Sniper... or not?, annoying player |
Sniper... or not?, annoying player |
Feb 24 2005, 02:46 AM
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#51
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Runner Group: Members Posts: 2,901 Joined: 19-June 03 Member No.: 4,775 |
Yeah, and given the volatility of suspended bacteria in transportable state intended for munitions diffusion, probably both safer and more reliable.
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Feb 24 2005, 03:42 AM
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#52
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Runner Group: Members Posts: 2,751 Joined: 8-August 03 From: Neighbor of the Beast Member No.: 5,375 |
Bummer. Thanks for the info anyway. |
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Feb 24 2005, 03:47 AM
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#53
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Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
there aren't any strains of FAB that are really all that useful for direct use against single magical threats. i mean, sure, if you pop a force 10 cloud at a mage, he'll lose 1 magic point every few hours, but there aren't many cases where a timeframe like that is useful at all, unless you're talking about razing all magical activity in a large area.
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Feb 24 2005, 03:53 AM
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#54
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Moving Target Group: Members Posts: 165 Joined: 30-September 04 Member No.: 6,715 |
Target's house is low set and has trees/shrubs around it. Means the sniper can't snipe from another building. He'd have to go into the propety and use one of the trees oh so thoughtfully provided ... with some sort of sensors and a kilo of explosive. Works well as an early warning device, if one could rig it so that birds and small furry animals that like to climb trees don't set it off. |
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Feb 24 2005, 04:11 AM
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#55
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Runner Group: Members Posts: 2,901 Joined: 19-June 03 Member No.: 4,775 |
Or, you know, don't resort to asinine contrivances to stop sniping.
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Feb 24 2005, 04:24 AM
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#56
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Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
it's not the sniping that i think is problematic. it's the part where he's using a sniper rifle in non-sniping rolls. like, y'know, close combat.
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Feb 24 2005, 04:28 AM
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#57
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Running Target Group: Members Posts: 1,011 Joined: 15-February 05 From: Montréal, QC, Canada Member No.: 7,087 |
Yeah, I thought the problem wasn't sniping, it was the use of sniper rifle outside of its intended role. Blowing up innocent trees has more to do with a Monty Python sketch than curbing the enthusiasm of silly players who think that a sniper rifle is a good substitute for common sense. EDIT : Well, mfb beats me to it. But I made a Monty Python reference so I'll let the post stand even if it adds nothing of value. Eh. |
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Feb 24 2005, 04:42 AM
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#58
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Runner Group: Members Posts: 2,751 Joined: 8-August 03 From: Neighbor of the Beast Member No.: 5,375 |
Echo that. I don't see the problem. The Super Sniper climbed a tree and shot some guards that didn't know it was coming. No prob. In the next encounter the Super Sniper used a sniper rifle to shoot some metarats and then bash the rest. As others have said, there could have been some TN mods for the short range but there's nothing in the books that say so, IIRC. There are rules and penalties for defaulting, assuming that the character doesn't have Clubs (Rifle Butts) as a skill. Unless he's using the Ranger Arms (worst bang for your buck IMO) there's nothing to say that he can't haul his rifle around--assuming its not in plain sight. Likewise, there's nothing that says a char needs Rifle (B/R) to maintain the weapon, much like you don't need Pistols (B/R) to maintain your Pred or SMG (B/R) to maintain your Smartgun. It seems like the problem (if there is one) is with the palyer or the GM, not the character. If the GM smacks down the character, the player will just make a "better" character next time. Edit: Why does everyone turn to houserules to reign in unruly characters?? |
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Feb 24 2005, 04:47 AM
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#59
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Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
the problem, really, is that sniper rifles in SR are ridiculously overpowered. there wouldn't be a problem with them, if they did 9S. instead, nooooo, sniper rifles are the friggin' katanas of gunplay, so they do jesus goddamn christ D.
and, honestly? for the precision you get from a rifle that's designed for sniping, i don't think the frailty rules used for the Ranger are a bad idea to slap on all "sniper rifles". |
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Feb 24 2005, 04:50 AM
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#60
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Runner Group: Members Posts: 2,901 Joined: 19-June 03 Member No.: 4,775 |
This is actually something i brought up years ago when I was first introduced to SR; specifically, pistols, SMGs, carbines, etc see none of their real benefits in close quarters while rifles, sniper rifles, assault cannons, etc see none of their very real disadvantages. There is nothing (unless you count that one silly sniper rifle that can't be so much as dragged through combat without falling apart) in the rules that ever covers this.
My solution at the time, which eventually became a part of Canon Revision (which never materialized thanks to real life and lack of interest, but run a search if you're morbidly curious), was to apply specific sets of modifiers in close quarters (defined as ranges < 10m). Pistols got -1 TN, SMGs and short carbines got +0, rifles got +1, long rifles (like sniper rifles) got +2, and heavy things like an assault cannon clocked in at +3 and up at GM discretion. There were other modifiers that got more specific, but that covers the most pertinent stuff. I was never exactly happy with it, but I still feel it's the best solution ever reached (and, as far as I've seen, possible without a major reworking of the current ruleset). |
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Feb 24 2005, 04:53 AM
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#61
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Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
yeah, i've discussed the same idea myself. if there's an SR4, something like that ought to go in it. it'll come right after the sane shotgun spread rules.
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Feb 24 2005, 04:59 AM
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#62
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Runner Group: Members Posts: 2,901 Joined: 19-June 03 Member No.: 4,775 |
To clarify, yeah, the Ranger's frailty rules would balance things out if they landed on all the sniper rifles, and if you're sticking exclusively within canon material, that's as close as you can stay while applying some balance. But I still find them unreasonably excessive. (And, yeah, 14D's nuts unless you want to say everything shoots .50BMG.) |
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Feb 24 2005, 05:07 AM
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#63
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Runner Group: Members Posts: 2,751 Joined: 8-August 03 From: Neighbor of the Beast Member No.: 5,375 |
I may have missed it but which rifle does the character in question use?
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Feb 24 2005, 05:09 AM
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#64
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Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
sure, nothing made for killing is that fragile. what might be worth considering is, instead of raising the TN for shots made with the weapon, just reduce the rifle's range to that of a normal hunting rifle until it's re-tuned.
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Feb 24 2005, 06:45 AM
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#65
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Runner Group: Members Posts: 2,598 Joined: 15-March 03 From: Hong Kong Member No.: 4,253 |
The real problem is that an Alpha loaded with EX rounds and firing a burst does 13S, the sniper rifle firing a single normal round does 14S. The Alpha is good for 14 (?) bursts, the WA-2000 knock off hold 10 single rounds so there's hardly any loss of readly ammunition capacity.
And a magazine of 42 EX rounds for the Alpha costs 630 Y (!) on the street... |
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Feb 24 2005, 06:54 AM
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#66
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Canon Companion Group: Members Posts: 8,021 Joined: 2-March 03 From: The Morgue, Singapore LTG Member No.: 4,187 |
Factor in the added difficulty in dodging a burst as opposed to a single shot. I do not think that recoil should come into play, since I think it is a reasonable assumption that recoil compensation should be more than sufficient.
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Feb 24 2005, 06:56 AM
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#67
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Runner Group: Members Posts: 2,901 Joined: 19-June 03 Member No.: 4,775 |
+1 dodge TNs is nice, but not usually that significant. Not enough to truly save the Alpha in that comparison, anyway.
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Feb 24 2005, 07:01 AM
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#68
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Runner Group: Members Posts: 2,598 Joined: 15-March 03 From: Hong Kong Member No.: 4,253 |
hmm, lemme run some numbers:
iirc, dodging is norammly TN 4 with a +1 for bursts? Assuming: Body 4 runner with 6/4 armor and has 6 CP available Assuming our shooter (in either case, gets 4 successes) Against the Alpha, they get 2 successes and resist 7D with body. Against the Sniper Rfile (firing normal ammo) They get 3 successes and resist 8S I guess it's worth something after all... |
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Feb 24 2005, 07:13 AM
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#69
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Moving Target Group: Members Posts: 541 Joined: 2-August 04 From: South Africa Member No.: 6,531 |
You have to remember that when being Sniped at you don't get to role dodge, its a full element surprise, so unless you have very good body guards. But Sniping is aspected to that only.
If you are going for close quarter assasination, it personal very close and personal and a chance of attrition to take its toll. In both cases you are highly specialized. Sniper Right place right time, make every shot count. Up colse and personal. Right place right time, know the ground area you are fighting on and make it work for you. Every attack has to count. |
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Feb 24 2005, 07:16 AM
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#70
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Canon Companion Group: Members Posts: 8,021 Joined: 2-March 03 From: The Morgue, Singapore LTG Member No.: 4,187 |
You don't really use a Assault Rifle to snipe, you use a Sniper Rifle.
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Feb 24 2005, 07:18 AM
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#71
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Runner Group: Members Posts: 2,598 Joined: 15-March 03 From: Hong Kong Member No.: 4,253 |
In that particular comparison, we were comparing the CQB abilities of the Alpha and the Sniper rifle. Almost any gun can kill someone with no combat pool available:
Sample: 22 LR Sport Rifle (doing 6L) Sniping runner in the above example: (Body 4, 6 Armor) Our sniper is rolling 8 dice at TN 2, getting 7 successes. Our target is rolling 4 dice against target number 2, and gets 3 successes, still taking a serious wound. Had the sniper been using any sort of 'real gun' or had just a bit more skill (so more CP could be used on the shot) mr runner would be busy bleeding to death already. |
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Feb 24 2005, 08:05 AM
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#72
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Moving Target Group: Members Posts: 541 Joined: 2-August 04 From: South Africa Member No.: 6,531 |
So Sniper should start with high calibre rifles first the as the CP and Skill Increases then they become more effective with small calibre Rifles.. |
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Feb 24 2005, 08:09 AM
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#73
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Runner Group: Members Posts: 2,901 Joined: 19-June 03 Member No.: 4,775 |
What? |
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Feb 24 2005, 08:13 AM
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#74
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Moving Target Group: Members Posts: 349 Joined: 28-January 05 From: Phoenix, Arizona Member No.: 7,030 |
Good idea. I know I'm gonna get slammed for this but, I read up on those FAB microbe things and immediately decided no. Reason, I personally see Magic, and technology as two completely different things. Yes I know the Microbes are "alive" and they have some effect on Magic, but I fear if I allow it in my game I'd get characters wanting to hunt down gods (as I do run a "polytheistic" game) with the little buggers. If they wanna shoot a Free Spirit, or Elemental, or some such summoned or magic based critter I'd prefer them to use Wax Rounds. As detailed in the novel "Something Wicked This Way Comes" kill them with kindness, with Faith. Befor loading the clip (which should have been done before going to bed, or befor walking out the front door in the morning) take the round and carve the holy symbol of the character's faith upon it. Then when the Character has to use it, cross fingers, pray to powers that be, and pull trigger, if it doesn't work, run. Run Fast and try with something else. |
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Feb 24 2005, 08:20 AM
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#75
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Runner Group: Members Posts: 2,901 Joined: 19-June 03 Member No.: 4,775 |
Well, I'm expecting you get to get slammed for this too, but I just don't care enough to do it myself.
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