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Kool Kat
Something interesting was brought up at our last game session that I have to agree with. It's nit picking the rules and game universe but makes sense when put to the real world test.

WIRED RELFEXES - A lot of chromed up street monkies and wanna be Cyberzombs have them and while it is obvious their use in melee combat is well worth it's weight in nuyen in my opinion wired reflexes become useless when firearms are involved in the attack.

While wired reflexes will help you reload your weapon faster, help you draw it faster and help you aim quicker than your average mundane meatbod Joe, the weapon in your hand ultimately controls your speed.

Firearms are designed to fire at certain speeds. It's the mechanics of the weapon. It takes a certain amount of time for the trigger to be pulled, the firing pin to slam into the round, ignite the powder, send the bullet on its way, eject the spent case, chamber a new round and repeat the process.

No amount of Wired Reflexes will make the weapon shoot faster. So I find it a bit unfair the amount of whip ass Wired up characters/NPCs can do with firearms and wired reflexes turned on.

A semi-auto pistol can only cycle so fast. If you keep pulling on the trigger faster than the weapon can cycle you are going to jam it up something good. That SMG can only spit out bullets so fast.. you can't make it shoot faster.

So, to me, a firearm should negate your Wired Reflexes bonus when doing ranged combat. Does anyone else see it this way?
DireRadiant
I wonder what else in a game with dragons, wizards, elves, artificial intelligences, and other assorted Horrors doesn't model well from the real world.
galathrax
heh
Buster
With a maximum of 4 IPs per 3 second turn, that's 1 double tap every 0.75 seconds. Machine guns fire lots faster than that, so it's well within the realm of physics.
Moon-Hawk
If you look at typical cyclic rates for firearms, the 4IP people have it just about right. It's those unaugmented who waste most of their time being inefficient.
Lagomorph
The problem is that a modern semi-auto pistol has a RoF that well exceeds the fire rate in the game. Each combat round is 3 seconds, with 4 IP doing semi-auto shots you're fireing a bullet every .375 seconds which is 160 rounds per min, most modern weapons can sustain 300-800. Even blowback operated ones like the Beretta 93R can fire 1100 rnd/min. http://en.wikipedia.org/wiki/Beretta_93R

I don't think even doing full auto weapons would max out their actual cyclic rate. With 10rd full auto from a lmg, you're doing 40 rds in 3 seconds, or 800 rnd/min which is faster than an M60, but slower than an MG3 from what I could find on wikipedia. So even a full auto weapon isn't outside the realm of possibility for its RoF.
James McMurray
QUOTE (Kool Kat)
Firearms are designed to fire at certain speeds. It's the mechanics of the weapon. It takes a certain amount of time for the trigger to be pulled, the firing pin to slam into the round, ignite the powder, send the bullet on its way, eject the spent case, chamber a new round and repeat the process.

Firing speeds for all but the gimpiest of weapons are vastly faster than Shadowrun shows them to be. I see no threat to realism here.
Moon-Hawk
I will say, however, that if someone is in a non-combat situation, not aiming, not dodging, simply wasting ammunition as fast as possible, then they should probably be allowed to fire more than 2 shots per second. biggrin.gif
deek
The real world example that I think breaks down in SR4 is full auto-fire. I don't understand why one runner with a single IP, holding down the trigger should fire less bullets than the 4IP chromed out cybermonkey.

No matter how many IPs you have, the time doesn't change. Its the same 3 seconds, right?
Aristotle
QUOTE (deek)
The real world example that I think breaks down in SR4 is full auto-fire.

I'm not happy with the way that works either. It's similar, to me, to how faster characters get more passes AFTER the slower characters have taken all of theirs. I've toyed with reversing passes (but that makes the game considerably more lethal for non-augmented characters) and reversing the order of action (starting with the last person and moving towards the first, and allowing faster characters to interupt the actions of slower ones as they progress to simulate a character with a higher initiave's ability to track and respond to slower targets).

Anyway. to hand wave your argument, I would simply say that after a single full auto burst the 1IP character simply fails to keep up with the 4IP character as he moves away from the field of fire.

Of course, in closer quarters, the 1IP character would do well to use the rules for Supressive Fire (which does damage to the area through all 4 IPs) and turn the 4IP character's extra passes against him.
Cweord
I was actually thinking about this earlier, funny to get home and see a thread

The way I would (and probably will) handle it is if you are firing a full auto burst, and planning to do so for more than 1 rounds (e.g suppressive fire with an machine gun) have the 40 rounds, but max out the recoil at 10.

They aint going to be aiming, but for area suppressive fire it puts then back in the field. The rules may need a little tweaking (I didn't get out the rule books).

But I would also count it as 10 rounds per IP for people reacting to the suppressive fire to even things out a little.

I look forward to seeing the reacting to this idea, and where it gets taken.
Lagomorph
QUOTE (Cweord)
I was actually thinking about this earlier, funny to get home and see a thread

The way I would (and probably will) handle it is if you are firing a full auto burst, and planning to do so for more than 1 rounds (e.g suppressive fire with an machine gun) have the 40 rounds, but max out the recoil at 10.

They aint going to be aiming, but for area suppressive fire it puts then back in the field. The rules may need a little tweaking (I didn't get out the rule books).

But I would also count it as 10 rounds per IP for people reacting to the suppressive fire to even things out a little.

I look forward to seeing the reacting to this idea, and where it gets taken.

They already have suppressive fire rules in the game. I added a House rule that suppressive fire takes 10 shots, and takes all your IPs.
eidolon
Yay, another OMGBBQ firearms aren't realistic in Shadowrun thread. Wheeee.

wink.gif
Kool Kat
QUOTE (Moon-Hawk)
I will say, however, that if someone is in a non-combat situation, not aiming, not dodging, simply wasting ammunition as fast as possible, then they should probably be allowed to fire more than 2 shots per second. biggrin.gif

Good point on the opposite end of the spectrum. I can easily unload my entire magazine from my real Glock in 3 seconds. Just look at Chow Yun Fat in all his John Woo action movies blazing away with twin pistols with the Never Reload feat. biggrin.gif

Kool Kat
QUOTE (deek)
The real world example that I think breaks down in SR4 is full auto-fire. I don't understand why one runner with a single IP, holding down the trigger should fire less bullets than the 4IP chromed out cybermonkey.

No matter how many IPs you have, the time doesn't change. Its the same 3 seconds, right?

This is the real point I was trying to make and the example that spawned my question.

I conceed the point on Semi-Auto and Burst weapons. Good points everyone but full Auto... 3 seconds is 3 seconds.
Kool Kat
QUOTE (eidolon @ Oct 10 2007, 01:37 PM)
Yay, another OMGBBQ firearms aren't realistic in Shadowrun thread.  Wheeee.

wink.gif

It was not meant to BBQ firearms at all but to BBQ those that wield them while blurring about like speedy gonzalez. biggrin.gif I just didn't think my Samurai should have been able to pour 50 rounds into a guy in 3 seconds when the weapon can only spit 30 out in that time frame realistically.

Still learning the SR4 way.
Tarantula
QUOTE (Kool Kat)
It was not meant to BBQ firearms at all but to BBQ those that wield them while blurring about like speedy gonzalez. biggrin.gif I just didn't think my Samurai should have been able to pour 50 rounds into a guy in 3 seconds when the weapon can only spit 30 out in that time frame realistically.

Still learning the SR4 way.

Samurai can't pour 50 rounds in 3 seconds though, at best, its 40. Which is 800RPM. And only with weapons with FA capability. All of which should easily handle 800RPM.

As was said, even pistols can be capable of that ROF.
Synner667
QUOTE (Aristotle @ Oct 10 2007, 06:17 PM)
QUOTE (deek @ Oct 10 2007, 01:31 PM)
The real world example that I think breaks down in SR4 is full auto-fire.

I'm not happy with the way that works either. It's similar, to me, to how faster characters get more passes AFTER the slower characters have taken all of theirs. I've toyed with reversing passes (but that makes the game considerably more lethal for non-augmented characters) and reversing the order of action (starting with the last person and moving towards the first, and allowing faster characters to interupt the actions of slower ones as they progress to simulate a character with a higher initiave's ability to track and respond to slower targets).

Hi,

The reason that happens is because SR4 is about game balance and therefore many of the mechanics and background have been expressly redone to enable everyone to 'enjoy' the game.


Also, comparing semi-auto pistol rate of fire with fully automatic guns isn't measuring like for like..
..Semi-auto pistols are designed and built to only fire they way do, semi-auto/fully-auto are designed and built to fire as they do.

Trying to get one to fire the same as the other doesn't really work - except in theory, in an ideal world.


The actuality of what someone whos body is able to respond much faster than the average person can do is debatable - just because your reflexes are jacked up doesn't mean the rest of you can cope, or the world outside your body responds as you expect.


Just my thruppence..
Emperor Tippy
I usually run IP's as 4,1,3,2

I've also toyed around with 4,3,1,2

I've found the first is fairly well balanced and teh second is ok.
Mr. Unpronounceable
QUOTE (deek)
The real world example that I think breaks down in SR4 is full auto-fire. I don't understand why one runner with a single IP, holding down the trigger should fire less bullets than the 4IP chromed out cybermonkey.

No matter how many IPs you have, the time doesn't change. Its the same 3 seconds, right?

It's actually worse than that...

A one-pass mundane's suppression fire is 4x as effective as a 4-IP sammy's - the suppression lasts until the shooter's next action.

On the other hand, 4-IP grenades apparently come pre-cooked, since they go off much sooner, even if thrown at the same point in time.
Emperor Tippy
QUOTE (Mr. Unpronounceable)
QUOTE (deek @ Oct 10 2007, 05:31 PM)
The real world example that I think breaks down in SR4 is full auto-fire.  I don't understand why one runner with a single IP, holding down the trigger should fire less bullets than the 4IP chromed out cybermonkey.

No matter how many IPs you have, the time doesn't change.  Its the same 3 seconds, right?

It's actually worse than that...

A one-pass mundane's suppression fire is 4x as effective as a 4-IP sammy's - the suppression lasts until the shooter's next action.

On the other hand, 4-IP grenades apparently come pre-cooked, since they go off much sooner, even if thrown at the same point in time.

Well that actually makes sense. As soon as you stop your suppressing fire it stops being effective. For a 4 IP person that is far shorter than for a 1 IP person.

As for grenades, perhaps the 4 IP person pulls the pin, then aims, then throws, while the 1 IP person aims, pulls the pin, and throws. The 1 IP person also takes longer to do all of those actions.
Eryk the Red
The grenade issue can be solved simply by defining a specific number of IPs later that the grenade goes off. (In my game, we run combat different, as a series of ticks, each representing about a second of time. Grenades usually have a fuse of 2 to 5 ticks, 5 at default. I once threw the players for a loop by throwing a grenade with an extra long fuse.)

Rate of fire for sustained automatic fire? I don't have an answer, we don't think about it much. We assume that a full burst is just that, a burst, and we just don't have much actual sustained fire.
James McMurray
QUOTE (deek)
The real world example that I think breaks down in SR4 is full auto-fire. I don't understand why one runner with a single IP, holding down the trigger should fire less bullets than the 4IP chromed out cybermonkey.

No matter how many IPs you have, the time doesn't change. Its the same 3 seconds, right?

10 rounds is the minimum you can fire to get the full effect from each firing opportunity. If a player wanted to spray a lot of extra useless bullets into the air, I'd happily let him.
Cweord
My point with supressive earlier was that full suppressive across a full turn is going to empty anyones clip. your razor guy has to do it over potentially 4 ips so all you do is say that suppressive fire for a full round is 40 rounds, but that people can only be affected by 10 of them.

if a razor guy wants to suppress an area, it doesn't matter how fast he is, he has to fill the same area over the same period of time, so suppressing the area takes all of his IPs. As combat is supposed theoretically to be spread across the same period of time.

If you then deal with suppressive fire at the end of the round, so that if he stops suppressing half way through, you can cut down the no rounds suppression he can still react to external stimuli but it wont effect the suppression.

I do like the 4132 idea though
Wounded Ronin
I always feel that if a non wired person gets off less rounds using autofire than a wired person it has to do with the fact that it takes longer for the non wired person to apply pressure to the trigger and thus is autofire starts later in the turn and that is why he gets off less rounds per turn.
Cweord
With single shots and burst fire I would agree, that is why I have only suggested options for suppressive fire
Spike
QUOTE (Mr. Unpronounceable)


On the other hand, 4-IP grenades apparently come pre-cooked, since they go off much sooner, even if thrown at the same point in time.

A grenades timer should not be based on IP's at all, but on actual rounds. While your 1 IP sucker is unlikely to have time to react to a thrown grenade (as often he will have already gone before it is thrown), it isn't impossible.

However, faster 'Wired' opponents have a MUCH likelier chance of responding to a thrown grenade, which seems logical.


In short: It seems to me that the logical response to grenade IP timers is to simply change 'Passes' to 'Rounds'.
eidolon
QUOTE (Wounded Ronin)
I always feel that if a non wired person gets off less rounds using autofire than a wired person it has to do with the fact that it takes longer for the non wired person to apply pressure to the trigger and thus is autofire starts later in the turn and that is why he gets off less rounds per turn.

I apply similar descriptions in my games.
laughingowl
One house rule (semi) that I have always used that helps with thing like suppressive fire.


Just because you HAVE multiple IP, doesnt mean you have to 'use them'.

The 4 IP Sammy that choses to use suppresive fire in my game...

One IP 2 ... if nothing has changed, can 'skip his action' (losing it, but does not count as an action)... leaving things like suppressive fire going...

IF something changed (everyone moved out of area, grenade at his feet, etc), he is free to take the action (and the suppressive fire ends)...


This way 4IP is always > then 1IP ...
Fortune
I work things the same way in my games. No need to get any more complicated than that.
hobgoblin
The problem that i see is that people read wired reflexes like its road runner like. Its not. You dont run any faster. But what it does is speed up the signals between senses and brain. In effect the world slows down and the user can react faster to changes.

Yes, even then the rules are not fully sane. But most of the complaints go away when looking at it that way.
DTFarstar
Well, you CAN run faster, but you have to concentrate on it(take sprinting actions).

Chris
Fortune
QUOTE (DTFarstar)
Well, you CAN run faster, but you have to concentrate on it(take sprinting actions).

I can't wait until the day that Sprinting gets errata'ed to be usable only once per turn. Of course, it already works like that in my games.
psychophipps
Jerry Miculek is a freak of nature that regularly fires, double-action revolvers of all things, much faster (and still accurately) than a max-boost character in SR4.

The rules on RoF are just dandy according to real-world weapon use...
Mark(psycho)Phipps( HAHAHA! )
fumble
This has been discussed many times on these boards, and will be discussed many times in the future, no doubt...

The main point is that guns, both in real life and in Shadowrun's land of abstraction, can shoot many many times more than it is efficient to do so.

In real combat situation, nobody is gonna shoot 1,100 rpm with their Beretta 93R, just because they can.

Thats the same in Shadowrun: your Ares Predator can probably mechanically shoot a lot more often than twice every 3 seconds, but it is no use to your character, because your character can't react at the same speed.

There was a very good answer on one of these thread before, given by a real life firearms enthusiasm (Raygun or austere, can't remember), which was along those lines: Wired Reflexes don't let you pull the trigger faster. What Wired Reflexes let you do is mentally map your environment, process the information, acquire a target, and point at it faster. And then, pull the trigger.

Cheers,
Fumble.
hobgoblin
QUOTE (Fortune @ Oct 11 2007, 08:56 AM)
QUOTE (DTFarstar @ Oct 11 2007, 02:49 PM)
Well, you CAN run faster, but you have to concentrate on it(take sprinting actions).

I can't wait until the day that Sprinting gets errata'ed to be usable only once per turn. Of course, it already works like that in my games.

hell, i was not even aware that it could be used pr pass. guess i overlook glaring silly holes as a automatic action nyahnyah.gif

edit: bah, looks like yet another of those "as it does not declare that it cant be done, it can be done" issues.

gag me with a dragon...
Aaron
As I read this thread, I notice that nobody's mentioned the fact that guns and grenades are wireless now. A smartgun-enhanced firearm doesn't need its trigger; it can just shoot. Grenades can be commanded to detonate after they are thrown or launched (which is a Free Action).
Cweord
Let me see, wireless grenades. Cant see those catching on, a hacker hacks in to my grenades and sets them off whilst I am still carrying them.

Wireless to set a timer on them, wireless SG to set airtimed maybe, but true wireless detonation, Nah.
Ed_209a
QUOTE (Aaron)
As I read this thread, I notice that nobody's mentioned the fact that guns and grenades are wireless now. A smartgun-enhanced firearm doesn't need its trigger; it can just shoot. Grenades can be commanded to detonate after they are thrown or launched (which is a Free Action).

Even with an "electric" gun, where the trigger is cybernetic and the round is fired by an electric squib, most of the cycle time will still be taken up by loading a new round in the chamber.

So long as you are using a recoiling bolt type action, I don't even think caseless ammo would make a big difference in ROF, because the bolt has to move back far enough to take the new round anyway. Unless we totally toss out the existing art, most firearms in SR4 still use a recoiling bolt.

QUOTE (fumble)
There was a very good answer on one of these thread before, given by a real life firearms enthusiasm (Raygun or austere, can't remember), which was along those lines: Wired Reflexes don't let you pull the trigger faster. What Wired Reflexes let you do is mentally map your environment, process the information, acquire a target, and point at it faster. And then, pull the trigger.

Great description. Perceive a situation, formulate a response, then act.

I would imagine most of us spend most of our reaction time in the second part, which happens all in our brain. In fact, I bet low and mid-grade WReflexes and Synaptic Accells are technically headware for this very reason. No need to upgrade the sensory and somatic nerve pathways until the thinking part catches up with the stock equipment. Kind of like having a PC with a SOTA video card and Hard drive, but a CPU from 1998. Nothing changes until you ditch that Pentuim2.
Aristotle
QUOTE (Ed_209a @ Oct 11 2007, 09:51 AM)
QUOTE (fumble)
Wired Reflexes don't let you pull the trigger faster. What Wired Reflexes let you do is mentally map your environment, process the information, acquire a target, and point at it faster.

I would imagine most of us spend most of our reaction time in the second part, which happens all in our brain. In fact, I bet low and mid-grade WReflexes and Synaptic Accells are technically headware for this very reason.

That pretty much sums up where I was going when I said that a 1IP character only gets a 10 shot burst off in a round because he simply can't react fast enough to track his targets. It isn't that the 4IP guys are moving quicker, but rather that they are processing the combat round faster and altering it with their own actions beyond a 1IP character's ability to cope with those changes.

The suppressive fire rules make that work, too. In order to fire a burst at someone you have to be able to process what is going on and focus the attack on the individual(s). If you really just want to ignore the details and spray bullets the whole round, you use suppressive fire and do just that. That perspective actually brings a little sanity to the current initiative system for me.
Fortune
QUOTE (hobgoblin)
edit: bah, looks like yet another of those "as it does not declare that it cant be done, it can be done" issues.

gag me with a dragon...

Exactly! And I've seen a lot of abusive bullshit that could easily be nipped in the bud by some kind of statement that Athletics Skills and the like can only be used once per turn (not per phase).
Caine Hazen
And why would all of this matter, since the mage will have already dropped the manaball on your group?

/sarcasm
log<++no carrier detected++>
hobgoblin
QUOTE (Ed_209a @ Oct 11 2007, 02:51 PM)
Unless we totally toss out the existing art, most firearms in SR4 still use a recoiling bolt.

never, ever, use SR art as a reference to how the tech works!
Eryk the Red
I personally don't see multiple uses of sprinting per turn as abusive. It's never been unbalancing to my game. Yes, it allows characters to move incredibly fast sometimes, but I'm less bothered by that, because I don't strictly associate the combat turn (or ticks, as I play it) with a particular length of time. One combat turn (5 ticks in my game) represents anywhere from 3 to ten seconds, as drama requires.

And, honestly, moving real fast is not so powerful an ability that I feel the need to limit it much.
hobgoblin
then there is the question of when movement becomes important.

unless someone wants to chase a target that flees, or for whatever insane reason wants to charge a defended position, berserker style, movement is just not that important.

hell, when i had a group play feng shui some weeks ago, i found the lack of movement tracking liberating.

movement tracking may be one of those wargame leftovers that do not give much to a rpg.

but like the "gag me" comment was aimed towards illustrating, i find the meme of "if its not clearly stated as not allowed it must be allowed" down right annoying. this kind of thinking leads to rules bloat and loophole hunting (d&d being a prime example).
Eryk the Red
The question is always whether it seems to be in the spirit of the rule to allow something. It not so clear on this one. I simply don't bother house-ruling it because it's not important, and when it is important, it allows athletics skills to shine. Maybe even be as important as firearms skills for a moment.
Aaron
QUOTE (Cweord)
Let me see, wireless grenades. Cant see those catching on, a hacker hacks in to my grenades and sets them off whilst I am still carrying them.

Wireless to set a timer on them, wireless SG to set airtimed maybe, but true wireless detonation, Nah.

I imagine that the grenades of the future still have mechanical safeties and pins.
Moon-Hawk
QUOTE (Aaron)
QUOTE (Cweord @ Oct 11 2007, 08:24 AM)
Let me see, wireless grenades. Cant see those catching on, a hacker hacks in to my grenades and sets them off whilst I am still carrying them.

Wireless to set a timer on them, wireless SG to set airtimed maybe, but true wireless detonation, Nah.

I imagine that the grenades of the future still have mechanical safeties and pins.

Sure. You pull the pin and 3 seconds later the wireless antenna is turned on.
Lucyfersam
QUOTE (Cweord)
Let me see, wireless grenades. Cant see those catching on, a hacker hacks in to my grenades and sets them off whilst I am still carrying them.

Wireless to set a timer on them, wireless SG to set airtimed maybe, but true wireless detonation, Nah.

Wireless detonated grenades actually make a lot of sense. Arming the grenade would activate the wireless receiver, after which you throw it. You would no more have the grenade always set to receive it's detonation signal than you would walk around with the pin removed form the grenade. Just because something is wireless doesn't mean the person making the system is dumb enough to let it be hacked when it doesn't need to be.
Cweord
but then the second someone is jamming the area your grenade cease to work, this may not be that big a problem with a PAN as jamming something that local would be a problem, but when you are talking the possible distance of a grenade it would be too easy.

Most people I know in the military would rather be certain that their grenade was going to go off when they throw it, rather than have the chance that it would be jammed.

The first thing anyone would start doing in that situation would be general Jamming - and that is going to be common any way with the amount of wireless signals going around.

What I can see happening more is you sending a wireless command to the grenade setting the detonation time, then throwing it.

Picture, Razorguy dodges all the way to just before the machine gun nest, pull the pin and throws his grenade which lands perfect ally in the nest, unfortunately when he tries to detonate it he finds out they have a short range jammer in there so nothing happens. Now he is stuck close to the MG nest, having given away his position and now has to find a way to escape.
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