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Yerameyahu
I only read the very beginning of this thread, but I assume someone mentioned the simple solution of *not* letting a scope negate *all* range penalties?
Fortinbras
QUOTE (Brazilian_Shinobi @ Mar 3 2011, 05:24 PM) *
But wouldn't the barrier that is the tank, prevent the spell from leaving from the mage to the designated point?

All the mage has to do is have line of sight, then he manipulates the mana around the point he has a connection with. The Fireball isn't coming from the mage's hands, the fireball is coming from another dimension.
sabs
Actually by strict understanding of the rules.. the Fireball should travel from his eyes.. to the very first mirror in the telescope and explode. But then MageGoggles don't make any sense. The short answer is that it's completely contradictory.
X-Kalibur
QUOTE (Fortinbras @ Mar 3 2011, 01:54 PM) *
All the mage has to do is have line of sight, then he manipulates the mana around the point he has a connection with. The Fireball isn't coming from the mage's hands, the fireball is coming from another dimension.


This is a very good and important point. Just needed to point that out.
Tymeaus Jalynsfein
QUOTE (Brazilian_Shinobi @ Mar 3 2011, 02:24 PM) *
But wouldn't the barrier that is the tank, prevent the spell from leaving from the mage to the designated point?


Nope, the Mage Sight Security System (or Mage Sight Goggles) move the Origin Point of the spell to the Point the Imaging Device terminates at. At least in theory, which is what allows them to function as they do.
sabs
QUOTE (Tymeaus Jalynsfein @ Mar 3 2011, 09:58 PM) *
Nope, the Mage Sight Security System (or Mage Sight Goggles) move the Origin Point of the spell to the Point the Imaging Device terminates at. At least in theory, which is what allows them to function as they do.


See I think that Mage Sight Goggles work with direct spells, but by a strict RAW, they can't possibly work with Indirect spells.
QUOTE
Reaction. Indirect Combat spells generate
a spell construct at the point of origin (the caster) which travels
down the mystic link to the chosen target (see Choose a Target, p. 183),
whereupon it discharges and the effect defined in the spell description
manifests. The spell traverses the distance between the caster and the
target near instantly, but travels over the physical or astral plane to do
so only to take effect when it “hits”. Hence, Indirect Spells are handled
as ranged attacks and require a physically solid target or astrally active
target to hit. As they travel down the link to the chosen target such effects
may be impeded by physical obstacles or mana barriers. They may
impact transparent obstacles (such as glass) and do not “bounce” off
reflective surfaces used for line of sight. Instead the spell takes effect at
the point of contact with an obstructing barrier

Tymeaus Jalynsfein
QUOTE (sabs @ Mar 3 2011, 03:02 PM) *
See I think that Mage Sight Goggles work with direct spells, but by a strict RAW, they can't possibly work with Indirect spells.

Indeed, you have a very valid point, and I can be on board with that.
Inncubi
I think its about particular spell description, direct combat spells and indirect combat spells.

Inirect combat spells: Are blocked by the tank. If I remember well, even cover protects against them. These are no-no.
Direct combat spells: These do come form another dimension. Weep and cry.
Particular spell: Touch spells, obviously no. Some use the caster as center to extend a radius of effect. Clearly these are useless in long range casting via optical magnifications.

Mage snipers are a deadly concept. One that I have toyed with, in SR2, a sniper fire sorcery adept, and once a player made one in SR3. They are /scaaaary/.
He was a full magician and would setup a Sporting Rifle, with a mag 3 scope, a Sniper Rifle, mag 3 scope as well, and have an air elemental on hand. The elemental would raise him on a 2 meter by 2 meter board he'd set as a static shooting platform and would provide long range cover for the group. Movement and safety above earth were the elemental's responsibility. A mage could wave the elemental wiped out? Yes. It never happened, even though I tried.
He would pick rifle or spell according to the situation and needs. It was pretty awesome.

Now, the use of optical amplification and binoculars in attaining LOS is something that comes from an old tradition in SR. I remember when in Corporate Security Handbook the first mage goggles appeared, and the Shadows trembled because now, mages in secure rooms would be picking up on your team without you being able to respond... they also did overwatch through cameras. Talk about scary drek!

Even in the Street Samurai catalog, optical and electronic magnification were differentiated in cybereyes, just for this.

I allow it, because its been the way I've always played SR.

Tymeaus Jalynsfein
QUOTE (Yerameyahu @ Mar 3 2011, 02:40 PM) *
I only read the very beginning of this thread, but I assume someone mentioned the simple solution of *not* letting a scope negate *all* range penalties?


Well, if the Target is moving, it takes continual "Take Aim" actions just to reduce to Short Range as you re-adjust, and you would never get the "Aiming" bonus at all, as you must constantly adjust for movement. So, you (the Shooter) loses any potential bonus from Aiming or Calling the Shot. Which is a big Deal compared to an Immobile target, where these actions can make a huge difference.
Yerameyahu
The Mage Sight/fireball problem only shows that you can't trust RAW. smile.gif

I agree, Tymeaus, but that's not great as a solution to the stated problem. If the problem is 'Joe Random with a scope shouldn't snipe', then simply removing or weakening the scope-negates-everything better addresses that. It's far from a perfect solution, certainly. :/
CanRay
So, in essence (Without the cost of essence) a Mage Sniper can be like a regular sniper, only using Mind Bullets, no Fireballs in the middle of a Squad.

Sniper, not Mortar Team.
X-Kalibur
QUOTE (CanRay @ Mar 3 2011, 03:12 PM) *
So, in essence (Without the cost of essence) a Mage Sniper can be like a regular sniper, only using Mind Bullets, no Fireballs in the middle of a Squad.

Sniper, not Mortar Team.


But can he kill a yak, from 300 yards away, with his mind bullets?
CanRay
QUOTE (X-Kalibur @ Mar 3 2011, 07:26 PM) *
But can he kill a yak, from 300 yards away, with his mind bullets?

Curvature of the Earth with his Mind Bullets!
Tymeaus Jalynsfein
QUOTE (X-Kalibur @ Mar 3 2011, 04:26 PM) *
But can he kill a yak, from 300 yards away, with his mind bullets?


If he can see them, sure...
X-Kalibur
Not a single bite on the Tenacious D line? Oh fine, be that way...
sunnyside
QUOTE (CanRay @ Mar 3 2011, 01:44 PM) *
I actually had an idea of a Shaman that had Photography as a hobby, and used a traditional SLR Camera (Film, Mirrors and Lenses, no digital stuff), and could use a Telephoto Lense for long-range magic. A Fake SIN with a Photographer's License, maybe "Freelance Photographer" as a Day Job for a cover, with a history of taking shots of city scenes from rooftops.


Watched Speed Grapher have we?
CanRay
QUOTE (X-Kalibur @ Mar 3 2011, 10:25 PM) *
Not a single bite on the Tenacious D line? Oh fine, be that way...

Too easy.

QUOTE (sunnyside @ Mar 3 2011, 10:26 PM) *
Watched Speed Grapher have we?

Actually, no. I got the idea walking past a camera shop, and remembering my days in photography class.
Mardrax
Actually indirect combat spells with a set of binoculars to aid casting should be fine, since it's just a small barrier in front of the eyes, while the spell effect doesn't necessarily originate there. Otherwise though, you can still Powerball for AoE and get your magical mortar anyway.
Mage goggles would be tricky as you'll generally be using the fiber to get around obstacles, which would be in the way.
Fortinbras
How are the binoculars not "between the caster and the target?"
Yerameyahu
Yeah, 'optical' optics for magic are totally normal. Also contacts, glasses, helmets, etc. The problem is the canon that you can cast fireball *through* the fiber optics, potentially far away and definitely out of LOS with any part of the mage's body. Oh well. smile.gif

The simple solution is that you *can't*. Poor mages, they'll have to settle for stunbolt and powerball… like they already planned to.

Back on topic, I think they best solution I heard (perhaps half-heard?) was to make sniping a martial art. If you remove the ability of optics to fully negate ranges, and use MA benefits to add that back in, it seems to solve the problem. Is it expensive enough? (I think probably 'yes'.)
KarmaInferno
QUOTE (Fortinbras @ Mar 3 2011, 10:29 PM) *
How are the binoculars not "between the caster and the target?"

Because the rules say so?

You want bad, imagine an entire building with Mage Sight cables running to every room and hallway.

Spells coming out of the damn walls, man!



-k
CanRay
QUOTE (KarmaInferno @ Mar 4 2011, 01:19 AM) *
You want bad, imagine an entire building with Mage Sight cables running to every room and hallway.

Spells coming out of the damn walls, man!
-k

That's actually the design in a security handbook, IIRC, although there's a limit to how far Mage Sight Goggles work.

Still...
Tymeaus Jalynsfein
QUOTE (CanRay @ Mar 3 2011, 11:09 PM) *
That's actually the design in a security handbook, IIRC, although there's a limit to how far Mage Sight Goggles work.

Still...

Mage Sight Goggles, Yes, But the Mage Sight Security System extendss that to some pretty impressive ranges (Couple of kilometers per Fiber-Optic strand if I remember correctly)
Kerenshara
QUOTE (StealthSigma @ Mar 3 2011, 04:38 PM) *
Then you haven't made a sniper. You've made an Olympic grade sharpshooter. That's it.

The spotter role, as someone has mentioned, has been mostly negated through smart guns. The values of a spotter that are retained are ancillary to taking a shot. Guarding the sniper's back and providing a much more appropriate weapon for engaging multiple foes (assault rifle) are about all that remains.

Not going to debate on the gear vs. human argument. It's a matter of opinion. In combat, there's this odd thing called "workload". The shooter stays on target while the other person analyzes the shot and calls adjustments. And the extra eyes are invaluable because the scope on the gun usually has a much narrower angle of view than the spotter's optics. But like I said, the extra couple dice aren't worth arguing about here.

QUOTE (StealthSigma @ Mar 3 2011, 04:38 PM) *
There's zero reason to add logic in. Those "small" adjustments are quite huge when you consider that millimeter adjustments turn into multiple inches down range and can be the difference between a miss and a hit. Fine motor control (Agility) is completely appropriate.

This isn't about the physical shooting. Sniping Skill was suggested as an adjunct to pulling the trigger. Actual SKILED sniping has more to do with analyzing variables and making adjustments to the weapon/optics and choosing Kenucky Windage and lead based on what you KNOW. If you KNOW the distance (either by skilled observation or mechanical means), humidity, barometric pressure, temperature, weapon status (cold bore, early shots, continuous fire), wind speed and direction OVER THE LINE OF FLIGHT, target movement speed, BC of the round, muzzle velocity of the round and umpteen other factors you can essentially eliminate all the things which make getting the round where you want it at great distances so problematical. Doing all that takes a lot of very fast number crunching, and the more experienced, the sniper, the faster and more reliable the answers.

I did like the mention about WILlpower above. Control of breathing is absolutely critical at extreme ranges. And if you read the descriptions of the Attributes, I'd say long range braced shooting would be REACTION because it's actually more hand-eye co-ordination than gross motor. But that's a separate argument entirely.

-Krerenshara

P.S.: With the 20-dice cap in place, the DP mods capped at [Skill + Attribute] and hits capped at [Skill x2], being an Awakened sniper doesn't offer a lot more help. You're just more likely to get to the full dice pool more easily than the mundane fellow who has to rely on purely mundane sollutions.
Whipstitch
QUOTE (Kerenshara @ Apr 1 2011, 12:04 AM) *
And if you read the descriptions of the Attributes, I'd say long range braced shooting would be REACTION because it's actually more hand-eye co-ordination than gross motor.



This justification seems precisely backwards to me. Agility is described as your fine motor control while Reaction is poorly defined other than a vague mention of your reflexes. Frankly, I'd recommend largely leaving the agility and reaction descriptions largely out of the conversation, since I get the strong impression that Quickness was given the ax and Reaction changed from being a derived stat largely to keep SR4 from having one almighty uber attribute that everyone felt practically obligated to take. Agility is plenty strong as it is, after all, given that attributes aren't just used to determine a few derived stats and to modify skill costs.
Critias
QUOTE (Kerenshara @ Apr 1 2011, 12:04 AM) *
Actual [SKILLED] sniping has more to do with analyzing variables and making adjustments to the weapon/optics and choosing Kenucky Windage and lead based on what you KNOW. If you KNOW the distance (either by skilled observation or mechanical means), humidity, barometric pressure, temperature, weapon status (cold bore, early shots, continuous fire), wind speed and direction OVER THE LINE OF FLIGHT, target movement speed, BC of the round, muzzle velocity of the round and umpteen other factors you can essentially eliminate all the things which make getting the round where you want it at great distances so problematical. Doing all that takes a lot of very fast number crunching, and the more experienced, the sniper, the faster and more reliable the answers.

Which is kind of why, yes, a reasonable triggerman with a smartlink is a god of sniping. Electronics do almost all that work for you, in Shadowrun. What exactly is it you think a spotter can do that an appropriate electronics suite can't? Adjusting optics, knowing distance, humidity, barometric pressure, temperature, weapon status, wind speed, muzzle velocity, etc, etc? What of that -- if anything -- seems beyond the grasp of technology in SR?

When we're already seeing in real life that there's an app for that, it really seems like some cyberoptics (or just a nice scope), a smartlink, and a few extra goodies on a commlink can handle the vast majority of stuff that a sniper needs a spotter for...and, in fact, stuff that a sniper needs hyper-specialized training for. If most of the thinking and technical know-how is being taken care of, all that remains is lining up the crosshairs and pulling the trigger (which is adequately handled via, well, the existing firearms combat skills).
Nath
QUOTE (Critias @ Apr 1 2011, 10:09 PM) *
Which is kind of why, yes, a reasonable triggerman with a smartlink is a god of sniping.
It should be true, but with RAW, smartlink adds only two dices. Slightly less than what should be the difference between a mortal and a god.
Yerameyahu
Yes, but the optics can negate all range penalties. Together, it's pretty compelling.
Critias
QUOTE (Nath @ Apr 1 2011, 04:10 PM) *
It should be true, but with RAW, smartlink adds only two dices. Slightly less than what should be the difference between a mortal and a god.

There's more to it than adding two dice, though. There's all the "realism" stuff Kerenshara is talking about that is handled perfectly well by shooter software. Toss in all the other goodies that integrated optics can handle for you (handling lighting conditions, completely negating range modifiers, that sort of thing), and all it really takes to be a "sniper" is someone with a big enough bank account.

Which, well, is kind of how it SHOULD be, in Shadowrun. All it takes to be anything is someone with a big enough bank account.
Tymeaus Jalynsfein
QUOTE (Critias @ Apr 1 2011, 03:27 PM) *
There's more to it than adding two dice, though. There's all the "realism" stuff Kerenshara is talking about that is handled perfectly well by shooter software. Toss in all the other goodies that integrated optics can handle for you (handling lighting conditions, completely negating range modifiers, that sort of thing), and all it really takes to be a "sniper" is someone with a big enough bank account.

Which, well, is kind of how it SHOULD be, in Shadowrun. All it takes to be anything is someone with a big enough bank account.



Quoted for Truth... smokin.gif
Whipstitch
And as I pointed out back on page one, what isn't covered by a smartlink+imaging scope combo is likely already covered by a tacnet and a drone. After all, what else is a spotter there for but to observe the events from another "angle" and relay that information in a useful manner? Conversation and some cover fire, mostly.
Critias
QUOTE (Tymeaus Jalynsfein @ Apr 1 2011, 05:36 PM) *
Quoted for Truth... smokin.gif

Of course, the real fun happens if someone's got the skill and the bank account. cyber.gif
Kerenshara
Just one note:

Sniping Skill only negates penalties. A Smartgun is a bonus. I never suggested the two weren't interchangable. And a high enough Sniping roll could negate a whole lot more than 2 dice of penalties.

A skilled user always gets a lot more out of the tools they have than a novice.

-Kerenshara
Tymeaus Jalynsfein
QUOTE (Critias @ Apr 2 2011, 04:48 AM) *
Of course, the real fun happens if someone's got the skill and the bank account. cyber.gif


No Doubt... biggrin.gif
Whipstitch
QUOTE (Kerenshara @ Apr 2 2011, 11:45 AM) *
Just one note:

Sniping Skill only negates penalties. A Smartgun is a bonus. I never suggested the two weren't interchangable. And a high enough Sniping roll could negate a whole lot more than 2 dice of penalties.

A skilled user always gets a lot more out of the tools they have than a novice.

-Kerenshara



I what I was insinuating earlier though is that some tools and some veteran tricks are individually useful but more than a bit redundant when combined, sort of like giving an Army Ranger a rating 2 Survival Activesoft. Training wheels keep you upright but when it comes to my racing bike I consider even a kickstand to be extra weight I just don't need.
Kerenshara
QUOTE (Whipstitch @ Apr 2 2011, 03:30 PM) *
I what I was insinuating earlier though is that some tools and some veteran tricks are individually useful but more than a bit redundant when combined, sort of like giving an Army Ranger a rating 2 Survival Activesoft. Training wheels keep you upright but when it comes to my racing bike I consider even a kickstand to be extra weight I just don't need.

*waggles hand back and forth*

"Redundant", as you'd define it, means "unnecessary" if your examples are an indicator.

There is a 1st-gen prototype smartgun sniper rifle already on the market IRL, and it includes a ballistic computer that is actually pretty amazing when you get down to it. But unless said smartgun is automatically controling the weapon, all it's doing is providing a very capable tool to help pick up some of the load. Shooters with the new rifle are able to achieve much higher incidence of cold-bore hits at extreme range, but making up for target motion and calculating for barriers and cover is still going to be a lot of intuition.

I know the IT hardware in 2070 is pretty wiz, and the software is spawning AIs, but the ammount of power available to something the size of a Smartgun (remember it's not just chips; it's power supply, optics, interface and a "hardened" enclosure) isn't going to be able to match the TRAINED sniper's brain for things like snap calculations of lead (read: crossing target snapshot) or adjusting for deflection of a windshield.

Does that distinction I'm trying to make here make sense?

-Kerenshara
CanRay
There's also the "Human Factor". Computers are pretty good at predicting things, but Human Nature is something that just can't be mathematically quantified. You need another Human to read it.

Metahuman, in Shadowrun's case.
Whipstitch
Unless you've got an emotitoy. They help read people just fine. wobble.gif

As far as my examples go, staying upright isn't unnecessary, but you do not necessarily benefit from having multiple ways of reaching upright. Sometimes you just have a best option that renders the others superfluous. Anyway, I guess we can argue about this until the cows come home, but ultimately a lot of it comes down to a different interpretation of the setting. I just don't really what a spotter can do for you in terms of plain ol' improving your odds of making the shot compared to a longarms+drone+tacnet+smartlink combo. That pretty well covers know-how, ballistics calculations and appraising the shot from several vantage points. I can see having a trained spotter (ie, someone with Longarms/Firearms/HW) acting as a tacnet alternative or maybe helping out via a teamwork test at the most, but I don't really see including yet another skill and then adding all that up to one big pile of largely unpenalized dice.
Kerenshara
QUOTE (Whipstitch @ Apr 2 2011, 11:05 PM) *
Unless you've got an emotitoy. They help read people just fine. wobble.gif

Emotitoys are garbage, IMHO. Generally I can look the other way on most things, but these just hork me off.

QUOTE (Whipstitch @ Apr 2 2011, 11:05 PM) *
ultimately a lot of it comes down to a different interpretation of the setting.

Y'know, I just re-read the sub-title of my OP, and I guess your answer is "Option B". *grin*

As to another skill, I've been toying around with the skills trying to come up with something between SR3 and SR4X. I'm particularly focusing on Combat Skills. Here's what I'm toying with presently:

[ Spoiler ]

-Kerenshara

Whipstitch
Yeah, I don't see much wrong with an Option B given that when someone says "every Street Samurai" what comes to my mind is a small pool of heavily augmented and specialized future warriors. My opinion of your rule idea depends in large part on context. Within the greater picture of SR4, long range shooting tends to be an ambush and "roll for successes" situation and thus is pretty easy to do with or without a Sniping skill/martial art/whatever, so unless you have more rules changes up your sleeve I guess I see your rule as just making Samurai fall under two categories:

1. Option B.
2. Option B, with extra trimmings.
Kerenshara
QUOTE (Whipstitch @ Apr 3 2011, 11:08 AM) *
Within the greater picture of SR4, long range shooting tends to be an ambush and "roll for successes" situation and thus is pretty easy to do with or without a Sniping skill/martial art/whatever, so unless you have more rules changes up your sleeve ...

Most "urban" sniping takes place at distances considered Medium or less (Even for Light Sniper Rifles; See my other post about Firearms that make sense) - Under 500m and usually well under 250m. This is mostly relvant to things like BIG straightaway shootouts in the DMZ where you're aimed down a road a kilometer long with buildings on either side to keep things constrained, or on a real Hot-War battlefield or someplace rural or at least VERY suburban.

As to "more rules changes up [my] sleeve"... this is me, we're talking about. Hello! Are y' new here?

*chuckles*

-Kerenshara
Whipstitch
I assumed there were some, but without that context there's not much I can do but offer my opinions based on RAW.
CanRay
Actually, one thing I like about the video game Homefront is the urban setting of it. Especially in Multiplayer when you get to play with Drones.

One game, I was flying a Recon Drone and told my side: "We have to secure the Hooters. The OpForce is using it's roof as a Sniper's Nest.", and even the people new to the map (Including myself) knew how to orient and assault on it. Shiving the Snipers nicely as they looked down their scopes, not a spotter in sight to help them.

I smiled at that and thought, "Now we need magic and spirits, and we might have a Barrens War going on in Shadowrun.
longbowrocks
In reference to the subheader of this topic:
Short answer: yes.
Long answer: you have a computer doing all the measurements for you, so it's kind of just a point and click adventure. How fast can you point and think "pull trigger"?

Otherwise, cool idea.
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