08-30-2016, 12:23 PM | #81 | |
Join Date: Jul 2008
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Re: Rapid Fire bonus and Rcl
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08-30-2016, 12:23 PM | #82 |
Join Date: Nov 2011
Location: Seattle, WA
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Re: Rapid Fire bonus and Rcl
If this is really what the thread is about, then this is already true by virtue of #Shots, ammunition WPS and Rcl. If you have a huge mass of ammo next to you and you just want to hit something, then yes, firing at max RoF is always best. The reason it's not recommended in reality is because you waste most of your ammo, which you can't carry a ton of because it's heavy.
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08-30-2016, 12:26 PM | #83 |
Join Date: Nov 2011
Location: Seattle, WA
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Re: Rapid Fire bonus and Rcl
It's a predictable pattern--skilled shooters can compensate for that. I think it IS helpful.
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08-30-2016, 12:30 PM | #84 | ||||
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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08-30-2016, 12:37 PM | #85 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Rapid Fire bonus and Rcl
Tight groups are a factor of shooter skill, weapon stability, weapon MOA, and recoil. GURPS models all of these things.
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08-30-2016, 12:49 PM | #86 | ||
Join Date: Jul 2008
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Re: Rapid Fire bonus and Rcl
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For a quite unrealistic example, one of the Quake games (Quake 3, I think) had a machine gun which irresistibly pushed your aimpoint up as you fired. If you just kept shooting you'd wind up unable to hit anything except the ceiling over your head. It was accurate, fast-firing, and totally unable to put a second of continuous fire anywhere close to a target beyond arm's reach. (That sort of FPS being what it is, a major use was unloading at point blank range, starting at a tough target's feet so they died before it tracked off them.) Quote:
With cap at +1, firing 5 shots (the actual threshold for +1 bonus) would be useful, though not necessarily worth the ammo. Firing more than 5 would be pointless unless you were using some special autofire tricks like Spraying Fire or Suppression Fire over multiple zones Certainly an option, though doesn't solve the problem of people who have the objection unless it comes with an argument that convinces them they were mistaken.
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08-30-2016, 01:05 PM | #87 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Rapid Fire bonus and Rcl
I've touched on a few of these concepts before, though I won't pretend that the posts I'm about to link are directly addressing the question. But . . . some may be relevant.
Controllability to the point where you have to re-ready a weapon is covered here in Follow-up musing on Rcl and Unready Weapons I muse on controlling and jumping in Autofire here in Ready . . . aim . . . BRAKKABRAKKABRAKKABRAKKA Talking about ST, MinST, and Trained ST and Guns Skill When you're shooting a lot, Where do all those extra bullets go? Finally, here's on on inherent burst size and full-auto fire
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08-30-2016, 01:09 PM | #88 | |||
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Re: Rapid Fire bonus and Rcl
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08-30-2016, 01:22 PM | #89 | |
Join Date: Jul 2008
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Re: Rapid Fire bonus and Rcl
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I don't think there's anything I can add to what's already upthread on that.
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08-30-2016, 02:00 PM | #90 | ||
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Join Date: Aug 2004
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Re: Rapid Fire bonus and Rcl
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ETA: I think there probably is a problem here (though not enough of one that I would actually care in an actual game), in that GURPS is very generous with the Rapid Fire bonus, which isn't actually a problem with the M14 versus the M16, as firing accurate bursts with either weapon is pretty difficult (firing rapid single shots with the M16 especially from an unsupported position, like standing, isn't trivial either and GURPS does nothing about this other than only allowing you to retain half Acc). I am thoroughly convinced this is a general problem and not specific to battle rifles over assault rifles. Last edited by sir_pudding; 08-30-2016 at 02:10 PM. |
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guns, high-tech |
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