08-31-2016, 03:49 PM | #131 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Rapid Fire bonus and Rcl
That would not be a position I would hold, though. My contention would that controlling it is possible, though harder than Rcl 2. This is, of course, blindingly obvious. A heavier weapon, a stronger/heavier user (including the ultimate there, clamped in a vise attached to a heavy mount), a more skilled user, good weapon design, and lower power (momentum, energy, whatever) all mitigate to increase controllability. Going the other way . . . goes the other way
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08-31-2016, 04:45 PM | #132 | ||||||||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Rapid Fire bonus and Rcl
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08-31-2016, 05:34 PM | #133 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Rapid Fire bonus and Rcl
It's not clear that this is true. Human muscles and nerves have a response time (allowing correcting any drift) on the order of 200 milliseconds. A clamp, depending on its stiffness, will generally correct within a couple of milliseconds. Now, it should probably be possible for nonhumans with weapon mounts to do the same, but flesh and blood has limits.
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08-31-2016, 06:10 PM | #134 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Rapid Fire bonus and Rcl
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08-31-2016, 06:12 PM | #135 | ||||
Join Date: Jul 2008
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Re: Rapid Fire bonus and Rcl
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You may think it is unreasonable to expect the distribution of later rounds of the burst to diverge radically from that of earlier shots (after the first which generally has a rather narrower pattern) such that they start to have no chance of hitting the target. But it isn't a mathematics problem. Quote:
There's probably data that does, but it isn't that. Quote:
"Just to name a GURPS example, let's take M16 and FN FAL. Let's assume both models have RoF 9, which converts to +2 Rapid Fire bonus. M16 has Rcl 2, while FN FAL has Rcl 3. That is, rapid fire will provide equal bonus with both rifles. Only chance to hit multiple times is affected by Rcl."
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08-31-2016, 06:18 PM | #136 | ||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Rapid Fire bonus and Rcl
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08-31-2016, 06:56 PM | #137 | ||
Join Date: Jul 2008
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Re: Rapid Fire bonus and Rcl
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Coming in and influencing the way number of additional hits is extracted from the roll is not the same thing. As you've been persistently asserting, more shots in the burst while on target increase the chance of hitting. High recoil makes more of the burst not on target, that being the only reason it is relevant at all. So it results in fewer shots being in the on-target burst. Which should reduce the chance of hitting. Quote:
Here is the immediately preceding paragraph from the OP: "Historically full-power rifle cartridges, like 7.62x51, where replaced by intermediate cartridges, like 5.56x45, due to many factors. Among them was the controllability issue, as soldiers couldn't enjoy full benefits of rapid fire using full-power cartidges - shots scattered and spreaded, making it harder to hit the target with burst of full-auto."
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09-01-2016, 02:36 AM | #138 | |||||
Join Date: Jan 2010
Location: Brighton
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Re: Rapid Fire bonus and Rcl
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No it doesn't because a looser distribution is partly a factor of Rcl, and the higher the Rcl the less likely you are to hit with multiple bullets than with a lower Rcl. So higher Rcl does reduce you chances of hitting with multiple rounds. i.e Higher Rcl is a factor in a looser distribution Which is why I quite like rules for reducing Rcl for factors that would directly reduce the looseness of distribution (keeping a gun steady), as opposed to compensate for it's effect (e.g being accurate enough to hit anyway) You could also argue a looser distribution is factor of firing skill, and occasionally Min ST, and again deficits in these areas will give you less round on target. Now at the same time firing more rounds also increases your chances of hitting because you have more chances of hitting, as I said two different effects working along side each other. However again the end result effect of that is also dependent on lots of things such as range, skill, Min St etc. If I'm hip firing a sub machine at a target 500 yards away on default skill, firing 12 rounds won't appreciably increase my chances of hitting compared to 3 rounds or 1 round. Compare that to doing the same with skill 15 at a target 5 yards away and the Rof Bonus becomes more significant in determining the overall effect. Quote:
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The way Rcl works it does do that. Your argument about deteriorating cones also makes the same point. The first round has no negative effect from Rcl (because there was no previous round), the second round suffers from one previous rounds Rcl penalty to hit, the 3 round suffers form two previous rounds Rcl penalty to hit. And so on. This matches your point about cones of fire for individual round in a burst becoming further and further misaligned as Rcl kicks in. Skill and direct bonus directly compensates for this (Someone with with an effective skill of 18 will likely be able to absorb a lot more cone misalignment than some one with an effective skill of 10. Factors like range can exacerbate it, if I'm shooting at a target of 200 yards away the range penalty of -12 also dealing with Rcl (even when in combination with Rof bonus) is going to be hard but at 5 yards it's less of an issue. But yes when you talking about the rapid fire rules you are right the 2nd hit in burst is not officially the 2nd round fired form the gun and so on. However again I suggest this is down to the way that the Rapid fire rules combine different effects. The rapid fire bonus is really just away to remove having to roll as many times as you fire rounds. Instead taking an estimate on the chances of getting extra hits if you were to do so*. So it's only interested in modelling the chances of extra hits in general, it not interested in the increased chances of specific rounds hitting and so ignores burst order. But the Rcl rules very much take into account the accumulating effects of individual rounds in a burst. As I said two inherently different effects when it comes to either treating it as one overall burst or several individual rounds in a burst. The Rcl rules which do treat rounds individual are subsumed into the rapid fire rules which don't. I think this inherently different of POV within the same rule will make looking at this as one big whole difficult. Which is fine the rule itself is designed as abstraction to give a net effect, which is why it only concerned about how many bullet hit the target, and as you say doesn't particularly care with ones did. As it says in TS regarding firing different types of rounds and their order: Rapid Fire (p. B373) has no mechanic to deal with this, but can be easily amended. It’s irrelevant in which order the different rounds are fired, partially for playability, but also because GURPS does not assume any particular preference in which rounds of a rapid-fire or multiple-projectile attack hit. In the span of a one-second turn, it doesn’t matter.(TS: Pg31) Of course when it then has to address effects of different rounds mixed together it then goes on to split those different rounds out and tackle them separately i.e it has to go towards individual rolls the original rule is there to avoid, (or in fact calculates individual results of the same roll) for specific round types and then has to apply a ratio to get back to the result the rapid fire rules would normally give. Quote:
Well as I said that seemed to be the point I was responding too, which wasn't yours so I was not saying you were making it ;-) *I assume they crunched the numbers on this and it works out in terms of statistical likleyhood of extra hits Last edited by Tomsdad; 09-02-2016 at 02:38 AM. |
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09-01-2016, 03:31 AM | #139 |
Join Date: Sep 2014
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Re: Rapid Fire bonus and Rcl
Random thought that can be partially related to the topic: compensator (muzzle brake) from Tactical Shooting does affect skill while shooting at RoF 3+, which is quite similar to raising the Rapid Fire bonus, though it's not same. That demonstrates that GURPS's scope can include controllability (lower muzzle rise and drop, that is, lower recoil) as a factor affecting burst-based skill bonus.
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09-01-2016, 03:38 AM | #140 | |
Join Date: Jan 2010
Location: Brighton
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Re: Rapid Fire bonus and Rcl
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guns, high-tech |
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