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Combat Knife vs Other Melee weapons

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Rift_0f_Bladz

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« Reply #15 on: <02-17-16/2224:25> »
Yup, with only the claymor and sword being the ones I leave if need be.
Quote- Mirikon on 7/30/2019 at 08:26:51
Agreed. This looks like a 'training wheels' edition, that you can use to introduce someone to the setting, and then shift over to something like 5E or 4E. Like how D&D 5E is best used as training wheels for D&D 3.X.

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Mirikon

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« Reply #16 on: <02-17-16/2349:11> »
Let's see, in 4e, one of my characters routinely carried: a katana (Weapon focus), a sword (wakizashi), twin vibroblade swords, twin Cougar Fineblade Long Blades, a Combat Knife, a Survival knife, Victorinox Memory Blade, and two pistols (either Yamaha Sakura Fubukis or Nemesis Arms Praetorians, one loaded with EXEX, the other with SnS). Also had a sword cane, for fancy shindigs, twin forearm snap-blades, and when he was really expecting trouble, a set of six Flashbang and six Thermal Smoke grenades. The Flashbangs he typically tossed blindly around a corner or into an enclosed space, while the thermal smoke he would drop at his feet and use an Ultrasound or ultrawideband radar sensor, or switch to astral sight.
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kyoto kid

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« Reply #17 on: <02-18-16/0152:04> »
Those were my thoughts exactly. Especially the AP value is a bit concerning.
...found the Riposte technique to be rather useful especially if you have a character with a high initiative and decent pool..
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kyoto kid

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« Reply #18 on: <02-18-16/0212:14> »
...my namesake adept KK carries 3 blades, a Katana (WF), Wakizashi, and a Sapphire Knife (as Hard Targets is finally legal for Missions).
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Rift_0f_Bladz

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« Reply #19 on: <02-18-16/0712:31> »
Only 3, :'(

Oh, I forgot the survival knife in my list as well, but that is not for combat. I also generally have 2 Remington Suppressors (one with SnS and other with either normal rounds or EX) and when expecting lots of trouble my FN-HAR. The Rapid Draw power has made my life so much easier, cause now I can just drop and switch mid fight so much easier, and my FN-HAR has a sling so dropping is not an issue really.
Quote- Mirikon on 7/30/2019 at 08:26:51
Agreed. This looks like a 'training wheels' edition, that you can use to introduce someone to the setting, and then shift over to something like 5E or 4E. Like how D&D 5E is best used as training wheels for D&D 3.X.

Turned in Toxshaman for ¥1 million/4 once.

Hobbes

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« Reply #20 on: <02-18-16/1709:23> »
If this has been discussed before then please delete.

I was looking through the stats on Melee weapons and then it struck me, why would anyone use anything but a combat knife (other than style of course and that goes a long way!).
It is 100% legal which means you can carry it anywhere since you don't need a permit, it's concealable, it's cheap and the stats themselves are amazing.

So why use anything else especially if talking black trenchcoat?

Two Reasons:
1. Heavy load out when you're already packing a grenade launcher, may as well grab the largest weapon you can carry.
2. Style.

Mechanically, yes, Combat Knife and Sapphire Knife are no brainer picks for any 'runner with a Blades skill. 

kyoto kid

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« Reply #21 on: <02-18-16/1944:00> »
Only 3, :'(

Oh, I forgot the survival knife in my list as well, but that is not for combat. I also generally have 2 Remington Suppressors (one with SnS and other with either normal rounds or EX) and when expecting lots of trouble my FN-HAR. The Rapid Draw power has made my life so much easier, cause now I can just drop and switch mid fight so much easier, and my FN-HAR has a sling so dropping is not an issue really.
...that's just blades, she also has two Ruger Warhawks, a Remington 950, and Krime Boss drum fed shotgun (with Ammo Skip), all internally smartlinked with personalised grips.
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PiXeL01

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« Reply #22 on: <02-18-16/1951:57> »
So to return a little bit to the topic; should the situation be fixed? If so how?

Would reducing the AP to -2 for Combat Knives and increasing Vibros to AP -4 solve this issue even a little?
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Reaver

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« Reply #23 on: <02-18-16/2137:25> »
Don't think there is anything really to fix. We have different tools that do different things.

Combat knife: an armor penetrating long blade for close combat.

Survival knife: multi-tooled utility knife.

Knife: your run of the mill knife. Be it kitchen, pen, pocket, or belt. Nothing special.

Cougar fine blade: a well made, stylish knife. But still a knife.


Couldn't find vibro blades anywhere, and mono filiment only comes on swords.
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Rooks

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« Reply #24 on: <02-18-16/2157:23> »
Or Diakote sapphire knife and have nothing show up on mad scanners

PiXeL01

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« Reply #25 on: <02-18-16/2238:48> »
Vibro blades are from Sail Away Sweet Sister, the enhanced fiction.

There are two sizes, knife (Acc: 5 DV:(str+2)P AP: -2) and sword (Acc: 6 Reach: 1 DV: (Str+4)P AP: -2). They hummed when turned on and DV -1 when used turned off.
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Rooks

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« Reply #26 on: <02-19-16/0626:46> »
theres anything about monowire blades other than the sword?

Jack_Spade

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« Reply #27 on: <02-19-16/0655:24> »
The monowire chainsaw  ;D
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Hobbes

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« Reply #28 on: <02-19-16/0847:47> »
So to return a little bit to the topic; should the situation be fixed? If so how?

Would reducing the AP to -2 for Combat Knives and increasing Vibros to AP -4 solve this issue even a little?

Ultimately Monowhips win melee.  Concealability of 10 when implanted.  Essentially immune to Scanners once you can upgrade to a Deltaware fingertip.  RAW that would be after the first run, since the Availability isn't an issue.  High damage and high AP with no stat investment. 

From a mechanical efficiency standpoint monowhips win.  The fact that there are other melee weapons with niche uses, or are somewhat close mechanically is a bonus, not a problem.  It means you're only slightly penalized for style choices.

Rooks

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« Reply #29 on: <02-19-16/1424:01> »
Except when you crit glitch your attack roll unarmed is good slap on some shock gloves great if you are a mage for touch attacks