astral signature they leave laying around. I generally assume I just need to slow down the mages in games and everything else will follow as far as providing a healthy amount of difficulty goes, and more often than not I'm right.

And there's a difference between letting a few points of Stun drain slide through unresisted every now and again and taking enough drain for it to be a limiting factor. It's pretty rare in my experience that Drain has been a problem for the players. Half the time it just indicates they just got shot up a bit too much, which if anything means they probably should have casted harder. Part of the issue is the sheer power of First Aid in Shadowrun.
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post Jun 26 2010, 03:09 PM
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QUOTE (Tymeaus Jalynsfein @ Jun 26 2010, 05:52 PM) *
Mages in our games generally tend to start around 12 Dice for Spells and about 8-12 Dice for Drain; SO maybe our games are not as "Typical" of the Tables represented by Dumpshock Regulars. Mages in our games are competent, but do not tend to outshine any other Archtype that is played at our tables, there is plenty of combat spotlight to go around...

Yeah that is kinda low dicepool for casting, even my latest mystic adept buld who only has magic 3 for spell casting has 16 dice to cast combat spells with.
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HeckfyEx
post Jun 26 2010, 03:14 PM
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QUOTE
Yeah that is kinda low dicepool for casting, even my latest mystic adept buld who only has magic 3 for spell casting has 16 dice to cast combat spells with.

And what is your dicepool for other spells?
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Whipstitch
post Jun 26 2010, 03:22 PM
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Probably an 8 or 9, assuming he got there via a high Skill rating, Mentor Spirit, Specialization and a Power Focus. Not great, but not bad either. You don't necessarily need gobs of dice to get some use out of Detection spells, for example, although it does help.
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