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What's the best weapon type (in your opinion)
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Gem the Troll
post Dec 8 2004, 09:41 PM
Post #1


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My personal preference has always been SMGs. I like the versatility and the ability to customize that an SMG has.
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U_Fester
post Dec 8 2004, 09:44 PM
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I like blades myself... both hand and thrown.
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Kanada Ten
post Dec 8 2004, 09:45 PM
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Machine Pistols: all the fun of full auto without all the mess.
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Toptomcat
post Dec 8 2004, 09:48 PM
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Polearms. Very easy to improvise: just wire a broomstick to a knife.
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KarmaInferno
post Dec 8 2004, 09:55 PM
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Explosives. They go boom. How can you not like things that go boom?

:)


-karma
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Nikoli
post Dec 8 2004, 09:56 PM
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I like pistols, light, concealable, fun on a Friday night.
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mfb
post Dec 8 2004, 10:02 PM
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machine pistols: flattening light ammo against armor faster than ever before.
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Cray74
post Dec 8 2004, 10:04 PM
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My practical preference is heavy pistols. Easy to carry everywhere, and often with licenses.

After that, HMGs. Full auto hosing fun.
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lorthazar
post Dec 8 2004, 10:04 PM
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Shock gloves-nothing says loving like a <thunk> and a <zap>.
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Critias
post Dec 8 2004, 10:11 PM
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SMGs are hard to beat, with handguns a close second. Those two, firearm-wise, you can at least moderately get away with carrying around Seattle day in and day out (if you show a bit of tact about it).

Sniper rifles, missile launchers, explosives, assault rifles, etc, while all unarguably usefull and fun, are (or at least should be) fairly rare in an 'average' Shadowrun -- they are, in my mind, the big guns. The ones you only dust off and gear up with when the kid gloves are off and all modicum of subtlety has gone out the window. That shouldn't happen real often.
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Lindt
post Dec 8 2004, 10:30 PM
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Shotguns: Putting big holes in Trolls since 2043.
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Wounded Ronin
post Dec 8 2004, 10:36 PM
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I like rifles. Sport rifles, specifically. They have a lot of power, a lot of range, can be permit-ized, and are really deadly with a skilled character. At long range with a scope a mundane can be just as deadly as a super sammie with a heavy pistol at close range.
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Fortune
post Dec 8 2004, 10:47 PM
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Magic! :)
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Garland
post Dec 8 2004, 10:50 PM
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I was going to vote SMG for all-around usefulness, but it occurred to me that it's kind of a run-only weapon, whereas a pistol was something to carry almost all the time.
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Garland
post Dec 8 2004, 10:51 PM
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Edit: Fraggin' double-post...

This post has been edited by Garland: Dec 8 2004, 10:51 PM
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Ecclesiastes
post Dec 8 2004, 10:55 PM
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Pistols can't be beat, but for melee I have to go with Pole Arms. I love the Bo Staff and sometimes get a weaponsmith to modify mine with a retractable blade at the end for when things need to bleed.
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Apathy
post Dec 8 2004, 10:57 PM
Post #17


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Favorite ranged:
Narcojet pistol: Small, easily concealable, easy to get a permit, less likely to piss off security or the Star, infinitly flexible (depending on what you dose it with) for different situations.

Favorite melee:
Shock baton: Small, doesn't draw that much attention to you, non-lethal, and works against spirits.
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Bigity
post Dec 8 2004, 11:00 PM
Post #18


Shooting Target
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Who says a shock baton works against spirits?
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Fix-it
post Dec 8 2004, 11:00 PM
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Shotguns and Gyrojet pistols.
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Fortune
post Dec 8 2004, 11:03 PM
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QUOTE (Bigity)
Who says a shock baton works against spirits?

It provides an Elemental attack (electricity), therefore it is more effective against Spirits.
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Ecclesiastes
post Dec 8 2004, 11:10 PM
Post #21


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Another thing I like to do to my Bo Staff... add a Shock Batton mod to the end of it. Whats to say it can only be used with a club? :)
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Herald of Verjig...
post Dec 8 2004, 11:14 PM
Post #22


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A chain and a touch range electricity based elemental manipulation. Wrap 'em and zap 'em.

Although, a free spirit or ally spirit with demolitions and a bit of masochistic tendencies can be fun too.
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Bigity
post Dec 8 2004, 11:17 PM
Post #23


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QUOTE (Fortune)
QUOTE (Bigity @ Dec 9 2004, 09:00 AM)
Who says a shock baton works against spirits?

It provides an Elemental attack (electricity), therefore it is more effective against Spirits.

Personally I don't feel that's elemental enough for me, but I guess :)
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Teulisch
post Dec 8 2004, 11:36 PM
Post #24


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pistols are the best. most times you want a heavy pistol.

capsule rounds are great for stun knockout. first they take stun from the round, then the effect of the drug. neurostun is good for a fast takedown, especialy if you can stage up the damage on the round.

high concealability and low weight is a must. the range is a bit short, but most fights indoors will be at short range anyway. pistols are best within 20 meters.

for close combat (and you will get into close combat eventualy), a shock glove is best.
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Fix-it
post Dec 8 2004, 11:37 PM
Post #25


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Ooh, and LAWs and MAWs. Easy to get, even at chargen.

Explosive fun, and you don't even need a vehicle, (but you can kill one!)
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