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[SM OOC] 6-02 Amber Waves of Grain

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Herr Brackhaus

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« Reply #60 on: <05-05-16/2240:20> »
That's only reserved for people who argue with the GM, and mostly for people who go to conventions. That's where most Missions are played as they are convention exclusive until published, and not all SRMs get published.

Also, that was the wrong part of that quote to focus on ;)

Raiderjoseph

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« Reply #61 on: <05-05-16/2317:16> »
I focused on the rest. But "Ok so I just shoot people. Got it." Seemed dull.
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Irn0rchid

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« Reply #62 on: <05-05-16/2320:52> »
Sometimes you hit people with your guns? :)

Raiderjoseph

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« Reply #63 on: <05-05-16/2350:11> »
Dont have skill in clubs. My character is basically a street level. He has yet to refine himself into a well rounded threat. But he can shoot so there is that.
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Herr Brackhaus

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« Reply #64 on: <05-06-16/0628:34> »
"Tactics" for a gunslinger often comes down to just that; sling guns (or rather, bullets).

You can get creative with how you accomplish said task, but unless you've built for it from a game mechanics point of view you're not going to do very well. Case in point, no one in this group has any negotiation skills, so we suck at negotiation and have to find other ways around that.

In your case, you've invested points in Computer so you've got 5 dice for Matrix Perception; you can help trying to spot devices running silently. You've got a 4 dice in Chemistry, which may help when we try to identify what the substance we're smuggling is. You've got good Perception skill and decent sneaking abilities, so if we need to we can try to infiltrate the place before we go loud.

In terms of combat tactics, well, it really does come down to eliminating the opposition. Hit hard, hit fast, take out or disable opponents quickly in the hopes they'll flee or surrender, and your mission is largely considered complete.

Raiderjoseph

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« Reply #65 on: <05-06-16/0744:17> »
I see. Im really used to the DND playstyle. If you dont have ranks in a skill your pretty much screwed. This is more of "how you use it" then "what you have" game.
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Herr Brackhaus

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« Reply #66 on: <05-06-16/0752:47> »
Yeah, discard everything you know about D&D when it comes to Shadowrun; completely different game.

Beta

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« Reply #67 on: <05-06-16/0954:03> »
RaiderJ:

Most of the below may be obvious regarding pistol adepts, but trying to be cover a lot of combat items, just in case.
-   Pistols don’t have a lot of range on them.  Your die pool can be heavily reduced by range, so you want to be reasonably close before any shooting starts, especially if they have SMG or longer weapons.  Bringing a knife to a gun fight may be a classic mistake, but bringing a pistol to a sniping match is just about as bad.

-   You have two main shooting modes for pistols.  Both are good, and part of your job is to figure out which to use when:
  • Single shot is a simple action and avoids recoil issues and allows for a ‘take-aim’ simple action before-hand, or some other simple action that you may need to do.
  • A ‘semi-automatic burst’ (complex action, uses three bullets) takes two off the targets dodge pool, making it more likely that you will hit, or will hit harder.  But it takes up your whole action and runs through your limited ammo more quickly.

-   Note that your dodge is equal to your reaction + intuition.  Compare that to your dice to hit.  Not everyone will be as good as you are at shooting, but still… it is fairly easy to be hit if you are standing out in the open.  Getting cover, when you reasonably can, makes you harder to hit, makes you more apt to stay in good fighting shape (unlike D&D, most of your dice pools go down as you take damage, remember).  Remember too that within each turn, each dodge roll after the first one loses another die (i.e. your third dodge in the same turn is at -2).  Taking on a lot of people, even if they are not highly skilled, can be a good way to get turned into a pin-cushion.

-   Use that diminishing dodge thing to your benefit, too.  For example, if there is someone you think is going to be very hard to hit, you might want to use just a single shot on the first action or two of the turn, and hopefully the team is providing additional fire on the target.  Once their dodge pool has been worn down a bit, then you use the semi-automatic burst to take an additional two dice off it for that shot, and you have a good chance to doing damage.

-   Because hitting requires overcoming the targets dodge pool (unless they are completely surprised), and because extra hits add to your damage (and if they have an armor jacket or something then you can expect them to soak a fair bit of the damage of your pistols), you almost never want to split your attack dice to make two attacks in the same action.  Having two pistols makes it believable that you could split your attack, but it just isn’t good tactics very often.

-   When you have a good chance to hit, called shots can be a useful option.  Taking a -4 to your dice pool to add +2 to the DV can be worth it with tough but not very nimble targets, and called shots to shoot a gun out of someone’s hands, for example, can sometimes be better than just shooting them.

Irn0rchid

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« Reply #68 on: <05-06-16/0959:43> »
A note on the math of called shots. -4 dice is effectively equivalent to a -1.3333 DV. So if your 'to hit' dice far outnumber the opponents 'dodge' dice, the +2 DV called shot is, on average, a good thing (adding .666666 damage). However, if you drop your dice pool by 4 for the called shot and that ends up meaning you don't hit, then you wasted your action basically. 

biotech66

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« Reply #69 on: <05-06-16/1543:44> »
Id like to see anyone try to smack me with the sourcebook through the internet. There isnt a die pool high enough to pull that off.

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biotech66

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« Reply #70 on: <05-06-16/1546:17> »
As for combat in the game, combat can be a boring or entertaining as you want.  If you just have to spice up what your doing.  Also check out burst fire and Run and Gun for more fun tactics you can do with guns.
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Herr Brackhaus

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« Reply #71 on: <05-06-16/2004:44> »
biotech66
Do I know anything about this "terminal" place, and/or how far away terminal is from the farm? For that matter, do we even know how to get to our target location(s)?
Area Knowledge: Chicago 2 + Intuition 4: 6d6t5 3


Also, are you saying Goober can install the winch for us in less than the expected time?

ETA:
Aha, checked the Missions FAQ:
Quote
Can I hire someone to modify my vehicles/drones for me?
Yes. Hired mechanics use an interval of 4 hours for vehicles/drones, will only work for 8 hours per day, and charge 100¥ per hour. To calculate how long it takes to complete a modification, divide the threshold by four (round down) and multiply this by the interval time.
If you have an appropriate contact (Mechanic) they can perform the modification for you. The time to complete the task is the same, but they will offer a discount on their services. Reduce the amount they charge per hour by 10% for every point of Loyalty you have with that contact.

So in this case, the threshold for a basic Winch is 8. 8/4 = 2. 2*4=8. With Goober as a non-contact Mechanic, it would take 8 hours to complete a single install of a Winch, and cost 800¥.

I don't mind surrendering my vehicle for 8 hours to get a winch installed, but I only have 1,100¥ available at this point; we can scout out the place with drones and magic while we wait for the install to take place if anyone is willing to split the cost, or just chance it and try to carry the thing.


« Last Edit: <05-06-16/2016:58> by Herr Brackhaus »

Raiderjoseph

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« Reply #72 on: <05-06-16/2014:34> »
Vexboy will give 400 if you split the cost and ask. I hate playing a Dog adept. Aspect of friendship and all that drek. Oh those are his ex shadowrunner parents. See his backstory. I guess you could roll if Biotech says its cool. I dunno im not the gm. Im just roleplaying. I gotta wait for Sid before I post.
« Last Edit: <05-06-16/2034:23> by Raiderjoseph »
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« Reply #73 on: <05-06-16/2041:40> »
The OOC is getting a little ahead of the IC here .... But when it comes time to pay for the winch,Alf can front the money (divide the cost evenly when paid?  We all need it for the job, I guess?  I'm not actually sure what role the winch is playing ... Quite possibly just a gap in my real world experience.)

I would think a decent dolly would make it easier to move the tank to and from the van.  Should think that the availability shouldn't be a real problem, but not sure if such gearis listed anywhere?

Herr Brackhaus

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« Reply #74 on: <05-06-16/2121:35> »
I just figured that if the container/tank is large enough, a winch would be able to pull it from wherever it's located with assistance from one or two of us, leaving more available to fight.

A dolly would depend on flat ground, which, given the state of the CZ in general, definitely isn't a safe bet. We could also just head straight to the place, do some recon, and then decide.

 

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