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#1 |
Join Date: Dec 2015
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Alright, so in real life take a man on a stationary position firing say a minigun using tracer ammo at a car sized target. He may miss at first but once he gets on target it would seem he puts basically his entire ROF into the target, and continues to do so for as long as he continues to fire. In GURPS you can never actually hit more then your skill at best, and can't keep firing holding your weapon on a point of aim after you find it. So it seems it is a bit unrealistic. any way to handle it better?
Last edited by Kfireblade; 07-06-2017 at 12:16 AM. |
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#2 | ||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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This said there probably are some problems with how GURPS treats attacks from high ROF weapons on large area targets like vehicles. |
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#3 |
Join Date: Sep 2004
Location: Medford, MA
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Did you check the section "Rapid-Fiare vs. Close Stationary Targets" on B408? It notes that in those situations if you make your roll, half your bullets his, if you make it by the recoil number all of them hit.
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#4 |
Join Date: Dec 2015
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Another question. So laser weapons. Lasers move literally at the speed of light, so it seems to me that if you fire full ROF in one second, every hit should land at very nearly the same point, so should one hit with a laser not usually mean they all hit?
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#5 |
Join Date: Sep 2004
Location: Medford, MA
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Not hitting all of the shots can represent you as shooter jerking the weapon, breathing weird...I mean there is a person who is firing the weapon who may not control the weapon well, may not be as competent.
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#6 | |||
Join Date: Jan 2010
Location: Brighton
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Ultimately the rapid fire rules are system abstraction to avoid having to roll for each projectile, as such it has some odd results (v.close range is one, long range is another).
This compounds when you move away from people firing man portable FA weapons and move towards vehicle mounted weapons with high Rof (what the Rcl stat represents and how it applies) Quote:
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However the lack of physical recoil and very high travel speed of the shots partly gives you the very high Acc and Rcl 1 of laser weapons. Which tends to mean you get more hits in Rapid fire Last edited by Tomsdad; 07-06-2017 at 04:58 AM. |
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#7 | |
Join Date: Jul 2008
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It is true that lasers have no reason to scatter their shots much unless doing so is a deliberately added feature. For a handheld laser the shooter themselves is probably the largest source of imprecision. On the other hand, keeping any weapon perfectly on target over the course of a whole second (to get off the full RoF) isn't a trivial exercise. In any case, GURPS lasers get Rcl 1 and very high Acc values due to their natural high precision. It's nowhere near a perfect model, but it's very powerful. (Due in part to other system issues...)
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#8 | |
Join Date: Dec 2008
Location: Behind You
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RPG Jutsu.com - Ninjas Play GURPS |
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#9 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Keeping a laser on target means both having the target at the point of aim and the laser focused there. Also each pulse that hits is causing effects that interfere with subsequent pulses.
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#10 |
Join Date: Dec 2008
Location: Behind You
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Lasers in Ultratech are considered beam lasers by default. See UT.118 under "Pulse Lasers".
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RPG Jutsu.com - Ninjas Play GURPS |
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Tags |
gunner, guns, rof, rof hits |
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