QUOTE (nezumi @ May 23 2011, 03:00 AM)

Absolutely not. I agree with your setup; if you engage Guy A, and Guy B's turn hasn't come up yet, no penalties apply. However, in those circumstances you want to EITHER throw all your CP into your first attack against Guy A (TN of 4) and take him out early, or if you have that option, use half your CP on Guy A (at TN 4) to wound but not kill him (increasing his TN from 4 to 5), then use the remaining immediately afterwards to do the same to Guy B.
What you seem to be suggesting is you use 0 CP when the TN is 4, and all your CP when the TN is 6. That doesn't make any sense. At least if you nail Guy A hard enough early on, your TN is 6 and his TN is also 6, so you're even with him.
Yeah, I wasn't suggesting anything on the CP use, just that you want lots of it. I agree with dumping a safe margin into your first attack - within reason.
If you have 1 or 2 reach, and enough dice to attack with without CP (for example, you are using a reach weapon with a +2 martial maneuver and a specialty for at least 9 dice and a TN of 2 or 3), then you might not need so much CP for a nearly certain hit. Once the other guys have to roll 6s it's basically all over for them. So you put in another three or four dice of CP, and unless you are fighting a prime enemy, you are dealing with about 8-10 dice (CP boosted to max ranks of skill) for the defence against a higher TN. With a good weapon, i.e. 10+ S or D base damage, that's a near certain kill or maim on the first strike.
(I had a Magic Adept Troll who would go invisible and then hit people with a dicoted poleaxe for 14D on a single hit - never mind that he had 3 reach and everybody defending hat +4 TN due to vision mods against an invisible attacker.

. So far the theory, I don't think I ever took that poleaxe anywhere. But even the telescopic staff was good enough).
QUOTE
In the case of getting shot while in melee, again, unless the melee attacker is using a nerf weapon (i.e., can't hurt you) and the ranged attacker is using a serious weapon (i.e., CAN hurt you), you use CP on the melee combatant first. Remember that using CP in melee counts double; first to dodge an attack, and second to attack someone else. CP against a ranged combatant just can't compare.
While you should be making sure that you are only fighting mooks when getting into a situation like that, I agree.
Now one thing I have to say: Melee in SR3 was really, really viable compared to now. I remember fights where people were constantly missing their firearm attacks because all sides were behind cover (a minimum of 6-8 TN), and then one of the runners would break out the katana and go on a frickin home run. Sure it was risky, but it was really good fun.
A particular scene I remember is when a group of runners were holed up on the upper floor of a warehouse building in a harbour, and we were doing the all-out merc attack scene from Black Lagoon, where basically every merc in town goes after that one group. There were enemies in the building, some coming up the outside stairs, a troll mini-gunner on the opposite roof, and about four cars outside with 8 remaining goons peppering the windows. (Maybe 3-4 primes, the rest were grunts of varying capabilities.) After the minigun had basically taken out the entire upper floor wall, our troggy machinegunned the other troll, and then there was lots of missing on all sides, until my human alrounder sammy leaped out of the window onto one of the cars and whipped the heads off two of the mercs with his katana, exposing himself completely to enemy fire, but somehow surviving it. And then he was behind the cover, dropped the sword and could gun down the rest of the mercs. (And the other chicken-shit runners dared come after him, which was the important part.) Good times

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It was great the way TN mods could force you to do things like that in SR3, whereas I'm not sure I would risk it in 4th.