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> slivergun damage, new flechette damage
djinni
post Feb 15 2007, 01:48 AM
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so shotguns still deal a +2/+2 when firing flechette rounds.
and any other gun deals +2/+5
but the slivergun has a base code damage 8P (f) / +2
damage already calculated, does the gun damage change to +5? or does it remain just like the shotguns damage code?
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Eleazar
post Feb 15 2007, 04:21 AM
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All the description says is that the slivers count as flechette with the damage code already factored into the gun. Since there wasn't any errata released specifically for this gun, I can only assume it stays the same. I was also wondering about this myself though. It is a valid point and seems to have been left out of the errata when it most certainly should have been included. Looking at it from a GM perspective those +2 damage code are equal to 6 dice or two successes on the attack role(if the target is hit). The +2 on the AP only increase the resistance test by 2 dice. So the character is gaining 4 dice. In the +5 AP errata they are only gaining 1 dice.

If the Ares Viper Slivergun didn't have Flechette-like ammo it would be a 6P weapon. It also has a built in sound suppressor yet is only a restricted and not forbidden gun, even though it has a sound suppressor which usually means forbidden. It also has burst fire mode which is also another plus. From an effectiveness POV it is actually more power and does more damage than a Ruger Super Warhawk when the target is hit. The dice difference between the two guns is 2 since the Ruger Super Warhawk has -2 AP which is an effective 2 dice. But, look at the drawbacks of the Ruger Super Warhawk. It is SS, 6 shots, and cannot be equipped with a silencer. The Slivergun looks like a much better choice. The only drawback to the Slivergun is that it can't be equipped with any ammo but the slivers. For stealth though, it is unmatched by any other pistol. One other thing I just remembered. Flechette and gel are resisted with impact armor, not ballistic. Which armor do you think is always lower than the other? Impact. So add 2-3 dice to the effectiveness depending on the armor of the target.

If you keep the slivers the way they are they have a head up on the other pistols. It has 1-2 effective dice pool advantage over a Ruger Super Warhawk with normal ammo. It has a 5-6 effective dice pool advantage of the 5P weapons with -1 using normal ammo. For the 5P weapons, it doesn't matter what ammo you use, it will never close the gap. For the Ruger Super Warhawk it would require gel, explosive, EX-explosive, or APDS to close the gap or be better. Remember though, the Ruger is only SS. The Slivergun is even better if you can find some way to get 2 recoil compensation for the burst fire mode. Maybe a cyberarm?

In my eyes, the Slivergun is the best heavy pistol for the job.
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Jack Kain
post Feb 15 2007, 06:16 AM
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I believe the Silvergun might suffer range issues from using (f) ammo. It likely needs to be retooled now that EXEX has been downgraded.

After all originally EXEX was +2P +2AP
That would make the Aries Predator 7P, -3 AP Or the Rugar 8P, -4 AP.
Now its only 6P -2 AP.

The quick fix would be to make it match the Roomsweeper's flechetties
7P +2 AP. It still has the BF mode and built in sound silencer to set it apart.

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Glyph
post Feb 15 2007, 07:29 AM
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Where in the erratta are you getting that shotguns still do the old damage? Flechette ammo has been changed to +2/+5, period, and weapon stats should be adjusted accordingly. So a slivergun will do 8P (f)/+5.

They have made the first round of changes, and the changes to gun stats will presumably (and logically) follow. Just like they raised the price of the Mitsubishi Nightsky, but didn't change the fact the the Face still has one, an item worth 22 build points for a character that has 9 build points allocated to resources.
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toturi
post Feb 15 2007, 07:49 AM
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QUOTE (Glyph)
Where in the erratta are you getting that shotguns still do the old damage? Flechette ammo has been changed to +2/+5, period, and weapon stats should be adjusted accordingly. So a slivergun will do 8P (f)/+5.

They have made the first round of changes, and the changes to gun stats will presumably (and logically) follow. Just like they raised the price of the Mitsubishi Nightsky, but didn't change the fact the the Face still has one, an item worth 22 build points for a character that has 9 build points allocated to resources.

Exactly. Flechette ammo has been changed, period. And that was all that was changed.

Slivergun and shotguns, that already had flechettes factored in, were not. Until they choose to change the gun stats and the Face, the Face (should you use the pre-gen PCs) still has the Nightsky and the Silvergun does the old damage.
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SCARed
post Feb 15 2007, 10:13 AM
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sorry, but that is completly nonsense, IMHO. the ammo was changed, so the weapons should change accordingly. and it doesn't take higher degrees in mathematics to do the job.

i still don't get, wat drove the authors, when balancing the slivergun. even wit a damagecode of 8P/+5 it's broken for me. you get burst mode and a silencer and it's not forbidden. if i was a cop and would find it on a suspicious guy, he wouldn't want to move an inch! it's like running around with an assault rifle, IMHO. and cops should be acting accordingly.
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Malicant
post Feb 15 2007, 11:30 AM
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Ouh, this feels so much like D&D. "The ammo was changed, but not the weapon, so the weapon does still the old damage, since it uses this ammo, but... wait, where was I going?"

I'm sad there was no gun firing only ExEx. It still would use BadAss ExEx, not like any other sucker weapon out there, right?

End of transmission. :rotfl:
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Thanee
post Feb 15 2007, 11:57 AM
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Of course you have to change the AP from the Slivergun, too. Doh! ;)

Bye
Thanee
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Deva
post Feb 15 2007, 03:50 PM
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I asked about this couple of days after the errata was published but never got The Official Answer. So it can be any of the possibilities just depending on your GM. Argue as much as you like. :)

I hope Arsenal will clear this.. whenever it will be coming. *sigh*
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Hagarzen
post Feb 15 2007, 04:07 PM
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Greetings,

I have SR4 errata v13. is there another one? If so can someone link it?

Best
Hagarzen
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Thanee
post Feb 15 2007, 04:27 PM
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Errata http://www.shadowrunrpg.com/resources/inde...ex.shtml#errata

FAQ http://www.shadowrunrpg.com/resources/faq.shtml

Bye
Thanee
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Jack Kain
post Feb 15 2007, 04:32 PM
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QUOTE (toturi)
QUOTE (Glyph @ Feb 15 2007, 03:29 PM)
Where in the erratta are you getting that shotguns still do the old damage?  Flechette ammo has been changed to +2/+5, period, and weapon stats should be adjusted accordingly.  So a slivergun will do 8P (f)/+5.

They have made the first round of changes, and the changes to gun stats will presumably (and logically) follow.  Just like they raised the price of the Mitsubishi Nightsky, but didn't change the fact the the Face still has one, an item worth 22 build points for a character that has 9 build points allocated to resources.

Exactly. Flechette ammo has been changed, period. And that was all that was changed.

Slivergun and shotguns, that already had flechettes factored in, were not. Until they choose to change the gun stats and the Face, the Face (should you use the pre-gen PCs) still has the Nightsky and the Silvergun does the old damage.

I'm sorry but your being silly. No where in the book or errata does it say Flechette ammo in shotguns does anything different then in normal guns. The ammo changed. So guns that used Flechette ammo should have changed with it.


I thought from the poster there was an actually rule about this but turns out there's not. You just assume that just because they only listed the change in the ammo and didn't mention that the only weapons that can use it remain change or not. And I was foolish enough to follow blindly for a moment
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sunnyside
post Feb 15 2007, 06:58 PM
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Yeah. Especially since the shotgun codes are just listed for convenience, with the origional damage listed. The sliver gun just doesn't have a non-flechet damage listed. Never the less it should be altered as well.

Don't make me dig through the adventures and missions to find somewhere that they list reminder damage codes for some weapon with explosive ammo or some such and claim they get to keep that damage because it's in an official book. ( assuming they still do that in 4th ed).

But yes they should have just said all flechette weapons/ammo have an additional +3 to AP. They were trying to be clear.
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KarmaInferno
post Feb 15 2007, 06:59 PM
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I for one am startled nobody brought up foci or spirits or dikote or sex yet.

:D


-karma
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Eleazar
post Feb 15 2007, 07:08 PM
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Understood everyone, I was going off of the premise that shotguns were still the same. By what djinni had said I guess I mistakenly believed it to be in the 1.5 errata. This in turn led me to the belief that the slivergun had been left out as it implies in the OP.
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MaxHunter
post Feb 15 2007, 07:16 PM
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I think it is pretty obvious that, now that flechette has been nerfed, all weapon damages that used flechettes should be changed accordingly.

But of course, what the obvious is becomes just the most common problem with interaction between subjective pseudo rational sentient entities.

Cheers,

Max


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toturi
post Feb 16 2007, 02:12 AM
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Really? Ever considered the possibility that the people-up-there might have changed the base weapon attributes to account for the flechettes/shot-type ammo that was already factored in, so that they didn't have to issue erratas for the weapons?

I try not to assume. If the errata doesn't say shotguns and sliverguns change damage and penetration, then they don't change.
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Narmio
post Feb 16 2007, 02:19 AM
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Oh, come on...

The intent of the ruling was to balance flechettes. Flechettes are flechettes, balance is balance and we all know the Slivergun is damn-well in need of a nerf and has been for years and years.

To pretend otherwise is the worst kind of RAW-mongering. It's unbeliebalbly petty rules-lawyering that blatantly goes against the intent of a ruling.
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toturi
post Feb 16 2007, 02:42 AM
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QUOTE (Narmio @ Feb 16 2007, 10:19 AM)
Oh, come on...

The intent of the ruling was to balance flechettes.  Flechettes are flechettes, balance is balance and we all know the Slivergun is damn-well in need of a nerf and has been for years and years.

To pretend otherwise is the worst kind of RAW-mongering.  It's unbeliebalbly petty rules-lawyering that blatantly goes against the intent of a ruling.

I do not know that the Slivergun is damn-well in need of a nerf. I think that it used to be very powerful, but I do not know that it needs to be nerfed. Knowing nerfs are for people who cannot take the RAW.

I do not pretend to be able to read the writers/developers minds. So... which part of the FAQ/Errata, did you write?
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Eleazar
post Feb 16 2007, 03:29 AM
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Narmio:
This is the RAW.
Slivergun:
It fires metal slivers that count as flechette ammunition (already factored in to the Damage Code).
Shotgun:
It fires flechette ammuniton only (already included in the weapon stats).

Looking at the RAW the guns use flechette ammo for the damage codes. Since the errata says impact armor +5 it would then mean the damage codes of the guns now reflect the changes. This is the RAW. There is no RAW-mongering or "petty rules-lawyering" going on here. It is a misreading or failure to accept the new RAW per the 1.5 errata. The operative words here are "already factored/included in the weapon stats/Damage code. Meaning it is pulling directly from the damage code of flechette ammo and not anywhere else. So if the source of information where the guns were pulling information from was changed, that modified information would then be implemented into the weapon stats/Damage Code of the gun.

This isn't all directly towards you Narmio mostly everyone in general. My point to you is that it is the RAW. Your post seems to imply the opposite.

Also one last thing to mention here. Medium spread is now +0 DV, +7 AP. Wide spread is now -2 DV, +9 AP. Now this is something that should have really been put in their. Again, the reason we know this is because...
"Use the shotgun’s standard flechette-modified (+2 DV, +2 AP) Damage Code."
This was changed in the 1.5 errata so it would now be +2 DV, +5 AP. Because this is now the "standard flechette-modified Damage Code". We then just apply the differences between the old Damage Codes which is -2 DV, +2 AP for medium spread and -4 DV, +4 AP for wide spread. As others have pointed out and others have proved by their confusion, this really should have been mentioned in the 1.5 errata. Or a blanket statement like any mechanic or firearm that used the original "standard flechette-modified Damage Code" is modified to the new Damage Code for flechette.

Of course the spread rules are terrible and count largely against the player to use anything but narrow spread. They are rather useless and should have been included in the errata as to not be so heinously egregious. No one in their right mind would give themselves an effective 12 dice deficit for wide spread or an effective 6 dice deficit for medium spread. All you get for these deficits is the ability to target more enemies at a large decrease in damage. In almost all cases this is far worse than splitting your dicepool to dual wield.

One thing I find odd about shotguns in SR4 is the ability to use a shotgun with a rifled slug barrel. This would not only allow farther ranges and accuracy for shotguns but sabot ammunition like the APDS could be used. In fact, there isn't any reason why it can't be used without the rifled slug barrel. You just would get your 50 yards or however many meters this is. Of course the rules do not allow this, but there isn't any valid reason why not considering the tech. I really hope Arsenal fixes some of these things with shotguns and incorporates different types of sabot ammunition. With sabot you can fire anything smaller than the diameter of the barrel of the shotgun or close to equal in size. In 63 years who knows how much would be developed.

/rant
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Narmio
post Feb 16 2007, 04:01 AM
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QUOTE (Eleazar)
Looking at the RAW the guns use flechette ammo for the damage codes. Since the errata says impact armor +5 it would then mean the damage codes of the guns now reflect the changes. This is the RAW. There is no RAW-mongering or "petty rules-lawyering" going on here. It is a misreading or failure to accept the new RAW per the 1.5 errata. The operative words here are "already factored/included in the weapon stats/Damage code. Meaning it is pulling directly from the damage code of flechette ammo and not anywhere else. So if the source of information where the guns were pulling information from was changed, that modified information would then be implemented into the weapon stats/Damage Code of the gun.

Sorry for any miscommunication, Eleazar, I'm fully in agreement with this. It's immediately obvious to me that in v1.5 RAW the new damage code applies to everything which uses the old flechette effects, including obscure things like the Metal elemental effect.

My post was directed at ridiculous hair-splitting behaviour which claims that *isn't* the case because the errata only changes that specific page in the ammunition section. Specifically toturi's post. Continuing in that vein...

QUOTE (toturi)

I do not pretend to be able to read the writers/developers minds. So... which part of the FAQ/Errata, did you write?


Spotting the reason for a rule just isn't the magical divination process you make it out to be. I don't need to have written the errata to know something as obvious as the fact that flechettes were changed because they were broken, I don't need orbital mind-reading lasers to tell you that Sliverguns contribute to that problem, and something isn't open to interpretation just because it's an obvious, heavily supported and unopposed implication rather than an observable fact.

The rules are there for a reason, but when you follow the rules blindly, you can easily lose sight of the reason. Pretending that we can't possibly *know* that reason is *intentionally* blinding yourself to it.

Case in point, In this post I'm not actually calling you a RAW-obsessed short-sighted ideologue *in print*, but see if you can figure out whether I mean it or not.
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Eleazar
post Feb 16 2007, 04:06 AM
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Deductive reasoning
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toturi
post Feb 16 2007, 04:30 AM
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QUOTE (Narmio)
Case in point, In this post I'm not actually calling you a RAW-obsessed short-sighted ideologue *in print*, but see if you can figure out whether I mean it or not.

I do not care what you mean. I only care if you actually say it, the same goes for the rules. I don't care if you mean that I am a black-hating, Jew-burning, devil-worshipping, white supremacist nazi; I'd only care if you actually state that in print or some official medium.

For those who say that the errata means that the shotguns and sliverguns should have their damage and penetration errataed, despite the omission, I could say that the omission means that the writers are retroactively increasing the base penetration value of the sliverguns and the shotguns that already have flechette factored in, so that's why the weapons do not have errata.

The other weapons that do not, follow the errata-ed ammo, should the player choose to use flechette/buckshot.

Deductive reasoning tells me that the omission means the weapons had their base stats changed to fit the errataed ammo, hence there was no change to the guns stats proper.
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WhiskeyMac
post Feb 16 2007, 04:39 AM
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Since the slivergun has the flechette effects "factored" into the gun's damage code, why is it so hard to believe that the gun's designers didn't compensate for the ammos shortcomings with the design?

It's also possible that the flechette ammo stats are only for guns that don't already use flechette ammo.
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Jack Kain
post Feb 16 2007, 05:09 AM
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QUOTE (WhiskeyMac)
Since the slivergun has the flechette effects "factored" into the gun's damage code, why is it so hard to believe that the gun's designers didn't compensate for the ammos shortcomings with the design?

It's also possible that the flechette ammo stats are only for guns that don't already use flechette ammo.

Because the guns don't mention any special bonus with flechette ammo. Just that the AMMO is already factored in.

From the book page 313

Guns with flechette ammo already figured into their Damage
Code have an (f ) notation following the Damage Code.

No where does it say shot guns or the silver gun gets any special bonus when using flechette ammo. Just that the ammo is already factored in. If the ammo changes then whats factored in must change.
neffective against ridged armor.

FACT on all guns that are shown using Flechette ammo is says the ammo is already factored in.
FACT, flechette ammo changed from +2 DV +2 AP to +2 DV +5 AP.
Made up: That the guns in question have any special bonus when using flechette ammo.

We are basing are conclusion on proof you are basing your conclusion on a lack of proof.

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