QUOTE (Cheshyr @ Jul 17 2010, 06:07 PM)
I fear I'm going to have to house rule this after all. A light semi-automatic pistol in the hands of a competent dual-wielder, firing at an average rent a cop, can take his average damage per IP from 2DV to 16DV, just by switching to SnS. That doesn't take into account all the secondary effects of electrical damage, which means that a single bullet can take a person out of a fight, consistently. I can't think of a single runner who wouldn't spend the extra 6 nuyen per bullet, for such drastic results.
Thanks for the feedback guys.
A few balancing things on your hypothetical dual-wielder:
First, it's a -2 penalty for each additional target. Second, dual-wield prevents you from using Smartlink/Laser scope. Third, per RAW, there is no reduction in cumulative recoil for using two weapons. (All from SR4A, pg. 150,
Attacker using a Second Firearm)
That means that, assuming a pool of 12, no significant range factors, and Ambidexterous:
Shot 1, Target A, Mainhand: Pool of 6
Shot 2, Target B, Offhand: Pool of 3 [-2, multiple targets, -1, cumulative recoil]
Shot 3, Target C, Mainhand: Pool of 0 [-4, multiple targets, -2, cumulative recoil]
Shot 4, Target D, Offhand: Pool of 0(-3) [-6, multiple targets, -3, cumulative recoil]
Now, if each pistol had 2 points of recoil compensation (no idea how I'll code *that* in) then it seems fair to remove the recoil penalties from the above, giving us pools of 6, 4, 2, and 0. Still not super pools, though. It gets better if you assume a double-tap on two hostiles: 6, 4, 4, 4, with a probable one hit on each.
_ _ _ _
As to SnS being game-breaking, remember that not all enemies go down from Stun damage - Pain Editors and some chems will let you keep fighting. Mechanicals won't take any damage at all.
Secondary effects are where it gets fiddly. Unless I misunderstand, humans first get a chance to soak the damage, per normal. If they take electric damage, it gives them a -2 penalty and they have to beat 3 on a soak roll to stay on their feet. Anybody packing Bod 4 and 12 Impact Armor should usually make that roll.
Mechanicals will always have to roll to resist, but their threshold is net hits, and they get to roll body+armor on it. Even if we assume that is subject to the half-armor rules, lots of mechanicals have enough soak to reliably shake off those hits.