| QUOTE (Kazum) |
| Well i haven't had the opportunity to play SR4 til now, but the problem was the same in SR3, i suppose. No One ever took an SMG.... But that was mainly my fault as a GM. I think the "readying" rule is quite good, i may use this. Another thing is: When you are crawling in narrow spaces like canalisations, tubes [...] a big weapon like an assault rifle or a shotgun could easily make you stuck there or just makes movement there difficult. That woult be a reason to take an smaller gun. |
| QUOTE (Vvornth) |
| Sound overall is something that is commonly forgotten in RPGs. |
| QUOTE (kzt) | ||
The reality is that they are inferior to assault rifles in every way. (Other then concealability, or where you need a round that has less destructive terminal ballistics than the typical intermediate rifle round. As an example of this, consider a shootout on a submarine.) Their inferiority is why fewer and fewer tactical teams use them as primary weapons. So you don't need to fix anything. Pat Rogers has an article on this topic in the current issue of SWAT. He points out that they are a lot cooler looking and more fun to shoot, but in practical terms they are a poor choice unless you fall into a few special cases. |
| QUOTE (TheOneRonin) |
| With one of those special cases being the need for sound suppression. A truly suppressed rifle firing subsonic 5.56x45mm ammo will be pushing a ~62 grain projectile at around 1000fps. |