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#1 | ||
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Join Date: Jan 2010
Location: Brighton
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That's kind of my point, Rcl is already that in the system, Quote:
So say for example the "shoot till down" scenario: Your shooting at a target that represents an immediate threat and your absolute highest priority is to end all possibility of that threat as quickly as you possibly can. So you keep shooting rounds into your target until they recognisably go "down". (of course that last is a subjective value judgement involving lots of factors many of which are unknown in a high speed/adrenaline situation. Either way and "down" is not actually the same as "threat has ended" so for many reasons "shoot til down" often becomes "shoot till empty, assess threat while reloading, decide weather or not to keep firing") But that set up requires it be in particular context i.e. short range where A you can successfully hit with multiple rounds, and B make such instant assessments. Now take long range supressive fire. Say you are firing an assault rifle in FA at a squad of soldiers at 600 yards. Now in that scenario in most combat situations hitting individual targets is going to be more case of luck than judgement. Your not likely going to know for sure the actual effect you having on individual targets, so forget about making those split second reassessments as per above*. So the tangential effects of keeping them pinned down becomes more important than actual bullets hitting bodies. Because those are the ones you more reliably going to knowingly achieve. Now obviously in both cases an actual increased likelihood of hitting the individual target with more bullets is a good thing, but see how the different factors in play in each scenario places a different onus on doing so *which is why I really like the spotting, tracer and walking the burst rules in Tactical shooting, as they play up the difference between shooting at something and knowing what the ongoing result of that is. Last edited by Tomsdad; 08-26-2016 at 09:03 AM. |
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#2 | |
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Join Date: Jan 2010
Location: Brighton
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The best shot in the world will only hit with one round at ROF1, and given the unlikeliness of one shot instantly ending of a threat, more is more. I may be wrong but I think in real life shoot to down tends to happen when the shorter is reasonable sure of their ability to hit with multiple rounds as that is the intended goal (which with a pistol probably means close range). I.e I don't think the main point of shoot lots rounds when "shooting til down" is in order to increase their chance to hit at all. This however raises a point I think in real life rapid fire / FA fire is used in very different ways at different ranges and set ups. e.g shoot till down at close range and supressive fire at long ranges for example. (but that said I'm sure it's not hard and fast categories that never crossover either!) Last edited by Tomsdad; 08-26-2016 at 05:14 AM. |
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#3 | |
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Join Date: Oct 2004
Location: Berlin, Germany
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Cheers HANS
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I blog at Shooting Dice. |
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#4 | |
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Join Date: Jul 2008
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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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#5 | ||
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Join Date: Oct 2004
Location: Berlin, Germany
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The increase of the overall hit chance of a burst is because the Rapid Fire rules require only one roll, when it would be more realistic (but way less playable) to roll for each shot in the burst, with increasing penalties. The Rapid Fire bonus to the one to-hit roll in automatic fire thus combines several rolls. Hence, the one roll gets a (small) bonus, rather than to make three or five or ten rolls. Cheers HANS
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I blog at Shooting Dice. Last edited by HANS; 08-27-2016 at 04:46 AM. |
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#6 | |
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Join Date: Jul 2008
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Ghostdancer, authority really doesn't work that way. Rules text is what it is and we all can read it, whether or not it's what the author intended it to be. Not that that's relevant here.
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I'd thought your remark about usually only the first shot hitting meant you were saying subsequent shots shouldn't be effecting the roll to hit, and thus Rcl shouldn't, but clearly that was my mistake. ...What were you getting at?
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#7 | |
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Join Date: Jan 2010
Location: Brighton
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1). Rcl doesn't effect the chances of the first round hitting, which is correct 2). Rcl does effect the chances of subsequent rounds hitting, which is also correct But here's the thing, first has two meanings here. It can be the first round that leaves the gun, and the first round that hits from the burst i.e the one that was most likely to hit. And the abstract way GURPS does rapid fires means that can be different rounds, but in real life they tend to be the same round. And for the purposes of rapid fire rules both are correct at the same time However overall what gets bit more hazy is that you can fire lots of rounds to partially overcome that effects of Rcl*, because the more rounds you fire in GURPS the rapid fire positive mod can partially counteract the negative Rcl mod. However IMO this is an artefact of the way the Rcl is per round factor, but rapid fire is per burst factor (as pointed out condensing the entire burst into one roll is trade off for the sake of playability, and involves certain amounts do abstraction in overall effect). Conceptually the two factors do interact in an odd way if you look closely, but the rapid fire rules are about giving a overall realistic effect (with out rolling to it for every round, which you could just do by removing the to rapid fire bonus). *obviously Rcl builds at a faster rate than the Rapid fire bonus, but as again it does so round by round, where as rapid fire applies once to the entire burst. Last edited by Tomsdad; 08-29-2016 at 01:50 AM. |
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#8 | ||
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Join Date: Sep 2014
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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 10:03 AM. |
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#9 | |
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Join Date: Jul 2008
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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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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#10 | ||
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Join Date: Sep 2014
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__________________
When in deadly danger, When beset by doubt, Run in little circles, Wave your arms and shout. |
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