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l33tpenguin
post Aug 4 2007, 03:04 AM
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The easiest way to model accuracy at range would simply be to double the uncompensated recoil mod at medium range and triple it at long range.

Which is reasonably accurate. firing a fully automatic weapon at range results in the first round being dead on target while everything after that is spray and pray. You don't hit a target at 500 yards by going full auto. You hit him with single shots and very short, controlled bursts.
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Kingmaker
post Aug 4 2007, 05:14 AM
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I was thinking of halving recoil at short, normal at medium, and double at long.
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Critias
post Aug 4 2007, 06:24 AM
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That sounds better to me, Kingmaker. I'd rather see something to lower recoil at close ranges (to help offset the recoil issues the game has) than just something to make recoil nastier at long ranges.

Maybe instead of halving or doubling it, just a +1 virtual recoil comp at short, 0 (normal recoil comp) for medium, and -1 to recoil comp for long?
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kzt
post Aug 4 2007, 06:54 AM
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That doesn't allow non-godlike characters to hit with long bursts at close range, which they should be able to do. It took me about a magazine to figure out how to shoot an SMG reasonable effectively on full auto at a target 20-30 feet away.
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Critias
post Aug 4 2007, 07:40 AM
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I just dislike halving because then you've got to figure out/remember/balance for whether or not you cut it in half before other applicable recoil modifiers or afterwards, round up or down, yadda yadda. +1, 0, -1 is pretty simple.

And I thought our "recoil modifications for range" was mostly an attempt to toss in one line of house rule to specifically fix the "for range" part of the issue, not us trying to hammer out an overall fix to the strange recoil problem.
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Kingmaker
post Aug 4 2007, 02:22 PM
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Make it a bigger modifier, like maybe +4, 0, -4. Or whatever works.
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psychophipps
post Aug 5 2007, 04:28 AM
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As a person who shoots fairly regularly, not some crazy shoot-bot like Leatham or Jarrett of course, I feel that the current rules seem to reflect reality effectively enough for the purposes of gaming. Not the biggest fan of the mods for burstfire but what can you do?
One mod that we've been using to great effect is the removal of dice modifiers and instead just using threshold increases instead. Let's face it, taking 1-2 dice from 15 isn't that big a deal, but making them roll 3 successes before they start to count really makes thing s a lot more, err...dicey.

Mark(psycho)Phipps( HAHAHA! )
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Shrike30
post Aug 5 2007, 08:56 AM
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The way that CP2020 used to handle full autofire was, IIRC, you got -1 penalty for every 10 rounds fired (you could REALLY unload in CP2020). Unless, of course, you were firing at close range... in which case you got +1 for every 10 rounds fired.

You could always say halve the penalties at close range, or something along those lines. I have a houserule that recoil doesn't apply at all if you're at point blank... this one came into existence after one of my players jammed his TMP through an open car window into the chest of the driver and cut loose on automatic. "Don't bother with the penalty, just go for it."

A fistfight is not point blank... there's a little room for error there. Jammed so close that the thing can't possibly walk off target, because friction with the target is keeping it in place? That's another story.
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TheOneRonin
post Aug 10 2007, 04:14 PM
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QUOTE (psychophipps)
As a person who shoots fairly regularly, not some crazy shoot-bot like Leatham or Jarrett of course, I feel that the current rules seem to reflect reality effectively enough for the purposes of gaming. Not the biggest fan of the mods for burstfire but what can you do?
One mod that we've been using to great effect is the removal of dice modifiers and instead just using threshold increases instead. Let's face it, taking 1-2 dice from 15 isn't that big a deal, but making them roll 3 successes before they start to count really makes thing s a lot more, err...dicey.

Mark(psycho)Phipps( HAHAHA! )



That's sorta what I have done as well. I use thresholds for range, cover, and a few other things, and leave the rest as pool modifiers. So far, it's accomplished the things I wanted it to accomplish:

#1 Increase in the number of misses/near misses
#2 Increase the duration/ammo consumption in your average firefight
#3 Gets rid of that silly "dicepool reduced to zero, can't attempt the shot" scenarios"

And it's extremely rare that a character doesn't have enough dice to possibly beat the threshold.

Also, it has helped me fix the problems with the way SR deals with the "badguy using a civilian as a hostage" type scenario. Now, if you try to shoot the bad guy and roll some hits, but not enough to beat the threshold, you hit the hostage.
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Critias
post Aug 10 2007, 04:16 PM
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I often describe myself as firing two or three times the number of shots that my actual declared actions tell me I've fired -- particularly with handguns in semi-auto -- just because I think that not every character ever should be dropping everyone with clean single shots to the head, or double taps to the center of mass.
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TheOneRonin
post Aug 10 2007, 05:27 PM
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QUOTE (Critias)
I often describe myself as firing two or three times the number of shots that my actual declared actions tell me I've fired -- particularly with handguns in semi-auto -- just because I think that not every character ever should be dropping everyone with clean single shots to the head, or double taps to the center of mass.

Makes sense, but do you track the ammo that you "narratively" expend, or do you only subtract 1 bullet per simple action from the magazine?
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TheOneRonin
post Aug 10 2007, 06:43 PM
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With the way I treat thresholds, a badguy who is 7 meters away and standing behind a waist-high wall has a threshold of 3. If you have a dicepool of less than 9, just hitting him becomes less than guaranteed. And if you throw in any other modifiers for visibility and movement, the shot becomes even more difficult.

It keeps the lead flying and forces the players to have to choose their shots carefully.
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DTFarstar
post Aug 11 2007, 12:36 AM
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The only problem I have with modification of the firearms rules such as TheOneRonin described is that it just makes mages better. The harder you make it to hit with firearms, the better spells like Stunbolt and Manabolt and such become.


Chris
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kzt
post Aug 11 2007, 02:09 AM
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QUOTE (DTFarstar)
The only problem I have with modification of the firearms rules such as TheOneRonin described is that it just makes mages better. The harder you make it to hit with firearms, the better spells like Stunbolt and Manabolt and such become.


Chris

No, because magic follows the same vis modifiers.
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Critias
post Aug 11 2007, 04:30 AM
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QUOTE (TheOneRonin)
QUOTE (Critias @ Aug 10 2007, 11:16 AM)
I often describe myself as firing two or three times the number of shots that my actual declared actions tell me I've fired -- particularly with handguns in semi-auto -- just because I think that not every character ever should be dropping everyone with clean single shots to the head, or double taps to the center of mass.

Makes sense, but do you track the ammo that you "narratively" expend, or do you only subtract 1 bullet per simple action from the magazine?

I track the ammo I say I've fired. It's part of the reason I hate how expensive ammo is in this game.
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l33tpenguin
post Aug 11 2007, 05:02 AM
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QUOTE
I track the ammo I say I've fired. It's part of the reason I hate how expensive ammo is in this game.


I was noticing that the other day. I've honestly never noticed it until just the other day. I was picking up some .223 for my m4. Earlier that day I was messing with a character builder and buying gear for a character. Regular ammunition in SR is 2 neuyen apiece. I was buying 223 at around 50 cents a round. 45 cal. pistol ammo is about 20cents a round. 9mm is about the same.

Compounding that with (from what I thought) neuyen is supposed to be stronger than the dollar, something like 5 to 1. Even if I'm wrong on that, $2 a round is CRAZY expensive. Well, unless you are talking about something like 50 cal BMG. I found steel core 50 cal BMG rounds for $5 each. But you could put those through an engine block.

I'm thinking about talking to my GM about house ruling this :P
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Critias
post Aug 11 2007, 05:21 AM
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Yup. It's something I've wanted to house rule for a long time.

According to SR, the box of 250 .22 rounds I picked up for plinking ($10 from Wal Mart), and the Winchester White-Box 100 9mm rounds I got (up to $15 at Wal-Mart) should've run me about the price of a nice new rifle.
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Narmio
post Aug 11 2007, 05:31 AM
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Presumably the ammo prices are what they are so that they have any impact at all on characters' budgets. If you were to reduce ammo prices by a factor of ten across the board, or whatever seems fair, then there would be no real point to tracking how much ammo characters own, only how much they had on their person. Additionally, what small deterrent price is to the exotic ammos like SnS, Ex-ex and APDS would be gone completely.

I guess in the game of balance vs realism, this one has just never bothered me.
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Fix-it
post Aug 11 2007, 05:52 AM
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I would put forth the idea that the extra cost for ammo is the cost associated with it falling off the back of a truck, having most tracking marks removed, then sold on the black market.
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Critias
post Aug 11 2007, 06:14 AM
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That's supposed to be covered by street index, though. Prices listed for products in SR sourcebooks are supposed to be the going, legal, rate that is then modified by availability, street index, Fixers/other middle-men, yadda yadda.
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hyzmarca
post Aug 11 2007, 06:24 AM
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Ammo in SR4 is highly abstracted. The 10 for 20 :nuyen: price for regular ammo is the same across all calibers. .50 BMG ammo costs the same as .22, so it evens out in the end.
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Critias
post Aug 11 2007, 06:30 AM
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Well, no. It only evens out in the end if you planned on buying a bunch of .50 BMG to bring the real-world average price in line. If all someone does is eat up machine pistol or SMG or hold out ammo, they get boned by each pull of the trigger costing them twenty or fifty times what it should. Even assault rifle ammo (the largest rounds your average gunbunny is likely to go through very quickly) costs about four times what it should.
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Marwynn
post Aug 11 2007, 07:29 AM
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It's a corporate hell-world, someone has to make a killing on killing. After all, you can only sell so many guns.

It is pricey and it makes you somewhat grateful when Mr. Johnson picks up the munitions tab on the boxes of APDS and Ex-Ex you wanted.

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l33tpenguin
post Aug 11 2007, 07:43 AM
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95% of the ammunition spent in SR would (more than likely) be 5.56, 7.62, 9mm, 40 and 45 cal. With a mix of 308, 357 and others thrown in for good measure, but the former as they are your typical assault rifle and SMG calibers. A lot of 50 cal BMG would be expended as well, but its typically only a vehicle mounted caliber, in which case you'll go through a lot very quickly... otherwise its limited to high powered sniper rifles.

Wait, so, anyway. As for not having to keep track of ammunition, seriously, ammunition should be the LEAST of your worries. You have to worry that Mr. J didn't set you up. That your Fixer isn't trying to double cross you. That the Mega Corp you just did whatever to doesn't find out that it was you that did it. That the mega corp that your J works for doesn't intend on you taking the fall. That your fence is legit and isn't going to rip you off.

Anyway, among the host of things you should worry about, ammunition shouldn't be one.
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kzt
post Aug 11 2007, 08:11 AM
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Until you are loading your last mag. . .
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