Heavy Pistol construction., Building a better gun. |
Heavy Pistol construction., Building a better gun. |
Jul 28 2004, 07:47 AM
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#151
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Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
why do rifles and assault rifles use different skills? aargh!
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Jul 28 2004, 09:58 AM
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#152
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Moving Target Group: Members Posts: 223 Joined: 23-December 03 Member No.: 5,929 |
well, i think i know. i happen to have fired rifles for a long time. not so assault rifles.
the rifles skill is used with sniper rifles, which fit a rifleman's perspective about right. i know i'm death to small critters to 500 yards easily, but that is with custom stock, fluted floating barrel, scope, prone with tripod or rest, etc. i'd have no clue what i was doing trying to lay down suppressive fire with an automatic capable weapon. as well ask why rifles and shotguns use different skills, a much better question. the only similarity between the two types of rifles is the basic layout of how you hold them or fire them singly. after that, effectively using an assault rifle is very different. and yes, i have fired several weapons that would be considered assault rifles, but not in a way to be effective in a combat situation. |
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Jul 28 2004, 10:04 AM
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#153
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Target Group: Members Posts: 81 Joined: 13-July 04 Member No.: 6,475 |
well under second edition everything from pistols to light machine guns came under the firearms skill highly unrealistic ....I like 3rd edition much better. |
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Jul 28 2004, 01:49 PM
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#154
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Runner Group: Members Posts: 2,901 Joined: 19-June 03 Member No.: 4,775 |
Firearms skills are the only skills in the entire game that are so ludicrously fragmented. Running is not the same as swimming is not the same as gymnastics, but there is the Athletics skill. Sorcery covers practically everything a mage needs to know. Firearms, on the other hand, got broken up for unfathomable reasons. The problem is that a person who's trained with rifles all his life and has skill 8 or 9 will be just as clueless with an assault rifle, LMG, carbine, shotgun, or pistol as someone who's never seen a gun before in his life. This is clearly dumb, and that's basically all there is to it.
As for caseless shotguns, you could conceivably wrap pellets in a propellant block. Would it work? Maybe. Would it work well? No. Would you be an idiot for trying? Yes. |
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Jul 28 2004, 01:57 PM
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#155
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Great Dragon Group: Members Posts: 5,889 Joined: 3-August 03 From: A CPI rank 1 country Member No.: 5,222 |
The skill-thing has been discussed often enough. Most people will agree that firing this is not as far removed from firing this as to warrant a separate skill. Most would agree that as long as using explosives and creating explosives is the same skill, so should firing an AR and a sporting/sniper rifle (or SMG, or shotgun, or LMG) be.
Others think game balance is more important, and firearms skills must be broken down to make sure not everybody rocks with guns. Some look for a middle ground with just a few weapons skills (handguns, long arms, heavy weapons, or something like that). Yet others think all skills should be broken up more. You should do whatever fits your style of gaming best. Do not be fooled for a moment, though: the current division in Combat Skills is far, far beyond what happens in Technical or Physical skills, for example, and your only logical reason to break up the Firearms skill (at least beyond the handguns/long arms/heavy weapons) is game balance. [Edit]What Arethusa said...[/Edit] |
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Jul 28 2004, 04:10 PM
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#156
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Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
a shotgun which uses caseless ammo already exists, in SR. it's called the street sweeper. hurray for high-tech!
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Jul 28 2004, 07:44 PM
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#157
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Mostly Harmless Group: Dumpshocked Posts: 937 Joined: 26-February 02 From: 44.662,-63.469 Member No.: 176 |
*slaps FlakJaket into next month*
Both. A) If you look at how a shotgun shell is put together, it would be very impractical to develop one without a case. Shotgun shells are multi-part cartridges and the case is what holds everything together. What's more impractical would be the design of the gun to fire it. B) There would be no other reason to have a caseless shotgun than the lack of forensic evidence, which on its own is not a very good marketing tool. Extremely high ROF is out of the picture, weight savings would be marginal as a plastic shotgun case weighs very little as it is. Third, there are some automatic shotguns that do not discard cases. Using one of those would be far more cost-effective considering the objective. That's the short version. *not having the mass necessary to be slapped into the future, Raygun attaches a flux capacitor to the note, sets time circuits to next month, slaps the note+flux capacitor to 88 mph generating the 1.21 gigawatts necessary for the note to travel through time so FlakJacket can read it*
Because the proper use of an assault rifle combines the skills of a submachine gun and a medium-range rifle, depending on the environment you're fighting in. That's the entire point of the assault rifle. You can use it in either role. With only the Rifle skill you wouldn't be familiar with the use of automatic fire, and with only the SMG skill you wouldn't be familiar with engaging targets at ranges beyond about 150 meters.
Especially when it doesn't have to be explained. :) |
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Jul 28 2004, 08:50 PM
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#158
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Moving Target Group: Members Posts: 476 Joined: 30-December 03 From: Fresno, CFS: taking out one durned furriner at a time. Member No.: 5,940 |
But is that equally valid the opposite way? Does knowing Assault Rifles preclude some nuances that either the SMG skill or Rifle cover? Admittedly, I have fairly weak actual gun experience, but from my experience in airsoft, my perception is that the main difference would be Pistols/CQB weapons vs Shouldered/Field Weapons. Is there something intrinically different? (Cuz I know in airsoft there's not. AEG's work the same whether SMG or Sniper) EDIT: Format and Comprehension |
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Jul 28 2004, 10:52 PM
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#159
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Dragon Group: Members Posts: 4,065 Joined: 16-January 03 From: Fayetteville, NC Member No.: 3,916 |
I've fired a .22 at range - trying for long distance shots involves different actions than using a SMG at much shorter range.
The Assault Rifle overlaps the SMG's auto fire feature and makes use of the "engaging targets at range" feature of the rifle. However, as the SMG is designed to function with a much shorter range, the skillset needed to handle it effectively is different from the larger range of the Assault Rifle. The skills needed to use a Rifle effectively at it's operating range is different again from the skills needed to handle an Assault Rifle. While there is certainly some overlap in these skills, I think you can make a fairly good case for them being held seperately. -Siege |
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Jul 28 2004, 11:21 PM
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#160
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Runner Group: Members Posts: 2,751 Joined: 8-August 03 From: Neighbor of the Beast Member No.: 5,375 |
Which is why its only a slight penalty to default from one skill to another. You can do it, just not as well as you could with the skill you were trained in.
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Jul 29 2004, 12:13 AM
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#161
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Mostly Harmless Group: Dumpshocked Posts: 937 Joined: 26-February 02 From: 44.662,-63.469 Member No.: 176 |
Exactly.
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Jul 29 2004, 12:21 AM
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#162
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Moving Target Group: Members Posts: 214 Joined: 8-June 03 Member No.: 4,696 |
Well, unless it's a hard shot. In which case you can't do it at all.
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Jul 29 2004, 12:45 AM
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#163
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Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
not really. if i pick up an M-16 and fire it in single-shot mode, i use the assault rifle skill. if i pick up a Bushmaster, i use the rifle skill. but these are effectively the same weapon. now, if you want to make an "autofire" skill, or something, okay--i can see that, that makes sense. but making someone use a completely different skill just because a weapon has the option of autofire makes no sense.
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Jul 29 2004, 01:25 AM
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#164
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Runner Group: Members Posts: 2,751 Joined: 8-August 03 From: Neighbor of the Beast Member No.: 5,375 |
You know what? I've been playing SR since it came out in '89 and I had always had a big problem with how the Firearms skill had been broken up but after I read Seige's explanation of it, well, damn if it didn't suddenly seem easier to swallow.
So, thank you Siege for clearing it up. :) |
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Jul 29 2004, 01:27 AM
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#165
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Runner Group: Members Posts: 2,751 Joined: 8-August 03 From: Neighbor of the Beast Member No.: 5,375 |
Which makes sense. |
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Jul 29 2004, 01:34 AM
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#166
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Traumatizing players since 1992 Group: Dumpshocked Posts: 3,282 Joined: 26-February 02 From: Las Vegas, NV Member No.: 220 |
That's kind of an odd statement. Bushmaster is a manufacturer, not a make of rifle, and M-16 is a make of rifle not a manufacturer. Bushmaster makes AR-15s and AR10s in several variants. The a2 variants look and function like a SA m-16 and should use the Assault Rifle Skill while the A3 variant has no carry handle or iron sights and is meant for use with a scope, which should use the Rifle skill. That's not counting there .338 and .50bmg rifles which should definitely use the rifle skill. The m-16/AR-15 and it's clones alone could have been made by several companies... Bushmaster is one of them, along with Armalite, (and it's subsidiary Eagle Arms) Cougar, Colt, ect... Incidentally I like Bushmaster, but they tend to be the most expensive I've seen. |
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Jul 29 2004, 01:34 AM
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#167
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Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
but it doesn't. in SR, you use different skills for what is effectively the same weapon, simply because one of them has an aftermarket kit that turns it into an automatic weapon--and you use the different skill whether you're using the autofire function or not!
edit: i was referring to the civilian Bushmaster AR-15 clone. don't recall what it's called. |
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Jul 29 2004, 01:43 AM
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#168
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Runner Group: Members Posts: 2,751 Joined: 8-August 03 From: Neighbor of the Beast Member No.: 5,375 |
So take it case by case w/ your GM.
It seems like the skill is a representation of three factors: 1)Range of engagement, 2)Rate of fire, and to a lesser degree 3)Weapon Frame. Much like the American Judicial System, its not perfect but it works well enough. :) |
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Jul 29 2004, 01:44 AM
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#169
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Traumatizing players since 1992 Group: Dumpshocked Posts: 3,282 Joined: 26-February 02 From: Las Vegas, NV Member No.: 220 |
That would be the Bushmaster A2 :D And actually I do make players use the rifle skills if they have one decked out for sniping long range, ect. |
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Jul 29 2004, 01:49 AM
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#170
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Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
well, it works well enough if you're either unfamiliar with firearms, or are willing to suspend your disbelief further than usual.
i mean, look at it this way--if the difference between rifle and AR lies in the autofire, then why isn't there a Machine Pistol skill? |
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Jul 29 2004, 01:55 AM
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#171
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Runner Group: Members Posts: 2,751 Joined: 8-August 03 From: Neighbor of the Beast Member No.: 5,375 |
Because then the SR3 Archetype Combat Decker wouldn't be able to use the Ceska Black Scorpion. Duh. :P |
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Jul 29 2004, 04:03 AM
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#172
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Great Dragon Group: Members Posts: 5,889 Joined: 3-August 03 From: A CPI rank 1 country Member No.: 5,222 |
If there were no non-combat skills in the game when deciding on whether to separate AR from Rifles, certainly. But the point is, you've already got such widely applicable skills as Athletics, Sorcery, Electronics, Biotech, Demolitioncs, etc. You could easily find several applications for each of those skills that are at least as different from each other as using ARs effectively is from using sporting/sniping rifles effectively. Yet those are all the same skill, while Long Arms (or Firearms) is not. Why? Because of game balance. And I can tell you from personal experience that reducing the number of firearm skills to less than half won't cause a significant shift in game balance. I have a feeling that if there were as many Demolitions-enthusiasts as there were gun-enthusiasts on this board, there'd be much more house ruling going on to have at least 3 different Demolitions-skills. If there were plenty of sport enthusiasts, it'd be the Athletics skill that'd be separated, while still all the others'd stay the same. I don't want to fall into that sort of trap. The game system clearly supports much "wider" skills than some of the Combat skills currently are. This post has been edited by Austere Emancipator: Jul 29 2004, 04:10 AM |
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Jul 29 2004, 04:07 AM
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#173
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Mostly Harmless Group: Dumpshocked Posts: 937 Joined: 26-February 02 From: 44.662,-63.469 Member No.: 176 |
In this case, it shouldn't matter if they're effectively the same weapon with the same manual of arms. What matters is the role you're using the weapon in. This is a judgement call. Your GM should consider allowing you which skill to use dependent upon the situation. If you're using an AR15 in the rifle role, you should have the option of using either the Assault Rifle skill or Rifle skill without penalty. If you're using an M16 in the SMG role (in BF/FA modes), you should have the option of using the Assault Rifle skill, or the Submachine Gun skill at default penalty.
Again, the determining factor is the role of the weapon, not the weapon itself. The Assault Rifle skill covers all the bases when using an assault rifle. SMG skill does not, Rifle skill does not.
I'm pretty familiar with these types of firearms and I really don't think I have to suspend much disbelief to use skills in the way I've described.
Shortsightedness would be my guess. There should be a Machine Pistols skill. I do suggest that if you are going to use the Assault Rifles skill, you create a Machine Pistols skill and use it separately from the Pistols skill, defaulting if necessary (again dependent upon the role you're using the weapon in), for the sake of consistency. The use of machine pistols differs quite substantially from both semi-auto pistols and shoulder-fired submachine guns. There are a lot of these kinds of innaccuracies in SR's firearm rules. You can fix them any way you want. My intent here is to explain why the Assault Rifle skill exists separately from the Rifles skill. If you don't like it, you most certainly can change it to reflect the way you'd rather play the game (for example omitting it all together, or rearranging the skills by having a Handguns skill, a Rifles skill, An Automatic Handguns skill, an Automatic Rifles skill, a Machine Guns skill, etc...). It's all up to you and your group. |
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Jul 29 2004, 04:13 AM
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#174
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Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
addendum, then--they work fine if:
a) you're unfamiliar with firearms; b) you're willing to suspend your disbelief further than usual; c) you fix them! |
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Jul 29 2004, 04:23 AM
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#175
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Mostly Harmless Group: Dumpshocked Posts: 937 Joined: 26-February 02 From: 44.662,-63.469 Member No.: 176 |
I guess my fix is to add a Machine Pistols skill.
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