QUOTE (Tymeaus Jalynsfein @ Apr 28 2010, 06:50 PM)

Why exactly is it a problem?
Having played the new edition since it has been out... I have never been in tactical combat with a vehicle... as such, the chase rules were always used...
the reason for this is simple... Vehicular Movement is not conducinve to tactical movement... once vehicles are involved, we have automatically switched to Chase combat... we have never had any issues in doing so...
The problem is, if you intend to follow the rules, you have an incredible mess on your hands. Since Chase combat runs on 1min turns, and regular combat runs on 3sec turns, things get mighty wonky real fast. Not to mention the ridiculousness that occurs when you have vehicles of wildly differing speed and ability. If you have a Dodge scoot chasing a helicopter, and the scoot has a higher dice pool, the helicopter will simply be unable to escape without massive handwavium.
Here's a true story for you. This was under the 4.0 rules, but I'll be sure to discuss the differences. We were in a souped-up racecar, with a Speed of 300. We were being chased by a go-gang, on various motorcycles; let's assume a top speed of 120. Neither of us had a rigger, so it came down to opposed rolls. Even though we beat most of the gangers, one or two of them would roll enough successes to beat our total, keeping them in Close range even though we were going twice as fast as they would. (SR4.5 grants a DP penalty to the slower vehicles, but the fact that they were making 12 rolls to our 1 still shifts the odds in their favor.) My mage called in her bound Force 10 spirit, and had it use the Movement power on our vehicle.
3000 meters/turn = 3600 KPH = Mach 3.8.

Now, the GM quite correctly decided to use handwavium, and simply declared that we escaped. But what would have happened if we had used the rules?
Under 4.0, the others would not have suffered a speed penalty. If anything, *we* would have been the ones suffering a massive penalty. We would still be facing the same opposed tests, and they'd still be winning. Under 4.5, we'd both be suffering from a speed penalty, so the net could be the same. Even if we did manage to push their dice pool to 0, and they didn't Longshot, it would take a minimum of five minutes to escape. That's one turn going from Short to Medium, another to go from Medium to Long, and then three turns doing Break Off tests. And even assuming it was an Easy test to begin with, we'd have a minimum Threshold of 12 each turn to Break Off. It might take a lot longer, even though we're outpacing fighter aircraft and they're only on motorcycles.
See how silly this gets? And that's just one example. But the fact is, unless you like handwaving combat, the rules do not work as advertised.