08-26-2016, 06:34 AM | #11 | |
Join Date: Jul 2008
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Re: Rapid Fire bonus and Rcl
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There also might be a case for being able to reduce Rcl, though not below 2. It's common for a round that produces Rcl 3+ in small arms to be fired from bigger, heavier weapons at Rcl 2. I suspect Rcl above 2 is actually assigned due to difficulty controlling the gun due to recoil, which is something the right kind of strength could actually counter.
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08-26-2016, 06:55 AM | #12 | |
Join Date: Jan 2010
Location: Brighton
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Re: Rapid Fire bonus and Rcl
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The problem is RcL in GURPS is a bit of a general concept and as you point can be be effect by things outside of just the amount of propellant in the cartridge. If having a gun that's twice as heavy can help a firer enjoy a reduced recoil effect due to the benefits of increased overall mass of the weapon on the felt effects of firing the round. Then I see no reason why other factors in that system can't as well. The problem is MinST as is only impacts in one direction, the negative one. Your penalised until you meet it, but beyond that there's no difference between a ST10 chap one handed firing a ST10 pistol or ST20 chap doing so. So there's no positive correlation. That hard cut off doesn't seem right to me. I take the general point that being strong can't negate recoil entirely and magically allow you to fire FA and place all your later rounds on top of your first round, but then no one is arguing it should. Last edited by Tomsdad; 08-26-2016 at 07:51 AM. |
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08-26-2016, 07:02 AM | #13 |
Join Date: Jan 2010
Location: Brighton
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Re: Rapid Fire bonus and Rcl
It can do (stuff like the Kriss Super V, or the various specialised guns that qualify for the # rule would be in GURPS terms strong examples of that), but it can also just be as simple as the FN MAG is three times as heavy as the FN FAL.
Last edited by Tomsdad; 08-26-2016 at 07:09 AM. |
08-26-2016, 07:47 AM | #14 | |
Join Date: Oct 2004
Location: Berlin, Germany
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Re: Rapid Fire bonus and Rcl
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Cheers HANS
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08-26-2016, 08:54 AM | #15 | |
Join Date: Jul 2008
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Re: Rapid Fire bonus and Rcl
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08-26-2016, 08:59 AM | #16 | ||
Join Date: Sep 2014
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Re: Rapid Fire bonus and Rcl
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Many articles state that US soldiers weren't recommended to shoot M14 in full-auto mode because it was impossible to maintain accuracy and control. How can it be translated into GURPS language? Did generals mean "don't use full-auto, as you won't be able to hit the same enemy more than once anyway"? Or "don't use full-auto, as it won't help you to hit the enemy"? Or that was something related to suppressive fire? But Rcl doesn't even affect Suppressive Fire effective skill as well.
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When in deadly danger, When beset by doubt, Run in little circles, Wave your arms and shout. Last edited by Erling; 08-26-2016 at 09:03 AM. |
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08-26-2016, 09:19 AM | #17 | |
Join Date: Jul 2008
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Re: Rapid Fire bonus and Rcl
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The usual description does suggest that the powerful round did something to make full-auto even less practical though. Speculatively, if the kick is actually driving your aimpoint off target, what that would do is give you quickly and sharply diminishing returns on rapid fire. To be harsh, arbitrary, and simple, perhaps you simply can't get more than +1 for RoF...beyond that point the extra rounds aren't going anywhere near the target, so they don't help you hit.
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08-26-2016, 10:10 AM | #18 | ||
Join Date: Sep 2014
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Re: Rapid Fire bonus and Rcl
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Quote:
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08-26-2016, 10:33 AM | #19 | |
Join Date: Jul 2008
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Re: Rapid Fire bonus and Rcl
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The combination of distance and target SM might be. It isn't equivalent. Capping rapid fire bonus would mean that you'd want to fire just enough shots (5?) to get the best allowed bonus. Reducing the bonus would mean that you'd need to fire more shots to get that +1. (Also, if you don't assume a minimum 'bonus' of zero it would give a penalty to hit on single shots, which is obviously unwanted.)
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08-26-2016, 10:38 AM | #20 |
Join Date: Sep 2014
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Re: Rapid Fire bonus and Rcl
Oh, now I see. That's right.
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