Re: ACC. vs MOA.
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This will rarely be encountered for real-world characters with rifles, but can limit the utility of handguns at practical engagement ranges. Handguns have inherent accuracies from about 8MoA to as much as 25MoA for some short barreled or lower quality pistols. At 25yds, a 6" diameter target (head shot) MoA starts to become a limiting factor; at 50yds with a handgun (not a typical engagement distance in the real world, but quite doable for PCs) the odds of actually hitting the target can easily be maxed out at 50%-80%, limiting skill to the 10-13 range (for Pcs, still worth taking). I agree with the MoA acting as a limiting agency on max effective skill. I believe I posted a similar formula in a different thread, although yours makes better use of the actual math from the speed/range table, where mine was a lookup. |
Re: ACC. vs MOA.
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(Plus these additional letters to make the computer-machine go.) |
Re: ACC. vs MOA.
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Re: ACC. vs MOA.
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As for mods, it depends. Sometimes it's purely cosmetic, just because the person thought it'd help, or even just liked the looks of it. Sometimes it's helpful, especially for internal mods. For the most part, those ones are treated as making the weapon Fine or Very Fine, with the coresponding increase to ACC, though sometimes they affect other things (ROF, for example). And sometimes it's just stupid. I remember some of your stories... |
Re: ACC. vs MOA.
Thinks I got all I need to roll with it. Thanks for all of your sugestions.
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