Ranged Combat, the SR3R way |
Ranged Combat, the SR3R way |
Feb 21 2007, 10:28 PM
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#301
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Great Dragon Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 |
The problem with dual wielding weapons is that you really can't aim them in an appropriate manner. Just hit them with some truly ginormous to hit penalty which represents you crapping all over Using Firearms 101.
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Feb 21 2007, 10:49 PM
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#302
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Using Firearms 101 doesn't involve you having a limited simsense rig helping you aim.
~J |
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Feb 22 2007, 02:35 PM
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#303
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Incertum est quo loco te mors expectet; Group: Dumpshocked Posts: 6,546 Joined: 24-October 03 From: DeeCee, U.S. Member No.: 5,760 |
Currently the penalty is +2 to each weapon. However, as you're aware, with ambidexterity, that can be reduced to 0. So are you suggesting that the initial penalty be increased, or that the ambidexterity bonus be decreased?
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Feb 22 2007, 02:42 PM
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#304
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
That the ability for ambidexterity to offset the entire penalty be decreased, whether by increasing the initial penalty or decreasing the ambidexterity offset (or possibly eliminating its applicability to ranged combat).
I first need to figure out what's happening to two-weapon combat in melee, but my initial inclination is to cut Ambidexterity down into two levels, costing 3 and 6 points respectively, that each offer -1 to the penalty. ~J |
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Feb 22 2007, 03:57 PM
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#305
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Neophyte Runner Group: Members Posts: 2,222 Joined: 11-October 02 From: Netherlands and Belgium Member No.: 3,437 |
Am I missing the point here? Ambidexterity isn't a problem, why tamper with it? Anyone spending 8 points on an edge should expect a solid bonus, it's nice and balanced.
And from my understanding of the 'limited simsense', it's limited in that it can only read, not write. Ie: it's used to figure out where the gun is pointed so the crosshairs in your eye is focused on whatever the gun is pointed at. It doesn't aim the gun for you. That's why Smartlinks can't be used to fire 2 weapons at once. You only have 1 set of crosshairs in your eyes (and your eyes can only focus on 1 object at a time). That's why it should be possible to use the Smartlink while wielding 2 weapons if you're only aiming with 1, and using the other to lay some suppressive fire. |
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Feb 22 2007, 04:28 PM
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#306
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Incertum est quo loco te mors expectet; Group: Dumpshocked Posts: 6,546 Joined: 24-October 03 From: DeeCee, U.S. Member No.: 5,760 |
Ambidexterity (probably) isn't a problem, and two smartlinks aren't a problem, but when used together, it's a problem. Additionally, the ambidexterity rules would seem to be a little unrealistic. So I would agree, if we can make ambidexterity and two-weapon firing more realistic AND bring in a cool feature (two smartlinks), that would probably be a good move. |
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Feb 23 2007, 06:51 AM
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#307
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Neophyte Runner Group: Members Posts: 2,222 Joined: 11-October 02 From: Netherlands and Belgium Member No.: 3,437 |
But using 2 SmartLinks doesn't make sense. The cross-hairs would be 3-dimensional, requiring 2 eyes to focus on a per-object basis. The best you could hope for is if you're shooting at the same target, and personally, I don't think it's unbalancing to allow the smartlink bonus when pointing 2 weapons at the same target. Ambidexterity is still pretty much 8 points to get a -2TN. Nothing unbalanced there.
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Feb 23 2007, 08:31 AM
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#308
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Great Dragon Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 |
But -2 TN is *very* powerful. One thing about SR3 is that you really, really don't carelessly dispense TN bonuses. The rules caution that Aptitude must NOT be allowed on combat skills. If -1 is verboten, why would we want to let a character get -2 AND get a bonus that applies not only to firearms but also to melee? |
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Feb 23 2007, 08:32 AM
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#309
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Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
if using two smartlinks doesn't make sense, then neither does ambidexterity. if ambidexterity makes sense, then two smartlinks make sense.
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Feb 23 2007, 12:11 PM
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#310
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Neophyte Runner Group: Members Posts: 2,222 Joined: 11-October 02 From: Netherlands and Belgium Member No.: 3,437 |
Ronin, ambidex doesn't give any bonuses. It only offsets a negative modifier. There is a huge difference.
mfb, you're right, ambidexterity really shouldn't be a factor in firearm usage. Doesn't take someone ambidextrous to shot at the same target with 2 guns, that just takes practice. And shooting at different targets is a perception problem, not an ambidextrous problem. Might make more sense to use a rule like this: If shooting at the same target with 2 weapons, you suffer a -2 for each weapon. Every 2 levels of lowest skill rating in the firearms being used, can reduce that penalty by 1 per-weapon, requiring a skill of 8 to offset the negatives entirely. If shooting at seperate targets, you recieve a -6 to the secondary target. By concentrating less on the primary target you can reduce the penalty to the secondary target as you increase the penalty on the primary up to a -3 on each target. The maximum anyone can raise/lower the penalty is by 1 for every 2 levels of lowest skill rating in the weapons being used. That kinda ruling would make the most sense I think.... if you're going for more realism anyways. |
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Feb 23 2007, 02:49 PM
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#311
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Incertum est quo loco te mors expectet; Group: Dumpshocked Posts: 6,546 Joined: 24-October 03 From: DeeCee, U.S. Member No.: 5,760 |
Are you asking why allow the -2 that the smartlink provides, but not the -2 ambidexterity allows? Are you asking from a game balance perspective or a realism perspective? I'm curious if anyone has any experience with two-weapon shooting. From a realism perspective, I for one can't comment beyond what I've seen in the movies (like Boondock Saints!) From a game balance perspective, the advantage of allowing dual smartlinks and not ambidexterity (or balancing the two together more) is primarily color. Firing to cybernetically controlled guns is awesome. |
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Feb 24 2007, 03:01 PM
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#312
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Shooting Target Group: Members Posts: 1,629 Joined: 14-December 06 Member No.: 10,361 |
Shall we put this in perspective, we've talked about how much extra damage can be done with dual firearms. Yes. It's certailnly more effective than using one of the same firearm in the hands of a skilled user.
Let's define skilled user though. First of all, we'll assume this gunbunny has a quickness of 6 let's go with Ambidexterity at full, which costs us 8 bp. We'll need a relative firearm skill for it, so we choose pistols at 6. That's up to 14 points (expensive), not including the high quickness. This allows a character to fire more rapidly, with no negative penalties, other than stacking recoil. Now, I'd say that the damage from an assault rifle burst or autofire would equal or exceed the damage of two pistols, as well as having a much better range among other things, and being able to use smartlinks, lasersights, scopes, whatever. We'll still take a skill in pistols, for a side-arm, but when we want to kill a whole bunch of people we bring the assault rifle. So 6 + 6 Bp for Assault rifles and pistols at 6, or 6 + 8 for being restricted to pistols, but carrying two when you need to lay into some-one in combat. So I don't think it's really a balance issue, although I would like to add that using dual SMG's should some-how be more difficult than two pistols. |
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Feb 24 2007, 03:57 PM
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#313
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Incertum est quo loco te mors expectet; Group: Dumpshocked Posts: 6,546 Joined: 24-October 03 From: DeeCee, U.S. Member No.: 5,760 |
Firing two pistols will generally cause more damage than a single assault rifle in my experience (due to how quickly it wears down the target's combat pool). If you applied burst fire rules to dual-wielding pistols, that would solve the problem, however.
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Mar 27 2007, 01:45 AM
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#314
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
8) Grenades vanish into thin air
Take a grenade. Throw and/or shoot it at a target. Get no successes, but don't botch. What happens to the grenade? ~J |
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Mar 27 2007, 02:54 AM
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#315
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Runner Group: Members Posts: 3,066 Joined: 5-February 03 Member No.: 4,017 |
No skill reduction in scatter. Maximum scatter result if you want a bigger penalty. It's easy to throw something "roughly that way" and the lack of a critical failure means you didn't throw the pin or get an automatic rebound, but the lack of any successes means that the bounce and detonation were completely uncontrolled. I don't suggest using the maximum scatter idea, that would encourage the skill 1 PC to close his eyes and try a called shot against his own left little toe so the grenade will scatter safely (well, safer) away. |
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Mar 27 2007, 03:18 AM
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#316
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Here's a suggestion (going along with yours): since we're using the explosives-stage-based-on-Power rules, we make 1 success subtract the base amount of scatter, and no successes be, as you say, flat Scatter. If that results in excessively tight grenade placement, switch to +1d6 Scatter on a miss.
Thoughts? ~J |
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Mar 27 2007, 04:49 AM
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#317
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Running Target Group: Members Posts: 1,095 Joined: 26-February 02 From: Ontari-airee-o Member No.: 1,115 |
What's wrong with the current scatter rules? I really like them.
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Mar 27 2007, 06:21 AM
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#318
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Great Dragon Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 |
Once I had an entire group of players bitch at me after the scatter roll determined that a grenade thrown down a staircase bounced back up the staircase at them. Not saying I agree with them, necessarily, but that really made a lot of people go into WTF mode. |
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Mar 27 2007, 10:12 AM
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#319
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
They totally fail to handle an unsuccessful, non-botching attack. ~J |
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Mar 27 2007, 01:13 PM
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#320
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Running Target Group: Members Posts: 1,095 Joined: 26-February 02 From: Ontari-airee-o Member No.: 1,115 |
Isn't a failed unbotched roll play you that you just throw, and don't reduce the scatter be enough?
If you get 8 scatter an 1 success, you are close, but not exact... therefore the power gets reduced. the direction is random so it is realistic. How is this failing? You can't really increase or decrease the power of the grenade based on a throw, only by where it lands. How well you throw depends on successes. Does anyone else think nades are broken? |
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Mar 27 2007, 01:59 PM
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#321
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
But if you get zero successes? Where does the grenade go? The direction being random isn't realistic, it's just easier. ~J |
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Mar 27 2007, 03:01 PM
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#322
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Target Group: Members Posts: 44 Joined: 7-May 06 From: Winnipeg Member No.: 8,532 |
Have you ever seen an adept with the "throwing mastery" power throwing 'nades at people, doing dmg for the hit itself and then explode? What happens to the scatter?
Peace! Crossfire P.S. What about grenade dmg? Using the optional Fields of fire rules or standard dmg rules depending on successes? What does 3rd edition says about it? |
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Mar 27 2007, 03:06 PM
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#323
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Genuine Artificial Intelligence Group: Members Posts: 4,019 Joined: 12-June 03 Member No.: 4,715 |
Wow, I was just talking about this exact issue with one of my players last night. It was in the context of 4th edition, but in this case I don't think it makes a difference. I said that after the throwing test was made the player could divide her successes into two piles, one for throwing damage and one to reduce grenade scatter. We would resolve "normally" from there. |
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Mar 27 2007, 03:07 PM
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#324
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
I'm not sure what I'd do with that. I guess we should probably have rules for it—my inclination is to insist that all successes go to damage, so the grenade will get full scatter afterwards. Though I don't think it makes sense, I could be open to a compelling argument that the adept should be able to declare before throwing how many successes go where.
Edit: wow, Moon-Hawk is generous :) As for damage, the official SR3R rule for staging explosives is the formerly optional SR3 rule that dice equal to 1/2 Power at target's location are rolled against TN 4 for staging up. That still leaves the question of whether the staging should act like melee, ranged, or a third way—my inclination is to use ranged staging. ~J |
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Mar 27 2007, 03:13 PM
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#325
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Runner Group: Members Posts: 3,066 Joined: 5-February 03 Member No.: 4,017 |
Moon-Hawk's ruling makes sense to me, except I'd split the dice before the roll. If the adept focuses on hitting the target hard with the grenade, then there is the risk of completely overpowering and throwing too early so that it bounces a lot. If the adept primarily focuses on getting the timing right, that's less dice on the impact damage.
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