Spike
May 30 2007, 04:52 PM
What is wrong with the way it's modeled in game?
Seriously, help me out. My expirences with autofire have not really provided me with the knowledge that I apparently need to see what is seriously broken. I recall scads of nonspecific complaints. There seems to be a general tendency to shrug and say 'yup, she's broke' and leave it at that.
I wish I had a specific beef to point to, but all I can recall is hearing/seeing people diss the rules in general at some point.
So, if you have a beef with Autofire and you know your guns tell me what it is, tell me how you'd do it.
Moon-Hawk
May 30 2007, 04:56 PM
I hope I picked the right thread.

I think the biggest point of contention is that the recoil of the 10th bullet should not affect the probability of the first bullet hitting.
edit: Oh, and if you're posting anything and you get an error, 95% of the time it worked, even if you think it didn't.
Lagomorph
May 30 2007, 05:09 PM
another problem is that the gun fires as fast as the person can act. Guns have a set rate of fire, but in the game, a full auto street sam (IP3) shoots 30 bullets, yet full auto mage (IP1) would shoot only 10 bullets with the exact same gun in the same round.
Full auto mage. I like the sound of that, I think I have a new character..
Caine Hazen
May 30 2007, 05:21 PM
QUOTE (Moon-Hawk) |
I hope I picked the right thread. 
edit: Oh, and if you're posting anything and you get an error, 95% of the time it worked, even if you think it didn't.  |
Solved that number of threads problem... so this will be the right thread. Moon-Hawk is right, refresh the main page and see if the post was sucessful before reposting 
I feel a gun thread coming....
Spike
May 30 2007, 05:32 PM
Didn't realize it had posted. I got the white screen of error message doom.
I certainly hope to get a good gun thread out of this.
So far we just have a minor hiccup or two, from the tone of the memories of converstations/threads in teh past I got the feeling it was horrendously, horribly, totally and irrecoverably innaccurate... something I had a hard time reconciling with my memories of firing ye olde heavy machine gun back in the day.
WearzManySkins
May 30 2007, 05:42 PM
Hmm I have seen a Shooter fire a single action revolver holding six shots in less than a second IRRC it may have been less than half a second, accurately. Yes he as fanning but the trigger was not tied back.
Me if I was doing the same, maybe 6 shots in two seconds with the same pistol type.
The shooter was/is firing twice as many shots as I could. Does that mean the auto fire rules are broken....no.
Look back at a tread I posted about a 2 barreled weapon I was asking about recoil...that type of weapon in Full Auto fires 20 round per IP, so technically with 3IP's 60 rounds could be fire, the recoil is another issue.
This is a game system, some things are abstracted to a degree. Most full single barreled auto weapons in todays world can fire more than 60 rounds a sec. Most of todays weapons can easily fire more than 100 rounds per second, but things like ammo capacity, and armies not wanting there troops to use so much ammunition have cut that back a bit.
If you like create a house rule that limits the number of rounds you can fire in a single IP. Bet remember the highest legal skill level is a 7.
I have and have used a RPG combat system "Phoenix Command", I have the earliest and most of the latest. It will give you what you seek and more. But combat will take a very long time, unless you are using laptops loaded with a program to generate the hits. Anytime I think a certain RPG's firearm combat is lacking something ie auto fire etc, I take down some of those books, reread thru them, then put them back, and figure the current system I "think" has issues, I figure out it really does not.
Remember no one really wants to spend half an hour just figuring out if they hit and where.
deek
May 30 2007, 05:49 PM
I think the question here pertains more to why does the same pistol, using auto-fire (where the trigger is just depressed), allow someone with more IPs to fire more bullets.
I understand why someone depressing a trigger faster can shoot more, because they are indeed faster...but just holding down a trigger???
sunnyside
May 30 2007, 06:10 PM
@Spike
The full auto rules are "wrong" in, well, most ways if you want to be picky.
Recoil and ROF are two. The damage done doesn't track what you would do if each shot were handled indavidually. And supressive fire is kind of a joke as you're guaranteed not to get killed by it. Often you can guarantee not taking physical damage. Also the bullets can't find you if you hold very still.
The question is what else to do? There are systems with more realistic full auto rules. They take forever to manage, and eventually the players start to groan whenever someone uses it.
At this level of abstraction they're generally considered close enough and play well on the table. Recoil happens and make you more likely to miss, more shots are more likely to kill someone, and you can at least fire at large groups of people.
The only thing I might tweak is ROF. I could see giving weapons a max ROF even a super sammie can't beat. (typically 30 rounds per 3 seconds)
And they always fire at that rate in supressive fire, and for every 10 rounds that go by you get another supressive fire test. You also roll even if the person is just standing there. I'd also roll as well if a person is dropping prone or diving for cover but I'd give a bonus.
mfb
May 30 2007, 06:10 PM
the point of autofire is not, in general, to get lots of rounds to hit your target, it is to make sure your target gets hit by at least one round. unless you're talking about extreme ranges, autofire should pretty much always give you an increased chance to hit a single target.
if you're switching targets in the middle of a burst, yeah, recoil should affect you because you'll have a much harder time acquiring your target when your weapon is doing jumping jacks against your cheek--but even then, a lot of spraying can make up for a lack of aiming, at least at closer ranges. so, basically, the first attack you make with an autofire burst should not take recoil penalties, no matter how many rounds you're firing.
Spike
May 30 2007, 07:10 PM
Mind you, I don't personally have a problem with the system as it stands. That's part of my point, I don't always get why people complain so much and I'm hoping to see why.
I've got Pheonix Command, and played it way back in the day, I had fun but I don't exactly want to recreate the expirence of spending all day resolving a five minute tactical senario (only ten seconds of which were actual combat) resulting in the deaths of three quarters of the PC's... though as it was a pure PvP senario that might not reflect the lethality of the system accurately.
So far the biggest beef is interfacing Autofire with the 'enhanced human initiative', which is hard to argue from a realism standpoint I suspect

.
Beef number two seems to be that immobile targets are more or less immune to suppressive fire? Not having my book handy, I have to guess that the chances of being hit by suppressive fire are based largely by how many meters you move through it? Minor tweak: make a flat chance to be hit by supressive fire based on how many IP's/rounds you are in the affected area?
Beef Three: when to apply recoil penalites? Accuracy over ranges? I'm not sure how to phrase it. Is there an existing rule for 'walking fire' to the target? I know that was my easy aiming solution when I was firing. Recoil I'm less familiar with. I know three round bursts from an assualt rifle were trivial when aiming (that burst anyway), and recoil from a tripod or ring mounted HMG is not a factor. Neither one seems to apply to the situations being discussed.
Moon-Hawk
May 30 2007, 07:19 PM
QUOTE (Spike) |
I'm not sure how to phrase it. Is there an existing rule for 'walking fire' to the target? I know that was my easy aiming solution when I was firing. |
I would call it searching fire. And if I wanted a rule for it I would give extra dice on the attack roll for each extra bullet, and not modify DV or dodge rolls. If there's no recoil compensation, it's just a waste of ammo, but the more RC you have the more helpful this can be.
For that matter, you could create a unified autofire rule where if the number of bullets fired is n, then you get (n-1) points to distribute however you desire amongst:
1) Extra dice for "searching fire"
2) Extra DV for narrow burstage
3) Penalty to dodge for wide burstage
All of the existing rules and modifiers would be a subset of this rule, but it would allow for more combinations.
If you wanted to. It's just an idea that I had while sitting here at my desk avoiding work. Someone will be along shortly to point out why it's crap.
Lagomorph
May 30 2007, 07:22 PM
I think you got the summary of it very well.
Honestly, even though there are issues with it, none of my groups have changed anything with fire arms.
It's not really that bad, it does a decent job of resolving multiple bullets into one roll, and recoil does exist, though for pretty much all cases it will be a non-issue because of recoil comp items. If your group is heavily composed of gun fanatics, then some house rules would help them foaming at the mouth, but otherwise, it's probably the best area of the system that sucessfully mimics real life.
WearzManySkins
May 30 2007, 07:24 PM
Spike,
Thanks I too recall the lethality of Phoenix Command, I did see one effect of its deadliness, my player characters tended to avoid combat it they could, if they could not, they pulled out all the stops on brain storming a way so they gave alot more than they received in combat. Also what they gave out in combat very focussed and lethal.
Dashifen
May 30 2007, 08:34 PM
QUOTE (Spike) |
Beef number two seems to be that immobile targets are more or less immune to suppressive fire? Not having my book handy, I have to guess that the chances of being hit by suppressive fire are based largely by how many meters you move through it? |
Not exactly:
QUOTE ("sr4 p. 144 under Suppressive Fire") |
Any character that is currently in (but not behind cover or prone) or that moves into or out of the suppressed area before the shooter’s next Action Phase risks catching some flying lead. That character must make a Reaction + Edge Test (+ Dodge if on full defense) with a threshold equal to the hits scored by the suppressing attacker. If the test fails, the character is hit, suffering damage at the weapon’s base Damage Value. Characters in the suppressed area who do not move other than taking cover or dropping prone are not at risk.
|
With respect to the immobility issues and suppressive fire, that's the paragraph that causes the most grief. I prefer to read it that the last sentence says "Characters in the suppressed area who take an action other than diving for cover or dropping prone are at risk." It's, I feel, the spirit of the rule, YMMV.
Also, regardless of how the last sentence is read, a person standing still in the suppressed area is going to have to test to be shot at least once unless they have a held action. The first sentence tells us that any character in the suppressed area but not prone or behind cover must test.
kzt
May 30 2007, 09:00 PM
QUOTE (WearzManySkins) |
Most full single barreled auto weapons in todays world can fire more than 60 rounds a sec. Most of todays weapons can easily fire more than 100 rounds per second |
No they can't. Typical is 600-750 rounds per MINUTE. So 10-13 rounds per second. You have rare exceptions, like the MG42, but they are rare for a reason and they shoot maybe 20 rounds a second. 100 rounds per second is a minigun.
The other interesting thing that was brought out recently in an Army survey was that using automatic fire significantly increases the chance of a malfunction or a jam in combat.
Moon-Hawk
May 30 2007, 09:03 PM
QUOTE (kzt) |
So 10-13 rounds per second. |
What's that you say? 3 or 4 complex actions of autofire per combat turn? How convenient!
kzt
May 30 2007, 09:07 PM
QUOTE (Lagomorph) |
If your group is heavily composed of gun fanatics, then some house rules would help them foaming at the mouth, but otherwise, it's probably the best area of the system that sucessfully mimics real life. |
My main issue with SR firearms is that pistols are too deadly and rifles and MGs are not lethal enough.
I'd like a hit location system to make armor work better, but that's actually pretty hard to do well.
Big D
May 30 2007, 09:09 PM
There should be a big thread from last year with the suppressing fire debate. I believe the consensus from *most* (but not all--it got heated at times) was that anyone in the suppressed area could use up their next action to take cover, but would otherwise face an attack roll, along with anybody who attempted to enter, exit, or move within it.
Moon-Hawk
May 30 2007, 09:17 PM
QUOTE (kzt) |
My main issue with SR firearms is that pistols are too deadly and rifles and MGs are not lethal enough. |
I get the feeling that was a conscious design choice carried over from older editions.
Heavy pistols are disproportionately good relative to reality, because that's what the designers want to see an emphasis on.
That's just my guess, but heavy pistols have always been way too good in SR.
mfb
May 30 2007, 09:52 PM
well, many common handgun rounds are bigger than many common rifle rounds, so it's fine that they do more boxes of damage, base--they make a bigger hole. rifle rounds are a lot faster (and pointier!) than handgun rounds; where they excel is in punching through barriers (like armor), going further, and deviating less. in SR4, i'd probably represent that by giving handguns a box more DV than most rifles, on average, and giving rifles more AP (3 points, minimum).
i'd probably also make it a complex action to ready a rifle. they're long and they're heavy; if you don't have it there in your hands, it's going to be a while before you can get it up into position. given SR's emphasis on speed, i think that would probably make handguns much, much preferred.
WearzManySkins
May 30 2007, 10:11 PM
QUOTE (mfb @ May 30 2007, 04:52 PM) |
well, many common handgun rounds are bigger than many common rifle rounds, so it's fine that they do more boxes of damage, base--they make a bigger hole. rifle rounds are a lot faster (and pointier!) than handgun rounds; where they excel is in punching through barriers (like armor), going further, and deviating less. in SR4, i'd probably represent that by giving handguns a box more DV than most rifles, on average, and giving rifles more AP (3 points, minimum).
i'd probably also make it a complex action to ready a rifle. they're long and they're heavy; if you don't have it there in your hands, it's going to be a while before you can get it up into position. given SR's emphasis on speed, i think that would probably make handguns much, much preferred. |
Huh?
Boy are you incorrect about pistols and rifles.
Yes a .44 magnum is a larger caliber than a 8mm '06(.32) a wildcat rifle I own.
But the 8mm'06 delivers more energy to the target, than a .44 could even hope.
I have hunted with a .44 magnum and with my 8mm'06, the wound channels are vastly different, yes I was using wound increasing rounds in both too.
Most rifle cartridges have a larger capacity to hold more powder, which can mean more joules delivered to the target.
I would much rather get shot with a .44 magnum, than a modest hunting rifle like a 7mm Win Mag, .30'06, .243 Win, etc.
Some pistol OEM's due to the limited capacity of propellant, increase the diameter of the round, giving them more mass and some what increased propellant capacity.
As for delivering more energy/joules to target, rifles are the hands down winners.
Yes that .600 nitro express pistol is powerful, but the .600 nitro express rifle is even more powerful.
As for complex actions to fire a rifle....poppy cock
Spike
May 30 2007, 11:51 PM
The problem with measureing joules of energy is that it doesn't seem to reflect lethality very much. There is a strong debate that the only factor of importance in any gunshot wound is wether or not it disrupts vital tissues. If a .44 magnum disrupts more tissue by virtue of being a bigger bullet, wound placement has a slightly larger margin of error.
Obviously penetration is an important consideration, but most larger caliber handgun rounds have more than acceptable penetration for the human body (12-15 inches).
Never mind that there are plenty of handgun hunters out there taking out large, dangerous game with...well... heavy pistols. Rifles have the range advantage.
As for the complex action: Not to agree or disagree, but that was to ready, not to shoot. I assume he meant that if it was already ready you fired as normal... that is simple actions.
Mind you, I spent two of the last four years carrying a rifle every where I went, so I can see where he is coming from as far as 'readying' goes...
Narmio
May 31 2007, 12:07 AM
Continuing with the readying, perhaps a complex action to ready any larger-than-pistol weapon, with an Agility test (against a different threshold for SMGs (1-2?), ARs (2-3?), machine guns (3-4?), etc) possible to ready-and-fire in your first pass? That would encourage more people to carry SMGs and pistols in situations where they can't SWAT their way around weapons out.
Which in my mind is good.
WearzManySkins
May 31 2007, 12:08 AM
Transferring the joules of the round, is to a degree dependent upon the technology of the bullets.
When I used to hunt, I typically loaded "Silver Tip" bullets, for that time superior wound enhancement for its time. Today there are better bullets.
The old Glaser rounds were/are very interesting wound enhancement technology.
When I was in the USN, I asked the Gunner's Mate why we did use the M-16, instead of the M-14 we were issued. His response, sharks are not impressed by an M-16.
Comparing SOTA hunting handguns, versus Standard Military issued rifles....is apples to oranges. Try comparing SOTA hunting handguns versus SOTA hunting rifles that is much better match of abilities.
For a SOTA military weapon, I much prefer the Israeli Tavor assault rifle.
Link here
http://www.israeli-weapons.com/weapons/sma...avor/Tavor.html The IMF to me at least have more practical approach to weapons design, ie some of the designers may have to out and use what they design, unlike here in the USA.
Besides I could just just use a .44 magnum firing carbine.
WearzManySkins
May 31 2007, 12:23 AM
Spike
As for carrying one every day for two years, you got me on that one.
But due the "rules of engagement" when I was in the USN, I was able to load/aim/fire my 45 in less than a sec. That was one reason why the USN and I had issues with regards to use of firearms. As for the M-14 and Mossberg Riot Shotgun I was a bit slower a little over a second.
Lets see only in 6 years, I drew/loaded/aimed and almost killed a Lt. Commander, USN Captain, and a Seaman recruit. This is three separate events also. Due to they were in the wrong place and time. Only my better judgment prevented me from killing those persons. Under the "Rules of Engagement" they were legally killable.
But I could had more opportunities, but for a large part of my service, issuing me any weapon was against Captain's Orders.
Which did not bother me the least, that way I did not have to be placed in situations where idiots were out for their Darwin Awards.
To those that serve today and over there, "Fair Winds and Following Seas Shipmate".
sunnyside
May 31 2007, 12:53 AM
Yeah I'm in the "pistols are too good in shadowrun, and it's deliberate" camp. Honestly it just plays better.
Lethality has been tuned down a hair in 4th ed. Not sure if I like it or not. Still pretty lethal.
Actually for the military guys, are they now training to try and hit a target multiple times? My understanding of modern ceramic plated body armor is that it does a pretty good job of stopping the first round or so in the plated regions. So if you want to put a target down in short order you'd want to land multiple hits.
Regardless in SR you want multiple hits to take down that armored troll, so I'm sure they would start training for it then.
As for walking fire that's what wide bursts are trying to model.
But again onset of recoil in the game isn't right physically, but with recoil compensation as standard it "works" just fine in the game system.
However if you tried using SR4 rules to model Vietnam or something where the rifles didn't have any recoil comp they would be pretty annoying.
Oh and part of the beef of supressive fire is that there is no risk of dying from it. A round from supressive fire can never do more than base damage. So go ahead and pop your head out to take that shot.
However here again you have the "game" aspect of it. If there was some kind of dice roll that made supressive fire have a chance of lethality it could well become overpowered.
mfb
May 31 2007, 03:47 AM
QUOTE (WearzManySkinz) |
But the 8mm'06 delivers more energy to the target, than a .44 could even hope. |
the rifle round will only deliver more energy to the target if it doesn't overpenetrate and sail right through them--which a rifle round is more likely to do because it's better at going through things. otherwise, it's going to deliver much of its energy to whatever's behind the target.
rifles are better not because they do more damage 'per hit', but because they're more likely to get a hit in the first place. better range, better penetration, less deviation.
WearzManySkins
May 31 2007, 04:27 AM
QUOTE (mfb) |
QUOTE (WearzManySkinz) | But the 8mm'06 delivers more energy to the target, than a .44 could even hope. |
the rifle round will only deliver more energy to the target if it doesn't overpenetrate and sail right through them--which a rifle round is more likely to do because it's better at going through things. otherwise, it's going to deliver much of its energy to whatever's behind the target.
rifles are better not because they do more damage 'per hit', but because they're more likely to get a hit in the first place. better range, better penetration, less deviation.
|
*Sighs*
Check out where I mentioned terms like "superior wound enhancement" by using Silver Tips.
Wound Enhancement bullets give a better transfer of joules to the target, ie creating a greater wound channel.
I am not talking of military ball ammunition here.
I shot a wild pig with the 44 at about 20 yards, I shot a deer with the 8mm'06 at 75 yards. Different bullet weights, the 44 240 grain Jacket Hollow Point was heavier than the 8 mm 225 grain Spitzer Boat Tail Hollow Point. Both animals were about the same weight, here in Texas the deer are like dogs with antlers.

FYI at that time I was reloading my ammunition, gave me combinations of bullets and powder that factory loads allowed.
Both rounds exited the animals, the exit wound on the deer was much wider than the one on the pig. Both were side heart shots just behind the right shoulders. Both had similar chest thicknesses, rib structures were similar.
Now if at that time they made a 44 magnum silver tip it might have been a better comparison, they make silver tips now for 8mm.
The difference between wound enhancement technology is now,,, is much better.
mfb
May 31 2007, 04:33 AM
QUOTE (WearzManySkins) |
Check out where I mentioned terms like "superior wound enhancement" by using Silver Tips.
Wound Enhancement bullets give a better transfer of joules to the target, ie creating a greater wound channel.
I am not talking of military ball ammunition here. |
i am talking about military ball ammunition, because that's the baseline. silvertips and hollow points and glazernosesofts are all special types of ammunition, with special rules that are an addition to the baseline rules. using one of these special ammunition types would alter the damage code of the baseline weapon--increase the DV, decrease the AP, probably. a rifle, using standard ammo, still leaves a smaller hole than a pistol using smaller ammo.
QUOTE (WearzManySkins) |
As for complex actions to fire a rifle....poppy cock |
i said "ready", not "fire". as in, to go from a position where you are not ready to fire a rifle (slung, or hidden under your longcoat, or whatever), to a position where you are ready to fire--that takes longer than does going from a position where you are not ready to fire your pistol (in your holster, more likely than not) to a position where you are ready to fire. the "read weapon" action.
sunnyside
May 31 2007, 05:14 AM
Really someone should just sticky a "ballistics" thread in these boards that can be deleted every so often to start anew.
Anyway I'm not an expert however I do know that arguing over stopping power and all that is something the experts haven't worked out yet, at least once you get down to details. So we aren't going to do any better. However rifles are at least potentially much more deadly. This is because they don't just have to punch a little hole the way a handgun round does and "overpenetrate" all that extra energy.
First there is the whole "temporary cavity" business. Which sounds like it does little to stretchy tissue but can mess up a kidney.
But beyond that most rifle bullets "yaw" which dramatically increases their effective surface area over a range.
http://www.rkba.org/research/fackler/figure3.gifhttp://www.rkba.org/research/fackler/figure6.gifHowever some rounds, even FMJ rounds, can fragment when they yaw. This combines with the temporary cavity stretching the tissue to create nasty effects.
http://www.rkba.org/research/fackler/figure2.gif
mfb
May 31 2007, 06:30 AM
yeah, it depends on whose incomplete data you choose to believe is the most applicable. or maybe the least inapplicable. and whose data you most trust to not be skewed towards whatever result the tester desires most.
kzt
May 31 2007, 08:35 AM
QUOTE (Narmio) |
That would encourage more people to carry SMGs and pistols in situations where they can't SWAT their way around weapons out. |
If I have a gun in my hand and you walk around the corner, see me, and start to draw a pistol I'll probably get at least 4 shots off in your general direction before you have a pistol drawn. It's about the same motion to get and aim an SMG or pistol grip shotgun in some sort of concealment rig as it is to draw a handgun.
At fairly close range the odds are you are going to get shot if you try to draw a gun on someone who is already aiming a loaded gun at you. So I'd suggest against that approach.
If you have a long gun you are logically going to be either holding it in your hands or having it in some sort of container (either in one piece or broken down). A longarm in you hards is really fast to get on target. I'll try anyone who wants to try drawing a pistol before I can get a shot off from a loaded AR in my hands. If your long arm is broken down in a backpack you are not going to be readying it in a simple action.
kzt
May 31 2007, 08:44 AM
QUOTE (mfb) |
rifles are better not because they do more damage 'per hit', but because they're more likely to get a hit in the first place. better range, better penetration, less deviation. |
People don't get their heads blown or their lungs destroyed off by a single pistol bullet. Shotgun and hunting rifles can easily do that. The comment on the profile of a 7.62mm soft point bullet wound in the last edition of War Surgery was "The 7.62 NATO soft-point is a popular big game hunting bullet, and although shooting accidents are not infrequent with such rounds, they are rarely seen in the hospital since few victims of torso shots survive."
Starmage21
May 31 2007, 12:54 PM
so whats this I keep hearing about assault rifle rounds being designed to be less lethal all-round?
I think the premise was that if you wound a guy, it takes 2 more to deal with him and so 3 guys out of the fight.
mfb
May 31 2007, 04:24 PM
QUOTE (kzt) |
People don't get their heads blown or their lungs destroyed off by a single pistol bullet. Shotgun and hunting rifles can easily do that. |
that depends on the pistol. a .45, a .44 magnum, a .357 magnum--one of those will a'splode your head.
i think we're talking about different things, though. i'm talking about military ball because, to me, that's the standard. if you want something else to be the standard--soft nose, whatever--then, okay, increase the damage over that of a heavy pistol and make military ball ammo a special ammo type with reduced DV and higher AP.
Spike
May 31 2007, 04:48 PM
QUOTE (WearzManySkins) |
I shot a wild pig with the 44 at about 20 yards, I shot a deer with the 8mm'06 at 75 yards. Different bullet weights, the 44 240 grain Jacket Hollow Point was heavier than the 8 mm 225 grain Spitzer Boat Tail Hollow Point. Both animals were about the same weight, here in Texas the deer are like dogs with antlers. FYI at that time I was reloading my ammunition, gave me combinations of bullets and powder that factory loads allowed.
Both rounds exited the animals, the exit wound on the deer was much wider than the one on the pig. Both were side heart shots just behind the right shoulders. Both had similar chest thicknesses, rib structures were similar. |
The point you are missing is that in both cases you hit a vital organ, namely the heart.
In either case had you missed the heart or any major blood vessels the pig or deer could have run off, perhaps lived for quite some time. The size of the exit wound is comparatively trivial in the face of that simple fact. A larger exit wound does suggest that more tissue damage was done, thus increasing the chances of doing significant trauma to the vascular system.
Not being a total expert on ammuntion weights, the 240 vs 225 seems like a relatively trivial difference, and yes the 8mm will be backing a great deal more powder behind it. This allows it to fly farther and penetrate deeper at that range.
It may be apocryphal, but I understood people used to carry 44 magnums to bring down rhinocerii in Africa, back when that was still popular. The magnum 'pistol' rounds were designed for bringing down big, dangrous game, and they remained popular because they work.
No SOTA is involved in these discussions.
Now: Back to autofire rules, please.
kzt
May 31 2007, 05:02 PM
QUOTE (Starmage21 @ May 31 2007, 05:54 AM) |
so whats this I keep hearing about assault rifle rounds being designed to be less lethal all-round?
I think the premise was that if you wound a guy, it takes 2 more to deal with him and so 3 guys out of the fight. |
That's an urban myth. The development of all the ARs I know of didn't include any attempt to wound vs kill. Early reports on the M-16 claimed it significantly increased lethality over M-14 bullets, based (partially) on this they put it into widespread use. AK-74 bullets are explicitly designed to tumble in the body, greatly increasing the damage done.
psychophipps
May 31 2007, 05:42 PM
One thing to keep in mind is that the while rifle rounds wound better due to increased energy, the overall effectiveness of a per-bullet analysis doesn't pan out in a linear fashion. It has been said that a solid COM shot with a .40 S&W or .357 magnum shooting modern JHP ammunition will take someone down 90+% of the time. A 7.62 x 39 cartridge, with over twice the muzzle velocity and energy, isn't that much better on a per-shot basis.
I think that Shadowrun 4th does a decent job as-is considering the system it uses as it's base...
Mark(psycho)Phipps( HAHAHA! )
Spike
May 31 2007, 11:48 PM
The 'tumbling AK47 rounds' thing is a myth. The origin supposedly was the presence of 'hollow' spots in the round which were thought to be there to create tumble, but were later proven to be merely a result of sloppy molding techniques.
I pointed out previously that a study of injuries nation wide show that assault rifle injuries... among a civilian population... are roughly 86% non-lethal while shotgun hits are 86% lethal. The lack of expansion or significant deformation of the round is a serious factor.
I was reading stuff from the... er... International Wound Ballistics Assosiation?... that suggested that 'fragmenting' of rounds was not desirable as it reduces overall penetration and reduces the severity of the overall wound channel. Several smaller wound channels are not as 'efficient' as a single massive wound channel at producing casualties. Not that I am an expert. One issue to consider with prefragmented rounds is that in combat there is a very high possibility of hitting an arm before the chest (think of how people hold guns...). A prefragmented round will not significantly penetrate center mass if it has to pass through 6-8 inches of arm first. On a really unlucky hit, the round will fragment after it passes through the arm but before it hits the chest.
Hunting rifles may use the same 'caliber' round as some assault rifles, but they are designed to expand, which leads to their overall effectiveness comparatively. I would suggest that the 3:1 length/width ratio of a rifle slug, vs. the 2:1 ratio of a pistol slug may explain part of the wound channel/expansion from presumably 'smaller' rounds. They have a narrow diameter but similar volume post expansion.
Just a thought there though.
Warlordtheft
Jun 1 2007, 02:24 AM
Back to the original discussion, though. Grabbed my old copy of fields of fire, as I recalled one of the books mentioning this topic, and the developer noted that the cyclic rate of most modern SMGs was 600 rds per minute (if it doesn't jam or melt the barrel). And assumed that no max ROF per turn would be needed (kind of is with the 10 shot burst limit though).
And if it is smartlinked, the Sam doesn't even have to pull the trigger.
Consider the range modifiers in SR, and the fact that in most runs you'll be in confined urban setting, the benefit of having an SMG or heavy pistol over an assault rifle makes some sense. Though in the real world, pistols have a much arder time penetrating body armor due to the lower velocity of the bullet.
Just to give an example where bullet size is not a determining factor: a .44 cal 1860 army revolver compared to a .44 magnum. Different bullet shapes, size of the powder charges, and powder used affect bullet lethality just as much as bullet size.
QUOTE (Spike) |
I pointed out previously that a study of injuries nation wide show that assault rifle injuries... among a civilian population... are roughly 86% non-lethal while shotgun hits are 86% lethal. The lack of expansion or significant deformation of the round is a serious factor.
I was reading stuff from the... er... International Wound Ballistics Assosiation?... that suggested that 'fragmenting' of rounds was not desirable as it reduces overall penetration and reduces the severity of the overall wound channel. |
I'm way to busy at work to fight with Medline, but I've seen people claim that you get very similar fatality rates in ED visits between pistols and rifles.
What I've seen suggests that a lot of the "rifle" wounds are .22s. They also doesn't seem to track how many times someone got shot. If you compare single 5.56 wounds to someone who gets shot 6 times by a .40 s&w it's not too helpful. So I'm not really sure how useful these studies are. Plus extremity wounds from rifles firing FMJ will normally by through and through, so it would seem the same as getting hit by a FMJ pistol bullet.
The extremely questionable works of Sarnow and Marshall (but it's the best data that I can really find) shows that rifle and shotguns are vastly more effective than pistols, particularly pistols firing FMJ. There are about half a dozen good reasons why their data shouldn't be accepted uncritically, but it's what you can find.
The main thing to think about with automatic fire is that, in reality, most trained troops don't typically use automatic fire in combat with ARs. Even in urban areas. Shooting someone twice in the chest tends to be more effective than shooting them once in the chest, winging their right arm and shooting the wall and the ceiling 8 times.
Unless you are pretty close or shooting off a a tripod it's hard to keep a long burst on target, though it varies by caliber and weapon. The M-14 was notorious for being essentially uncontrollable on full auto, climbing really badly. This was apparently due to the full rifle round producing a lot of recoil and the stock not extending in a straight line. Low recoil (hence lower energy) bullets are easier to keep controlled then heavier recoiling (hence more powerful) bullets. In addtion, heaver guns handle recoil better than lighter guns.
SR doesn't seem to reflect these at all. SMGs should be more controllable than automatic shotguns and hence have lot lower modifier to fire a long burst.
yoippari
Jun 1 2007, 09:11 AM
QUOTE (kzt) |
SR doesn't seem to reflect these at all. SMGs should be more controllable than automatic shotguns and hence have lot lower modifier to fire a long burst. |
Actually shotguns get the "heavy" weapon double uncompensated recoil modifier. SMGs don't.
Though as you said heavier guns are heavier and thus compensate for some of the recoil simply by design. And that simply isn't accounted for. I don't think it's big enough to house rule, but it might make the auto shotty with flechette only ammo more attractive.
Spike
Jun 1 2007, 02:48 PM
kzt: My source for information on fatality rates seems to be in/was in an ideological war with Sannow etc. Lots of exerpts from Fackler.
The 'hallmark' moment in showcasing the lethality of Assault Rifles using military ammunition was a kindergarden shooting in california. Six year olds surviving body hits from a AK with the sort of numbers I posted before. Off the top of my head it was 35 hit (one was a teacher) only 6 were killed. The fatalities were all essentially 'unsaveable'... those killed were only those who had vital organs or blood vessels disrupted by the rounds physically.
sunnyside
Jun 1 2007, 03:58 PM
Actually the six year old thing is interesting. Rifle bullets, depending on the round of course, tend to at least yaw, and some fragment (which can do incredible damage). However they don't just explode on hitting the skin. For example as I understand it an M16 round doesn't start getting funky until its penetrated about 15 cm(~6 inches). In an adult torso you'll typically get that, but in a six year old maybe not. In that case the bullet would just punch cleanly through.
Though again, if a bullet doesn't fragment and doesn't hit something that is damaged by temporary cavity stretching, all yawing does is increase the effective diamater of the bullet.
Anyway in my opinion what it comes down to is that in a game autofire rules can be
quick/easy to use
balanced
realistic
but typically you can only have two.
QUOTE (sunnyside) |
Actually the six year old thing is interesting. Rifle bullets, depending on the round of course, tend to at least yaw, and some fragment (which can do incredible damage). |
AK-47 rounds are not particularly lethal compared to other assault rifles. Tends to make through and through hits. NatoEWS says "The long path through tissue before marked yaw begins (about 25 cm) explains the clinical experience that many wounds from this weapon resemble those caused by much lower velocity handguns."
Demon_Bob
Jun 2 2007, 01:57 AM
Generally, I consider anything more than short burst a waste of ammo.
Sure a person can fire off several rounds into a person to ensure that they go down but there is only so much ammo I can carry.
If for what ever reason I wind up having to shoot someone, I really no longer care if they die or not. What I am concerned about is that I stop the action that required me to fire in the first place.
The main reasons I can see for Full-Auto Fire all invove war zones:
Suppressive Fire; Excessive Enemy Group requiring me to send as many bullets into the crowd for any hope of survival; or the compleate inability to hit a priority target without luck and tracer rounds.
QUOTE (Demon_Bob) |
The main reasons I can see for Full-Auto Fire all invove war zones: Suppressive Fire; Excessive Enemy Group requiring me to send as many bullets into the crowd for any hope of survival; or the compleate inability to hit a priority target without luck and tracer rounds. |
You missed the most important reason: establishing FPL's using machineguns. A Final Protective Line is established by a tripod mounted machinegun and provides grazing fire across the unit front that will almost certainly hit anyone running or walking across it. (Mostly because someone running at 10 MPH will only move 14 inches between bullets.) This is more or less the trick that made infantry attacks in WWI so horribly lethal. And it will do exactly the same thing today or in 2070.
It's also set up so you can fire it accurately in zero visibility.
Demon_Bob
Jun 2 2007, 02:32 AM
For some reason I keep thinking of that as Suppressive Fire, despite the differences.
Thanks kzt
it basically is just really effective suppressive fire.