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Old 08-26-2016, 07:47 AM   #14
HANS
 
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Join Date: Oct 2004
Location: Berlin, Germany
Default Re: Rapid Fire bonus and Rcl

Quote:
Originally Posted by Erling View Post
I don't mean that basic rules are bad or something, but I'm curious if it's possible and playable to reflect full-auto/burst controllability in such way. Opinions invited.
Basically, you don't understand how full-automatic fire works in real-life. You don't start firing a burst and then somehow manage to walk it into the target. Instead, you sight onto the target and then start the burst. Thus, it makes no difference how controllable the weapon is for the first shot of a burst, which in real-life very often is the only shot of a burst that hits anyway (especially in handheld weapons). Instead, the controllability of the weapon matters for all the shots in the burst but the first one. Which is exactly how the GURPS rules work. So, no, your proposed rules don't improve the realism at all. The GURPS Rapid Fire bonus kind of breaks down when very large numbers of rounds are fired (very high RoF). However, that has nothing to do with controllability and very little with the Rcl stat.

Cheers

HANS
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