LMG's vs. AR's, What's the point? |
LMG's vs. AR's, What's the point? |
Jun 4 2010, 03:42 PM
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#1
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Moving Target Group: Members Posts: 356 Joined: 3-April 10 Member No.: 18,409 |
I'm sure this has been debated before, but other than using a different skill, and having more ammo...is there any benefit to using an LMG over an assault rifle?
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Jun 4 2010, 03:50 PM
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#2
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Moving Target Group: Members Posts: 156 Joined: 26-January 10 Member No.: 18,081 |
Well, even IRL light machine guns aren't all that different from assault rifles. They use the same caliber of ammunition (generally) and are just as man-portable. IRL they are used as force multipliers and in that role they benefit from their greater ammo capacity and ability to sustain fully automatic fire. The idea is (for example) if a squad of five guys includes one guy with an M249 they are going to sound like 9 or 10 guys when they open fire.
So yes, the main benefit is their belt feed capability. This makes them ideal for weapon mounts and is enough to categorize them differently. |
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Jun 4 2010, 03:52 PM
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#3
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The ShadowComedian Group: Dumpshocked Posts: 14,538 Joined: 3-October 07 From: Hamburg, AGS Member No.: 13,525 |
More Reach?
Also, under SR3,LMG's started out at Serious Damage where Assault Rifles started out at Medium Damage. |
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Jun 4 2010, 03:53 PM
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#4
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Shooting Target Group: Members Posts: 1,817 Joined: 29-July 07 From: Delft, the Netherlands Member No.: 12,403 |
in SR3 they usded to have the serious damage code. Even with a low-power attack they could cause a moderate wound when used for suppresive fire...
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Jun 4 2010, 04:33 PM
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#5
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Prime Runner Group: Members Posts: 3,803 Joined: 3-February 08 From: Finland Member No.: 15,628 |
I'm sure this has been debated before, but other than using a different skill, and having more ammo...is there any benefit to using an LMG over an assault rifle? Not really, but the fact that lmg uses heavy weapons skill might be a great benefit for some character builds. |
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Jun 4 2010, 05:11 PM
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#6
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Shooting Target Group: Members Posts: 1,756 Joined: 11-December 02 From: France Member No.: 3,723 |
Game-wise, range and ammo capacity.
IRL, I think LMG are more reliable than assault rifle when sustaining automatic fire for a long time. Also, the weight difference between belt and clips becomes significant when you're carrying one or two hundred rounds. |
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Jun 4 2010, 05:40 PM
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#7
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Great Dragon Group: Members Posts: 5,537 Joined: 27-August 06 From: Albuquerque NM Member No.: 9,234 |
IRL, LMGs are designed to provide sustained automatic fire (using heavier barrels that can be rapidly swapped in combat) and mountable on tripods to provide final protection line fires, which will pretty much kill anyone crossing them. When tripod mounted they can deliver accurate automatic fire at many hundred of meters, which an AR can't.
In SR they are pretty pointless except on Drones, as 400 rounds of linked is a lot better then a 30 round mag. |
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Jun 4 2010, 06:06 PM
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#8
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Running Target Group: Members Posts: 1,190 Joined: 31-May 09 From: London, UK Member No.: 17,229 |
The Ingram White Knight comes equiped with a Gas Vent 5 that cannot be found anywhere else. It does make FA aimed shooting much easier.
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Jun 4 2010, 07:29 PM
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#9
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Mr. Johnson Group: Dumpshocked Posts: 3,148 Joined: 27-February 06 From: UCAS Member No.: 8,314 |
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Jun 4 2010, 07:42 PM
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#10
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Advocatus Diaboli Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 |
It's really the MMGs that start having the huge range, as is appropriate for the barrels and bullets involved. As above, LMGs *are* ARs with more ammo and more ability to sustain fire. That's all. (IMG:style_emoticons/default/smile.gif)
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Jun 4 2010, 08:01 PM
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#11
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panda! Group: Members Posts: 10,331 Joined: 8-March 02 From: north of central europe Member No.: 2,242 |
with the right dice pools, being able to belt out full auto for pass after pass can be a asset.
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Jun 7 2010, 04:58 AM
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#12
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Runner Group: Members Posts: 2,556 Joined: 26-February 02 From: Seattle Member No.: 98 |
Ingram White Knight with a shock pad, foregrip, and personalized grips can fire full bursts at a -1 penalty, from the shoulder. Swap out that foregrip for a bipod and you've got no penalty, if you have anything to brace it against. Not impossible to do with a rifle, but a lot harder for a "nearly off the shelf" weapon.
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Jun 7 2010, 05:41 AM
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#13
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Prime Runner Group: Members Posts: 3,803 Joined: 3-February 08 From: Finland Member No.: 15,628 |
Ingram White Knight with a shock pad, foregrip, and personalized grips can fire full bursts at a -1 penalty, from the shoulder. Swap out that foregrip for a bipod and you've got no penalty, if you have anything to brace it against. Not impossible to do with a rifle, but a lot harder for a "nearly off the shelf" weapon. Just go with an internal bipod, that one can be used as a foregrip when you dont have anythink to brace you weapon against. |
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Jun 7 2010, 07:14 AM
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#14
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Running Target Group: Members Posts: 1,026 Joined: 13-February 10 Member No.: 18,155 |
Ingram White Knight with a shock pad, foregrip, and personalized grips can fire full bursts at a -1 penalty, from the shoulder. Swap out that foregrip for a bipod and you've got no penalty, if you have anything to brace it against. Not impossible to do with a rifle, but a lot harder for a "nearly off the shelf" weapon. With the arsenal rules, just have 6 strength. Zero penalties at that point and no need for a bipod. |
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Jun 7 2010, 09:36 AM
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#15
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Prime Runner Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 |
Easier but more costly solution: Get a Gyrostabilization Unit. With it you can fire full bursts with an unmodified White Knight while running without penalty. That you can't get with any other accessory or weapon mod.
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Jun 7 2010, 05:39 PM
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#16
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Target Group: Members Posts: 50 Joined: 25-May 09 Member No.: 17,198 |
Wasn't there fluff text mentioning the inability to turn with the gyro stabilization unit?
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Jun 7 2010, 05:43 PM
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#17
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Moving Target Group: Members Posts: 298 Joined: 15-March 09 Member No.: 16,974 |
Wasn't there fluff text mentioning the inability to turn with the gyro stabilization unit? It was RAW in SR2 and SR3 (possibly in SR1 as well, however I haven't seen the stats for it si I can't say for sure). It gave a penalty to movement related tests equal to it's RC. |
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Jun 7 2010, 06:16 PM
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#18
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Prime Runner Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 |
This however is no longer true in SR4.
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Jun 7 2010, 06:27 PM
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#19
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Runner Group: Members Posts: 2,556 Joined: 26-February 02 From: Seattle Member No.: 98 |
High strength and/or internal bipod work great as well, I was just aiming for "minimally modified" to make the point of how much RC you could get on there.
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Jun 9 2010, 04:18 PM
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#20
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Shooting Target Group: Members Posts: 1,768 Joined: 31-October 08 From: Redmond (Yes, really) Member No.: 16,558 |
I'm rather fond of cyberarm gyromounts, myself.
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Jun 9 2010, 07:08 PM
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#21
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Running Target Group: Members Posts: 1,190 Joined: 31-May 09 From: London, UK Member No.: 17,229 |
That depends on the game level. The gyromount is strictly forbidden. There is no way for a PC with one to enter a quite secure area through the front door. One way to circumvent this is to put the gyromount in a modular limb.
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Jun 9 2010, 07:21 PM
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#22
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Prime Runner Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 |
Has it ever been confirmed or denied that gyros in both arms actually stack when using two-handed weapons?
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Jun 9 2010, 07:25 PM
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#23
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Moving Target Group: Members Posts: 297 Joined: 11-April 10 From: Raleigh, NC Member No.: 18,443 |
It was RAW in SR2 and SR3 (possibly in SR1 as well, however I haven't seen the stats for it si I can't say for sure). It gave a penalty to movement related tests equal to it's RC. Yup, street sam guide had a poster that claimed something to the effect of "Yeah works great but try to turn while running at full speed." Mesh |
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Jun 9 2010, 07:53 PM
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#24
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Moving Target Group: Members Posts: 372 Joined: 2-March 10 Member No.: 18,227 |
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Jun 9 2010, 08:05 PM
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#25
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Runner Group: Members Posts: 2,705 Joined: 5-October 09 From: You are in a clearing Member No.: 17,722 |
Auto-adjusting weight + Personalized grip + Shockpad + Gasvent 5. = 9RC
Get to choppin' son. |
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