QUOTE (Irion @ Jun 12 2012, 08:19 AM)

Look at who is saying it...
@Tymeaus Jalynsfein
The problem is, that it is neither balanced nor realistic. The problem is, that every rule has its gray areas.(Where it tends to get out of touch with reality)
And MRSI tends to strike exactly such a grey area and makes it worse.
What am I talking about?
If you are sitting in a bunker and one arrow does not penetrate, two at a distance of 5 cm WON'T neither.
As it is, they will and hit you bad.
Travelling time and ballistics is generally ignored in SR. (Yes, I know there is a rule in RAW, but well...)
The whole precission issue tends to get ignored.
You shoot, you hit end of story. End of story?
No, after raw not. Bullets still have no traveling time, but a cannon mounted on a truck (opposed to an assault cannon) does have.
As a matter of fact, it is impossible to hit a moving target, if it is more than 1000m away (not using a Laser ).
Even guided missiles do really suck.
(Even driving just 60 km/h means you are 50m off after one CR. )
So you see, most uses of MRSI would just suck, normally. You would miss all the time (unless fired at a stationary target).
But wait a second... You could just fire at a target less than 1000 m away. Getting around those annoying traveltime, while still having the bonus effects of travel time...
So the whole application of MRSI (outside from strict use to bombard bunkers or camps) is trying to get by using the ambiguous wording.
I assume that you are talking Game world here, and not real life. I can assure you that in real life, it is not impossible to hit a moving target at greater than 1000 Meters with modern weaponry sans LASER Guidance... I have seen it done on more than one occasion.
But yes, there are many things about Combat that are either ignored or have only a small amount of representation in the game. To do otherwise would make the game fairly unplayable. Shadowrun is an RPG, not a combat simulation.
In game, much of what makes a battlefield dangerous is completely waved away. In Game you can survive impacts from weapons that IRL would leave nothing but a pink mist. This is for a reason, in my Opinion. It really sucks to be minding your business, driving down the road and then all of a sudden you are dead from the RPG that just blew your car away, and you with it. So, there has to be a relaxing of the real world for your characters to actually be playable. For this reason, Direct Fioore Rocket/Missiles/Grenades were given a lot of scatter to help compensate. They went overboard. Now such weapons are laughable. However, if you go to Direct Fire Rules (Success means impact/detonation), and only use Scatter for missed shots, you make the game much more deadly (even if it is realistic). Game play vs. Realism. Which side do you fall on?
I think we need Battlefield rules, for those that are wanting to operate in such a theatre of conflict. Unfortunately, if you try to keep it realistic, you get a lot of ugly results. For MRSI, I think they went WAY overboard because it is NOT designed for Individual Troops with Personal Weapons in mind. It is designed for Bombardment of areas (and primarily for pinpoint accurate Bombardment of haredened targets). That is where they should have left its utility.
And yes, you are also right that if they are going to double the damage potential of the MRSI aided fire, they also need to double the Armor for the target (or triple if you allow 3 round MRSI, etc.). to reflect that no matter how good a shot you are, if one round will not penetrate, then it is likely that 2 or 3 will not either. It is a tough decision, really, because if you err on the wrong side, you get crazy results. As you can see with the Combined Grenade Damage Rules and MRSI implementation. Additionalliy, on a battlefield, some things just do not need stats, and I was disappointed to see stats for some of those things. I guess there was a demand for them, though, even if I would have let the story dictate some of that rather than stats. *shrug*
Hopefully I did not ramble too much.