IPB

Welcome Guest ( Log In | Register )

3 Pages V  < 1 2 3 >  
Reply to this topicStart new topic
> Revolver vs Automatic, What are the advantages?
mfb
post May 3 2005, 12:25 AM
Post #26


Immortal Elf
**********

Group: Members
Posts: 11,410
Joined: 1-October 03
From: Pittsburgh
Member No.: 5,670



speaking of mechanics, any real reason not to roll power and damage potential into one stat, assuming you've got a stat for penetration?
Go to the top of the page
 
+Quote Post
Kiedo
post May 3 2005, 12:29 AM
Post #27


Moving Target
**

Group: Members
Posts: 768
Joined: 27-December 04
From: Houston, Texas CAS
Member No.: 6,907



Personally I like revolvers for two reasons, they look cool, and they are more accurate.

I usually give my characters both however, since a revolver's max ammo is 7 and a semi-automatic's is 50, heavy revolver, light or machine semi-auto.
Go to the top of the page
 
+Quote Post
EVLTIM
post May 3 2005, 09:16 AM
Post #28


Moving Target
**

Group: Members
Posts: 142
Joined: 29-November 02
Member No.: 3,660



QUOTE (Wounded Ronin)
QUOTE (Arethusa @ Apr 30 2005, 06:07 PM)
Reliability, lack of ejected casings, higher powered loads (especially in SA pistols) because of the lack of limited grip length, and personal preference.

That's pretty much it. If you jam you don't need to rack the slide back. Just keep firing.

It's preference, too. I actually like revolvers for recreational shooting simply because I often find them more comfortable to grip.

Which is great until a bullet unseats from recoil and locks up the cylinder .
Go to the top of the page
 
+Quote Post
Austere Emancipa...
post May 3 2005, 09:52 AM
Post #29


Great Dragon
*********

Group: Members
Posts: 5,889
Joined: 3-August 03
From: A CPI rank 1 country
Member No.: 5,222



QUOTE (mfb)
speaking of mechanics, any real reason not to roll power and damage potential into one stat, assuming you've got a stat for penetration?

Are you designing a new RPG system? Just for firearms, if you don't want to pay too much attention to bullet types, I suppose it's not very important to have a two-part damage code.

Optimally, unless it gets too complicated to do, I would like some kind of Power/Damage Level system, because it allows you to simulate different bullet designs much better. For example, expanding bullets create a much wider wound channel ( = higher Damage Level, unless too unbalancing) but penetrate less tissue ( = lower Power), so that an expanding bullet fired from a low-power handgun might be powerful enough to deal with most humans (say, 5M), but killing trolls with the same could prove very problematic.
Go to the top of the page
 
+Quote Post
BitBasher
post May 3 2005, 05:13 PM
Post #30


Traumatizing players since 1992
******

Group: Dumpshocked
Posts: 3,282
Joined: 26-February 02
From: Las Vegas, NV
Member No.: 220



QUOTE (Raygun)
QUOTE (FrostyNSO)
From what I've experienced, a bad magazine is about the most common reason for a failure to feed in an automatic.

Same here.

I agree with this also. The only time I've had any pistol stovepipe was directly the result of a weak magazine spring. Even then, with a clip that's seen many thousands of rounds through it it's only happened twice and only on that one magazine.
Go to the top of the page
 
+Quote Post
mfb
post May 3 2005, 09:09 PM
Post #31


Immortal Elf
**********

Group: Members
Posts: 11,410
Joined: 1-October 03
From: Pittsburgh
Member No.: 5,670



a two-part damage code (penetration, damage) is fine. what i'd want to avoid would be a three-part damage code (penetration, power, damage).
Go to the top of the page
 
+Quote Post
Austere Emancipa...
post May 3 2005, 10:13 PM
Post #32


Great Dragon
*********

Group: Members
Posts: 5,889
Joined: 3-August 03
From: A CPI rank 1 country
Member No.: 5,222



Oh, right, should have said "three-part DC", not "two-part" in the above message. I didn't think of penetration as a part of the DC because it's a separate attribute in my games.

I like having all three because I like to fiddle with the ammunition, bringing into the game the whole range available IRL with different effects in game. If you're designing a new game system, or changing an existing one where a 3-part DC just doesn't fit in, then it's definitely a better idea to just drop the one part than making extensive changes to the game mechanic to squeeze in the third part.

In SR3, though, you'd actually have to change around more stuff to use just Penetration and Damage, and you'd have to make huge abstractions in the Damage department: either having only 4 basic levels of damage, or only one level of damage with the only differences in how hard it is to resist.
Go to the top of the page
 
+Quote Post
Raygun
post May 3 2005, 10:35 PM
Post #33


Mostly Harmless
**

Group: Dumpshocked
Posts: 937
Joined: 26-February 02
From: 44.662,-63.469
Member No.: 176



QUOTE (EVLTIM)
Which is great until a bullet unseats from recoil and locks up the cylinder.

That is usually caused by the lack of a case mouth crimp after seating the bullet in a magnum cartridge.

Dumbass: 2, Gun: 0.
Go to the top of the page
 
+Quote Post
EVLTIM
post May 4 2005, 07:18 AM
Post #34


Moving Target
**

Group: Members
Posts: 142
Joined: 29-November 02
Member No.: 3,660



QUOTE (Raygun)
QUOTE (EVLTIM)
Which is great until a bullet unseats from recoil and locks up the cylinder.

That is usually caused by the lack of a case mouth crimp after seating the bullet in a magnum cartridge.

Dumbass: 2, Gun: 0.

True enough , but the first tim I saw it happen was with factory ammo .
(whoops)
Go to the top of the page
 
+Quote Post
Raygun
post May 4 2005, 05:07 PM
Post #35


Mostly Harmless
**

Group: Dumpshocked
Posts: 937
Joined: 26-February 02
From: 44.662,-63.469
Member No.: 176



That's pretty unlikely, unless a lighter, non-crimped load was mixed in the cylinder with heavier crimped loads and fired. Not that it couldn't happen, but you'd be talking about a very major mistake on the part of the ammunition manufacturer if that happened with the same load in all chambers.
Go to the top of the page
 
+Quote Post
Reaver
post May 4 2005, 06:22 PM
Post #36


Moving Target
**

Group: Members
Posts: 518
Joined: 24-February 03
From: Tucson
Member No.: 4,153



QUOTE (DrJest)
On the face of it, the automatic has all the advantages; clip size, rate of fire, reload time (although I realise speedloaders can make that distinction less noticeable).

So what are the advantages to using revolvers? I ask because I'm considering a gunslinger adept packing a revolver or maybe two, and although in-game the distinction is really not that big I am genuinely curious what the advantages would be IRL.

Overall, I prefer a revolver. They hardly ever jam (and when they do it's because of low powder charge) and they are more accurate... at least in my experience. Don't get me wrong, I do like my Steyr semi-auto, but I always pull better groupings with my S&W 6" and 4" .357 revolvers. Frankly, if I were going into combat, I'd carry both.
Go to the top of the page
 
+Quote Post
nezumi
post May 5 2005, 03:39 PM
Post #37


Incertum est quo loco te mors expectet;
*********

Group: Dumpshocked
Posts: 6,548
Joined: 24-October 03
From: DeeCee, U.S.
Member No.: 5,760



Arethusa mentioned this ever so briefly earlier, but keep in mind revolvers will work better underwater or in a vacuum than an automatic, since the machinary doesn't use the venting of gas to reload. I suspect a glock underwater would be far more prone to jamming, as the empty casings would get stuck in the ejector, whereas a revolver wouldn't (assuming the bullet didn't bounce all around the muzzle on the way out due to the added drag).
Go to the top of the page
 
+Quote Post
Mad Jack
post May 5 2005, 03:41 PM
Post #38


Target
*

Group: Members
Posts: 10
Joined: 11-April 05
Member No.: 7,319



I've had a revolver jam when the primers back out from the cartridge. This mostly happens with hand-loads, but it also happened twice with factory loads. In my experience
Go to the top of the page
 
+Quote Post
Arethusa
post May 5 2005, 04:02 PM
Post #39


Runner
******

Group: Members
Posts: 2,901
Joined: 19-June 03
Member No.: 4,775



QUOTE (nezumi)
Arethusa mentioned this ever so briefly earlier, but keep in mind revolvers will work better underwater or in a vacuum than an automatic, since the machinary doesn't use the venting of gas to reload. I suspect a glock underwater would be far more prone to jamming, as the empty casings would get stuck in the ejector, whereas a revolver wouldn't (assuming the bullet didn't bounce all around the muzzle on the way out due to the added drag).

Actually, Glocks are among the most reliable pistols underwater. They may not be any good if you deviate from standard factory ammunition, but they're known for working relatively well underwater. And I have no idea how a bullet could "bounce around the muzzle." Bullets just go slower underwater. It's one fluid substituted for another.
Go to the top of the page
 
+Quote Post
The Other DSE
post May 5 2005, 04:09 PM
Post #40


Target
*

Group: Members
Posts: 38
Joined: 7-April 05
From: Charlottesville, VA, CAS
Member No.: 7,303



QUOTE
revolvers will work better underwater or in a vacuum than an automatic, since the machinary doesn't use the venting of gas to reload


While your point about the cartridge jamming the glock underwater is well taken, in a vacuum there wouldn't be a problem. My understanding of autoloading pistols is that almost all of them use the momentum of the bullet to reload, not the gas. The notable exception to this being everyone's favorite, the Desert Eagle, which actually uses a gas-operated recoil system similar to that used in assault rifles.

In fact though even a gas-operated recoil system would still work to operate the loading mechanism since the gas used is created *by the round*. It doesn't use gas from the environment, it just siphons off some of the gas from the firing process to move the receiver.

Again, I do however think your example of cartridge ejection is a good example. I'd imagine that the force with which the cartridge is ejected might not be enough to overcome the drag of the water...

EDIT: Or maybe not. Arethusa beats my post and debunks the example. :)
Go to the top of the page
 
+Quote Post
Arethusa
post May 5 2005, 04:15 PM
Post #41


Runner
******

Group: Members
Posts: 2,901
Joined: 19-June 03
Member No.: 4,775



Yeah, doesn't matter if it's recoil or gas. A gas system will function just fine in a vacuum because the gas is generated by the propellant in the cartridge. Gas systems, however, will likely have a bit more trouble than a recoil or revolver action underwater because of the dramatically increased pressure. That doesn't mean they won't work, however.

And, yes, extraction is more of a problem underwater. Doesn't mean it won't happen; just depends (quite a bit) on the weapon in question.
Go to the top of the page
 
+Quote Post
nezumi
post May 5 2005, 05:13 PM
Post #42


Incertum est quo loco te mors expectet;
*********

Group: Dumpshocked
Posts: 6,548
Joined: 24-October 03
From: DeeCee, U.S.
Member No.: 5,760



QUOTE (Arethusa @ May 5 2005, 11:02 AM)
And I have no idea how a bullet could "bounce around the muzzle."  Bullets just go slower underwater.  It's one fluid substituted for another.

Because I wouldn't know a gun from a hole in the ground, even if the hole had a sign saying 'not a gun' : P

I didn't mean to imply there wouldn't be gas to eject the cartridge in a vacuum, rather the engineers made it at one atmosphere, with an understanding of how things work with normal air pressure. As soon as you wildly twist that premise, it's not always clear how things would turn out. In a vacuum (since this is usually, in our case, in space), you'd still have to deal with no gravity and oftentimes delicate things nearby, so a lot of givens are no longer there. At minimum, you may have to worry about hot pieces of brass ejecting out and bouncing around the cabin or whatever instead of staying neatly in a revolver.

Just random thoughts from a person who has years of experience with a nintendo light gun.
Go to the top of the page
 
+Quote Post
Raygun
post May 5 2005, 09:37 PM
Post #43


Mostly Harmless
**

Group: Dumpshocked
Posts: 937
Joined: 26-February 02
From: 44.662,-63.469
Member No.: 176



QUOTE (Arethusa)
Yeah, doesn't matter if it's recoil or gas.  A gas system will function just fine in a vacuum because the gas is generated by the propellant in the cartridge.  Gas systems, however, will likely have a bit more trouble than a recoil or revolver action underwater because of the dramatically increased pressure.  That doesn't mean they won't work, however.

Gas operation under water is a very bad idea.

When water mixes with propellant residue, it becomes a gummy substance that adversely affects the weapon's operation, especially in a system like direct impingement (AR15/M16; high atmospheric humidity in combination with a particularly sooty propellant residue was the major contributing factor to M16 failures during Vietnam). Also, the gas tube is going to be filled with water which is going to have to go somewhere when gas pressure is directed against it. That hydraulic compression will increase pressure (with the bolt's rearward movement also being resisted by water, the M16 especially so considering a water-filled buffer tube), thus wear. Case ejection will be affected by fluid resistance and eventually short-stroking will occur, meaning manual operation only.

Other systems such as short or long stroke piston operations would likely be less affected. Still, propellant residue will eventually clog up the barrel's gas tap, making for manual operation only.

As for ammunition underwater, any kind of specialty ammunition (other than AP) is pretty much out. Expanding/frangible bullets will probably expand or fragment inside the barrel (that's bad), and I wouldn't want to think about the possibilities of what might occur with PIE bullets.

Revolvers might generally be more reliable as far as firing underwater is concerned as, again, the weapon is not dependent on gas pressure or momentum to cycle underwater. A major problem with automatic pistols firing underwater is light or no primer strikes due to a water-filled firing pin channel in which the forward movement of the firing pin is resisted by water pressure. The water generally has only one place to pass, through the extremely small firing pin hole in the bolt face. The Glock pistol can be modified with "maritime spring cups" which allow water free movement through the firing pin channel, which in turn allows unresisted forward movement of the firing pin, thus more reliable operation. More on that here, last question.

As far as firing in a vacuum is concerned, automatic firearms aren't likely to be affected by the lack of oxygen or gravity, and range will be substantially increased. :)
Go to the top of the page
 
+Quote Post
Kagetenshi
post May 5 2005, 10:00 PM
Post #44


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,013
Joined: 30-December 02
From: Boston
Member No.: 3,802



Indeed. Effective range becomes "however far out you can aim or until it hits something or gravity becomes a major factor".

~J
Go to the top of the page
 
+Quote Post
mfb
post May 5 2005, 10:18 PM
Post #45


Immortal Elf
**********

Group: Members
Posts: 11,410
Joined: 1-October 03
From: Pittsburgh
Member No.: 5,670



recoil becomes a larger issue, though, since you don't have a planet stuck to your feet to help absorb it. automatic weapons in space are one situation where SR's autofire rules almost make sense.

almost.
Go to the top of the page
 
+Quote Post
Kagetenshi
post May 5 2005, 10:29 PM
Post #46


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,013
Joined: 30-December 02
From: Boston
Member No.: 3,802



What do you mean? The autofire rules make perfect sense. Mickey and Goofy agree with me, too, so there.

Now if you'll pardon me, there's a carnivorous smurf on my tail.

~J
Go to the top of the page
 
+Quote Post
mfb
post May 5 2005, 10:37 PM
Post #47


Immortal Elf
**********

Group: Members
Posts: 11,410
Joined: 1-October 03
From: Pittsburgh
Member No.: 5,670



that's not--oh, god. that's not a tail. ugh.
Go to the top of the page
 
+Quote Post
hyzmarca
post May 6 2005, 02:09 AM
Post #48


Midnight Toker
**********

Group: Members
Posts: 7,686
Joined: 4-July 04
From: Zombie Drop Bear Santa's Workshop
Member No.: 6,456



QUOTE (mfb)
recoil becomes a larger issue, though, since you don't have a planet stuck to your feet to help absorb it. automatic weapons in space are one situation where SR's autofire rules almost make sense.

almost.

Firing a gun in space would send you spinning backwards out of controll due to recoil. You'd be moving fairly slowly since a handgun gun produces realitivly few newtons.
Still, it isn't a good idea to go shooting with a very percise tactical computer connected to the un via smartlink and a rocketpack via datajack so that it may fire off the rockets to compensate for the gun.

Spinning slowly out of controll can mean slow death in the emptiness of space if there isn't anyone around to rescue you.
Go to the top of the page
 
+Quote Post
Kagetenshi
post May 6 2005, 02:33 AM
Post #49


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,013
Joined: 30-December 02
From: Boston
Member No.: 3,802



Um, dude, that applies if you're in space at all. Presumably if you're firing a gun you've got something to either anchor yourself with or provide thrust. If not, well, those people aren't going to be worth considering.

~J
Go to the top of the page
 
+Quote Post
Req
post May 6 2005, 06:19 PM
Post #50


Avatar of Mediocrity
**

Group: Dumpshocked
Posts: 725
Joined: 26-February 02
From: Seattle, WA (err, UCAS)
Member No.: 277



QUOTE (hyzmarca)
Still, it isn't a good idea to go shooting with a very percise tactical computer connected to the un via smartlink and a rocketpack via datajack so that it may fire off the rockets to compensate for the gun.

I'm pretty sure that's the unnecessarily-complex solution to the problem. Get your rocketpack (or more likely, cold-gas maneuvering system) and hook it up to a fairly-sensative accelerometer. Tell it to keep acceleration at a net zero as long as you're not moving the joystick. Problem solved, and no tactical computer necessary.

Of course, if you're having to figure out firearm-compensation for null-grav encounters, your Shadowruns are a lot different than mine... :)
Go to the top of the page
 
+Quote Post

3 Pages V  < 1 2 3 >
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 11th December 2025 - 04:14 PM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.