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Unread 05-23-2010, 04:51 AM   #151
Krylo
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Originally Posted by Geminex View Post
Nah, I don't have the money to spend. Nice idea, though.
Isn't my idea. It's on page 336 in the sidebar, "Similarly, many of the weapons listed here are available as combined arms weapons systems. A police-issue assault rifle may also feature a stunner— all built into the same weapon. For combined arms, simply add together the individual weapon component costs."

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And if I aim a shot and am attacking with two weapons (say, two heavy pistols), does the aiming bonus affect both weapons?
The rule book doesn't say one way or the other. I would assume it'd depend on whether you were concentrating all your fire on one person or not. I'd ALSO assume you'd have to use the complex aiming action to aim both your weapons.

Those are just assumptions though and PF would be final arbiter.
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Unread 05-23-2010, 05:04 AM   #152
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The rule book doesn't say one way or the other. I would assume it'd depend on whether you were concentrating all your fire on one person or not. I'd ALSO assume you'd have to use the complex aiming action to aim both your weapons.
Yeah, definitely. What I plan is to have two heavy rail pistols with lasersight, flash suppression and silencer. Sneak up on unaware enemies, get into close (or, if possible, point-blank) range, spent a turn with complex aiming, do a called shot to avoid armor (or, if not possible, just use AP rounds), then just fire on full auto with both guns, for 6d10+32 damage (provided my called shot is sucessfull). And hell, that's just the first round. I've surprised the enemy (hopefully), so I get another action's worth of damage after that (provided I roll initiative, which I will, considering the massive amount of wounds I hope to cause in the first turn). And even if I can't make a called shot to avoid armor, I'll just use AP rounds, 6d10+28, with -12 to the enemy's armor (That's a minimum of 34 damage. Meaning that you'd need one hell of a lot of armor and durability to avoid wounds). That's for close range, and would work fairly well against one or two targets. For long-range, I'll go with a sniper rifle. Maybe I'll go with an underslung seeker launcher, but probably not. Like I said, no money.


Edit:
Two things:
Is anyone focusing on Demolitions? Cause I think I could.

Also, how much Will should I be getting. I don't need it for any skills, but there's a lot of will tests that we'll be making, and I don't wanna get mentally screwed. I'm thinking of 20 points, and I'll get some extra when I go Ghost.

Last edited by Geminex; 05-23-2010 at 06:48 AM.
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Unread 05-23-2010, 06:40 AM   #153
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Originally Posted by Dracorion View Post
Yeah, but no one wanted to be a Fury.
Which is a shame, because properly tooled they leave reapers in the dust.

Geminix said!: Can ranged weapons have an unlimited amount of mods (I'm thinking of a sniper rifle with smartlink, suppressor and silencer, does that work?)

Yes. ... Within reason. While you technically can have conflicting weapon mods that do the same thing (Scope, Laser Sight, Smartlink), they won't stack in most cases. Also, I assume your supressor is integrated into your silencer so you don't end up with the "LONGGUN IS LONGGGGGGGG" effect.

Aiming affects the weapon you aimed.

Dual weilding is pretty awesome in this game, and some people go so far as to make an octa-weilding octomorph with eight heavy pistols and that just makes logic cry blood. No need to make it disproportionately more awesome.

Edit: Why I was so concerned about sniper rifles is mainly because, go take a look at their AP. Then consider that 'really tough' things tend to have an armor between 16 and 25, like Daniel. ARs have an AP of a modest -6, while SRs jump the shark and go straight to -12, double or more what every other kinetic weapon has. Make one a railgun and give it AP and you're looking at something that does 2d10+10 at -20, and effectively ignores all forms of armor. (HEAP Missiles are a mere -8. A MONOFILAMENT SWORD is -4.)

On autofire that becomes 3d10+20 at -20, allowing me to hit "The toughest man in the universe" for an average of 34 damage or so past his armor before we factor in just how well I shot him.

Meanwhile, if I shot him with a plasma rifle (-8, 3d10+12), I'd do on average 13 or so damage, not even a wound. Except the RSR can do it from 3 miles away, and the plasma rifle about 20 feet. This is the same gun that can only fire three times before overheating because guns that fire more than three times are for wusses. It's not even semi-auto, which makes me think that it's STILL grossly underpowered.

They weren't just good, they outclassed everything else by whole orders of magnitude in their previous state, and are still probably the best weapon in the game under this one.
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Last edited by PhoenixFlame; 05-23-2010 at 06:58 AM.
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Unread 05-23-2010, 06:46 AM   #154
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Aiming affects the weapon you aimed.
Ok, so I'm dual-wielding two heavy pistols, I aim. Do both weapons get the benefit of having been aimed?
Quote:
Also, I assume your supressor is integrated into your silencer
That's usually the case nowadays, I'd have hoped it'd be the case in the future.

And oh god, Octomorph, 4 rail sniper rifles (with underslung seeker missile launchers), maxed kinetic weapons skill, AP ammo, heaviest possible armor, high Fray.
Good for nothing but combat, but it could take on a heavy tank. Hell, it could probably take on a battleship, even without automatic fire.
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Unread 05-23-2010, 07:02 AM   #155
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Originally Posted by Geminex View Post
Ok, so I'm dual-wielding two heavy pistols, I aim. Do both weapons get the benefit of having been aimed?
Go pick up two pistols and aim them at a wall. How's that working out for you?

Like real dual weilding, you aim and fire one weapon at a time. Unless you're a crazy person who uses smartlinked weapons and fires them both from his hud mounted reticules (So that's a bad example I guess), but you still have to aim them individually. Your brain doesn't get faster because you're carrying more guns.

It'd be awesome if it did, though, or Octomorph dude'd be the smartest man in the universe.

From personal experience though I can tell you that dual weilding heavy pistols is extremely effective to the point where it's not uncommon to kill people in one round with them.
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Last edited by PhoenixFlame; 05-23-2010 at 07:04 AM.
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Unread 05-23-2010, 07:17 AM   #156
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Like real dual weilding, you aim and fire one weapon at a time. Unless you're a crazy person who uses smartlinked weapons and fires them both from his hud mounted reticules (So that's a bad example I guess), but you still have to aim them individually. Your brain doesn't get faster because you're carrying more guns.
Ok. So what if I use 2 turns' worth of complex aiming? Would that give me +30 on both?

Quote:
From personal experience though I can tell you that dual weilding heavy pistols is extremely effective to the point where it's not uncommon to kill people in one round with them.
Yeah. It's because you get a fixed damage bonus when you go full-auto, and you get a fixed bonus of 10. If you dual-wield two and go full auto, you get a bonus of 20 damage. It's just geometric increases vs. percentage increases. Fun little exploit, provided you're at close range.
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Unread 05-23-2010, 07:20 AM   #157
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Yes.

On that note, while I'm busy fixing things, I'm tempted to swap the SR and SMG's clip size, which would make the SMG actually useful as a niche weapon and not be grossly overshadowed by pistols of all colors, but I want opinions on this before I do it as there are undoubtedly those who want to keep their 40-round belt-fed tack drivers for fear of missing their intended target the first 39 times and being afraid to spend one round reloading.

Thoughts?
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Unread 05-23-2010, 07:26 AM   #158
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Veeeery preliminary character sheet. Not much more than a skill list right now. I'm still finalising my aptitudes so I've only got the points cost I'm thinking of spending in most skills.

Specialisation is for insects.
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Unread 05-23-2010, 07:38 AM   #159
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I'd be cool with the ammo-switch. Now that you've removes burst and auto, we probably won't be needing 40 rounds anyway. I mean, if you're firing at 2 bullets per action phase, with a speed of 2, you're still only using 4 ammo per turn. Meaning that you could pretty much keep up 5 rounds' worth of constant fire. And I have a feeling that after 20 sniper rounds, enemies are gonna want to lie low for a while, with sufficient time to reload.
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Unread 05-23-2010, 10:24 AM   #160
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Originally Posted by PhoenixFlame View Post
Which is a shame, because properly tooled they leave reapers in the dust.
Well, I would've made one, but didn't for two reasons: A) I wanted to make a different kind of character this time around, and B) if I did, it would just clash with Krogo's and Gem's characters.

Though it is still very tempting.
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