QUOTE (psychophipps @ Jun 13 2009, 07:08 AM)

We don't allow the "range is free with a scope" so range penalties pretty much stick around for us.
Then, what do scopes do at your table?
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Also, scopes (besides Reflex scopes and a few Red-Dot/Collimating sights) can't be used too well while moving. If you're sitting there and aiming as a free action, you're still just sitting there. Since range isn't free and we play a pretty realistic LOS, scopes don't tend to be too handy anyway as the ranges are usually across the street at the most.
Nothing except another houesrule forbids you from moving, stopping, aiming and shooting and moving again. Where is the problem?
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Poor visibility? Depends on what causes it, really. Natural or low-enders? Probably Ok with the right gear. If it's pros though, all the Visual Enhancements in the world won't do you much good.
How are visibility modifiers different if the opposition is more professional?
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Cover is cover. The answer is always team up and flank or use grenades. Nothing new here at all.
Correct, I just mentioned it for the sake of completeness.
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And we balance grenades by simply telling the players that what they bring, the GMs get to bring. You want to roll grenades into someones lap while they sit at a red light? Fine by me. Just don't be surprised if I return the favor, friend.
I consider that a given anyway. Within a realistic budget and if the organisation has the right skills, the opposition will get the most effective defensive and offensive measures at their disposal. I'd go even further and say they will do that whether the runners use intelligent tactics and big guns or not.
With your houserule however airburst grenades are even deadlier than in the default system. With 3 (net) hits airburst grenades from a launcher always explodes in the same action phase directly on the intended target. 10P AP-2 and lesser damage in the vicinity is pretty bad. Not to mention that you can shoot 2 grenades per phase. Moreover you needn't use lethal ammunition.