QUOTE (Yerameyahu @ Nov 12 2011, 07:38 PM)
Right, AV. And their stats halfheartedly reflect that intent. Such weapons even already have weird 'against vehicles, use different numbers' clauses, so I feel like my proposal's a good fit.
This post kind of inspired me to put my thoughts on missile balance down in text. Just so you know. They are kind of like this.
They should get + hits to damage, like EVERYTHING ELSE in the game.
I think the trend set with AV rockets and AV ammo is a good one ( they get extra ap against vehicles), but isn't enough: Dedicated AV weapons need AP half. This is the main reason gauss rifles, laser weapon, and most elemental-damage weapons(tasers, flamers) are attractive: a high ap value is nice, but AP half is just SO much better. Thus, dedicated anti-tank weapons, like missiles and rockets, should get AP half against they targets they are meant to take out. (this is the big one. Ap Half on big explosives puts them suddenly back into 'dangerous to big targets' range)
With the state of technology in shadowrun, and smartguns being so prevalent, missiles should REALLY come with a stock sensor rating out of the box, at no additional price. It doesn't have to be large, just there: Rockets are there as more of a low-tech alternative. (as a GM, I also tend to assume Device Rating supercedes Sensor rating on drones. It makes bookeeping stock enemy drones easier, as they aren't literally blind half the time. This is part of that, and a bit of guided sensor on a military missile makes some sense.)
Grenades should get a price increase to about 2-3 times what they are now. Right now they are -cheap-, and it shouldn't be more cost effective to grab a grenade as opposed to filling up your gun with bullets. Make them a little more expensive, but not unreasonably so, so people are less tempted to fling them around - and make 'refillable' grenades, like splash and gas, more attractive. Maybe changing ammo prices to be per 20 or 25 instead of 10. At current prices, 'do i want 20 bullets for two full bursts, OR a high explosive grenade' is a valid question, since they're the same price. Grenades SHOULD be deadly, just not as cheap and available as they are now.
Chunky Salsa: Realistic but kind of OP. I feel that half the reason damage falloffs are in the game is just to slightly counteract the rule. Both are also more book keeping that can bog a game down. If grenades have a potential to lose damage(falloff), then they definitely need a way to gain it back due to a good shot(net hits).
Given the opportunity to run my own game, I would probably use the middle ground for scatter distances: 4A's higher dice values, but 4th's better decreases-per-hit. Also moving any 4d6 scatter down to 3d6, like most others, because that's just way too much for a guided missile strike. Also: Allowing Airburst as a common use software package for smartlinks at the same cost, instead of JUST an accessory, which makes a bit more sense.