Solstice
Jan 7 2004, 01:00 AM
QUOTE (Fortune @ Jan 6 2004, 07:57 PM) |
QUOTE (Solstice @ Jan 7 2004, 05:07 AM) | Skills Athletics: 3 SMG (Ingrams): 6 ( Pistols: 6 Stealth: 6 Computers: 2 Electronics: 6 Electronics B/R: 6 Unarmed combat (Akido): 3 Ettiquette (Corp): 3 (5) Negotiation: 3 Ambidexterity: 6 |
Unless you are playing an older version of Shadowrun, or you are using house rules, Ambidexterity is not a skill, but an Edge.
|
well we don't use edges and flaws, and from what i understand that was the way to do it if I wanted it. How would one normally use points to gain edges and flaws?
What I mean is it has not been explained to me and from what I understood you could "purchase" them with your active skill points.
Well this is obviously degenerating fast so I'll sign off now. Thanks for the help guys.
Fortune
Jan 7 2004, 01:08 AM
If you don't use Edges & Flaws, then the appropriate skill according to SR3 is Off-Hand Weapons. I don't recall off-hand whether you need to purchase the skill for each individual weapon type, or if it is actually a blanket skill covering them all.
toturi
Jan 7 2004, 01:11 AM
QUOTE (Fortune) |
If you don't use Edges & Flaws, then the appropriate skill according to SR3 is Off-Hand Weapons. I don't recall off-hand whether you need to purchase the skill for each individual weapon type, or if it is actually a blanket skill covering them all. |
Buy for individual weapons....
Rattler
Jan 7 2004, 01:26 AM
QUOTE (Fortune) |
I don't recall off-hand whether you need to purchase the skill for each individual weapon type, or if it is actually a blanket skill covering them all. |
*spasms violently*
Kagetenshi
Jan 7 2004, 01:31 AM
QUOTE (Solstice) |
hey frag head give me some credit over here I'm not completely retarded. I bought that armor for obvious reasons, situations don't fraggin insult me. |
Not so obvious to me. Care to enlighten me on why you need milspec equipment?
~J
Solstice
Jan 7 2004, 01:43 AM
Stop goading me. I like this board and want to stay. You insult me by thinking that I'm breaking into a corp with mil armor. I have a body of 3. I'm saving that for any overt confrontations where i now heavy drek will be flying. If you have a problem call my fragging GM omae.
Solstice
Jan 7 2004, 01:47 AM
QUOTE (Fortune @ Jan 6 2004, 08:08 PM) |
If you don't use Edges & Flaws, then the appropriate skill according to SR3 is Off-Hand Weapons. I don't recall off-hand whether you need to purchase the skill for each individual weapon type, or if it is actually a blanket skill covering them all. |
I don't actually know if they are USING edges and flaws, but I'm guessing not since he didn't know what they were when i pointed them out on the char sheet.
I read it as this:
If you have ambidexterity of greater than some value, than you don't need to buy the off hand skill, you just add half the dice of your normal skill.
Like Pistols 6 and Ambidexterity 6 would be 3 dice on your off hand? Frick now i'm confused. Why is Shadowrun such a complex system? I'm heading over to dicuss this drek with my GM so I'll talk to him about it.
Kagetenshi
Jan 7 2004, 01:58 AM
QUOTE (Solstice) |
Stop goading me. I like this board and want to stay. You insult me by thinking that I'm breaking into a corp with mil armor. I have a body of 3. I'm saving that for any overt confrontations where i now heavy drek will be flying. If you have a problem call my fragging GM omae. |
I like this board as well, and would be inclined to want more people on it. You asked for advice, my advice is that mil-grade armor is almost assuredly useless to a character that isn't meant to be a street tank. If your body is 3, you are much better served by staying out of the line of fire than bouncing assault rifle fire, and spending the money elsewhere. The other stuff is a lot more understandable now that you've mentioned that you're joining a group with more advanced characters. Maybe your campaign is different, but in a typical game milspec armor is a poor choice for a non-front-line character, and comparatively uncommon for even them.
~J
Siege
Jan 7 2004, 02:04 AM
The evaluation is a completely accurate one: mil-spec armor is heavy, cumbersome and amazingly expensive.
If you're not a front-line grunt or close-combat specialist, you're not going to need top of the line, cutting edge gear for a specialty that isn't yours.
Form-fitting armor or an armor jacket is more than enough, considering the amount of gear you'll be humping to support your primary specialty.
-Siege
Tanka
Jan 7 2004, 02:35 AM
QUOTE (Solstice) |
QUOTE (Fortune @ Jan 6 2004, 08:08 PM) | If you don't use Edges & Flaws, then the appropriate skill according to SR3 is Off-Hand Weapons. I don't recall off-hand whether you need to purchase the skill for each individual weapon type, or if it is actually a blanket skill covering them all. |
I don't actually know if they are USING edges and flaws, but I'm guessing not since he didn't know what they were when i pointed them out on the char sheet. I read it as this: If you have ambidexterity of greater than some value, than you don't need to buy the off hand skill, you just add half the dice of your normal skill. Like Pistols 6 and Ambidexterity 6 would be 3 dice on your off hand? Frick now i'm confused. Why is Shadowrun such a complex system? I'm heading over to dicuss this drek with my GM so I'll talk to him about it. |
Sadly, that's an old SR2 rule, brought in with FoF. It's been thrown out with SR3 and replaced by the "Off-Hand" skill.
Oh, and no need to start hurling insults. Kagetenshi is trying to help, and trust him on this. Lone Star will be after your hoop. Security Guards will be after your hoop. Random Joe who thinks he can take you down in your sleep will be after your hoop.
If that isn't happening, something's wrong. Milspec is freaking hard to get, hence the high availability rules.
If your GM allows it and won't penalize you for it, that's his call. But I know if I were him, you'd lose that toy real quick because of how not normal it is on the streets.
Fortune
Jan 7 2004, 02:43 AM
Please don't think I'm thying to goad, or even insult you. I am merely participating in a discussion.

QUOTE (Solstice) |
I don't actually know if they are USING edges and flaws, but I'm guessing not since he didn't know what they were when i pointed them out on the char sheet. |
That sucks. You might want to actually find out if he's using them or not.
QUOTE |
I read it as this:
If you have ambidexterity of greater than some value, than you don't need to buy the off hand skill, you just add half the dice of your normal skill.
Like Pistols 6 and Ambidexterity 6 would be 3 dice on your off hand? |
Here's where we have a problem.
For a start, Ambidexterity is an Edge. It is only a skill under the SR2 system. If your GM is using it as a skill in this manner, then all is cool, but that's a house rule as of SR3.
As to how Ambidexterity works in SR3: For Melee Combat, it works pretty much as you describe. If you have the Ambidexterity Edge (or Off-Hand Weapons skill) at level 6 (or 8 ), then you add 1/2 of your Melee Weapon skill to your normal attack.
For Ranged Combat, it works differently. You actually make seperate attacks with each hand (suffering TN penalties if your Ambidexterity level is below 8 ).
kevyn668
Jan 7 2004, 02:58 AM
@ Solstice:
I don't know if anyone said this yet but...welcome aboard!
*climbs up on high horse*
Ah-hem, where to begin? Well, most of the people around here really know thier stuff. You asked for help. They obliged. Just cause they said things you didn't want to hear doesn't make the advice bad. And I'll have to recheck but I don't think any one actually insulted
you, just your idea. Its hard to separate the two, sometimes. Drek, I'm still learning.
I do like the way you stayed in SR vernactular when you slung all the "frag"s around!!
*climbs down from horse*
I don't mean to sound any better than you so please don't take it that way. I'm still quite a Newb to these parts myself.
I think a lot is lost in translation here, moreover, there's a tendency to misrepresent your true thoughts by accident do to the vaguaries of text trasnmission w/o the use of facial expressions, inflection of voice, tonal differences, etc...
Back to topic: I think one of the Golden Rules around here is
"If it works for you and your game, go with it." So if your GM threw you in w/ more experienced players its only natural for you to want to compete at that level. Everyone plays the game differently. Have fun!
ps. and use LOTS of smileys!!
IcyCool
Jan 7 2004, 04:24 AM
Solstice, I have a couple of questions for you.
#1. Are you playing with the SR2 or SR3 rules?
#2. Are you planning on firing both of those supermachs at the same time? (i.e. SMG's Akimbo)
#3. Do the other players in your group have and regularly wear milspec or security armor?
If you could answer these questions I could probably help clear up some of the confusion.

And hey, welcome to the boards. Watch your back, shoot straight, conserve ammo, and never ever make a deal with Polaris ... er, I mean a Dragon
kevyn668
Jan 7 2004, 04:26 AM
QUOTE |
IcyCool Posted on Jan 7 2004, 04:24 AM Solstice, I have a couple of questions for you. And hey, welcome to the boards. Watch your back, shoot straight, conserve ammo, and never ever make a deal with Polaris ... er, I mean a Dragon |
Solstice
Jan 7 2004, 07:22 AM
We are using SR3
No one has mil spec body armor but they did mention it might be a good idea. I know enough to know that if I get shot...which I feel is inevitable, DocWagon will earn their

on me. I totally had no clue about the availability rating, but it makes sense. The GM is really good but they seem rusty as they haven't played in a couple of years. I wish they would start with new chars but that does not seem to happen.
Yes I want to use the SMGs akimbo. Cheesy char concept yes but that is me. I want to be heavy on the tech but still able to hold my own in a fight with style of course (style saves lives?).
This is really cool board and I thank you for your help. I am edgy sometimes as you can see. I just don't want to be portrayed as a total noob even though I am one in the Shadows but not in RPGs. I've read alot of the paperbacks and believe it or not I have more RPG background and flavor than the other guys in my group who have been running for years.
Herald of Verjigorm
Jan 7 2004, 07:33 AM
Check the rules on covering fire. That and walking fire give full auto some degree of usefulness.
Fortune
Jan 7 2004, 07:56 AM
QUOTE (Solstice) |
This is really cool board and I thank you for your help. I am edgy sometimes as you can see. I just don't want to be portrayed as a total noob even though I am one in the Shadows but not in RPGs. |
No need to worry. While we may bitch amongst ourselves, pretty much everyone here is relatively cool. There is a good mixture of both newbies and old-timers her, so you really shouldn't feel out of place.
IcyCool
Jan 7 2004, 08:12 AM
QUOTE (Solstice) |
We are using SR3 |
Right then. Ambidexterity is an edge in SR3. You'll find it in the Cannon Companion I believe. You'll want the 8 point version (you can get away with less if you are doing the dual melee thing). If you are using the build point system to create your character, it costs 8 build points. If using the priority system, you'll need 8 points worth of flaws to balance out. (With Supermach's akimbo on a covert ops character, I'm thinking the distinctive style flaw (worth 1 point) is a given).
QUOTE (Solstice) |
No one has mil spec body armor but they did mention it might be a good idea. I know enough to know that if I get shot...which I feel is inevitable, DocWagon will earn their on me. I totally had no clue about the availability rating, but it makes sense. The GM is really good but they seem rusty as they haven't played in a couple of years. I wish they would start with new chars but that does not seem to happen. |
Most folks around here won't see milspec armor in anything short of a desert wars/mercenary game, and even then it will be rare. But if your GM and players suggest that getting it would be a good idea, who am I to say you shouldn't? (If you are going to get it, why not get it hardened? That way nothing short of minigun "bursts" and assault cannon rounds will even hurt you.)
QUOTE (Solstice) |
Yes I want to use the SMGs akimbo. Cheesy char concept yes but that is me. I want to be heavy on the tech but still able to hold my own in a fight with style of course (style saves lives?). |
You want to be able to hold your own in a fight? Aside from using the cover fire rules found in the Cannon Companion (which may let you do base weapon damage (L in the case of the supermachs)), wielding dual Supermachs is a fast way to hit nothing at all. You'll look super cool, and hit jack shit. Here's why:
Base Target # = 4 (We'll be nice and say you are at short range and they are standing there waiting to be shot.)
+2 for using dual weapons negated by Ambidexterity 8 edge.
-2 for smartlink negated by the rules under firing two weapons simultaneously (same for laser sights)
All uncompensated recoil from one weapon also applies to the other weapon.
So if they are standing in the open and not moving, you'll probably mow them down, but if they use rudimentary tactics, or basic cover, you're in trouble.
My suggestion is to not fire them simultaneously. Fire SMG A, then next action fire SMG B, then A, and so on. Looks just as cool, you effectively double your ammo capacity, and you'll actually hit something. Oh, and style DOESN'T save lives. That's why there's a flaw based around it in the game.
QUOTE (Solstice) |
This is really cool board and I thank you for your help. I am edgy sometimes as you can see. I just don't want to be portrayed as a total noob even though I am one in the Shadows but not in RPGs. I've read alot of the paperbacks and believe it or not I have more RPG background and flavor than the other guys in my group who have been running for years.  |
This is a great board, and you are welcome to whatever help you can find in it. As far as being edgy, don't be. That's not a "Try not to be", it's a don't be. It's really easy, all you have to do is not look for insults that aren't there, and when they are there, water off a duck's back man, water off a duck's back
Daishi
Jan 7 2004, 09:45 AM
For a low body character that might accidently get caught in a bad firefight, then hardened armor is sweetness as you can likely won't even have to dodge or resist most shots. However, weight! Depending on how strict your GM is on weight allowances, this could be critical. For a str 3 character, you can carry only 15 kilos of gear without encumbrance. I'm lacking my CC right now, but I believe that mil armor will be weighing >15 kilos, at the very least sucking up your payload, but alos putting you into encumbrance. Where do you put the guns, ammo and electronic tool kit? (Probably another 10+ kilos of gear at the least.)
Most other objections to the milspec armor are valid, but in a restricted sense. There are many types of games in the shadowrun universe. For the "stereotypical" run, milspec is bad news to have for the reasons listed. On the other hand, I'm currently in a small ShadowRun campaign in a German civil war where milspec armor would be an unabashed boon (and our characters are all wearing security armor as it stands.) If there are times in your campaign where the best plan is to kick in the front door and walk in with a heavy machine gun, then so be it. However, I would still advise that in those situations that you pick the lock and then quickly find a deep hole to cower in while the aforementioned heavy-machine-gun-toting-troll/bipedal-light-tank tells some knock-knock jokes that end in "Resist 13D."
As for cyberware, I'd advise cyber eye replacements with an image link, low-light, eye-lights, retinal clock, microscopic vision (for lock pickery) and electronic mag 3. A smartlink II system w/ rangefinder is always goodness for shooting people well (don't need the datalink component since the image link has it covered). Cyberears with select sound filters 5 (for hearing what you want to hear), dampening (when near HMGTT/BLT fellow), high-freq, spatial recognizer, and amplification. Balance augmenter, as well so you can hide in the rafters. Orientation system (maybe with an internal GPS as well) to help you not get lost in a big building. A datajack is always handy, and I would advise getting a pocket computer tied to it so you can keep pertinent intelligence at your "fingertips" in a tight situation.
Maybe specialize negotiations in con or fast-talk to help you slip through trouble. Assuming that's its primary use for your character.
Also, the Barret 121 is a highly specialized rifle only useful in a very dedicated sniper role. Being really long, heavy and cumbersome. Always handy to have in the closet, but I might also advise a Remington 950 with a silencer for more routine support roles. It's much more versatile, I'd say.
Just some thoughts, but itsa lookin' good, methinks.
The Burning One
Jan 7 2004, 12:52 PM
QUOTE (IcyCool) |
If you are going to get it, why not get it hardened? That way nothing short of minigun "bursts" and assault cannon rounds will even hurt you. |
IIRC Mil Spec Armour comes hardened right out of the box. With a full suit of the heavy stuff unless it's one of the Vehicular weapons even a burst won't scratch you. In my understanding of hardened armour the power of an individual round has to be sufficient to breach the armour or everything, burst/full auto or no just bounces. Now this means that some chucklehead with APDS in a heavy pistol can still injure you but that's always been an issue.
As for Ambidexterity and Recoil here's the basics.
Normally with a 6 point Ambidexterity Edge you're looking at the following penalties assuming you're firing at the same target with both guns.
Primary Hand: Target Number +0
Off Hand: Target Number +1
So here's the problem with recoil (we'll call this the detailed explanation). I seem to recall that Supermachs fire either Burst or Full Auto exclusively. That means no Semi-Automatic fire for you. So you've got 2 points of recoil compensation on each weapon built in. We know your character's strength so there's no additional compensation coming from there and again barrel mounted accessories don't work with Supermachs, or the Ares HV series so you're not getting anything else there. Custom grips are an option but beyond that you're out of luck for customization.
Regardless at present you've got two points of recoil compensation per weapon. So assuming you fire a burst from each gun at a single target your target numbers at short range with no other modifiers are as follows:
Primary Hand: 6
[Base 4 (Short Range) + 4 (4 Shots of Uncompensated Recoil) - 2 (Smartlink)]
Off Hand: 11
[Base 4 (Short Range) + 8 (8 Shots of Uncompensated Recoil, 4 from the Primary Weapon and now 4 from the Secondary Weapon) - 2 (Smartlink) + 1 (Off Hand Penalty)]
Now you have the option of firing a second burst from each weapon in the same round but your target numbers now look like this assuming you're still firing at the same target (Damned Trolls in Milspec):
Primary Hand: 16
[Base 4 (Short Range) + 14 (14 Shots of Uncompensated Recoil - Remember recoil comp only deducts from recoil once per combat round so you're now looking at 4+6 = 10 points of uncompensated recoil from the primary weapon as well as the 4 points of recoil from the first offhand burst) - 2 (Smartlink)]
Off Hand: 23
[Base 4 (Short Range) + 20 (20 Shots of Uncompensated Recoil, 10 from the Primary Weapon and now 10 from the Secondary Weapon) - 2 (Smartlink) + 1 (Off Hand Penalty)]
As you can see your chances of hitting anything get statistically improbably after about the first burst. My only gripe with the Supermachs is that I've yet to find a practical use for them. You can mount more recoil comp on a regular SMG and you're only firing three round bursts so your chances of hitting are much more reasonable.
QUOTE (Solstice) |
Yes I want to use the SMGs akimbo. Cheesy char concept yes but that is me. I want to be heavy on the tech but still able to hold my own in a fight with style of course (style saves lives?). |
No complaint here but I'd really suggest swapping out the Supermachs for something you can stack about 6 points of recoil compensation onto and fires only three round bursts.
QUOTE (IcyCool) |
You want to be able to hold your own in a fight? Aside from using the cover fire rules found in the Cannon Companion (which may let you do base weapon damage (L in the case of the supermachs)), wielding dual Supermachs is a fast way to hit nothing at all. You'll look super cool, and hit jack shit. |
Aye the above explanation gives you a pretty solid idea of your chances of hitting anything given your current setup.
QUOTE (IcyCool) |
So if they are standing in the open and not moving, you'll probably mow them down, but if they use rudimentary tactics, or basic cover, you're in trouble. |
Actually even if they're standing still and doing nothing your chances of hitting with anything but the first burst are marginal at best.
QUOTE (Solstice) |
This is really cool board and I thank you for your help. I am edgy sometimes as you can see. I just don't want to be portrayed as a total noob even though I am one in the Shadows but not in RPGs. I've read alot of the paperbacks and believe it or not I have more RPG background and flavor than the other guys in my group who have been running for years.  |
Welcome aboard, again try not to take anything too personally. Just remember, if you ask for someone's opinion around here you're likely to get just that so take everything with the metaphorical 'Grain of Salt' and you'll be fine.
TBO
Kagetenshi
Jan 7 2004, 03:11 PM
Those numbers should be 8, 13, 18, and 25, for an average of less than one success per attempt on all of them (remember, smartlinks don't work dual-mode).
~J
The Burning One
Jan 7 2004, 03:51 PM
QUOTE (Kagetenshi) |
Those numbers should be 8, 13, 18, and 25, for an average of less than one success per attempt on all of them (remember, smartlinks don't work dual-mode).
~J |
Good call I'd forgotten about that.
Right then I reiterate my earlier argument about the chances of hitting anything when using paired SMGs without proper Recoil Compensation.
TBO
Solstice
Jan 7 2004, 05:42 PM
I told you guys exactly what was up with the SuperMachs. Someone pull out the CC plz and verify.
I will try again.
SuperMachs: SA/BF/FA 3 points of integral recoil compensation, Damage: 6L/12S with 6 round burst
So the first 3 shots are compensated for. With both weapons.
Tanka
Jan 7 2004, 05:45 PM
Which means with your next burst, both guns are going to be at +6 TN because the recoil from both guns transfers to each other.
Solstice
Jan 7 2004, 05:47 PM
hmm ok so each weapon will be +3 on a 6 round burst.
but +0 on a 3 round burst.
so on a three round burst in the first action you would be -2 on your main hand and -1 on your off hand right
Because you would be 0 on main hand
+1 on off hand
Tanka
Jan 7 2004, 05:53 PM
No... If you fire two guns at once, the recoil from one also goes to the other. So main hand will have +6 because of its uncompensated three and the off-hands uncompensated three, and vice versa.
Kagetenshi
Jan 7 2004, 06:01 PM
And it has a six-round burst, which means you cannot fire three-round bursts from it. It's just not designed to do that. Thus only half of your recoil is compensated for as written. I'll double-check the stats when I get home, but from what you're saying you still have quite a bit of recoil stacking up there.
~J
Tanka
Jan 7 2004, 06:04 PM
Oh yeah. I kind forgot that. Woops.
Simple Action 1: Two BFs at +6 TN each (plus second gun mod, movement/cover/visibility mod). So something ridiculous.
Simple Action 2: Two BFs at +18 TN each (and the same other mods as last time).
Yeah. If you get a success with 10 dice (Minimum TN 22 on SA2), then you've got some seriously lucky dice.
The Burning One
Jan 7 2004, 06:12 PM
Three round bursts aren't an option with the Supermachs. Regular Submachineguns/Assault Rifles/Light Machine Guns will fire 3 round bursts but in Cannon Companion (and before that Field of Fire) they introduced the "Super" machineguns or sized down miniguns. Because of the weapon design when you fire a burst it's automatically 6 rounds the option of firing only three rounds in a burst simply isn't there.
S'ok if you're talking three points of integral recoil compensation on each weapon then your target numbers when dual wielding will be as follows (again assuming burst fire, one target and short range):
1st Burst Primary Hand: TN 7
1st Burst Off Hand: TN 11
2nd Burst Primary Hand: TN 17
2nd Burst Off Hand: TN 23
[Edit] Hmm Tanka may be right there. Because you're not technically firing one burst then the other but instead both weapons at the same time it will only have the one set of recoil modifiers per simple action. Amended target numbers are as follows (same conditions as above):
1st Burst Primary Hand: TN 10
1st Burst Off Hand: TN 11
2nd Burst Primary Hand: TN 22
2nd Burst Off Hand: TN 23
[Edit - Continued] Looking at the new numbers you're even less likely to hit anything than I previously thought. [End Edit]Conversely if you picked up two regular SMGs and put 6 points of recoil compensation on each your target numbers would read as follows (again assuming burst fire, one target and short range):
1st Burst Primary Hand: TN 4
1st Burst Off Hand: TN 5
2nd Burst Primary Hand: TN 4
2nd Burst Off Hand: TN 5
All your recoil is compensated for (6 points primary, 6 points secondary) so you're never seeing higher target numbers from that. You're hitting for 10S damage (12S if you throw in EXEX Ammo) assuming your base weapon damage is 7M (which is pretty common for a SMG). And on top of all that at the end of the day it cost you half as much in ammunition when compared to the Supermachs to do roughly the same thing with a much better chance of hitting.
No offence to the designers who thought up the Supermach/HVAR/HVLMG weapon series but unless it's on a tripod, gyromount or vehicle mount they're damn near useless. Generally you can get something that will be more effective when fielded for a heck of a lot lower cost. In fact the only conceivable explanation I could ever think up for those were that they were designed to be sold to corp armies where all the gear was bought by executives who had never fought a battle in their lives.
Sorry in case it wasn't self evident by this point I'm not a fan of that particular series of weapons.
Honestly, I know they look great and on paper the idea of throwing around 6 round bursts sounds damn impressive, once you look at the actual numbers they simply don't work.
Regards,
TBO
Tanka
Jan 7 2004, 06:17 PM
TBO: I'm pretty sure uncompensated recoil from one applies to the other, meaning you've got another several TN mods to throw in there.
IcyCool
Jan 7 2004, 08:26 PM
On the other hand, firing these babies on full-auto using the cover fire rules will let you either suck up the oppositions combat pool, or inflict a light wound, giving them some target modifiers. All-in-all, not bad for a support character. I wouldn't recommend using them any other way really. Also, the suggestion about getting a hunting rifle for a sniper rifle is definitely a good idea. The hunting rifle is cheap, portable, and disposable. The barret is over 6 feet long, very expensive, and unless the opposition is inside of a vehicle or mil-spec armor, a whole lot of overkill. I recommend the acutal sniper rifles in the game. You can disassemble them to fit into a breifcase

But hey, those are just some suggestions.
Solstice
Jan 7 2004, 08:42 PM
Hmm ok I'm convinced of that now. Guess I better go buy some NORMAL Ingrams.
Solstice
Jan 7 2004, 08:43 PM
QUOTE (tanka) |
TBO: I'm pretty sure uncompensated recoil from one applies to the other, meaning you've got another several TN mods to throw in there. |
there is no uncompensated recoil..that is the point.
QUOTE (Solstice) |
Hmm ok I'm convinced of that now. Guess I better go buy some NORMAL Ingrams. |
Don't sound so disappointed. Normal Ingrams are the shit, j0.
Fortune
Jan 8 2004, 02:51 AM
QUOTE (DV8) |
Normal Ingrams are the shit, j0. |
Yep! Just read my sig.
IcyCool
Jan 8 2004, 07:43 PM
QUOTE (Solstice) |
QUOTE (tanka @ Jan 7 2004, 01:17 PM) | TBO: I'm pretty sure uncompensated recoil from one applies to the other, meaning you've got another several TN mods to throw in there. |
there is no uncompensated recoil..that is the point.
|
The Supermach 100 is a High Velocity sub-machine gun. This means that in the three firing modes (if you get three, some HV weapons only get BF and Full Auto) the weapon fires:
SA: One round as a simple action (and no real target mods, but only L damage)
BF: Six rounds (Note, HV weapons don't get the option to fire 3 round bursts)
Full Auto: 10 rounds (or is it 12?)
So, for firing a burst, with the two points of recoil comp you get, you have 4 points of uncompensated recoil. Perhaps you could get the stats for these "modified" supermachs and post them here?
Tanka
Jan 8 2004, 07:44 PM
HV fires 15 rounds in FA, IIRC.
Kagetenshi
Jan 8 2004, 07:45 PM
18, I thought it was. 15 is Miniguns.
I may be wrong, though.
~J
Solstice
Jan 8 2004, 09:10 PM
QUOTE (IcyCool) |
QUOTE (Solstice) | QUOTE (tanka @ Jan 7 2004, 01:17 PM) | TBO: I'm pretty sure uncompensated recoil from one applies to the other, meaning you've got another several TN mods to throw in there. |
there is no uncompensated recoil..that is the point.
|
The Supermach 100 is a High Velocity sub-machine gun. This means that in the three firing modes (if you get three, some HV weapons only get BF and Full Auto) the weapon fires:
SA: One round as a simple action (and no real target mods, but only L damage) BF: Six rounds (Note, HV weapons don't get the option to fire 3 round bursts) Full Auto: 10 rounds (or is it 12?)
So, for firing a burst, with the two points of recoil comp you get, you have 4 points of uncompensated recoil. Perhaps you could get the stats for these "modified" supermachs and post them here?
|
it says in the CC that you get 3 points of recoil compensation (per gun) on a SuperMach.
They other guy was talking about 3 round bursts with 6 points of recoil compensation with a normal SMG. That was what my comment was directed at.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please
click here.