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> Smart Armor, HMGs, and Missiles, (or hoping War comes out sooner than later)
FriendoftheDork
post Mar 16 2010, 09:30 AM
Post #26


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QUOTE (shinryu @ Mar 16 2010, 07:13 AM) *
yeah, misunderstood. that makes sense. recoil just going away for any weapon in the next IP is just one of those things you have to put up with. to be really anal recoil penalties should stack across the whole turn; just because you can throw 30 rounds out in three seconds in no way makes it a good idea, i agree. nor is dual-wielding super warhawks usually.


Well for SA and BF/FA weapons it's not so much a problem since there is at least SOME recoil you have to compensate for. Also, it doesen't take that much time to stablize the the gun after a burst has been fired, releasing the trigger for a second or so should do the trick.

Also, 30 rounds in 3 seconds is not much of a problem with most SMGs.. you often don't have to keep it squeezed all the time. It will burn through ammo too fast if you keep it up though, but for emergencies it's ok. The rules are a bit strange, but the way I see it high IP Chars use their superior speed to aim, reaim, and react to recoil better and faster than most people can. Thus they can fire much faster than normals without a significant loss in accuracy.

Also, it's the Awesome™ factor (IMG:style_emoticons/default/biggrin.gif)

Dual-wielding Warhacks works very well by RAW. No recoil, no rule saying you need both hands, and since you fire one shot per simple action you don't have to split the dicepool. Perfect if you want good damage and penetration in a cheap handgun and still fire at SA speed.
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Draco18s
post Mar 16 2010, 03:35 PM
Post #27


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If you want to be really anal about recoil stacking over the combat turn (so even a troll with 4 passes can't single-shot a panther canon 4 times in 3 seconds) is that you specify recoil as two numbers. The second (new) number would indicate how much stacking recoil you have that carries from pass to pass until you take a simple action to stabilize (which can be stacked with other simple actions, such as reloading, running, as well as a new "take aim" choice (eliminate all cumulative recoil, do not get +1)).

Only uncompensated recoil generated in that pass would be subject to that value (eg, if you have 3 uncompensated recoil and the gun carries over 2, then next pass you start at a -2 in addition to any additional recoil for firing multiple shots, the following pass you have a -4, but if you only rack up 1 recoil, the fourth pass you have a -5).

This would allow panther cannons to have the recoil effect they should have: they generate--say--10 recoil, even for SS, and it all carries over to the next pass, severely reducing the capability of making a second shot (as a giant 50mm gun should when wielded by a metahuman) unless you take a simple action to get the gun under control. So instead of two SS in a round, neither penalized, you instead get 1 (your other simple spent getting the gun under control). The panther cannon remains a powerful weapon, as with the right augmentations you could reduce the per-shot recoil down to, say, 3 and be able to pull off two or three shots before needing to stabilize again, while other guns take a minor hit (do a short burst, then a long burst and had uncompensated recoil? Next round your accuracy is off by 2 dice--not too much of a penalty, just don't keep it up!).

The only place this falls short is that someone who is firing long bursts every pass and doesn't reduce their recoil through spending an action gets it all eliminated at the end of the 4th pass, but carrying it over for everybody means those with 1 pass get stacking penalties too, despite having more actual time to deal with the recoil.
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