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Jun 26 2004, 12:59 PM
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#26
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Free Spirit ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,950 Joined: 26-February 02 From: Bloomington, IN UCAS Member No.: 1,920 |
You could achieve somthing like that by using a free action to deactivate one smartlink. The remaining smlk bonus applies in full.Shoot the non-smlk pistol first at no modifier, take the recoil modifier and the smlk bonus on the second shot from the smlk equipped gun.
I have let characters have aptitude pistols when they don't want to take any cyberware. Using 4BP for the edge seems balanced. If they put those 4BP + 1 more into resources, they can afford any smartlink plus a whole lot more. Plus the smlk bonus will apply to a lot more than only pistols, like any smlk equipped weapon. |
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Jun 26 2004, 03:42 PM
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#27
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Moving Target ![]() ![]() Group: Members Posts: 403 Joined: 27-August 02 From: Scotland Member No.: 3,175 |
Umm.. Would you be any better off having a pistol in each hand and firing them once each than you would be having one and firing it twice? I'm a bit confused, although I agree with most of your posts so you're probably making some sense there somewhere. :)
Yeah aptitudes should be dished out plentifully to any characters who want them if they don't have smartlinks/centering/etc. For other people.. They should perhaps make some aptitudes worth more points than others. I mean a mage would get infinately more use out of an aptitude in sorcery than, say, a guy who had an aptitude in cars (which would still be handy). Things like sorcery, computers, possibly most martial arts and firearms skills, should perhaps carry a higher cost, with others like athletics, car, etc being the normal 4 points, and some even being worth a bit less than that. |
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Jun 26 2004, 05:22 PM
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#28
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Free Spirit ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,950 Joined: 26-February 02 From: Bloomington, IN UCAS Member No.: 1,920 |
Just trying to point out a legal way of doing what he was trying to do. (Same overall modifiers and penalties.) It could help with SS weapons. Let's you get 2 shots off from a pair of Ruger Super Warhawks as a simple action. Maybe when changing clips of different ammo. (For example, they start with gel rounds in one and ExEx in the other. The gel isn't working, they start firing ExEx, use smlk to hasten changing the gel round clip out.) Might aim for a simple action, fire one with aim bonus, fire other with smlk bonus.(?) But you're right, most cases you may as well use 1 gun and fire twice.
I should frame this. :) I thought everyone pretty much disagreed with everything I said. Next time, say so, morale support. :)
There are so many firearms though that an aptitude in one isn't as bad as an aptitude in something like Computer that a character uses for ablout all matrix tests. I haven't approved Aptitude Pistols for anyone except the no smlk guy, but the more I think about it... Problem is, usually the character only has the one gun skill, so it becomes like the Computer example; they use it all the time. |
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Jun 26 2004, 05:30 PM
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#29
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Moving Target ![]() ![]() Group: Members Posts: 403 Joined: 27-August 02 From: Scotland Member No.: 3,175 |
Well, it was just over the last couple of days actually. It was probably just a fluke, I wouldn't take it too seriously. ;) Good point about SS firearms, it would help with those at least, although personally I'm not a fan of them. |
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Jun 28 2004, 06:22 AM
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#30
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Grand Master of Run-Fu ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,840 Joined: 26-February 02 From: Tir Tairngire Member No.: 178 |
Using a second firearm allows you to switch out between different ammo types quite readily. For example, you can carry a pistol packing APDS or EX for point-shooting, and a scattergun in the other hand for area supression. If they're both burst fire, it's even nastier-- burst EX can penetrate most hardened armor, and BF Shot can clear an area in a hurry. |
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