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With the revised Recoil rules, is the Ultimax Rain Forest Carbine still OP?

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SmilinIrish

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« Reply #15 on: <02-18-14/1141:51> »
Yeah.  I'm trying not to get into this debate though.  At my table, I've houseruled that Automatics skill doesn't exist, which makes life easier for bookkeeping and arguments about what kind of skill to use with what firearm is null.

So, pistols and smgs fall under pistols, and assault rifles, snipers, shotguns and mgs are longarms?

I just started playing SR with the new edition.  While building my character, I decided for automatics because I could use machine pistols for concealability (and still have BF/FA), and assault rifles for power. Seemed the best of both worlds.  I didn't see the need for anyone but a full out martial character needing pistols.  I'm using a modded out Steyr for my primary weapon.  I do realize that pistols are more concealable, but the machine pistol with the 0 modifier was good enough for me.  Its been fine in my game so far.  I'm currently pumping unarmed combat skill with shock gloves for when I can't bring the heat.  Also, my character only uses stick and shock so that I'm not leaving a trail of bodies. 

My DM approved the Rainforest with the changes Michael just mentioned. 
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Namikaze

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« Reply #16 on: <02-18-14/1158:24> »
So, pistols and smgs fall under pistols, and assault rifles, snipers, shotguns and mgs are longarms?

Yes, except that MGs still fall under Heavy Weapons.  And Longarms also covers Battle Rifles, Sporting Rifles, the Parashield Dart Rifle, and the Fichetti Pain Inducer.  Pistols also covers Tasers, the Parashield Dart Pistol and the Ares S-III Super Squirt.  But we can continue this discussion elsewhere if you're curious.  Just send me a PM.
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Twilight

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« Reply #17 on: <02-23-14/1631:15> »
@Namikaze, your changes to the firearm skills make a ton of sense.  I was just recently discussing something similar as the firearm rules really don't make sense (in addition to automatics, there is zero difference between sniper rifle and sport rifle in its usage).

KarmaInferno

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« Reply #18 on: <03-04-14/1905:49> »
I am considering changing my home game firearm categories to One Handed, Two Handed, Heavy, and Special. With specializations for scoped fire, automatic fire, direct or indirect heavy, etc. Special is anything that does not fit into the other three categories and requires a seperate skill for each individual Special weapon.


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FuelDrop

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« Reply #19 on: <03-12-14/1844:36> »
Sports and Sniper Rifles still edge the RFC out on range.
Also, a Full Auto burst or Full Auto complex can be effectively split between several targets with the penalties mitigating the lower dicepools. The RFC is less effective against multiple targets. Shotguns are likewise more effective at crowd control.
The RFC is horribly broken, but without mod access it doesn't entirely render other weapons worthless. It does force them so deep into niches that they'll never see daylight again but there are times when another weapon is favorable.
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