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Old 05-11-2017, 10:42 AM   #37
DouglasCole
Doctor of GURPS Ballistics
 
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Default Re: [High-Tech] Reflex Sight + Scope: "can be used, but not with magnifying scopes"

Quote:
Originally Posted by vicky_molokh View Post
I must be misunderstanding something. What does the bonus I listed have to do with scopes? It applies even to weapons without iron sights, such as bows. The scope bonuses are described in the second paragraph.
My point was that you get the +1 from the reflex sight just because; it's a skill increase. You don't need to take one or more Aim maneuvers with all that implies for defenses and motion and whatnot. On the other hand, that +1 is all you ever get.

With Aimed shooting, you can increase a +1 to +3 by taking more time.


Let's do this with an example Acc 4 rifle, so we're not limited in any way.

Reflex:

Turn 1: You can just shoot, and you get +1 to Guns.

alternately:

Turn 1: You Aim, and claim +4 based on Acc and another +1 to Guns. (+5)
Turn 2: +1 Acc due to more time (total +6)
Turn 3: +1 Acc due to more time (total and max +7)
Turn 4: Shoot, maybe claiming another +1 for AoA (Determined) (Skill+8)


Scope

Turn 1: You Aim, and claim +4 based on Acc and another +1 to Acc. (+5)
Turn 2: +1 Acc due to more time (total +6)
Turn 3: +1 Acc due to more time (total and max +7)
Turn 4: Shoot, maybe claiming another +1 for AoA (Determined) (Skill+8)


So rather than a red herring with other scope magnifications, the correct point with which to challenge my assertion is simply that because you can still aim with a reflex sight and claim the increased bonus, they stack up the same and so there is no benefit without apoc527's nudge to give them +2. So the poster was right: while in the real world, that x3 mag seems to be worth something, in the GURPS world, it's not.
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