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> Firing two pistols, Scenario and questions
GrinderTheTroll
post Apr 9 2006, 08:25 PM
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So I was play-testing the Gunslinger Adept and was using 2 Smartlinked Colt Manhunters, shotting at 2 targets: Goon A and Goon B.

If my calcs are correct, here's what my dice pools look like for each of the 4 shots:

Agility=5, Pistols=6, Ambidextrious and Smartgun Link. I walked backwards behind my car door, took up Good Cover and started shooting.

Goon A and Goon B are standing in front of the car about 2 meters away. No cover modifiers and lighting was good.

Goon A:
- Shot 1: 11 dice / 2 = 6 dice (no modifiers yet) = 6 dice pool
- Shot 2: 11 dice / 2 = 5 dice (-1 for recoil) = 4 dice pool

Goon B:
- Shot 3: 11 dice / 2 = 6 dice (-2 recoil, -2 2nd target) = 2 dice pool
- Shot 4: 11 dice / 2 = 5 dice (-3 recoil, -2 2nd target) = 0 dice pool

The reduction in dice pool seems really steep to the point any more complicated of a shot would be almost impossible. Simply adding a -2 for cover and -2 for lighting would make the whole test pointless.


Alternatively, using 1 pistol against 2 targets looks more like this:

Goon A:
- Shot 1: 11 dice (+2 smartgun) = 13 dice

Goon B:
- Shot 2: 11 dice (+2 smartgun, -1 recoil, -2 2nd target) = 10 dice


Am I doing something incorrect here or are 2 pistols just not that useful?

Other part of this argument is, the possibilty of Critically Glitching rises for simply shooting at a 2nd target or added cover? I suppose you could realize a CG in that scenario as a gun jam or a richocet, but it seems silly that simply tunring my gun 2 meters over makes the chance of potential ammo explosion (per Explosive ammo) any more of possibility.

Any commets are welcome.

Thanks,

~GTT
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mfb
post Apr 9 2006, 08:48 PM
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did they remove the restriction on using a smartlink with two guns simultaneously in SR4?
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Thanee
post Apr 9 2006, 08:49 PM
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No, and he didn't add it in, as you can see above. ;)

Bye
Thanee
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Butterblume
post Apr 9 2006, 08:50 PM
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Well, there is a -1 modifier for shooting from cover.

Also, you miscalculated the recoil, in the first simple action both guns would have zero recoil, in the second both guns would have -2 (the uncompensated recoil of each gun counts for the other one, since both guns have -1 then, it adds up to -2).


(of course you can use 2 smartlinks at the same time. You just don't get bonus dice)
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James McMurray
post Apr 9 2006, 09:06 PM
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Yes, firing two guns is a huge dice pool reduction, but you're compensating by filling the air with more bullets. Given the power of DV vs. dice pool (assuming you score one net success), it's a decent tradeof.

Tying EX explosions to critical glitches was kinda odd, since it means higher skill = more stable ammunition. But the mechanic was already there, and is easier than trying to toss in another rule that just applies to that ammo, so I don't have a problem with it.
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Ankle Biter
post Apr 9 2006, 09:19 PM
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QUOTE (James McMurray)
Yes, firing two guns is a huge dice pool reduction, but you're compensating by filling the air with more bullets. Given the power of DV vs. dice pool (assuming you score one net success), it's a decent tradeof.

Tying EX explosions to critical glitches was kinda odd, since it means higher skill = more stable ammunition. But the mechanic was already there, and is easier than trying to toss in another rule that just applies to that ammo, so I don't have a problem with it.

If you want to look at it from a realism standpoint, shooting 2 guns should not be that useful. There is a reason the you only ever see funky ass both guns blazing moves in John Woo flicks, and that is that if you do not have both hands on your weapon (hur hur) accuracy goes out the window.

You can blag higher skill = less explosions as skill with a weapon includes basic safety drills and weapon maintenance, no gun nut worth their salt would ever overlook gun maintenance. On the other hand, manufacturing quality on firearms by the SR 4 period should make weapon explosions highly unlikley. A botch is far more reasonably represented as your bullet going somewhere inconvinient like the corp you are extracting's leg.
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Austere Emancipa...
post Apr 9 2006, 09:27 PM
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QUOTE (Ankle Biter)
On the other hand, manufacturing quality on firearms by the SR 4 period should make weapon explosions highly unlikley.

The quality of firearms makes weapon explosions highly unlikely now, explosive ammunition or not.
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Butterblume
post Apr 9 2006, 09:33 PM
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Well, you could hit the lamp post right in front of you (glitch!). The explosion from that one could hurt you, and in extreme cases, let your whole magazin of ExEx explode...
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GrinderTheTroll
post Apr 9 2006, 09:36 PM
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QUOTE (Butterblume)
Well, there is a -1 modifier for shooting from cover.

Also, you miscalculated the recoil, in the first simple action both guns would have zero recoil, in the second both guns would have -2 (the uncompensated recoil of each gun counts for the other one, since both guns have -1 then, it adds up to -2).


(of course you can use 2 smartlinks at the same time. You just don't get bonus dice)

Ok let me correct my numbers:

If my calcs are correct, here's what my dice pools look like for each of the 4 shots:

Agility=5, Pistols=6, Ambidextrious and Smartgun Link. I walked backwards behind my car door, took up Good Cover and started shooting.

Goon A and Goon B are standing in front of the car about 2 meters away. No cover modifiers and lighting was good.

Goon A:
- Shot 1: 11 dice / 2 = 6 dice (-1 shooting from cover) = 5 dice pool
- Shot 2: 11 dice / 2 = 5 dice (-1 shooting from cover) = 4 dice pool

Goon B:
- Shot 3: 11 dice / 2 = 6 dice (-1 shooting from cover, -2 recoil, -2 2nd target) = 1 dice pool
- Shot 4: 11 dice / 2 = 5 dice (-1 shooting from cover, -2 recoil, -2 2nd target) = 0 dice pool

Still seems more risk than reward in using 2 weapons even in this "ideal" situation.
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Austere Emancipa...
post Apr 9 2006, 09:44 PM
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QUOTE (Butterblume)
Well, you could hit the lamp post right in front of you (glitch!). The explosion from that one could hurt you, and in extreme cases, let your whole magazin of ExEx explode...

How the hell would hitting a lamp post make the cartridges in your magazine go off?
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SL James
post Apr 9 2006, 09:46 PM
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Magic!
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Butterblume
post Apr 9 2006, 09:51 PM
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The explosion or parts of the lamp post might hit your gun ... after all, it's ExEx ;).
But i agree, not every glitch would lead to this.

QUOTE (GrinderTheTroll)
Still seems more risk than reward in using 2 weapons even in this "ideal" situation.

Shooting 2 guns at the same time is only for people with ridiculous high dice pools, and even then only in certain situations.
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James McMurray
post Apr 9 2006, 10:25 PM
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The dual gunman in our SR game has 15 dice, and even he doesn't do it all the time. However, look at the possible damages, assuming your foe has a 4 reaction and does not take full defense.

With 17 dice, two shots you'll get 5.6 successes on shot 1, he'll get 1.3. That's a base DV to soak of 9 with a heavy pistol. Shot two you each lose one die, so .3 successes. Still DV 9 to soak (twice). Body 4 + armor 6 they'll take 12 hits on average.

With 15 dice firing twice you have 8 dice for the first mainhand attack, 6 for the second, 7 dice for the first offhand attack, 5 for the second. Assuming you taken them in most dice to lowest order, you'll get on average 1.3, 1.3, 1.3, and 1.6 net successes on each shot, making him soak DV 6 4 times (assuming no special ammo). Body 4 + armor 6 means they'll take 12 hits on average.

That looks a little odd, so my math may be off slightly somewhere. Special ammo changes things a lot (don't dual wield EX Explosives). You also have more options with multiple guns. For instance, you can never fire more than one gun per round, but if dual wielding can have the choice between two different ammo types without having to change clips (stickshock in one and EX Explosive in the other probably wouldn't be a bad idea).
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nick012000
post Apr 9 2006, 11:41 PM
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They allow you to apply smartgun link boni when duel weilding firearms now. That's a +2 modifier to both shots.
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GrinderTheTroll
post Apr 9 2006, 11:53 PM
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QUOTE (nick012000)
They allow you to apply smartgun link boni when duel weilding firearms now. That's a +2 modifier to both shots.

SR4:141 "Attacker using a Second Firearm", it specifically says, "Two-gun attacks also negate any dice pool bonuses from smartlinks or laser sights."

The dual-blazen guns sounds pretty cool, but I think i've convinced myself unless there are 20 dice or so involved it's not really worth it.
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Jaid
post Apr 10 2006, 03:48 AM
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well, there was that creation a while back... i believe it was a (theoretical, rules extrapolated) four armed troll quad-wielding some kind of heavy machine gun or something, with each gun having really nice recoil comp, blasting full auto wide bursts (so that the target can't dodge).

so there can most definitely be good things resulting from dual-wielding guns... you just have to do it in the right way :P
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Rooks
post Apr 10 2006, 05:42 AM
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Can anyone tell me why actually smartlinked isn't incorporated when using to pistols besides "Thats what the books says?"
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James McMurray
post Apr 10 2006, 06:04 AM
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You mean why it isn't incorporated while dual wielding? It's because the system can't handle the dual inputs. That's an in game reason. Out of game reasons include:

- ease (what happens if just one gun is linked, how do you split that pool)
- balance (if dual wielding is easy there's no reason not to do it)
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GrinderTheTroll
post Apr 10 2006, 06:05 AM
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QUOTE (Rooks)
Can anyone tell me why actually smartlinked isn't incorporated when using to pistols besides "Thats what the books says?"

You can spent tons of time re-writting any RPG and lots of groups do. However, there are lots of us out there who like to play "rules as written" for sake of playing the game as it was intended.
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James McMurray
post Apr 10 2006, 06:09 AM
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Grinder: very true, but not exactly an answer to the question.
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Voran
post Apr 10 2006, 06:51 AM
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May end up being particularly cheesy, but maybe you could say skill bonuses to gunfighting from adept bonuses stack instead of split with the regular pool. It would make adept gun bunnies more able to do the hong kong gunfu stuff.
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James McMurray
post Apr 10 2006, 07:38 AM
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And as we all know, adept gun bunnies need all the help they can get. ;)
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Voran
post Apr 10 2006, 08:03 AM
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QUOTE (James McMurray)
And as we all know, adept gun bunnies need all the help they can get. ;)

Heh, yeah, hence the cheesy :)
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Edward
post Apr 10 2006, 12:36 PM
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QUOTE

You can blag higher skill = less explosions as skill with a weapon includes basic safety drills and weapon maintenance, no gun nut worth their salt would ever overlook gun maintenance.


not going to fly. Consider when the low skill char and high skill char swap guns.

Of the char with pistols 2 qui 2 logic 5 gunsmiths 5.

Or for that matter that you ammunition is less stable at long range, or in the dark in an open space, than on a hot day pointing point blank at a cyber zombie’s armoured torso?????

As to the original question, add some recoil comp to those weapons and you will see a different picture emerging.

It should be trivial to writ the soft wear to display 2 points in the field of vision, but you try tracking 2 points simultaneously, bringing them both on target and firing the guns, in a half second time frame. (ok one and a half seconds, you don’t have init boosters.)

Best a starting char could easily achieve.

Agil 10 (elf with improved attribute)
Skill 6 with specialisation +2
Improved ability 4

Full recoil compensation (easily achieved)

Goon A:
- Shot 1: 22 dice / 2 = 11 dice (-1 shooting from cover) = 10 dice pool
- Shot 2: 22 dice / 2 = 11 dice (-1 shooting from cover) = 10 dice pool

Goon B:
- Shot 3: 22 dice / 2 = 11 dice (-1 shooting from cover, -2 2nd target) = 8 dice pool
- Shot 4: 22 dice / 2 = 11 dice (-1 shooting from cover, -2 2nd target) = 8 dice pool

You can make shots 1 and 2 bursts if you put a gas vent 3 on each weapon.

Its dose provide an advantage when you put a lot of points into it, of cause you may feal like a one trick pony after spending all those build points on guns, and you can only ever gain one additional dice

Edward
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hobgoblin
post Apr 10 2006, 12:44 PM
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so recoil comp in SR4 make recoil go away for good? not like in SR3 where it went away for that shot but magicaly came back on the next in that phase?
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