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> Ranged Combat, the SR3R way
Req
post Jun 16 2005, 04:46 PM
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QUOTE (SirBedevere)
I like these ideas, though I'm no gun expert. I've only ever fired at ranges.

I too think that "let laser weapons default" is a good idea. When firing the laser you don't have to worry about ballistic trajectory or leading a moving target.

...and so, when you DO lead the moving target and think about trajectory becauce every other damn gun you've ever fired had to, you tend to miss...
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SirBedevere
post Jun 16 2005, 04:59 PM
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D'oh! :oops:
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mmu1
post Jun 16 2005, 05:08 PM
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QUOTE (Req @ Jun 16 2005, 11:46 AM)
QUOTE (SirBedevere @ Jun 16 2005, 02:20 AM)
I like these ideas, though I'm no gun expert.  I've only ever fired at ranges.

I too think that "let laser weapons default" is a good idea.  When firing the laser you don't have to worry about ballistic trajectory or leading a moving target.

...and so, when you DO lead the moving target and think about trajectory becauce every other damn gun you've ever fired had to, you tend to miss...

I'm not an expert, but I'm pretty sure no one actually does deflection shooting in real-life combat situations, so I think that's irrelevant. So is accounting for trajectory, at normal combat ranges - you set your sights, and you aim center mass, AFAIK.

There are virtually no reasons why shooting a laser weapon (a practical one, not some silly thing requiring you to keep a beam on target for a second or two to cause real damage, that no one would bother to manufacture and market) would ever require a different skill than shooting a normal pistol or rifle - shooting a recoilless weapon that hits its target instantly at all practical engagement ranges would be so much easier than shooting a standard firearm, that it'd more than balance out any penalties due to unfamiliarity.

I've shot a lot, and I have yet to be in a situation where I would go "Damn. This gun is too accurate, recoils too little and the trigger pull is too smooth, it's making me shoot like crap."
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Austere Emancipa...
post Jun 16 2005, 05:26 PM
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QUOTE (mmu1)
I'm not an expert, but I'm pretty sure no one actually does deflection shooting in real-life combat situations, so I think that's irrelevant.

Air combat aside, I should think most trained combatants will lead moving targets outside of CQB unless they're just spraying and praying. Once you get close to and beyond 100 meters, I would assume you would reflextively lead a moving target, because it's trained so heavily these days -- and it's only going to be trained more in the future as technologies are developed that allow for more realistic combat training.

The only example from an actual combat situation that I can think is from BHD, where Delta SFC Howe describes how he took a lead on some somalis running across a road. He was not under fire himself at the time, however, and a Delta operator is hardly an average combatant.

In CQB, though, I'm sure you're right. Once you can tell which color the eyes of your target are, leading becomes a non-issue. With a laser pistol, then, people would probably perform remarkably well. ;)

This post has been edited by Austere Emancipator: Jun 16 2005, 05:33 PM
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TheOneRonin
post Jun 16 2005, 05:48 PM
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I'll AE on leading moving targets. I didn't serve in a high-speed unit like Delta (just plain old Mech Inf) but you learn real fast that you can't hit moving targets without leading them.

However, I will say that the MILES gear in service today actually hurts soldiers' ability to engage moving targets. Since you are bascially just playing a glorified game of Laser Tag, you don't ever have to lead your targets. The more these guys train with MILES, the worse they get at target engagement out past 100 meters, or moving target engagement at any range.

But despite the differences, I think it would be generally very easy for a trained soldier to switch from using a firearm to a SR laser weapon. I would say simply dump laser weapons in with the other small arm skills, picking the exact skill that is relative to the size/configuration of the laser. I think either Pistols or Assault Weapons would be ideal.
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Krazy
post Jun 16 2005, 11:46 PM
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and since most CQB involves point shooting instead of real aiming, it wouldn't make much diffrence. and leading doesn't make much diffrence under 100m with a rifle, as the time the bullet is in the air is very small. the leading is more to keep on target while you pull the trigger.
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Raygun
post Jun 17 2005, 12:24 AM
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QUOTE (Krazy @ Jun 16 2005, 11:46 PM)
and since most CQB involves point shooting instead of real aiming, it wouldn't make much diffrence.

What?

QUOTE
and leading doesn't make much diffrence under 100m with a rifle, as the time the bullet is in the air is very small. the leading is more to keep on target while you pull the trigger.

That would depend entirely upon the size of the object you were intending to hit and how fast it was moving. True, it's unlikely to be an issue under most combat situations, but in my experience playing SR, rather odd things have happened during combat that probably couldn't be filed under "most combat situations".

For example, with an M16A2 loaded with M855, you'd need 2.96 feet of lead to hit a target (where you wanted to) moving laterally at 20 mph, 100 yards away. That 0.1 second of flight time makes three feet of difference at 100 yards, under those circumstances. (Say someone's head through a car window, maybe?) Lead is definitely something you'd want to know about in case a situation ever presented itself.
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Krazy
post Jun 17 2005, 12:58 AM
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when I took a CQB course there wasn't time to aquire sights (although I think I may have been instictivly) so you point-shoot, basicly point the barrel at the target and pull the trigger.
as for lead, yes speed and size matter, I was meaning that at a human sized running speed, lead is more to keep on target as the instinct is to stop and pull the trigger, not follow through. but I'm definitly not a combat expert.
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Austere Emancipa...
post Jun 17 2005, 02:46 PM
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The average human can run ~18mph for short distances, and, to be pedantic, the M855 will have slowed by around 300fps over the first 100 meters (average velocity ~2900fps, might be less, is very unlikely to be more), so you'll have to take about the same lead (~3 feet, 0.9 meters) when firing at a human sprinting at 90 degrees to your line of fire at 100 meters. Not to mention those pesky Horse Shamans with Levitate or Cyberskates...

With the weapon I trained with, the flight time to 150 meters (most common range in our rifle training) was ~0.23 seconds, so of course my views on will be different from those who trained with an M16A2 and did a lot of MILES or similar training -- or indeed someone who trained with this. ;)

This post has been edited by Austere Emancipator: Jun 17 2005, 02:52 PM
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Krazy
post Jun 17 2005, 02:52 PM
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standing corrected
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TheOneRonin
post Jun 23 2005, 10:36 PM
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[thinly veiled thread bump]
So Kage, where do you stand on what's been proposed so far, ruleswise?
[/thinly veiled thread bump]
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Kagetenshi
post Jun 24 2005, 03:51 AM
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Overview/discussion coming, just working on some Matrix-related stuff right at this instant.

~J
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ShadowDragon8685
post Jun 24 2005, 08:30 AM
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Then you could, instead of "Unconventional Weapons" have a "Ranged Cyber-Implant" skill to cover any and all silly weapons people might actually implant in their bodies, and be done with it.

Why do I just see a big human sammie with an LMG implanted in his arm, saying "This is my Ultra AC 5."

Then his bigger and more cybered ork sammie buddy steps up behind him with an MMG, saying "This is my Ultra AC 10."

Then their big-ass troll buddy who's so cybered he hums has a Panther AC in his arm, and says "Yo jus' know this is mu UV/AC 20, biiiiitch."

Then they all simultainously say "And anybody who makes a Battletech crack gets introduced to all three!"

:)


And re: Guncanes/bracers only having one round, I just have two words.

"MetalStorm Technology"

Or is it spelled as "Metal Storm," in which case it'd be three words...
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Kagetenshi
post Jun 25 2005, 10:58 PM
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Review:

1) Shotguns are your new god

<In progress>

2) Pistols and their damage codes

<In progress>

3) Skill groupings

Laser weapons are still their own skill but are now grouped with other firearms (can default to/from).

Bracers and gun canes now use Pistols. There's a reason somewhere, I'm sure of it.

Rifles and Assault Rifles now use the same skill.

Eye guns, cyberguns, etc. now use Ranged Cyber-Implant Combat. I'm not entirely happy with this and would prefer to lump them with another skill, but I can't see one that makes sense.

The Blowgun is now under Projectile Weapons

That leaves us with a final skill list of:
  • Quickness

    <begin linked skill block>

    Pistols
    Submachine Guns
    Rifles
    Shotguns
    Laser Weapons

    <end linked skill block>

    Ranged Cyber-Implant Combat

  • Strength

    Throwing Weapons
    Projectile Weapons

    <begin linked skill block>

    Heavy Weapons
    Spray weapons

    <end linked skill block>

  • Intelligence

    <begin linked skill block>

    Gunnery
    Launch Weapons

    <end linked skill block>

Questions/comments?

~J
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Critias
post Jun 25 2005, 11:49 PM
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Looks good so far.
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Yoan
post Jun 26 2005, 02:01 AM
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Lovely! I would like to see Pistols and their damage codes worked out next... 8) Always been a major gripe of mine. I have a binder full of theories, houserules, etc...
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Kagetenshi
post Jul 1 2005, 05:27 PM
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Shotguns, tentative suggestion:

Shot damage follows the current flechette rules (as it seems to me to make some vague sense there, in contrast with actual flechettes—I'm still not sure if I'm going to fix them or not, as while they're insane they're not unbalanced or difficult to use. We'll get to that, though). Choke is gone, shot now applies a flat -1 TN and can only hit one target.

Opinions? This (as far as I can tell) makes it simpler, more balanced, and encourages the uncybered to use shot…

~J
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mmu1
post Jul 1 2005, 06:12 PM
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1. I like it - it's simple and sensible. One question, though - how does this -1 stack (or not stack) with smartlinks, laser sights and scopes (or vision magnification)? Logically, it should, but so should a scope and a smartlink, though for the sake of balance, they don't.

If it's meant to encourage the non-cybered to use it, perhaps it ought to not stack with smartlinks, for example.

2. For some reason, narcojet and other chemical delivery systems are on my mind... :P I think the current system - where a narcojet dart is resisted the same way getting sprayed with acid or a contact poison would be - makes very little sense, since the game does have rules for being injured with a poisoned weapon, which require that weapon to first actually inflict damage. The magical armor-piercing darts need to go. ;)
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Kagetenshi
post Jul 1 2005, 06:23 PM
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1) It stacks with smartlinks, which by current canon are reduced to -1 (out of a usual -2 bonus), so it ends up being a null advantage with a smartlink. By canon laser sights and smartgoggles don't help, so it "stacks" with them for a net -1.

2) I agree. Any suggestions for them?

~J
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mmu1
post Jul 1 2005, 06:37 PM
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QUOTE (Kagetenshi @ Jul 1 2005, 01:23 PM)
1) It stacks with smartlinks, which by current canon are reduced to -1 (out of a usual -2 bonus), so it ends up being a null advantage with a smartlink. By canon laser sights and smartgoggles don't help, so it "stacks" with them for a net -1.

2) I agree. Any suggestions for them?

~J

Off the top of my head I would say... Give the dart a power rating and damage code equivalent to - I dunno, let's say to whatever we settle on for light pistols - but cap the actual physical damage inflicted by it at L. (it's not meant to be deadly in any but the most extreme circumstances) Handle it like a normal weapon-delivered toxin from that point on.

Mind you, I don't have access to the rules at work, so I could be missing reasons why this would be a really bad idea...
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Vaevictis
post Jul 1 2005, 08:43 PM
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As far as skill groupings are concerned, it almost seems that what you guys are looking for is something that cannot be addressed by one single skill per classification. It seems what really needs to be done is combinations of skills adding together for a single die pool on a roll. I know it's not the Shadowrun way, but it seems like that it might more accurately reflect what you're aiming for.

For example, limit each of these to (Linked Attribute)/2 for purposes of increasing karma costs (ie, gets obnoxious after 3 or so on average):

Group One:
Handguns (any small arm primarily braced by the hand)
Rifles (any small arm primarily braced by the shoulder)

Group Two:
Combat Range Aiming (<=250 meters; someone more knowledgable might argue a different range delineation, which is fine -- but you get the idea)
Sniper Range Aiming (>250 meters)

Group Three:
Automatic/Burst Fire
Single Shot/Semi Automatic Fire
Buckshot Ammo

Your die pool consists of the combination of your skills in each of the three skills. For example, you have Handguns (3), Combat Range Aiming (3), Single Shot (1), and you are firing in semi-automatic mode at a target range 80 meters with a handgun -- so you roll 7 dice against the target number. Additionally, if you do not have the correct skill in the appropriate group, you can roll the next-most appropriate skill that you do have in the group as a complimentary skill (ie, 2 successes on complimentary equals 1 on regular).

I know this is more complicated, and is kind of not in harmony with the typical Shadowrun system, but it seems to me that the level of realism you guys want is just incompatible with what the Shadowrun system is capable of delivering.
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Vaevictis
post Jul 1 2005, 08:56 PM
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Regarding shotguns and buckshot style ammo, what about reducing damage level AND power by -1 each time it spreads, -1 TN per time it spreads (to a maximum of say, -3), to a minimum of (2)L, successes only stage on primary target, and non-targets suffer effects similar to suppressive fire (with number of successes to dodge equal to remaining power/2)?

Gosh, that's complicated. But shotguns do blast an area, after all.

EDIT: Hmm, on second thought, why not make shotguns work just like supressive fire PERIOD, with the number of "bullets" in the area being power, or something like that?
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Kagetenshi
post Jul 1 2005, 09:03 PM
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Though I'm not a fan of that idea, that does bring up a question: shotguns and suppressive fire. Should it be able to be used for this, and if so how?

If we're going to allow it to be used, I'd say each shotgun blast requires three successes to dodge but can only be allocated to a one-meter area. As a result, a Semiauto shotgun would be able to effectively suppress a one-meter area while a burst-fire shotgun would be able to suppress up to a three-meter area as desired. Alternately, we could kick it down to two successes per blast and allow semiauto and burst-fire to both fire twice (obviously it would be as a part of a larger suppressive fire action).

Any thoughts?

~J
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Vaevictis
post Jul 1 2005, 09:22 PM
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I dunno about that. The whole idea of supressive fire working like that is that you are spraying the area with bullets until the end of the turn. You can't do that with a non-full-auto weapon.

I think delaying action with a shotgun can achieve a close enough effect, and still ends up being more realistic.
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Austere Emancipa...
post Jul 1 2005, 09:58 PM
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QUOTE (Vaevictis)
But shotguns do blast an area, after all.

That are isn't anything compared to what you get in SR3, though. As has been mentioned in this thread, patterns wider than 1 meter inside the effective range of a shotgun quite rare.

Without any choke (zero constriction), with a normal-length shotgun, you're going to get something like 40% of the pellets inside a 30" (0.76m) diameter circle at 40 yards (36.6m), ~70% inside the same at 25 yards. With Improved Cylinder through to Full chokes, you get from ~50% to ~70% inside 30" at 40 yards.

The pattern being basically a normal distribution, that means ~90% of the pellets within a 95" (2.4m) diameter circle at 40 meters with zero constriction, ~90% inside 48" (1.2 meters) with full choke, but since the effective range (against humans) of a shotgun firing lead shot will vary from ~20 meters (zero constriction) up to 40-50 meters (full choke), you're basically looking at ~1 meter spreads at the extreme effective range with any particular choke setting -- or as Clyde said something like a hundred messages back, "Most sporting shotguns are designed to put their "pattern" into one square yard at the limit of their range."

This post has been edited by Austere Emancipator: Jul 1 2005, 09:59 PM
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