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GrinderTheTroll
So I was play-testing the Gunslinger Adept and was using 2 Smartlinked Colt Manhunters, shotting at 2 targets: Goon A and Goon B.

If my calcs are correct, here's what my dice pools look like for each of the 4 shots:

Agility=5, Pistols=6, Ambidextrious and Smartgun Link. I walked backwards behind my car door, took up Good Cover and started shooting.

Goon A and Goon B are standing in front of the car about 2 meters away. No cover modifiers and lighting was good.

Goon A:
- Shot 1: 11 dice / 2 = 6 dice (no modifiers yet) = 6 dice pool
- Shot 2: 11 dice / 2 = 5 dice (-1 for recoil) = 4 dice pool

Goon B:
- Shot 3: 11 dice / 2 = 6 dice (-2 recoil, -2 2nd target) = 2 dice pool
- Shot 4: 11 dice / 2 = 5 dice (-3 recoil, -2 2nd target) = 0 dice pool

The reduction in dice pool seems really steep to the point any more complicated of a shot would be almost impossible. Simply adding a -2 for cover and -2 for lighting would make the whole test pointless.


Alternatively, using 1 pistol against 2 targets looks more like this:

Goon A:
- Shot 1: 11 dice (+2 smartgun) = 13 dice

Goon B:
- Shot 2: 11 dice (+2 smartgun, -1 recoil, -2 2nd target) = 10 dice


Am I doing something incorrect here or are 2 pistols just not that useful?

Other part of this argument is, the possibilty of Critically Glitching rises for simply shooting at a 2nd target or added cover? I suppose you could realize a CG in that scenario as a gun jam or a richocet, but it seems silly that simply tunring my gun 2 meters over makes the chance of potential ammo explosion (per Explosive ammo) any more of possibility.

Any commets are welcome.

Thanks,

~GTT
mfb
did they remove the restriction on using a smartlink with two guns simultaneously in SR4?
Thanee
No, and he didn't add it in, as you can see above. wink.gif

Bye
Thanee
Butterblume
Well, there is a -1 modifier for shooting from cover.

Also, you miscalculated the recoil, in the first simple action both guns would have zero recoil, in the second both guns would have -2 (the uncompensated recoil of each gun counts for the other one, since both guns have -1 then, it adds up to -2).


(of course you can use 2 smartlinks at the same time. You just don't get bonus dice)
James McMurray
Yes, firing two guns is a huge dice pool reduction, but you're compensating by filling the air with more bullets. Given the power of DV vs. dice pool (assuming you score one net success), it's a decent tradeof.

Tying EX explosions to critical glitches was kinda odd, since it means higher skill = more stable ammunition. But the mechanic was already there, and is easier than trying to toss in another rule that just applies to that ammo, so I don't have a problem with it.
Ankle Biter
QUOTE (James McMurray)
Yes, firing two guns is a huge dice pool reduction, but you're compensating by filling the air with more bullets. Given the power of DV vs. dice pool (assuming you score one net success), it's a decent tradeof.

Tying EX explosions to critical glitches was kinda odd, since it means higher skill = more stable ammunition. But the mechanic was already there, and is easier than trying to toss in another rule that just applies to that ammo, so I don't have a problem with it.

If you want to look at it from a realism standpoint, shooting 2 guns should not be that useful. There is a reason the you only ever see funky ass both guns blazing moves in John Woo flicks, and that is that if you do not have both hands on your weapon (hur hur) accuracy goes out the window.

You can blag higher skill = less explosions as skill with a weapon includes basic safety drills and weapon maintenance, no gun nut worth their salt would ever overlook gun maintenance. On the other hand, manufacturing quality on firearms by the SR 4 period should make weapon explosions highly unlikley. A botch is far more reasonably represented as your bullet going somewhere inconvinient like the corp you are extracting's leg.
Austere Emancipator
QUOTE (Ankle Biter)
On the other hand, manufacturing quality on firearms by the SR 4 period should make weapon explosions highly unlikley.

The quality of firearms makes weapon explosions highly unlikely now, explosive ammunition or not.
Butterblume
Well, you could hit the lamp post right in front of you (glitch!). The explosion from that one could hurt you, and in extreme cases, let your whole magazin of ExEx explode...
GrinderTheTroll
QUOTE (Butterblume)
Well, there is a -1 modifier for shooting from cover.

Also, you miscalculated the recoil, in the first simple action both guns would have zero recoil, in the second both guns would have -2 (the uncompensated recoil of each gun counts for the other one, since both guns have -1 then, it adds up to -2).


(of course you can use 2 smartlinks at the same time. You just don't get bonus dice)

Ok let me correct my numbers:

If my calcs are correct, here's what my dice pools look like for each of the 4 shots:

Agility=5, Pistols=6, Ambidextrious and Smartgun Link. I walked backwards behind my car door, took up Good Cover and started shooting.

Goon A and Goon B are standing in front of the car about 2 meters away. No cover modifiers and lighting was good.

Goon A:
- Shot 1: 11 dice / 2 = 6 dice (-1 shooting from cover) = 5 dice pool
- Shot 2: 11 dice / 2 = 5 dice (-1 shooting from cover) = 4 dice pool

Goon B:
- Shot 3: 11 dice / 2 = 6 dice (-1 shooting from cover, -2 recoil, -2 2nd target) = 1 dice pool
- Shot 4: 11 dice / 2 = 5 dice (-1 shooting from cover, -2 recoil, -2 2nd target) = 0 dice pool

Still seems more risk than reward in using 2 weapons even in this "ideal" situation.
Austere Emancipator
QUOTE (Butterblume)
Well, you could hit the lamp post right in front of you (glitch!). The explosion from that one could hurt you, and in extreme cases, let your whole magazin of ExEx explode...

How the hell would hitting a lamp post make the cartridges in your magazine go off?
SL James
Magic!
Butterblume
The explosion or parts of the lamp post might hit your gun ... after all, it's ExEx wink.gif.
But i agree, not every glitch would lead to this.

QUOTE (GrinderTheTroll)
Still seems more risk than reward in using 2 weapons even in this "ideal" situation.

Shooting 2 guns at the same time is only for people with ridiculous high dice pools, and even then only in certain situations.
James McMurray
The dual gunman in our SR game has 15 dice, and even he doesn't do it all the time. However, look at the possible damages, assuming your foe has a 4 reaction and does not take full defense.

With 17 dice, two shots you'll get 5.6 successes on shot 1, he'll get 1.3. That's a base DV to soak of 9 with a heavy pistol. Shot two you each lose one die, so .3 successes. Still DV 9 to soak (twice). Body 4 + armor 6 they'll take 12 hits on average.

With 15 dice firing twice you have 8 dice for the first mainhand attack, 6 for the second, 7 dice for the first offhand attack, 5 for the second. Assuming you taken them in most dice to lowest order, you'll get on average 1.3, 1.3, 1.3, and 1.6 net successes on each shot, making him soak DV 6 4 times (assuming no special ammo). Body 4 + armor 6 means they'll take 12 hits on average.

That looks a little odd, so my math may be off slightly somewhere. Special ammo changes things a lot (don't dual wield EX Explosives). You also have more options with multiple guns. For instance, you can never fire more than one gun per round, but if dual wielding can have the choice between two different ammo types without having to change clips (stickshock in one and EX Explosive in the other probably wouldn't be a bad idea).
nick012000
They allow you to apply smartgun link boni when duel weilding firearms now. That's a +2 modifier to both shots.
GrinderTheTroll
QUOTE (nick012000)
They allow you to apply smartgun link boni when duel weilding firearms now. That's a +2 modifier to both shots.

SR4:141 "Attacker using a Second Firearm", it specifically says, "Two-gun attacks also negate any dice pool bonuses from smartlinks or laser sights."

The dual-blazen guns sounds pretty cool, but I think i've convinced myself unless there are 20 dice or so involved it's not really worth it.
Jaid
well, there was that creation a while back... i believe it was a (theoretical, rules extrapolated) four armed troll quad-wielding some kind of heavy machine gun or something, with each gun having really nice recoil comp, blasting full auto wide bursts (so that the target can't dodge).

so there can most definitely be good things resulting from dual-wielding guns... you just have to do it in the right way nyahnyah.gif
Rooks
Can anyone tell me why actually smartlinked isn't incorporated when using to pistols besides "Thats what the books says?"
James McMurray
You mean why it isn't incorporated while dual wielding? It's because the system can't handle the dual inputs. That's an in game reason. Out of game reasons include:

- ease (what happens if just one gun is linked, how do you split that pool)
- balance (if dual wielding is easy there's no reason not to do it)
GrinderTheTroll
QUOTE (Rooks)
Can anyone tell me why actually smartlinked isn't incorporated when using to pistols besides "Thats what the books says?"

You can spent tons of time re-writting any RPG and lots of groups do. However, there are lots of us out there who like to play "rules as written" for sake of playing the game as it was intended.
James McMurray
Grinder: very true, but not exactly an answer to the question.
Voran
May end up being particularly cheesy, but maybe you could say skill bonuses to gunfighting from adept bonuses stack instead of split with the regular pool. It would make adept gun bunnies more able to do the hong kong gunfu stuff.
James McMurray
And as we all know, adept gun bunnies need all the help they can get. wink.gif
Voran
QUOTE (James McMurray)
And as we all know, adept gun bunnies need all the help they can get. wink.gif

Heh, yeah, hence the cheesy smile.gif
Edward
QUOTE

You can blag higher skill = less explosions as skill with a weapon includes basic safety drills and weapon maintenance, no gun nut worth their salt would ever overlook gun maintenance.


not going to fly. Consider when the low skill char and high skill char swap guns.

Of the char with pistols 2 qui 2 logic 5 gunsmiths 5.

Or for that matter that you ammunition is less stable at long range, or in the dark in an open space, than on a hot day pointing point blank at a cyber zombie’s armoured torso?????

As to the original question, add some recoil comp to those weapons and you will see a different picture emerging.

It should be trivial to writ the soft wear to display 2 points in the field of vision, but you try tracking 2 points simultaneously, bringing them both on target and firing the guns, in a half second time frame. (ok one and a half seconds, you don’t have init boosters.)

Best a starting char could easily achieve.

Agil 10 (elf with improved attribute)
Skill 6 with specialisation +2
Improved ability 4

Full recoil compensation (easily achieved)

Goon A:
- Shot 1: 22 dice / 2 = 11 dice (-1 shooting from cover) = 10 dice pool
- Shot 2: 22 dice / 2 = 11 dice (-1 shooting from cover) = 10 dice pool

Goon B:
- Shot 3: 22 dice / 2 = 11 dice (-1 shooting from cover, -2 2nd target) = 8 dice pool
- Shot 4: 22 dice / 2 = 11 dice (-1 shooting from cover, -2 2nd target) = 8 dice pool

You can make shots 1 and 2 bursts if you put a gas vent 3 on each weapon.

Its dose provide an advantage when you put a lot of points into it, of cause you may feal like a one trick pony after spending all those build points on guns, and you can only ever gain one additional dice

Edward
hobgoblin
so recoil comp in SR4 make recoil go away for good? not like in SR3 where it went away for that shot but magicaly came back on the next in that phase?
Nikoli
Funny thing is, EX and EX-EX rounds contain no explosives other than the propellent to make it leave the gun at a high rate of speed, it simply turns into a shot round after penetration, making it damage areas not necessarily in the vicinity of the entrance wound and makes a true bugger to remove the round for the Dr. performing the surgury.
Austere Emancipator
QUOTE (Nikoli)
Funny thing is, EX and EX-EX rounds contain no explosives other than the propellent to make it leave the gun at a high rate of speed [...]

Where does it say that?
James McMurray
Edward, you can start with aptitude and get another die, but it's a bunch more build points for much lower effect, and if you don't do it then you can't get improved ability 4.
Waltermandias
There are two rather hefty advantages of dual handguns that people often overlook.

Rather hefty advantage #1: You become the Mookinator. With even one extra initiative pass you fire eight times a turn! Twelve if you have two extra passes! That's 12 mooks getting wound penalties, or a lesser number going down. Even though you have dramatically reduced dice pool, mooks suck and are made to be shot, and thus are unlikely to get out of the way with their mooky little dodge pools.

Rather hefty advantage #2: Say you are fighting some godawful Cyberzombie or Speed freak adept. You can't hit him cause he has a hajillion dice on his reaction+dodge roll and wide bursts are bouncing off him like rain. Moreover he's cutting you so bad you wish you hadn't been cut so bad. Unload on him. You can't hit him for shit (although, hey, maybe you'll get lucky.) but he'll have a -4 penalty when your friend lays some godawful narrow burst action on his shiny metal ass. Rinse and repeat until he stops moving. And maybe for a few actions after that, just to be sure.

Sadly, overall, dual wielding pistols isn't as good as I would like it to be. Of course, I also believe that Chow Yun Fat is the way, the truth, AND the light. And that Hard Boiled and the Killer are sacred texts, so I may be a little biased.
ronin3338
QUOTE (Butterblume)
Well, there is a -1 modifier for shooting from cover.


Does anyone else think this is silly?

If I'm leaning over my car, and my target's in the open, why is it harder for me to shoot him? I can still see him just fine, though it'll be harder for him to hit me...
James McMurray
Because your cover restricts your range of movement, albeit only slightly.
Butterblume
Makes kinda sense. Of course, it's a bad thing for the dualwielding posers.

But then, dualwielding posers don't stay behind cover biggrin.gif.
James McMurray
It's too hard to slide across waxed floors blasting the bad guys if you're behind cover, so no selfrespecting dual wielding poser would ever think of taking that -1 die penalty.
ronin3338
QUOTE (James McMurray)
Because your cover restricts your range of movement, albeit only slightly.

I guess... but unless my target goes prone in the street, where I can't see him beyond the hood of my car (in which case he has cover), I really don't have any trouble keeping a bead on him.

I think I'm gonna house rule this mod out of existance, and stick with cover mods for the target, and use a mod if the shooter has restrictions on tracking his target(firing through arrow slits or something like that)
GrinderTheTroll
QUOTE (Edward)
QUOTE

You can blag higher skill = less explosions as skill with a weapon includes basic safety drills and weapon maintenance, no gun nut worth their salt would ever overlook gun maintenance.


not going to fly. Consider when the low skill char and high skill char swap guns.

Of the char with pistols 2 qui 2 logic 5 gunsmiths 5.

Or for that matter that you ammunition is less stable at long range, or in the dark in an open space, than on a hot day pointing point blank at a cyber zombie’s armoured torso?????

As to the original question, add some recoil comp to those weapons and you will see a different picture emerging.

It should be trivial to writ the soft wear to display 2 points in the field of vision, but you try tracking 2 points simultaneously, bringing them both on target and firing the guns, in a half second time frame. (ok one and a half seconds, you don’t have init boosters.)

Best a starting char could easily achieve.

Agil 10 (elf with improved attribute)
Skill 6 with specialisation +2
Improved ability 4

Full recoil compensation (easily achieved)

Goon A:
- Shot 1: 22 dice / 2 = 11 dice (-1 shooting from cover) = 10 dice pool
- Shot 2: 22 dice / 2 = 11 dice (-1 shooting from cover) = 10 dice pool

Goon B:
- Shot 3: 22 dice / 2 = 11 dice (-1 shooting from cover, -2 2nd target) = 8 dice pool
- Shot 4: 22 dice / 2 = 11 dice (-1 shooting from cover, -2 2nd target) = 8 dice pool

You can make shots 1 and 2 bursts if you put a gas vent 3 on each weapon.

Its dose provide an advantage when you put a lot of points into it, of cause you may feal like a one trick pony after spending all those build points on guns, and you can only ever gain one additional dice

Edward

Sadly SR4 RAW, Pistol despite being able to accept barrel mounts, can't have Gas Vents. Also, the scenario you've presented is close to "max" you'd be able to achieve unless you've an adept who spents all their future points on Pistol Improved Skill.
James McMurray
Use machine pistols, they can have gas vents.
GrinderTheTroll
QUOTE (James McMurray)
Use machine pistols, they can have gas vents.

That's a good point.
Butterblume
That's the reason why i would allow gas vents on pistols wink.gif.
James McMurray
But then you're breaking the RAW. Be careful, you may get lynched! wink.gif
GrinderTheTroll
QUOTE (Butterblume @ Apr 10 2006, 11:39 AM)
That's the reason why i would allow gas vents on pistols wink.gif.

Oh I know, it pissed me off to no end that RAW pistols can't use Gas Vents, there are real-life examples of it as others have pointed out in prior threads.
Butterblume
I might come up with something else, which gives a recoil compensation of 1.
The point is, it's just strange that you can shot burstfire with a SMG without recoil, but not a semiautomatic pistol.

As i am sure, was discussed before wink.gif.
hobgoblin
edit: never mind...
Shrike30
Hell, there are IN-GAME examples (Hammerli 620, anyone?) of pistols with gas vents. I personally think it's an oversight, but it's the RAW.
hobgoblin
could it be a cut-n-paste error?
blakkie
QUOTE (Shrike30 @ Apr 10 2006, 03:58 PM)
Hell, there are IN-GAME examples (Hammerli 620, anyone?) of pistols with gas vents.  I personally think it's an oversight, but it's the RAW.

That is integrated by the manufacturer though, not an add-on. So it isn't completely inconsistant, although not allowing after-market still doesn't jive with RL as my understanding is they can come in both built-in and after-market forms.

It is likely just an oversight of some sort when the text was written.
James McMurray
Yeah, not everything described on the guns is available for general use. For instance, you can't use the "special chamber design" of the Ares Alpha to give any other gun a +2 recoil modifier, although perhaps you can once the gun design rules come out for SR4.
Voran
The cover rule screwing up an attacker's attack seems a little off to me too. Maybe make it a factor of range or something? If the target is closer to you, being behind cover yourself might limit your field of view, since in a way your cover is also his cover, but for some mook standing Medium range or farther in the middle of the street, me partially covered by a mailbox shouldn't have much of an impact on my aim.
Tattered~Seraphim
I'm currently statting a two guns gun-fu and swords bunny character, and am not sure on what guns to take. My GM has suggested me taking an AVS, but we'd both like you guys' opinion on whether to have it dikoted. Not 100% sure on what the dikote is and how it works either.
blakkie
QUOTE (Tattered~Seraphim @ Apr 10 2006, 06:02 PM)
I'm currently statting a two guns gun-fu and swords bunny character, and am not sure on what guns to take.  My GM has suggested me taking an AVS, but we'd both like you guys' opinion on whether to have it dikoted.  Not 100% sure on what the dikote is and how it works either.

Whichever way make sure you use only the "friendly" end during any sessions of coupling with your firearms.
Nikoli
QUOTE (Austere Emancipator @ Apr 10 2006, 10:07 AM)
QUOTE (Nikoli)
Funny thing is, EX and EX-EX rounds contain no explosives other than the propellent to make it leave the gun at a high rate of speed [...]

Where does it say that?

Pg. 312 SR4
Ex Rounds: Explosive rounds are solid slugs designed to fragment and explode on impact.

Ex-Ex rounds: This improved model of explosive rounds...

Not composite, not explosive core, solid slug scored intentionally to fragment rather than flatten on impact.

If it had a heat sensitive explosive, the round would blow your hand off, even on all 6's because the propellent gasses are hot enough to sterilize the round before it exits the barrel (or so I've heard).

Now, the round misfiring and rendering the gun usefull only to block or as a hammer, no problem. The rounds being more susceptible to "cooking off" than standard rounds I just don't see. the rounds i'd be afraid to carry in a high heat environment are the stick/shock rounds, they hand little batteries in them, there is a reason why all batteries, even the little tiny suckers that arthritic folks can't manage to load into their hearing aids come with a warning saying DO NOT, FOR THE LOVE OF ALL THAT YOU HOLD DEAR, INCINERATE. (or is that just how I read it?)
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