Steve Jackson Games Forums

Steve Jackson Games Forums (https://forums.sjgames.com/index.php)
-   GURPS (https://forums.sjgames.com/forumdisplay.php?f=13)
-   -   Firearms combat? (https://forums.sjgames.com/showthread.php?t=82929)

DouglasCole 09-02-2011 04:56 PM

Re: Firearms combat?
 
Quote:

Originally Posted by roguebfl (Post 1241639)
And why does it have to be a separate Ready action? and not Par if the Aim maneuver when using variable Scope?, during the dial slowly as you home in.

The twist action on a scope is TIGHT. It's done that way deliberately so it doesn't move in and out during semi-rough handling. Even on a bipod, the motions you make while twisting the scope will likely throw your aim completely off. At VERY high mag (and there are some variable scopes that go up to pretty darn high magnification, you may lose the target completely, especially at long range.

Crakkerjakk has it exactly right. You set the power of the scope, then you Aim.

Now, a higher TL scope could have a digitally controlled zoom that doesn't fox your aim so badly. That would be part of the longer term precision aiming, and with some computer help, might even happen without contact from the shooter. But current manual stuff is definitely set first.

Why have the lower magnification at all? Field of view. High mag means if you're not right on the target, you may wind up waving your barrel around (or at least, it'll feel that way). At low mag, you aren't as precise, but you can see what's around you . . . and this might include other animals or even people.

Crakkerjakk 09-02-2011 05:00 PM

Re: Firearms combat?
 
Quote:

Originally Posted by DouglasCole (Post 1241645)
The twist action on a scope is TIGHT. It's done that way deliberately so it doesn't move in and out during semi-rough handling. Even on a bipod, the motions you make while twisting the scope will likely throw your aim completely off. At VERY high mag (and there are some variable scopes that go up to pretty darn high magnification, you may lose the target completely, especially at long range.

I'd allow you to take a Ready mid-aim to increase the scope magnification. It'd be harder on higher power settings, true, but I've had my crosshairs on a buck before and dialed the scope up to a higher mag without taking them off him.

Quote:

Originally Posted by DouglasCole (Post 1241645)
Why have the lower magnification at all? Field of view. High mag means if you're not right on the target, you may wind up waving your barrel around (or at least, it'll feel that way). At low mag, you aren't as precise, but you can see what's around you . . . and this might include other animals or even people.

Also because it helps with rapid target engagement. You still get some bonus at the lower levels, as opposed to none if you had a fixed power scope above the lower level you currently have it set at.

But yeah, basically I decided that if switching firing selector switches was a Ready action, then changing the current magnification level on a scope was definitely also a Ready action. I mean, usually you can flip your weapon from safe to fire without having to take your finger off the trigger. You have to reach up to the scope to adjust that. It doesn't make sense any other way.

roguebfl 09-02-2011 05:03 PM

Re: Firearms combat?
 
That just means modern 'variable' scopes are just fixed scopes with variable settings, not need to change the rules on how GURPS handled real variable scopes though as you said they could in theory exist.

Especial given the technology is currently available in cameras, were instead of a stiff dial you have a zoom in and zoom out button.

Crakkerjakk 09-02-2011 05:06 PM

Re: Firearms combat?
 
Quote:

Originally Posted by roguebfl (Post 1241649)
That just means modern 'variable' scopes are just fixed scopes with variable settings, not need to change the rules on how GURPS handled real variable scopes though as you said they could in theory exist.

Especial given the technology is currently available in cameras, were instead of a stiff dial you have a zoom in and zoom out button.

You can say "Variable scopes haven't been invented at least at TL 8", but I think that'd get you some funny looks. Better to have what GURPS calls variable scopes be what people in the real world mean when they talk about "variable power scopes" and just implement rules to make them function like they do in reality if you care about that level of detail.

DouglasCole 09-02-2011 05:09 PM

Re: Firearms combat?
 
Quote:

Originally Posted by Crakkerjakk (Post 1241648)
I'd allow you to take a Ready mid-aim to increase the scope magnification. It'd be harder on higher power settings, true, but I've had my crosshairs on a buck before and dialed the scope up to a higher mag without taking them off him.

I'd allow a skill roll with appropriate TDM. Good, steady shooters who aren't rushed can probably pull this off, as you note.

Ulzgoroth 09-02-2011 05:31 PM

Re: Firearms combat?
 
Quote:

Originally Posted by Crakkerjakk (Post 1241648)
But yeah, basically I decided that if switching firing selector switches was a Ready action, then changing the current magnification level on a scope was definitely also a Ready action. I mean, usually you can flip your weapon from safe to fire without having to take your finger off the trigger. You have to reach up to the scope to adjust that. It doesn't make sense any other way.

Not sure it's more than tangential, but with Lightning Fingers you can handle safeties and selectors without needing a Ready. For that matter, any familiar user can handle safeties as a free action.

Crakkerjakk 09-02-2011 05:41 PM

Re: Firearms combat?
 
Quote:

Originally Posted by Ulzgoroth (Post 1241660)
Not sure it's more than tangential, but with Lightning Fingers you can handle safeties and selectors without needing a Ready. For that matter, any familiar user can handle safeties as a free action.

The problem with "any familiar user can handle safeties as a free action" is that typically on weapons with a fire selector lever "safe" is just one of the positions it can be set on.

And yeah, I'd let Lightning Fingers remove the requirement to take a Ready to adjust the scope in a game using Gun-Fu or with Gunslinger.

Ulzgoroth 09-02-2011 05:50 PM

Re: Firearms combat?
 
Quote:

Originally Posted by Crakkerjakk (Post 1241662)
The problem with "any familiar user can handle safeties as a free action" is that typically on weapons with a fire selector lever "safe" is just one of the positions it can be set on.

Well, you'd have to ask the authors of High Tech about that, because that discrepancy is right there on pages 80 and 82-83.

Crakkerjakk 09-02-2011 05:54 PM

Re: Firearms combat?
 
Quote:

Originally Posted by Ulzgoroth (Post 1241665)
Well, you'd have to ask the authors of High Tech about that, because that discrepancy is right there on pages 80 and 82-83.

Yah, I know.

Sam Cade 09-03-2011 09:42 PM

Re: Firearms combat?
 
Quote:

Originally Posted by DouglasCole (Post 1241645)
The twist action on a scope is TIGHT.

Yup. Folks that anticipate using the adjustment of a variable scope regularly in a time sensitive context often fit throw levers to the adjustment to manipulate it with greater alacrity.

http://www.brownells.com/.aspx/pid=2...E_THROW_LEVERS


Quote:

Originally Posted by DouglasCole (Post 1241645)
At low mag, you aren't as precise, but you can see what's around you . . . and this might include other animals or even people.

...don't forget that a 1x telescopic sight should have all of the advantages of a Red Dot/Reflex sight.

http://imageshack.us/f/405/rakurzreticule.jpg/


All times are GMT -6. The time now is 04:19 PM.

Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.