IPB
X   Site Message
(Message will auto close in 2 seconds)

Welcome Guest ( Log In | Register )

3 Pages V   1 2 3 >  
Reply to this topicStart new topic
> SMGs, HUH, good gawd, y'all
Moon-Hawk
post Mar 16 2007, 02:08 PM
Post #1


Genuine Artificial Intelligence
********

Group: Members
Posts: 4,019
Joined: 12-June 03
Member No.: 4,715



What are they good for?
This is sort of a spin-off from my XM-30 thread the other day. I had always thought that SMGs got a "free" point of recoil compensation since they got a point for using a stock, where as assault rifles are assumed to use a stock but don't get anything for it. I figured weaker shots = easier to control.
But then it was pointed out to me that shock pads don't work on SMGs. Well hell, that means SMGs can get up to 1 point of RC from their stock (but not 2 from a stock + shock pad), and assault rifles can get up to 1 point of RC from their stock (by adding a cheapy-cheap shock pad) so they're effectively identical in that respect.
So aside from DV:5P AP:0 vs. DV:6P AP:-1, a pretty clear win for the assault rifle, what is there to give SMGs a viable niche?
SMGs only give a +4 to concealability whereas assault rifles give +6, but is two dice really making that big of a difference? If you're trying to be sneaky, the SMG is not sneaky enough, not even under a long coat. If you're not trying to be sneaky, then who cares?

As I understand it (and please feel free to correct me, I have never been in a gunfight or ever shot anything more rapidly than semi-auto) the role of SMG is for urban combat where ranges are typically short and the weapon needs to be easy to handle and aim quickly in potentially close quarters, such as indoors. An assault rifle is just too dang awkward in some of these situations if you're going through doors, around corners, and climbing over rubble. (There was a thread about this a little while ago too, but it kind of went off in a different direction, IIRC)
Unfortunately, there is nothing like that in the rules.

So what can be done to give the SMGs back a viable niche and not make them inferior to assault rifles in every way?

I have an idea, tell me if this is stupid: If someone has been doing something (movement tests like climbing over debris or sprinting), or has just opened a door and found someone behind it (as opposed to having a teammate open the door for him), or is simply surprised, the GM is being reasonable to require a ready-weapon action for an assault rifle, sniper rifle, etc, but should waive that requirement for SMGs, pistols, etc. since they're smaller and easier to bring to bear quickly. Obviously if someone else is opening doors for you while you hold the assault rifle to your shoulder this doesn't apply. This isn't exactly a house-rule, since I'm not changing or contradicting anything explicitly printed, it's just sort of an "interpretation" of the existing rules. I think.
My other idea is to just let shock pads work on SMGs.

So what do we think? Do the rules already give SMGs a viable niche and I'm just missing it? Is there an "interpretation" like my idea above that makes them more consistent with their RL role?
Thanks.
Go to the top of the page
 
+Quote Post
deek
post Mar 16 2007, 02:24 PM
Post #2


Shooting Target
****

Group: Members
Posts: 1,706
Joined: 30-June 06
From: Fort Wayne, IN
Member No.: 8,814



Based on RAW, you can fire two SMGs at the same time, something you cannot do with assault rifles...I think that is a pretty big difference that gives the SMG a little bit less inferiority, yes?

So, you have the ability to fire two at the same time and a little better concealability rating in favor of SMGs.

And really, you could make the argument on the flip side that the extra point of DV and -1 AP is not a "huge" difference...obviously, more is better, but those single points, for me, then fall into the realm of being personal preference on weapon styles. Some people are going to pick up an SMG because of its "cool" factor and not worry about the extra point. Obviously, a munchkin will have a problem doing this.

So, not much more, but that is a little something extra in favor of SMGs.
Go to the top of the page
 
+Quote Post
Moon-Hawk
post Mar 16 2007, 02:29 PM
Post #3


Genuine Artificial Intelligence
********

Group: Members
Posts: 4,019
Joined: 12-June 03
Member No.: 4,715



So I may be overestimating the importance of the damage difference? Interesting point.

I had completely forgotten about the dual-wielding issue. Maybe some part of my brain did that on purpose, though. ;-)

I'm not entirely convinced yet, but definitely some good points.
Go to the top of the page
 
+Quote Post
cristomeyers
post Mar 16 2007, 02:44 PM
Post #4


Moving Target
**

Group: Members
Posts: 184
Joined: 14-January 07
From: Zurich Orbital
Member No.: 10,642



Fluff-wise, at least, in my opinion, you're far more likely to come across SMG wielding guards on compounds than assault rifle wielding ones for the reasons you mentioned earlier: SMG's are designed for urban combat. They are also cheaper and don't lose much punch compared to the assualt rifle.

Rules wise, yeah, the assault rifle is kind of a no-brainer. I think this is something that pretty much has to be dealt with via GM because the rules just don't really account for the pros and cons of SMG vs assault rifle very well.
Go to the top of the page
 
+Quote Post
DireRadiant
post Mar 16 2007, 02:47 PM
Post #5


The Dragon Never Sleeps
*********

Group: Admin
Posts: 6,924
Joined: 1-September 05
Member No.: 7,667



Why stop at assault rifles? Might as well carry a LMG or better right? More range.
Go to the top of the page
 
+Quote Post
toturi
post Mar 16 2007, 02:51 PM
Post #6


Canon Companion
**********

Group: Members
Posts: 8,021
Joined: 2-March 03
From: The Morgue, Singapore LTG
Member No.: 4,187



There are no Avail F SMGs. SMGs are on the average cheaper. A longcoat reduces the +4 for SMGs to a +2(not quite 1 hit, if taking the 4 dice = 1 hit), but Assault Rifles still give 1 free hit.

Go to the top of the page
 
+Quote Post
Fix-it
post Mar 16 2007, 02:56 PM
Post #7


Creating a god with his own hands
***

Group: Members
Posts: 1,405
Joined: 30-September 02
From: 0:0:0:0:0:0:0:1
Member No.: 3,364



Cheap.
Concealable
Disposable (cheap)
Go to the top of the page
 
+Quote Post
Spike
post Mar 16 2007, 03:18 PM
Post #8


Moving Target
**

Group: Members
Posts: 941
Joined: 25-January 07
Member No.: 10,765



Since we don't have any rules governing weildiness of weapons, the real advantages of SMGs should ideally remain concealability and availability. The difference is too small as it stands in the concealability.

Ideally you don't really want an SMG with a stock, that makes it more of an underpowered assault rifle, and we already know they can't really compete on that level.

Go to the top of the page
 
+Quote Post
Moon-Hawk
post Mar 16 2007, 04:15 PM
Post #9


Genuine Artificial Intelligence
********

Group: Members
Posts: 4,019
Joined: 12-June 03
Member No.: 4,715



Well that's why I was thinking that it might be reasonable for a GM to call for Ready Weapon actions with large weapons and ignore them for small weapons to account for "wieldiness". Basically, a pistol or SMG is considered ready if it is in your hand, but a rifle needs to be held up to the shoulder to be considered "ready", holding it in one hand while you open a door or just walking around with it relaxed in both hands doesn't count as "ready."
Sure, you could probably "quickdraw" it with a pretty low threshold (2 as though in a quickdraw holster, or maybe even 1), but at least that aspect is there.
It's not exactly a house rule, just an interpretation of the definition of "readiness", which is never super-well-defined in the book. Okay, maybe it's a house rule, but you see my point, I hope.
Might that be a good way to simulate wieldiness?
Go to the top of the page
 
+Quote Post
Kazum
post Mar 16 2007, 04:28 PM
Post #10


Target
*

Group: Members
Posts: 78
Joined: 26-February 07
From: Hildesheim, Germany
Member No.: 11,107



Well i haven't had the opportunity to play SR4 til now, but the problem was the same in SR3, i suppose. No One ever took an SMG.... But that was mainly my fault as a GM. I think the "readying" rule is quite good, i may use this. Another thing is: When you are crawling in narrow spaces like canalisations, tubes [...] a big weapon like an assault rifle or a shotgun could easily make you stuck there or just makes movement there difficult. That woult be a reason to take an smaller gun.
Go to the top of the page
 
+Quote Post
imperialus
post Mar 16 2007, 04:40 PM
Post #11


Shooting Target
****

Group: Members
Posts: 1,532
Joined: 26-February 02
From: Calgary, Canada
Member No.: 769



I house ruled that Sound Suppressors can't be attached to anything larger than an SMG. Made them significantly more useful. AR's are good for stand up fights in the middle of redmond but if you're crawling through vents trying to bypass a security station then the SMG is going to be a lot easier to lug around than an Ares Alpha.
Go to the top of the page
 
+Quote Post
deek
post Mar 16 2007, 04:52 PM
Post #12


Shooting Target
****

Group: Members
Posts: 1,706
Joined: 30-June 06
From: Fort Wayne, IN
Member No.: 8,814



Well, you can't Quick Draw anything bigger than a pistol-sized weapon, so unless you give SMGs the benefit of using that rule (which could be good idea to balance)...

The Ready Weapon action is already in SR4, but I don't know how widely it is used. There are several actions that revolve around combat that many may not use, but you should always have to ready your weapon with a simple action before just firing it off.

So, if you house-ruled the SMG into allowing Quick Draw, then you could get an extra simple action in the first IP which wouldn't be available to an assault rifle...I think that fits in the "wieldiness" category.

I have often contemplated imperialus' rule on suppression...it'd make SMGs a little better in that regard.

Again, I think we all need to keep in context that the only difference you basically have is a DV and AP of 1, so you probably don't want to stack too many house-rules on SMGs.

Oddly enough (at least by a couple of prior responses), I have not had any players stray away from SMGs. Most like the idea of pistols and a few step up to SMGs if they want something more powerful. I don't think I have ever had a player get into assault rifles...and even if they found some, I'd think they would just sell them. The group I run for really like to keep a low profile and even with a pistol, add the right ammo and you are still doing a ton of damage with good rolls, so then I think it ends up being more a style issue than just squeezing out an extra point of DV...
Go to the top of the page
 
+Quote Post
Ed_209a
post Mar 16 2007, 05:17 PM
Post #13


Moving Target
**

Group: Members
Posts: 944
Joined: 19-February 03
Member No.: 4,128



Off the top of my head, perhaps SMGs should get more benefits for sound suppression, since there are many more practical subsonic pistol rounds than rifle rounds. Or take SMGs as the benchmark and reduce suppression bonuses for larger weapons.

SMGs should be more controllable than ARs. I like the idea of giving SMGs free RC, though I'm not gonna say how much is right w/o more thought.
Go to the top of the page
 
+Quote Post
Moon-Hawk
post Mar 16 2007, 05:22 PM
Post #14


Genuine Artificial Intelligence
********

Group: Members
Posts: 4,019
Joined: 12-June 03
Member No.: 4,715



QUOTE (Ed_209a)
I like the idea of giving SMGs free RC, though I'm not gonna say how much is right w/o more thought.

Well you could always just go with what I have been mistakenly believing. Just let them use shock pads.

Hey, could SMGs use shock pads in previous editions? Anyone know? Have I always been wrong in allowing it, or is my wrongness a recent development due to edition change?
Go to the top of the page
 
+Quote Post
Thanee
post Mar 16 2007, 05:28 PM
Post #15


jacked in
**********

Group: Admin
Posts: 8,006
Joined: 26-February 02
Member No.: 463



Concealability is the biggest bonus over Assault Rifles.

They pack (almost) the punch of a full AR, while they are reasonably small still.
While you can't put them into your pocket, you can easily hide them in a backpack or briefcase.

Best weapon type in the book, if you ask me.

Bye
Thanee
Go to the top of the page
 
+Quote Post
Jaid
post Mar 16 2007, 05:32 PM
Post #16


Great Dragon
*********

Group: Members
Posts: 7,089
Joined: 4-October 05
Member No.: 7,813



well, unless you consider an SMG to be a "heavy automatic weapon", it's looking like SR3 didn't allow it. at least, not in the basic book anyways.

don't know about SR2 or SR1 (would that be just SR? i mean, it's not like they called it SR1 when it came out or anything...), but it seems weapon accessories do change... the SR3 gas vent could be placed into any kind of gun, AFAICT, whereas you can only install it into machine pistols, SMGs, assault rifles, and machine guns in SR4.
Go to the top of the page
 
+Quote Post
Spike
post Mar 16 2007, 05:57 PM
Post #17


Moving Target
**

Group: Members
Posts: 941
Joined: 25-January 07
Member No.: 10,765



I don't have my book handy to look up 'ready weapon' actions, but that would be a solution. It is possible to walk around with an Assault rifle at the ready, but it's next to impossible to perform any other action. As most SMG's are designed to be useable one handed (though not necessarily recommended), this leaves the other hand available to do 'other things' without unreadying the weapon.

If I get stuck GMing SR rather than playing it, I can see the looks of frustration now on my players faces as I ask them to spend their first combat action 'readying' their bulky rifles all the time... :D
Go to the top of the page
 
+Quote Post
Moon-Hawk
post Mar 16 2007, 06:01 PM
Post #18


Genuine Artificial Intelligence
********

Group: Members
Posts: 4,019
Joined: 12-June 03
Member No.: 4,715



QUOTE (Spike)
I don't have my book handy to look up 'ready weapon' actions, but that would be a solution.

QUOTE (SR4 pg.137)
Ready Weapon
A character may ready a weapon by spending
a Simple Action. The weapon may be a firearm,
melee weapon, throwing weapon, ranged
weapon, or mounted or vehicular weapon.
Readying entails drawing a firearm from a holster,
drawing a throwing or melee weapon from
a sheath, picking up any kind of weapon, nocking an arrow in a
bow, or generally preparing any kind of weapon for use. A weapon
must be ready before it can be used.
A character can ready a number of small throwing weapons,
such as throwing knives or shuriken, equal to one-half his
Agility (round down) per Ready Weapon action.


It's a bit of a stretch of the Ready Weapon action, but not too much.
Go to the top of the page
 
+Quote Post
Hida Tsuzua
post Mar 16 2007, 06:06 PM
Post #19


Moving Target
**

Group: Members
Posts: 328
Joined: 26-February 02
Member No.: 1,353



What about modifying the shooting in melee rules? Make the penalty is greater for Assault Rifles and less so for SMGs and pistols. Then rule that two people at extreme close quarters and actively defending themselves (i.e. still get to roll their defense) counts for "shooting in melee." That way SMGs are good choice for close quarter combat.
Go to the top of the page
 
+Quote Post
Spike
post Mar 16 2007, 06:10 PM
Post #20


Moving Target
**

Group: Members
Posts: 941
Joined: 25-January 07
Member No.: 10,765



I don't think that's a stretch at all. In fact, many of the weirder wilder stories about over the top shadowrunning could probably be ignored by simply applying that 'ready weapon' rule.

Want to throw a grenade? ready it.

Want to switch from your poncy pistol to a manly assualt rifle? Ready it and then some!

I know I am guilty of lazily allowing players to stomp around swaping weapons left right and inbetween, but recently I've been following this sort of rule much more closely, and the games are actually more fun for everyone. It can make a challenge out of an otherwise easy fight.
Go to the top of the page
 
+Quote Post
deek
post Mar 16 2007, 07:06 PM
Post #21


Shooting Target
****

Group: Members
Posts: 1,706
Joined: 30-June 06
From: Fort Wayne, IN
Member No.: 8,814



QUOTE (Spike)
I don't think that's a stretch at all. In fact, many of the weirder wilder stories about over the top shadowrunning could probably be ignored by simply applying that 'ready weapon' rule.

Want to throw a grenade? ready it.

Want to switch from your poncy pistol to a manly assualt rifle? Ready it and then some!

I know I am guilty of lazily allowing players to stomp around swaping weapons left right and inbetween, but recently I've been following this sort of rule much more closely, and the games are actually more fun for everyone. It can make a challenge out of an otherwise easy fight.

I agree...the Ready Weapon action doesn't seem like a big deal, but once you start using it, it really does add to the game. With most of my players already having 2-3 IPs anyways, this extra simple action does make combat a bit more strategic (which is good, IMO).

Good use of enforcing Free, Simple and Complex actions actually brings combat a little more down to earth versus letting players just fire through their clips and never have to worry about non-shooting actions during combat.
Go to the top of the page
 
+Quote Post
Jack Kain
post Mar 16 2007, 07:12 PM
Post #22


Moving Target
**

Group: Members
Posts: 906
Joined: 16-October 06
Member No.: 9,630



Except for the AK-97 and the FN HAR all the assault rifles are all forbidden while the SMGs are restricted.
Remember not all guns are created equal, different jobs would require different levels of firepower.

And going one handed is of great use. While A troll may be able to fire an Aries Alpha one handed its unlikely a human will be able to and having a free hand to hold a melee weapon is useful. Or maybe a free hand to open a door hold on to a ladder etc.


Take a look at the Igrim Smartgun X
SMG built in smartlink, gas vent AND sound suppressor. It has a innate recoil of 2(3)
The HK 227X also has a built in gas vent system and sound suppressor.

Several of the SMGs come with a lot of free accessories and are still cheaper then assault rifles.
Hell the sound suppressor is illegal in SR and yet you can get them legally on many SMG's

Go to the top of the page
 
+Quote Post
Mistwalker
post Mar 16 2007, 07:32 PM
Post #23


Moving Target
**

Group: Members
Posts: 668
Joined: 4-September 06
Member No.: 9,304



QUOTE (Jack Kain)
Hell the sound suppressor is illegal in SR and yet you can get them legally on many SMG's

That is due to noise bylaw regulations :D
Go to the top of the page
 
+Quote Post
Clyde
post Mar 16 2007, 07:38 PM
Post #24


Moving Target
**

Group: Members
Posts: 458
Joined: 12-April 04
From: Lacey, Washington
Member No.: 6,237



It's also a bit "realistic" that SMGs don't have a lot of advantages over assault rifles on paper. Real life units are switching to very short barreled assault rifles in place of the smgs they'd previously used to get more firepower. Really, the SMG's days as a battlefield weapon were over in World War II - the invention of the assault rifle superseded them.

Speaking personally, I really like the "Ready Weapon" idea. Your assault rifle/grenade launcher/sniper rifle won't be ready if you have to squeeze it through a doorway or ventilation shaft, get our of your car with it, etc. The SMG, on the other hand, will be good to go. Dual wielding/One handed wielding is a nice plus, as well.

In games I've run, the SMG has proven to be pretty popular. It conceals well enough (long coat, partial light, etc.) and it's got plenty of punch with the ability to provide practical suppressive fire. The assault rifles are just too big, while the machine pistols lack range and punch. The low cost and free accessories help, too.
Go to the top of the page
 
+Quote Post
X-Kalibur
post Mar 16 2007, 10:21 PM
Post #25


Runner
******

Group: Members
Posts: 2,579
Joined: 30-May 06
From: SoCal
Member No.: 8,626



I'd argue that grenades are another benefit of the SMG as well. Because you can wield it one-handed, you can use the other hand to lob a grenade without having to "unready" the weapon. I'm a big fan of grenades though.
Go to the top of the page
 
+Quote Post

3 Pages V   1 2 3 >
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 12th April 2022 - 10:56 AM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.