QUOTE (Neurosis @ Sep 2 2010, 02:08 PM)

A. Unarmed attacks have the potential to do more damage/are harder to soak (if you are an adept/if you are using shock gloves respectively) and can be taken with you anywhere. Including past a MAD scanner. Imagine that Mr. Johnson has betrayed you and you want to get even. Nothing is better than walking into the meet, getting scanned for weapons, and then punching Mr. Johnson (who has, say Reaction 3 and no Dodge or close combat skill) in the throat for a million damage. Even if there are a hundred crunch-based reasons why it's a bad idea, I still love it on a flavor level.
B. Attacks with, say, a combat axe, have the same social restrictions as say, an assault rifle, but DEFINITELY do more damage if you are properly specc'd.
You lack 0 armor penetration, and while impact is typically 2 points lower than ballistic, you're completely ignoring how much hell APDS ammo imparts. It's far easier and cheaper to stack on damage using firearms than unarmed combat.
QUOTE (Neurosis @ Sep 2 2010, 02:08 PM)

C. Guns need ammo.
With how quickly combat finishes, I've found that having to reload your weapon is not something that occurs often unless you're using lots of full-auto fire.
QUOTE (Neurosis @ Sep 2 2010, 02:08 PM)

D. This is the most specious admittedly, so I saved it for last, but with melee combat you never get penalized for cover or for well, range...except the innate penalty of needing to close the distance.
Which is a huge disadvantage. Every IP you have to spend closing the gap is an IP where your opponent get 2 attacks against you. Considering I can easily drop a person with two attacks from an assault rifle, that is a huge disadvantage. If you choose never to close that range, then your melee character will never be able to drop the ranged combatant.
QUOTE (Neurosis @ Sep 2 2010, 02:08 PM)

But then again ,of course, comparing an Ares Predator to a Combat Axe is innately unfair. So let's pretend that nameless sam has an Ares Alpha instead. His base damage is 5P which is inadequate but maybe he'd like to use a Long Narrow Burst. His damage goes up to 11P (AP -1). Autofire is a wonderful thing. But he is reduced to 9 Dice to attack instead of 12, after recoil compensation. Compared to Frank's 13. More importantly, if he were to fire a second long burst in the round he would be suffering a significant and possibly crippling penalty from the cumulative recoil. He would be reduced to a single die if firing a second long burst or reduced to a measly four dice if following up the long burst with a short burst.
Perhaps you should learn the rules a little more closely before throwing out a scenario.
#1 - The Ares Alpha, like most assault rifles is 6P -1AP. So with a long burst, his damage is 6+6P -1AP.
#2 - You cannot fire two long bursts in a singe IP. So his second attack would be a short burst that suffers a -8 recoil penalty, -6 after compensation. So his 12 dice pool is reduced to 6 not 4.
#3 - Your melee character very well may have been knocked on his ass from the first burst.
#4 - Wound penalties. Your melee character will be accruing them as he closes the gap.
QUOTE (Neurosis @ Sep 2 2010, 02:08 PM)

I agree with you totally up until the last clause of the last sentence (obviously you are right in real life, but not in the grim darkness of the magical cyberpunk future). To paraphrase one of my favorite authors, in a fight, other things are NEVER equal. Who was victorious between a well-built gunman and a well-built swordsman in Shadowrun would likely be determined by one very important incidental factor...what range the combat begins at. If the combat begins at melee range, it is very hard to imagine the gunman having a chance. They would have to A) Win on Initiative and B) One-Hit the Swordsman or very likely be one-hitted themselves. On the other hand, if we begin the engagement at say, 50 Meters, forget about it. Short of run-and-hide, the melee based character is fucked. And that is how it should be.
No, it's going to break down to five important factors in a melee vs ranged fight.
#1 - Who goes first.
#2 - The distance that needs to be closed.
#3 - The weapon and ammunition used by the ranged combatant.
#4 - The armor used by the melee combatant.
#5 - The difference in IPs.