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Old 07-02-2013, 03:34 PM   #31
Varyon
 
Join Date: Jun 2013
Default Re: Plasma weapons

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Originally Posted by apoc527 View Post
Now, keep in mind that this weapon is RoF 10, Rcl 1 (it's NOT Rcl 2 IMO), so a decent burst may actually hit with 5 shots.
It's been awhile since I played the games, and the spread is a bit different in each one, but keep in mind that Rcl 1 is reserved in GURPS for weapons that essentially lack any sort of spread. If memory serves, the plasma rifle tended to have a bit less spread than the assault rifle in Halo 1, and probably about the same spread as the pistol in Halo 2 (Halo 1's pistol was a zero-spread-sniper-pistol-of-DOOM). It seems to fit quite comfortably at around Rcl 2.
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Old 07-02-2013, 03:41 PM   #32
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Default Re: Plasma weapons

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Originally Posted by Varyon View Post
It's been awhile since I played the games, and the spread is a bit different in each one, but keep in mind that Rcl 1 is reserved in GURPS for weapons that essentially lack any sort of spread. If memory serves, the plasma rifle tended to have a bit less spread than the assault rifle in Halo 1, and probably about the same spread as the pistol in Halo 2 (Halo 1's pistol was a zero-spread-sniper-pistol-of-DOOM). It seems to fit quite comfortably at around Rcl 2.
By Halo 3 and Reach (and possibly Halo 4), the plasma weapons are almost spread-less by comparison to the UNSC weapons. Rcl 1 can also simulate super-light to nearly-nonexistent recoil effects, which I think simulates the later Halo games' plasma weapons nicely. I don't recall what they were like in Halo and Halo 2...been too long, but regardless, I'd go with what's in the most recent games, and in those, the plasma pistol and plasma rifle are effectively recoilless.
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Old 07-02-2013, 04:10 PM   #33
Varyon
 
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Default Re: Plasma weapons

I didn't play much of 3 (and never bothered with the plasma rifles), and haven't played the others. In the first two, the plasma rifle had a decent amount of spread, while the plasma pistol typically had none at all. Whichever games you'd prefer to go with are, of course, the best, although personally I would run plasma rifles as having Rcl 2. If they have virtually no spread, Rcl 1 is indeed the way to go.
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Old 07-02-2013, 04:14 PM   #34
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Default Re: Plasma weapons

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Originally Posted by Varyon View Post
I didn't play much of 3 (and never bothered with the plasma rifles), and haven't played the others. In the first two, the plasma rifle had a decent amount of spread, while the plasma pistol typically had none at all. Whichever games you'd prefer to go with are, of course, the best, although personally I would run plasma rifles as having Rcl 2. If they have virtually no spread, Rcl 1 is indeed the way to go.
That might be a fair ruling, given that UT is specific about plasma guns being the only energy weapons to have actual Rcl. That makes them considerably worse weapons, though. I might up RoF to 13 in that case so they can get the +3 RoF bonus.
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Old 07-02-2013, 07:06 PM   #35
Fred Brackin
 
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Default Re: Plasma weapons

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I'd actually probably model it as around RoF 4. .
ROF 4 would mean you had to succeed by 4 just to hold the whole stream on target when "aiming" one at short range really doesn't seem to be any harder than "aiming" a pressure washer. I mean, how many soldiers put 200 hours of range time in on flamethrowers before using one?

That's the thing about the rapid fire rules. They have substantial and sometimes nigh unavoidable missing built into them and this is done so as to reflect the lack of Skill and negative modifiers of common users and situations rather than the physical properties of the weapon in question. Frequently it results in missed shots when doing such would be nigh impossible.
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Old 07-02-2013, 07:52 PM   #36
sir_pudding
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Default Re: Plasma weapons

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Originally Posted by Fred Brackin View Post
I mean, how many soldiers put 200 hours of range time in on flamethrowers before using one?
Intensive learning hours count double, so you'd only need 100 hours of range time. Nobody really uses flamethrowers anymore in the real world though, so the question really should be how many hours were soldiers trained for flamethrowers when they were in use. Back when Marine 0351s used them, I imagine they got as much training as they do on the SMAW or whatever today.

The other thing that reflects "as easy to aim as a pressure washer" is that it ignores range penalties and can probably Telegraphic Attack.
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Old 07-02-2013, 08:12 PM   #37
Fred Brackin
 
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Default Re: Plasma weapons

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Originally Posted by sir_pudding View Post
The other thing that reflects "as easy to aim as a pressure washer" is that it ignores range penalties and can probably Telegraphic Attack.
The weapon might have a bonus to Dodge similar to Telegraphic Attack but the user isn't choosing to use that option.
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Old 07-02-2013, 08:17 PM   #38
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Default Re: Plasma weapons

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Originally Posted by Fred Brackin View Post
The weapon might have a bonus to Dodge similar to Telegraphic Attack but the user isn't choosing to use that option.
Why not? "Treat it as a melee weapon with a very long reach rather
than as a ranged weapon."

Telegraphic Attack is an option for Melee attacks.
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Old 07-02-2013, 08:25 PM   #39
Fred Brackin
 
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Default Re: Plasma weapons

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Originally Posted by sir_pudding View Post
Why not? "Treat it as a melee weapon with a very long reach rather
than as a ranged weapon."

Telegraphic Attack is an option for Melee attacks.
Because I don't think the bonuis to Di9dge results from the user's actions. It's part of the weapon';s characteristics. There's no way for the user to not give the bonus to Dodge.
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Old 07-02-2013, 08:29 PM   #40
sir_pudding
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Default Re: Plasma weapons

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Originally Posted by Fred Brackin View Post
Because I don't think the bonuis to Di9dge results from the user's actions. It's part of the weapon';s characteristics. There's no way for the user to not give the bonus to Dodge.
Then they should get the +4 to hit as well. It's still easy to aim the things as you've already pointed out.
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