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> LMG's vs. AR's, What's the point?
Eratosthenes
post Jun 4 2010, 03:42 PM
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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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svenftw
post Jun 4 2010, 03:50 PM
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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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Stahlseele
post Jun 4 2010, 03:52 PM
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More Reach?
Also, under SR3,LMG's started out at Serious Damage where Assault Rifles started out at Medium Damage.
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Kliko
post Jun 4 2010, 03:53 PM
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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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Mäx
post Jun 4 2010, 04:33 PM
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QUOTE (Eratosthenes @ Jun 4 2010, 05:42 PM) *
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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Nath
post Jun 4 2010, 05:11 PM
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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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kzt
post Jun 4 2010, 05:40 PM
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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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Traul
post Jun 4 2010, 06:06 PM
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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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Aaron
post Jun 4 2010, 07:29 PM
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QUOTE (Eratosthenes @ Jun 4 2010, 10:42 AM) *
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?


Does your GM use range penalties?

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Yerameyahu
post Jun 4 2010, 07:42 PM
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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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hobgoblin
post Jun 4 2010, 08:01 PM
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with the right dice pools, being able to belt out full auto for pass after pass can be a asset.
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Shrike30
post Jun 7 2010, 04:58 AM
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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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Mäx
post Jun 7 2010, 05:41 AM
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QUOTE (Shrike30 @ Jun 7 2010, 06:58 AM) *
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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Faraday
post Jun 7 2010, 07:14 AM
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QUOTE (Shrike30 @ Jun 6 2010, 09:58 PM) *
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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Dakka Dakka
post Jun 7 2010, 09:36 AM
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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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Marston
post Jun 7 2010, 05:39 PM
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Wasn't there fluff text mentioning the inability to turn with the gyro stabilization unit?
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Deadmannumberone
post Jun 7 2010, 05:43 PM
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QUOTE (Marston @ Jun 7 2010, 11:39 AM) *
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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Dakka Dakka
post Jun 7 2010, 06:16 PM
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This however is no longer true in SR4.
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Shrike30
post Jun 7 2010, 06:27 PM
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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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Tyro
post Jun 9 2010, 04:18 PM
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I'm rather fond of cyberarm gyromounts, myself.
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Traul
post Jun 9 2010, 07:08 PM
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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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Dakka Dakka
post Jun 9 2010, 07:21 PM
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Has it ever been confirmed or denied that gyros in both arms actually stack when using two-handed weapons?
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Mesh
post Jun 9 2010, 07:25 PM
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QUOTE (Deadmannumberone @ Jun 7 2010, 01:43 PM) *
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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Nifft
post Jun 9 2010, 07:53 PM
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QUOTE (Tyro @ Jun 9 2010, 11:18 AM) *
I'm rather fond of cyberarm gyromounts, myself.

Those are annoyingly Forbidden. How often does your PC get scanned for cyberstuff?
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Saint Sithney
post Jun 9 2010, 08:05 PM
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Auto-adjusting weight + Personalized grip + Shockpad + Gasvent 5. = 9RC

Get to choppin' son.
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