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#1
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Target ![]() Group: Members Posts: 3 Joined: 15-November 05 Member No.: 7,967 ![]() |
So RAW say if you use a "smart gun" in either hand laser sights and smartgun links aren't effective.
What do ya'll think about allowing the use of smartguns and links if both guns are smartguns and you have 2 smartlinks? I could see a requirement that both guns have to be fired at the same target (unless you have independantly focusable eyes)... |
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#2
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
this question came up a lot in SR3. the answer was always the same: YOU SHOULD BE ABLE TO DO IT NO YOU SHOULDN'T IT'S REALISTIC YOU'RE STUPID I'LL KILL YOUR BEAR WHAT ABOUT ALLY SPIRITS THE AMMO WEIGHTS ARE WRONG SOMEONE GET RAYGUN IN HERE I TRIED SHOOTING WITH TWO GUNS IN VIRTUA COP AND IT WORKS GREAT OH GOD LET IT END
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#3
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panda! ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 10,331 Joined: 8-March 02 From: north of central europe Member No.: 2,242 ![]() |
mfb, there are some big guys in white clothes here to see you...
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#4
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 ![]() |
Yes indeed. mfb is correct about this type of discussion. It always ends poorly.
I have been in games where it's been allowed with double smartlinks. I've been in games where arguements have cropped up because the GM won't allow it, and I have been in games where it just never came up. The most enjoyable of those was the last. In SR3, it just seemed too overpowered for the cost. In SR4, it might not be so bad because dual-weilding is so ridiculously stupid now that you have to split your dicepool between the two guns, but I still wouldn't allow it. |
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#5
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,168 Joined: 15-April 05 From: Helsinki, Finland Member No.: 7,337 ![]() |
I wouldn't allow double smartlinks unless you paid for massive surgery to split your brain in two. It would get waaay confusing.
Double laser sights, however, i'd allow. I don't see too much of a problem with them. |
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#6
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,651 Joined: 23-September 05 From: Marietta, GA Member No.: 7,773 ![]() |
I don't see much difference in targeting with two lasers or two HUD reticles.
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#7
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Target ![]() Group: Members Posts: 20 Joined: 15-March 05 Member No.: 7,164 ![]() |
With the rise of augmented reality, I see no reason to not allow multiple smartguns. Heck, each gun could be 'painting' the entirety of it's target on your AR. One green target, one purple target (or whatver colors you like) and you can bangity-bang away freely.
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#8
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Deus Absconditus ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,742 Joined: 1-September 03 From: Downtown Seattle, UCAS Member No.: 5,566 ![]() |
I tend to allow it, mostly due to the other really advanced tech you're allowed to have. It strikes me as kinda ass-backwards that someone can have a select sound filter 6 and listen to six different conversations at once (in SR4) or hear specifically what you're listening for at +6 dice (SR3) yet you can't effectively use two hud reticles.
Generally in SR3, I made people pay for 2 induction links, an image link, one smartlink processor, and dedicated routing between all of the parts. In SR4, I just make people pay for 2 smartlinks. |
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#9
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Target ![]() Group: Members Posts: 3 Joined: 15-November 05 Member No.: 7,967 ![]() |
:eek: Oops, I didn't mean to touch the third rail here..
tfta chummers... |
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#10
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Target ![]() Group: Members Posts: 45 Joined: 31-March 05 From: Seattle Member No.: 7,269 ![]() |
I like the compromise in SR4, without the smartlink bonus...if you're wading through a bunch of redshirts, half your dice on each gun would be fine. If you're fighting somebody at all competant, there's no way you'd dual-wield--just like real life.
The John Woo thing is fairly do-able for an adept with improved ability: pistols. If you blow 2 or 2.5 power points on pistols, you can throw 9-10 dice for each gun (assuming agility 5 pistols 5). A sammie with 5/5 and a smartlink throws 12 dice on one, so it's in the ballpark. That's fine in my book, cause the adept is blowing 2 or 2.5 power points (not cheap). |
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#11
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Target ![]() Group: Members Posts: 12 Joined: 30-November 05 Member No.: 8,023 ![]() |
I think that if you want to do two-wepon gunslinging the best way would be to use a pair of automatic weapons and have a gyromount in each cyberarm. That way, the burst bonuses would help make up for the dice pool splitting.
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#12
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Moving Target ![]() ![]() Group: Members Posts: 560 Joined: 21-December 04 Member No.: 6,893 ![]() |
I would just require the PC to get skillwires of at least rating 2. They'd be use in conjunction with the smartlinks to keep both guns pointed at the same target.
Alternately, could'nt the smartlink bonus be split between the two weapons? |
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#13
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Moving Target ![]() ![]() Group: Members Posts: 388 Joined: 24-October 05 Member No.: 7,885 ![]() |
in sr3 you only required a second smartlink processor subsystem.
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#14
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Moving Target ![]() ![]() Group: Members Posts: 715 Joined: 4-September 05 From: Metaplane GEPLK136 (The one with the lizards. You remember the lizards, don't you?) Member No.: 7,684 ![]() |
This is the option I personally favor. Being able to track and aim with two sets of crosshairs simultaneously would be so straining as to remove any advantage. However... firing with ONE crosshair, and just blasting away with the other pistol in the same general direction, would seem acceptable to me. So I'd apply the smartlink bonus to the dice pool, and let it be split as normal. Keep in mind another possibility: Using automatic weapons in each hand. Two machine pistols or SMG's loaded up with tracer rounds can get you a LOT more dice than smartlinks (long burst + laser sight is +3 dice per gun, and it's possible to avoid recoil too! Second shot is at +2 for the short burst + laser sight). Sure, you don't get to chant "one shot, one kill" -- but chummer, what matters is if you come home on your feet, not how many bullets it takes to do it. |
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#15
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Moving Target ![]() ![]() Group: Members Posts: 135 Joined: 30-July 04 From: Orebro, Sweden Member No.: 6,523 ![]() |
Actually, spending more than 1.5 power points on guns is stupid, since you never ever get more than 3 dice from "improved" ability since it counts towards the augumented skill cap at 1.5 times your _Current_ skill.. hance you need 6 in pistols to get the full number of dice, else your wasting pp.. :P |
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#16
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,328 Joined: 28-November 05 From: Zuerich Member No.: 8,014 ![]() |
The "2 smartlinks don't work, 2 laser sights do" rule never made sense to me - so, I can handle two red dots on the target if they come from laser pointers, but not if they are just overlaid on my view by a computer? Even if both react the same to me moving my pistols?
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#17
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
since when do two laser sights work? in SR3, at least, the only targeting bonus you could get while wielding two weapons is tracer rounds (and i have a feeling that's only because the authors forgot about them, the way most players and GMs do). when wielding two guns, neither lasers nor links grant bonii.
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#18
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,651 Joined: 23-September 05 From: Marietta, GA Member No.: 7,773 ![]() |
They officially don't in SR4, per p141. Tracers do. Personally I think it'd be easier to hit things using a constant laser point or HUD reticle than fleeting tracer trails, but okay. |
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#19
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
maybe tracers are more streamlined?
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#20
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 ![]() |
:grinbig: *smack* P.S. You have to be creating a hose of tracers for them to give their benefits. |
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#21
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
yeah, you have to be firing a burst. in SR3, at any rate.
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#22
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Target ![]() Group: Members Posts: 45 Joined: 31-March 05 From: Seattle Member No.: 7,269 ![]() |
The adept power specifically says it's not an enhancement to the skill. It's a modifier to rolls with that skill, capped at your skill level.
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#23
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Moving Target ![]() ![]() Group: Members Posts: 565 Joined: 7-January 04 Member No.: 5,965 ![]() |
so that means you can get pistols 7, 3.5 magic worth of more dice, a reflex recorder, and some muscle toner, a level of synaptic accelerator, and have 1.5 magic left for other things.
assuming an elf, agility 7(9), pistols 7+2spcl+1RR+7magic+2SL= 28 dice? true you have to cripple him at other things to do it, but it looks like it can work. if that works, then adepts can be even more insanely dangerous. definietly an edge over the sam who caps at 22 dice. |
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#24
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,651 Joined: 23-September 05 From: Marietta, GA Member No.: 7,773 ![]() |
Elf with Agility:8. Don't forget Exceptional Attribute.
You can just fit Exceptional Attribute, Aptitude, and Adept in at 35 points of Positive Qualities out of chargen. |
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#25
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Target ![]() Group: Members Posts: 45 Joined: 31-March 05 From: Seattle Member No.: 7,269 ![]() |
True. If you were building an adept that was hellbent on being really good at one thing (pistols, SMG, stealth, cha skills), there's little to stop you. It'd be the only thing you could do though.
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