Post by apoc40 on Jan 21, 2014 23:29:47 GMT -5
Q1: What is the damage on the SMG? Page 106 says "See Text" and page 107 just discusses a -1 and -2 aim to the second and 3rd shot of the burst.
Q2: Can you explain the ROF better for me? I just don't get it. The way I read it, I can fire my pistol up to 3x per round (or 6x if I'm doing a run/gun) with no penalties unless I'm targeting multiple targets, versus a rifle only 2x, and a SMG only 1 time (with 3 rounds going off, each taking aim penalties). Beyond range restrictions and a marginally lower damage die, the pistol seems the superior weapon.
Q3: Have you considered inserting an optional rule regarding firing a weapon inside a structure without some sort of ear protection/augments or a silencer/suppressor attached. For instance, look at the SMG description, then look at shooting a similar weapon: www.youtube.com/watch?v=6As46W3Bfpk Be about like detonating a small flash bang. If you shot that off down a hallway or inside a vehicle with your two buddies right beside you, they'd be deaf and probably bleeding from the ears.
Q4: Have you considered different range penalties based on circumstance for the rifle? The range on the rifle works if you're storming an office building with narrow halls, quick turns, and fast movement; but if I'm protecting an asset at his posh party from 3 roof tops away, that range (and incurring penalties) is awfully short given for what is basically a .300 Winchester magnum. Those guns are often used by people (who are way more skilled than me) to do 1000 yard + shots.
Q5: How would you recommend handling players asking for something like different caliber weapons and other more custom weaponry or weapon modifications? IE: a .22 pistol and a .50 cal will both kill a cryptid dead, but a .50 cal with hollow point tips may do it more effectively than a .22 with target ammo.
I see page 116 has some for damage, range, and ammo capacity, so I'm using that as a baseline. Ultimately shot placement is the most important than the displacement the bullet can cause, so my thought would be to allow a minor + to damage in exchange for an equivalent decrease in aim.
Q6: What, no chainsaw? :-p Everybody loves chainsaws!
Q2: Can you explain the ROF better for me? I just don't get it. The way I read it, I can fire my pistol up to 3x per round (or 6x if I'm doing a run/gun) with no penalties unless I'm targeting multiple targets, versus a rifle only 2x, and a SMG only 1 time (with 3 rounds going off, each taking aim penalties). Beyond range restrictions and a marginally lower damage die, the pistol seems the superior weapon.
Q3: Have you considered inserting an optional rule regarding firing a weapon inside a structure without some sort of ear protection/augments or a silencer/suppressor attached. For instance, look at the SMG description, then look at shooting a similar weapon: www.youtube.com/watch?v=6As46W3Bfpk Be about like detonating a small flash bang. If you shot that off down a hallway or inside a vehicle with your two buddies right beside you, they'd be deaf and probably bleeding from the ears.
Q4: Have you considered different range penalties based on circumstance for the rifle? The range on the rifle works if you're storming an office building with narrow halls, quick turns, and fast movement; but if I'm protecting an asset at his posh party from 3 roof tops away, that range (and incurring penalties) is awfully short given for what is basically a .300 Winchester magnum. Those guns are often used by people (who are way more skilled than me) to do 1000 yard + shots.
Q5: How would you recommend handling players asking for something like different caliber weapons and other more custom weaponry or weapon modifications? IE: a .22 pistol and a .50 cal will both kill a cryptid dead, but a .50 cal with hollow point tips may do it more effectively than a .22 with target ammo.
I see page 116 has some for damage, range, and ammo capacity, so I'm using that as a baseline. Ultimately shot placement is the most important than the displacement the bullet can cause, so my thought would be to allow a minor + to damage in exchange for an equivalent decrease in aim.
Q6: What, no chainsaw? :-p Everybody loves chainsaws!