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> Recoil Modifers, Recoil Modifers for shotguns
Kagetenshi
post Oct 8 2003, 05:17 PM
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I summon the Raygun to adjudicate this dispute.
*Sacrifices an Ares Viper Slivergun*

~J
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CanvasBack
post Oct 8 2003, 05:24 PM
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Didn't Cannon Companion bring back the strength compensates for recoil notion first introduced in Fields of Fire? Anyway, I had always run under the assumption that folding stocks were for SMGs or for what Street Wyze said about boosting the conceal of rifle sized weapons.
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vinsane
post Oct 8 2003, 05:30 PM
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This is why I never game with anyone from seattle.

I have a question that never really made sense to me. Why is it that you only have to compensate for the recoil of a shotgun before the the shot. If a shotgun throws off a shot 12pts (2nd shot of burst mode) then why is only 6 pts of compensation needed?
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Kagetenshi
post Oct 8 2003, 05:33 PM
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...If you mean why is uncompensated recoil doubled after recoil compensation is applied, it's so the things are useable.
If that's not what you're asking, I have absolutely no idea.

~J
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El_Machinae
post Oct 9 2003, 07:42 PM
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Well, it's kinda simple. I realised this when I was 13 years old and learning to shoot an FN. Either you're strong enough to handle the recoil (then it's no problem), or you're not strong enough (and then there's very little you can do).

A properly used shotgun can be used for competition target practice. If you don't use it properly (ie. don't properly control the recoil), then you NEED the buckshot advantage.

In other words, if you've lost control - you've REALLY lost control.
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vinsane
post Oct 9 2003, 09:42 PM
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QUOTE (Kagetenshi)
...If you mean why is uncompensated recoil doubled after recoil compensation is applied, it's so the things are useable.
If that's not what you're asking, I have absolutely no idea.

My question is this, for simplistics... An Assault Rifle firing in burst causes it to climb with 3 points of force, slap a GV3 to compensate be cause it counter 3 points of force by venting in opposition. Shotgun firing a burst causes it to climb with 6 points of force. Slap A GV3 on the shotgun and and it counters the same 6 points of force, doesn't really make sense to me. I'm no ballistics major but the rules don't seem to add up. If it's just so that Shotguns are more desireble well then at least it's an explenation, but is there a real reason why this would work?
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Kagetenshi
post Oct 9 2003, 10:01 PM
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Possibly to indicate that both the recoil and the recoil compensators for these items are heavier-duty without having to add in things that will compensate for 6 points of recoil, because you know that some munchkin is going to trick, bribe, or wheedle a GM into allowing it on another weapon because "why wouldn't they make the better systems for lighter weapons?"

~J
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Viewer666
post Oct 9 2003, 10:35 PM
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The game mechanics aren't great and we all know that. An assault rifle generates 1 point of recoil per shot the same a shot and the same as high-powered sniper/hunting rifle. In real life that isn’t the case. It's a broken game mechanic.

The same way that a heavy pistol is better at punching through barriers and defeating armor than an assault rifle. The exact opposite of real life.

For that matter a spear is a better weapon for busting through doors than an ax is. Why? Because the power level is higher.
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Raygun
post Oct 11 2003, 03:09 AM
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Kagetenshi informs me that there is some dispute over what shotguns without shoulder stocks are designed for.

They're designed to be relatively compact. That's about it. This lends them well to certain tasks, like stowing in a squad car or use as a door breeching device for teams that are undermanned. The breecher can pop the door hinges and quickly transition to a primary weapon, most likely a rifle, while the rest of the stack ingresses. But stockless shotguns can be used as primary weapons, too. Being small, they are handy for CQB. But they do require a little specialized training.

As far as rules are concerned, if a fixed shoulder stock provides a point of recoil compensation on any weapon, a folding or retracting stock should do the same thing. If it doesn't, then it shouldn't. In reality, a shoulder stock will make it a bit easier to absorb recoil, thus allowing for faster follow-up shots. So I can understand why a modifier would be applied.

And Viewer666 is right about the recoil/shock pads. They shouldn't provide any kind of recoil compensation modifier at all, ever.

QUOTE (El_Machinae)
Well, it's kinda simple.  I realised this when I was 13 years old and learning to shoot an FN.  Either you're strong enough to handle the recoil (then it's no problem), or you're not strong enough (and then there's very little you can do).


What you apparently didn't realize is that strength itself has relatively little to do with it. Skill (the knowledge to adapt, the most important thing) and sheer mass (the M part of the kinetic energy equasion M/2*V², which is what you're trying to control) have a lot more to do with your ability to manage recoil than strength does. Strength (which basically means rigidity in this case, which not entirely good) without skill is pretty worthless. Dexterity is everything.

QUOTE
A properly used shotgun can be used for competition target practice. If you don't use it properly (ie. don't properly control the recoil), then you NEED the buckshot advantage.


Buckshot is used for large game hunting (hence "buck," meaning male deer) and is made up of a few (usually 8-34 #000-#4) large, heavy pellets so that each may retain the energy necessary to penetrate tissue sufficiently. Less pellets means less pattern density. In competition and general target practice (clay pigeons, etc...), penetration is not as important as the ability to cover a relatively wide area with dense pattern of pellets so that there are better odds of hitting the target, thus simulating bird hunting (doesn't take much to kill a bird or break a clay pigeon). Therefore, a large number (@370-410 #7 1/2-#8 ) of very small pellets are used in competition loads.
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Kagetenshi
post Oct 11 2003, 04:28 AM
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Thanks :)

~J
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