QUOTE (Silbeg @ Sep 12 2010, 02:13 PM)

Completely understood. At this point, I haven't really pondered the use of long bursts (or full auto), primarily since both of these have pretty significant recoil... note that my current character fires his assault rifle with 13 dice, I believe... (lesse, Agility 5, Automatics 4 (Assault Rifles +2), Smart Link... yup, 13 dic e). Long Bursts still have more appeal to me, being that they are still simple actions (and if I want to be clever, I can still use a free action to switch to SA mode)... but the -5 dice pool modifier is pretty hefty when you are only expecting 4 successes, on average... Now, if you have 5 points of RC, maybe... for one shot... then it gets bad on the second.
I don't know... but let's assume I am talking about targets that have a reaction of 4, and are not going full defence. For sure, I would go wide bursts if they went to full defence (at least on the second shot of the pass, since I wouldn't necessarily know on the first!)
b
First, try to get what recoil compensation you can. Check Arsenal's "Weapon Modification" rules for information on what does and doesn't stack. An Ares Alpha with Gas-Vent 3 and a shock pad is a good start and not overly expensive. If you have, or know someone with, the skills to modify weapons, Underbarrel Weight and Personalized Grip are nice.
13 dice against 4, with no RC, let's look at your options:
Single/single, you roll 13 on 4, then 12 on 3, for base DV.
Single/short, you roll 13 on 4, then 10 on 3, for DV then DV+2 (note that this is just better than short/single)
Short/short, you roll 11 on 4, then 8 on 3, for DV+2 both times.
Short/Long, you roll 11 on 4, then 5 on 3, for DV+2 then DV+5.
Single/Long you roll 13 on 4, then 7 on 3, for DV then DV+5.
However, you can also call shots for extra DV, if you have a free action to spare. I would probably be going for single/long, calling a shot for +4 DV on the first shot, or for short/short if I don't have a free action. That leaves you rolling at least twice as many dice on both shots, and doing DV+4 and DV+5. Things do change if they go full defense - but at the same time, the extra DV makes them more likely to do so. If they go full defense on the first shot, maybe you go for a wide burst or something on the second. If they do it on the second, they lose their next action and you already (hopefully) hit them once.
Another note is that if you only have a small dice pool advantage, you want to switch to using Long Wide bursts. For example, if they have 9 dice to dodge (high reaction) and you have 12 dice to hit, a Long Burst brings them down to 4 dice and you down to 7 dice, so even though you still only get 1 more hit on average, the odds of you hitting are better because your dicepool is proportionally larger.
Things also get funny when you're fighting Spirits. Extra DV from called shots and from net hits does count to bypass Immunity to Normal Weapons, but extra DV from bursts does not. So you want to be calling shots, and then making wide bursts with any RC you have.