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#101 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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I now look at my temporarily suspended GURPS Spaceship Battles executables in anticipating horror. I never considered what a large system of cases and exceptions is in demand.
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#102 | |
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Join Date: Jul 2008
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If you always hold a perfect bead, you want a circle smaller than the target but don't care how much. If your aimpoint drifts, but always stays within the target, you want a circle smaller so that the edges of the cone don't go outside the target. If you can't count on your aimpoint being over the target at all, though, a larger dispersion may result in getting more hits. Just like a shotgun, it can be easier to score some hits because the shots are spread out rather than all going to one place.
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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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#103 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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#104 | |||
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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There certainly might be a way, though it might involve a table lookup, to see what percentage of shots fired in a burst SHOULD hit (raw stats: your dispersion is 50% bigger than your target; you expect half your bullets to hit). Then you'd have a roll to determine how many DO hit. Close range and big targets would move the "floor" for that number up, pure luck can probably deal with exceeding the average by a large amount. It's a non-trivial problem, as the many pages of discussion here indicate! [*]Edit: Sorry, "this does not track for a weapon clamped in a vise." is closer to the truth. The higher the Rcl stat is, the higher your skill probably has to be to keep the aim-point where you expect it to be (if it was on-target) or from wandering on follow-on shots (if it was not). But . . . the inherent "circle" the weapon fires into is the Acc. Where your aimpoint goes after you use your skill to sight in and fire, that's probably Rcl.
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon Last edited by DouglasCole; 12-08-2011 at 03:53 PM. |
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#105 | ||
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Join Date: Jul 2008
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Some guns, of course, consistently rise due to recoil. I don't think that's applicable to the support-weapon types we're mostly thinking about here though. Quote:
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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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#106 |
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Join Date: Nov 2011
Location: Seattle, WA
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How do games like Battlefield 3 or Modern Warfare do it? I believe they use the computer to calculate aim point, movement of the aim point due to recoil, and shot dispersion applied to each bullet fired while the aim point is shifting.
That's not something I want to do in an RPG! The GSS issue is merely the same symptom of the system's issue with large numbers. I to, however, believe it is meaningless to compare hit percentages with single shots to those of auto fire (I don't think you were doing that either). As far as GSS is concerned, the mistake there is treating individual shots as a form of Rapid Fire. If you gamed out those attacks with one second rounds, thereby getting many attack rolls, many shots will hit. I just think they went with a quick-and-dirty approach by co-opting the Rapid Fire rules for something that's not true Rapid Fire. As for mini guns, I don't know how you fix those. Use Suppression Fire mostly, I guess, and make sure to Aim at actual targets you want to hit. Finally, let me just say that us never want to actually roll damage for the whole minigun burst in the first place! At any rate, I'm no more convinced now than I was earlier that these rules fail only for certain unusual circumstances but otherwise work fine (excepting the plain misuse of them in GSS of course). |
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#107 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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After TG playtest is done, and I finish my alternate GURPS article on (something), I'll have to dork around with this again.
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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#108 | |
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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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#109 | |
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Join Date: Nov 2011
Location: Seattle, WA
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I think a key point here that has been mentioned, and perhaps unfairly dismissed, is that we need to define the circumstances under which one should actually use the GURPS Rapid Fire rules. If I clamp a minigun to test its accuracy, why would you use the Rapid Fire rules? They clearly don't make sense in that situation. If I'm on a Blackhawk helicopter and trying to hose down enemy jeeps driving on the road below me with the mounted minigun, perhaps the Rapid Fire rules make a lot more sense and create a reasonably close hit percentage to whatever reality is (do we really know?). So, while this discussion is hugely interesting, what is the practical, game-level effects that we really need to be worrying about? And what are the right mechanics for realistic use of an LMG at long ranges? I believe one should use Suppression Fire and probably steer away from directly targeting individuals with LMGs at long range, but perhaps that's a naive viewpoint. |
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#110 |
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Join Date: Nov 2011
Location: Seattle, WA
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The recoil has nothing to do with the gun's inherent accuracy. The "circle" of dispersion in a perfectly clamped gun will not vary if the weapon is on single shot or fired on full auto. The main exception arises when a weapon fires from a closed bolt on single shot and an open bolt on full auto. THen you'll get different dispersion amounts for sure.
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| Tags |
| house rule, rapid fire, rcl, recoil |
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