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> Ranged Combat, the SR3R way
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post Feb 1 2007, 04:06 PM
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QUOTE (nezumi)
QUOTE (SirBedevere @ Jan 31 2007, 01:13 PM)
B) 3 the amount subtracted from armour ratings, say -3 OR damage code divided by 3 round down?


It would be a flat amount, -3. So an armor jacket would effectively be 2/3 against an assault rifle.

Since I wasn't clear earlier, I meant eliminate the current weapon design rules in the Cannon Companion, not to eliminate ALL weapon design rules.

Just as a simple question - why introduce a whole new concept (armor penetration for rifles) instead of just increasing the Power rating of the rifles? Adding +3 to a rifle's Power has the same net effect as reducing the armor rating by 3, and it doesn't affect how effective APDS ammo is. From your example, reducing an armor jacket to 2/3, then appling the APDS halving of armor values results in a ballistic rating of 1. Whereas, increasing the Power rating of the rifle's initial shot, the cutting the armor rating of the jacket in half (from 5 to 2) for APDS just seems to make more sense. If the rifle's Power was 8, the penetration resistance target number would be 6 or 7 (with APDS), while with the Power increase the rifle's rating becomes an 11, making the resistance target number a 6 or 9 with APDS.
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Kagetenshi
post Feb 1 2007, 04:09 PM
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It's different for targets with armor 2 or less. I'm not sure if that's an important demographic, but it means they don't have the same effect.

~J
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mfb
post Feb 1 2007, 05:03 PM
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QUOTE (Random Voices)
Adding +3 to a rifle's Power has the same net effect as reducing the armor rating by 3...

not true. for targets with less than 2 points of ballistic armor, or for hardened armor/immunity to normal weapons/etcetera, the effect is not the same.
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Kagetenshi
post Feb 1 2007, 05:25 PM
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Yeah, there's also all that. Barriers, too.

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nezumi
post Feb 1 2007, 09:10 PM
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QUOTE (Random Voices)
Just as a simple question - why introduce a whole new concept (armor penetration for rifles) instead of just increasing the Power rating of the rifles?

Raygun (who is our chief gun nut) brought this up. There's a difference between armor penetration and how easy a bullet is to resist. A high-powered, tiny bullet (a needle shot at mach 6) should be able to penetrate basically anything, but the damage would be easy to ignore. Meanwhile, a heavy, slower bullet (like a magnum) is more likely to be stopped by armor, but it takes a lot more physical... strength? to resist the damage it causes to the body.

Currently Power is primarily a function of your Body rating, not your armor. The intention behind making rifles decrease the armor rating was to reflect that, well, high powered rifles decrease the effective armor rating.
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post Feb 1 2007, 10:19 PM
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Almost sounds like what variable staging was supposed to represent. Instead of just a rule that rifles work against 3 less of the targets armor, how about introducing the possibility of other things with different default armor penetration. For nostalgia, we can toss that in like the variable staging in the damage codes.

9M would still be 9M because a Predator doesn't get a piercing bonus, but some rifles may be 6M3 to indicate the 3 point armor reduction and an experimental rail-needle may be 2L10.
My other question is, does the hardened armor have to beat the power before penetration effect or after?
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post Feb 2 2007, 09:31 AM
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I don't think the variable staging really has to do with the same sort of effect. You don't have to hit far better with a rifle to score a kill -- and if you do, that is easily simulated with Power and DL.

For hardened armor, it should definitely be armor rating modified by the penetration compared to effective Power.
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post Feb 2 2007, 03:09 PM
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QUOTE (Austere Emancipator)
I don't think the variable staging really has to do with the same sort of effect.

No, but I think it had the same sort of intent, just the effect became that light pistols were more lethal in the hands of an expert than almost any other weapon.

So 6M3 vs. 8 hardened would get through at effectively 1M. Seems fair.
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nezumi
post Feb 20 2007, 07:41 PM
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I was testing out the shotgun rules where all armor counts as hardened (so if the shotgun doesn't overcome the armor rating, it does nothing, keeping mind that shot already has the -2 to power due to being flechette). It occurs to me that the problem here is the weapon either does a base of Serious damage, or none at all. So my shotgunner had 10 successes against two fellows, one with 8 points of armor, one with 7. The one with 7 had to resist 2D damage, with 8 extra successes. The fellow with 1 more point of armor didn't have to resist anything. A bit of a harsh dichotomy. Thoughts?
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post Feb 20 2007, 08:04 PM
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QUOTE (nezumi @ Feb 20 2007, 02:41 PM)
Thoughts?

I still favor the inverse burst logic. When the real TN would be down to -1, set it back to 2 and lower the damage by 1 level. -1L becomes 2null or no damage possible.
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post Feb 20 2007, 10:56 PM
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QUOTE (SirBedevere)
IIRC after firing the last round in a magazine of a semi-auto pistol you have to release the slide before you can fire again.

Actually most firearms need to be readied with an additional action if you've completely emptied the weapon and then reload. The reason is that since there's no round in the chamber you have to put one in there before you can fire. Even with, like, a LMG, I understand that if you went through your entire box of ammunition and emptied the machine gun, you'd often need to pull a lever or something to put the first round of the new belt in the chamber so that you can keep playing.


That's why I liked one of the Rainbow Six games so much...it actually kept track of whether or not you had a round in the chamber. Switching partially full magazines was thus faster than removing an empty one and putting a full one in.
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Sir_Psycho
post Feb 20 2007, 11:58 PM
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Do we want to do anything about the fact that Shotguns are all semi-automatic? What happened to pump action!? Did they stop making pump shotguns in 2010?

Also, while flipping through the Firearm Design rules, you cannot create an semi-automatic sniper rifle. Don't semi-automatic sniper rifles exist irl? Do we want to do anything about that?

What about the rule of no Smartgoggles/Smartlinks/Laser sights etc when dual-wielding pistols or smgs. It makes sense that you can't use a scope, but the rest don't seem unreasonable at all. Should we scrap it?
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post Feb 21 2007, 12:03 AM
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Which firearm design rules are you referring to?
Raygun's has sniper rifles start as SA, and the CC guide has sniper rifles start out as SA.

Was there some other guide mentioned that I missed?
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Sir_Psycho
post Feb 21 2007, 01:09 AM
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Oops. I read those wrong when I was flipping through. It said Design Options: Firing Mode (Single Shot only).

I thought it meant you could only design them to be single shot. My bad.
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Wounded Ronin
post Feb 21 2007, 01:38 AM
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What *I* think would make sniper rifles more fun would be if bolt action rifles had a small bonus to hitting targets at Extreme range.
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nezumi
post Feb 21 2007, 02:31 AM
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QUOTE (Sir_Psycho)
Do we want to do anything about the fact that Shotguns are all semi-automatic? What happened to pump action!? Did they stop making pump shotguns in 2010?

Also, while flipping through the Firearm Design rules, you cannot create an semi-automatic sniper rifle. Don't semi-automatic sniper rifles exist irl? Do we want to do anything about that?

What about the rule of no Smartgoggles/Smartlinks/Laser sights etc when dual-wielding pistols or smgs. It makes sense that you can't use a scope, but the rest don't seem unreasonable at all. Should we scrap it?

These issues have been brought up (you might already know that, but just so you're aware). In response to these issues, the following recommendations have been made:

-Some rifles (and shotguns) are bolt or pump action, should they be SS or SA?
- Perhaps change the Remington rifles into non-bolt actions, then offer SS bolt and pump guns as new weapons?
- Make manual advancement a free action

The suggestion of dual smartlinks/laser sights has come up. No one really commented on it though.
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post Feb 21 2007, 07:29 AM
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Sorry, I don't have the book with me, but I could have sworn that you could use smartguns with dual pistols, but it would only apply to 1 of the pistols, and only if you were firing them both at the same time instead of taking turns... It's possible we just house ruled it, but our speed-character has a smartlink with 2 induction pads, and usually uses one like suppressive fire and aims with the other using the smartlink. o.O

However, if it's true that you can't use a smartlink at all while dual-wielding, that rule should be changed. Since Smartlinks were defined as adding crosshairs into your vision, obviously you should only get the bonus for 1 of the guns though per simple-action.
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post Feb 21 2007, 08:51 AM
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QUOTE (Sphynx)
However, if it's true that you can't use a smartlink at all while dual-wielding, that rule should be changed. Since Smartlinks were defined as adding crosshairs into your vision, obviously you should only get the bonus for 1 of the guns though per simple-action.

RAW you can't use smartlinks (or other sight mods) while you duel wield.


My choice would be allow the smartlink bonuses to apply (to both guns) as long as you were shooting at just one target. Possibly with a range restriction added...
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post Feb 21 2007, 09:51 AM
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QUOTE
- Perhaps change the Remington rifles into non-bolt actions, then offer SS bolt and pump guns as new weapons?


The Remington rifle illustrations from SR1 shows both are bolt action.
It's the canon man.
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nezumi
post Feb 21 2007, 03:45 PM
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QUOTE (Sphynx)
Sorry, I don't have the book with me, but I could have sworn that you could use smartguns with dual pistols, but it would only apply to 1 of the pistols, and only if you were firing them both at the same time instead of taking turns...

That is correct. The suggestion is allow the bonus for both guns at the same time.

QUOTE
The Remington rifle illustrations from SR1 shows both are bolt action.
It's the canon man.


Correct, but it's SA. A bolt-action rifle should be SS. How do we fix that? Do we say that the Remington was never really bolt-action?
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post Feb 21 2007, 05:01 PM
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I say that the catalog had the wrong product name and stats for the description and image that were on the page. The wageslave responsible for the editing has been sacked and the catalog provider has spend thousands on damage control to try to get everyone to forget about that incident.
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Sir_Psycho
post Feb 21 2007, 09:41 PM
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Unfortunately, due to a human resources bungle, he was hired to write the weapon descriptions for the Remingtons in the 3rd edition BBB aswell. :grinbig:

I think MA (manual action) should be single shot, and loading another round (whether through a sliding bolt or pump) should be another simple action. I'd be in favour of changing the Remington 990 (infact, anything with remington in the title!) to MA, and maybe even breaking from the description of the Defiance T-250 and making that pump aswell.

Shotguns as they are are totally deadly. Having some in pump evens it a little bit. But it doesn't change the fact that the SA/BF shotguns are instadeathmachines.

I think we should allow the smartlink bonus to apply to both weapons (as long as you're using two cables or induction pads). The penalty is already in that you suffer stacking recoil. On that note, fixed and folding stocks should provide no recoil compensation when dual wielding.
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nezumi
post Feb 21 2007, 09:56 PM
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QUOTE (Sir_Psycho)
I think we should allow the smartlink bonus to apply to both weapons (as long as you're using two cables or induction pads). The penalty is already in that you suffer stacking recoil. On that note, fixed and folding stocks should provide no recoil compensation when dual wielding.

(I believe this is referring to dual-wielding and smartlinks).

There are no penalties for akimbo handguns if the fellow has the ambidextrous edge. At the time, it's easy to get up to 5 or 6 points of recoil compensation, even on a handgun. That means you can easily pop out 4 bursts with a pair of SMGs. Imagine causing 10S damage 4 times, each time with a base TN of 2 (for short range). This gets even more frightening if you use the increased SMG damage proposed earlier, in which case the damage gets up to 12S. Worse still if we make autofire more deadly (which has been brought up previously).

I ran a ganger campaign where one character dual-wielded preds. He would regularly put down an NPC a turn. With SMGs, I imagine two a turn would have been quite feasible. He just needed wired-3 and he would have been almost unstoppable, wiping out 6 NPCs before he had to reroll initiative.
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Sir_Psycho
post Feb 21 2007, 10:07 PM
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Then we need to change something with the difficulty of shooting. Dual wielding should be powerful, but your hit rate should be lower.

Some things we could introduce:
-Recoil on the first shot
-Double all uncompensated recoil (hell, we do it with BF shotguns)
-Range reduced. Short becomes medium, Medium becomes long etc.
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Kagetenshi
post Feb 21 2007, 10:18 PM
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IMO, the approach is to weaken Ambidexterity, then make Smartlinks the best way to compensate for the penalties. Under the "active" interpretation of Smartlink operation, which is the only one that allows the limited simsense rig and Essence cost to make sense, that's the most rational approach.

~J
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