Which is more powerful?, Ranged vs Close Combat |
Which is more powerful?, Ranged vs Close Combat |
Aug 4 2007, 12:48 AM
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#26
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Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
...hey...
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Aug 4 2007, 01:01 AM
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#27
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Mr. Johnson Group: Dumpshocked Posts: 3,148 Joined: 27-February 06 From: UCAS Member No.: 8,314 |
I dunno. A penalty of -3 isn't superfluous. Also, as a GM, I usually favor taking away sighting bonuses from systems like smartgun and laser targeting. |
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Aug 4 2007, 01:36 AM
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#28
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Immortal Elf Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 |
Which is most powerful? The one you decided to focus on the most during character creation.
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Aug 4 2007, 04:18 AM
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#29
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Great Dragon Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 |
You can make brutally effective melee-based characters, but usually ranged combat skills are the ones that get used more. As another poster said once:
I have made all kinds of melee-based characters, but all of them have had one thing in common. Every one of them also had a ranged skill of some kind. |
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Aug 4 2007, 04:44 AM
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#30
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Runner Group: Members Posts: 2,883 Joined: 16-December 06 Member No.: 10,386 |
It's truly a case of context being everything. Taking melee skills into a pitched gun fight is a bad idea. Grabbing a guy and twisting his sorry ass into a pretzel when no one is looking= good idea.
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Aug 4 2007, 06:51 AM
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#31
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Runner Group: Members Posts: 2,650 Joined: 21-July 07 Member No.: 12,328 |
I think the poll tells one story, and then the commentry another
A) Poll: Ranged combat is clearly better overall B) comments: Now after saying that I am going to have to point out that melee has a time and a place. |
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Aug 4 2007, 06:54 AM
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#32
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Immortal Elf Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 |
No, the poll is basically saying that "if you have to choose, in a setting like Shadowrun and reality itself, firearms naturally reign supreme" while the comments are "firearms reign supreme on the whole, but you can build a brutal melee specialist with ease, too; one just takes more work than the other."
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Aug 4 2007, 07:43 AM
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#33
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Freelance Elf Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 |
I don't see how the poll versus commentary are telling two different stories. Choosing which is more powerful isn't a "guns are a 100, melee a 0!" sort of call. Maybe guns are a 51, melee a 49 (to any given poster), in which case the poll answer is still going to be "guns are the more powerful of the two."
It's quite possible to choose firearms for a weapon whenever you can, and still acknowledge that being well-rounded enough to acquire a competent skill level in melee combat is a good idea. It doesn't have to be a one or the other, all or nothing, choice (aside from when casting a "one or the other" vote in a poll). |
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Aug 4 2007, 07:51 AM
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#34
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Cybernetic Blood Mage Group: Members Posts: 3,472 Joined: 11-March 06 From: Northeastern Wyoming Member No.: 8,361 |
Exactly, we'd probably get similar lopsided results if the poll was asking whether firearms or magic was more powerful, but it doesn't change the fact that while a good Mage can kill a man with her mind, a great Mage knows when to kill him with her gun instead.
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Aug 4 2007, 08:59 AM
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#35
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Great Dragon Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 |
The scene from Wizards comes to mind. :D |
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Aug 4 2007, 09:10 AM
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#36
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Runner Group: Members Posts: 2,650 Joined: 21-July 07 Member No.: 12,328 |
*blinks* I think I got somewhat misunderstood. The poll is 55 vs 0 in favour of firearms at the time of writing. That is a clear and unambiguous statement that guns are better. But then people (and I presume they are voting) are posting comments like
Ie melee has a time and a place.
Exactly! Melee has a time and place - the second story behind the 55 to 0 trouncing of melee in terms of potency. Sorry for not being clear ;) |
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Aug 4 2007, 05:04 PM
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#37
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Great Dragon Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 |
The two are not incompatible. The number of situations in which a gun is more useful than a fist are so numerous that guns are more powerful. However; the number of times that fists are better is not 0.
Rocket Launchers are far and away more powerful than sling shots. That doesn't mean there is never a situation where a slingshot will be more useful than a rocket launcher. |
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Aug 4 2007, 05:50 PM
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#38
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Shadow Cartographer Group: Members Posts: 3,737 Joined: 2-June 06 From: Secret Tunnels under the UK (South West) Member No.: 8,636 |
Melee is an option that can only happen when ranged combat has failed. Therefore Melee's usefulness is dependent on the weakness of Ranged. Hoping your opponent is weak is not the same as being strong. Ranged combat is more powerful. |
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Aug 5 2007, 08:59 AM
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#39
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Target Group: Members Posts: 16 Joined: 1-August 07 Member No.: 12,430 |
According to the consensus here, ranged attacks are better than melee for the obvious reasons. But when engaged in close quarters to an enemy, I would rather have superior melee skills than have to rely on a gun; in that situation, the better hand-to-hand/blade handler will win ten times out of ten. For example, Kan (my character) is better at handling blades and unarmed combat, but he still carries an HK MP5-TX on him as well as his katana, shurikens and throwing knives.
But Kan is extremely talented at handling a ranged weapon as well...his bow. Many don't seem to realize that a bow and arrow is just as much of a ranged weapons as any firearm. And his shurikens and throwing knives come in handy as well...are those not ranged weapons as they are thrown rather than shot? That's something else you have to consider as well...and seeing as how I'm not limiting this to just firearms, I'm gonna give the nod to ranged weapons over melee. -- Kan Kugarugu, Orkrunner for hire |
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Aug 5 2007, 09:06 AM
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#40
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Runner Group: Members Posts: 2,556 Joined: 26-February 02 From: Seattle Member No.: 98 |
Give me a MP5-TX in my hand at close range, and somebody else a sword in their hand at close range, and it's going to be an interesting situation.
A lot of handgun training (and to a lesser extent some of the training you get with long guns) revolves around using them at what are essentially contact distances... retaining the weapon, warding off blows with one hand while firing with the other, firing from the ground, firing close in to your body because you can't extend your arms, how to fire at point blank without pushing the slide out of battery, firing with your off hand due to the primary being grappled or disabled... useful stuff like that. So, "ranged combat" even has some hybrid skills that venture into the close combat area, intended to allow the weapons used for such to remain effective in situations where many would say they're too close to maintain an advantage. Close lets you engage combatants at close range. Ranged lets you engage combatants at close range... and beyond. And there's nothing out there keeping you from braining the yahoo in front of you with the heavy object in your hands or punching him in the face with it. Not a hard choice, for me. |
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Aug 5 2007, 06:04 PM
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#41
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Runner Group: Members Posts: 2,883 Joined: 16-December 06 Member No.: 10,386 |
I always take a gun skill to at least 4 and I -almost- always take unarmed up to 4 and get the Parry specialization with some of my first points of karma. This is because of an important point that's been glossed over a bit so far: Gun skills are purely offensive while Close Combat skills can also add dice to defense tests regardless of whether or not you're on full defense. A nice benefit if you're like me and typically take Gymnastics over Dodge. Some extra dice in your back pocket is nice to have when the 'star is swinging that stun baton at your head.
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Aug 5 2007, 08:00 PM
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#42
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Bushido Cowgirl Group: Members Posts: 5,782 Joined: 8-July 05 From: On the Double K Ranch a half day's ride out of Phlogiston Flats Member No.: 7,490 |
...KK may not be the swiftest minded kid on the block but she does know that it's much better to take your opponent down from a distance. Even though she has extensive training (44 BPs worth) in both Blade and Unarmed combat, she more often than not chooses to use her six guns. Only when the "open" for a swift silent kill in melee presents itself will she take it.
One area where Melee (for an adept with Killing hands or weapon focus) trumps guns is when going up against critters with immunity to normal weapons. My Boxer Hannah unfortunately never came up against a spirit. Would have liked to see what her 8DV Killing Hands punch would have done. |
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Aug 5 2007, 08:05 PM
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#43
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Moving Target Group: Members Posts: 986 Joined: 29-June 07 Member No.: 12,093 |
Wouldn't Dodge be a better investment for a Gun-focused character instead of Gymnastics? You can use it on normal defense and full defense, and you might not have the room to use Gymnastics properly.
That is, if you're not going to pick up a melee skill. |
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Aug 5 2007, 08:19 PM
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#44
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Immortal Elf Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 |
Can't you use them in tandem? I'm pretty sure it's not an "either or" sort of thing. It's a "use one then the next" if not "use them both together in some situations" sort of thing, yes?
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Aug 5 2007, 08:39 PM
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#45
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Runner Group: Members Posts: 2,883 Joined: 16-December 06 Member No.: 10,386 |
Of any one skill, yes, dodge is the least expensive and most complete defensive package you can purchase. By the RAW, there's no space limitation on gymnastic dodge, however, so not having enough room is houserule territory. Since Gymnastics covers full defense, balance, breakfall, leaping and dance (great for enthralling performance) and unarmed helps defend against subdual combat once your opponent has already achieved a lock (which Dodge cannot help you with), I'd rather pair gymnastics and unarmed than depend solely on Dodge. I honestly only take Dodge for Magicians and Technomancers. Even with the karma hungry adept, I'd rather take Gymnastics, Synthacardium, Improved Ability Gymnastics (which costs less points than Improved Dodge, because Gymnastics is technically not a combat skill) and Enthralling Performance instead of buying dodge. It's obviously more expensive but you actually end up dodging better with it in many situations and netting some great athletic ability as well as Enthralling Performance, which is great for characters dabbling in the Social Adept department. Oh, and you get to punch people right in the teeth if you have to, which is a nice, if situational, bonus. |
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Aug 5 2007, 09:29 PM
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#46
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Freelance Elf Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 |
Instead of Blades and Unarmed, if you're a six-gun totin' character, spend a few points on Clubs (and ask your GM for an "improvised" specialization, if you want). Then "buffalo" folks, like the Earp brothers were so very famous for. A big sturdy wheelgun is a fine skull-buster, and it's not like you're going to jam it or anything like you would the fiddly bits of some high-tech automatic. |
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Aug 5 2007, 10:06 PM
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#47
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Bushido Cowgirl Group: Members Posts: 5,782 Joined: 8-July 05 From: On the Double K Ranch a half day's ride out of Phlogiston Flats Member No.: 7,490 |
...OK, this is where character style comes into play. Kelly was trained in blades and unarmed at the dojo in Kyoto, part of the character story and the whole basis of her "Bushido Cowgirl" style. Primarily she is an expert with fists and blades, though through her training, she knows there is both a right and wrong time and place to use them. Hence, on many runs, she tends to fall back on her secondary attack, her Warhawks. She is effective with them because she can take the benefit of both a smartlink (without giving up essence) and the Take Aim action since the Warhawk is only SS. A better route (though it would have reduced all her melee DPs) would have been to just take the Close Combat Skill Group. Since she has the Ambidexterity Quality, she can effectively trade off between shooting, punching, slicing (or pistol whipping) if caught in close quarters. I thought about that, but all of her melee DPs would be 9 save for her Blades which would be 11/12 with reach (Power II WF). In the campaign she was originally designed for she needed all the offence/defence she could get. |
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Aug 5 2007, 11:22 PM
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#48
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Moving Target Group: Members Posts: 192 Joined: 13-July 06 From: Long Beach Sacrifice Zone Member No.: 8,885 |
I'm the one, in case you care.
I'm not going to say that firearms are not less powerful than melee. But I find melee to be more potent. The argument is always 'well, someone with a gun can attack the melee guy twice as the melee guy is closing to take one punch'. That's fine, if the opponents are 10 meters apart and in a area devoid of cover, etc, then of course the advantage goes to the guy with the gun. But the truth is you're in a city like Seattle that's got six million people in it. That's double the current population as of 2006 (which isn't bad considering VITAS, etc). It's not going to be so cut and dried that person A wants to shoot person B who can't close in time. The setting matters. The people in the area witnessing (and providing cover) matter. It's all dependent on the surroundings and the circumstances. If one ambushes the other, that creates a huge advantage that may counter discrepancies in power. With two identical characters (but one is a melee type and one a ranged) whoever gets surprise is more than likely to win the whole fight. But who wins can be as simple as whether they turn a corner and bump into each other (melee range!) or one stalks the other and sets up shop on the roof across from his home. So the GM really defines which is more potent. Using RAW, I find melee to be more potent due to a few points. Ammo. A ranged character can run out of bullets/arrows/knives, whatever, but a melee character's fist would never go 'click click click' and do nothing. Concealibility. There are many places with MAD dectectors and chemsniffers built into the front door. If you try to bring a gun in (even a ceramic one), the ammo itself may give you away. Barring extremely illegal bodymod cyberware, the average pugilist will not have that concern that his fists will be confiscated. Legality. If Lone Star stops you and decides to physically search you, there's not a lot you can do short of palming to hide that heavy pistol. If you have a permit, you might walk away with a fine paid, etc. But the melee guy will be patted down, warned about the stun baton, and sent on his way while Lone Star is grilling the ranged guy over if the gun's been used in any crimes lately, etc. I do realize a katana-wielding melee character is asking to have the serious problems in terms of concealibility and legality as the same ranged character with an assault rifle, so I am aware that the gear itself has a large part of this discussion. A monowhip is just as hard to spot as a holdout pistol and does twice the damage, but in terms of legality one of those is getting you thrown in jail the second the Officer doing the patdown finds it. I could, in fact, counter the 'well, the melee guy has to close to attack so the ranged guy wins' argument with 'so the ranged guy is trying to find the melee guy in a crowded noisy bar, and the melee guy steps up behind him'. It's an entirely situational debate. I would like to point out the difference in how many runners spend time in crowded noisy bars compared to runners that hang out in wide-open park spaces. I'm sure we could have gear-based debates all day 'well, if the melee guy is wearing a chameleon suit..', 'well, the ranged guy has ultrasound and APDS' and each of those is valid as well. But it really depends on the GM to determine where the runners are and the surroundings will determine which is more powerful more than a comaprision of gear or damage potential will. But the guy who can attack twice a pass and at range cannot use his attack in all situations. His basic method relies on ammunition of some type, and he can be disarmed. The melee character can go anywhere and retain the same level of threat regardless of the setting. That's potency. |
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Aug 5 2007, 11:34 PM
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#49
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Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
You can take all that stuff you just said about melee, and then factor in an Adept with Distance Strike, and then all those 'advantages' can be given to Ranged Combat (in SR) as well. ;)
Have I mentioned before that I absolutely hate Distance Strike??! |
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Aug 5 2007, 11:43 PM
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#50
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Hoppelhäschen 5000 Group: Members Posts: 5,807 Joined: 3-January 04 Member No.: 5,951 |
Well, as explained in the Symbolic Link thread, Magic is the ultimate distance weapon.
But the point remains - you can sniff out guns pretty easy, but the character with Bone Density and the Orthoskin Shock upgrade is as dangerous as always, no matter where he is. |
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