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Is this character OP?

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_Pax_

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« Reply #15 on: <05-22-12/0023:24> »
You can, but it's supposed to come with drawbacks, which should not just be bulk/weight.  For 7 slots, I'd probably make one of the mods cost (significantly) more, for example.  At 9 or 10 slots, I'd do that and maybe impose a -1 die pool modifier for the gun being awkward or some such.

All4BigGuns

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« Reply #16 on: <05-22-12/0028:47> »
You can, but it's supposed to come with drawbacks, which should not just be bulk/weight.  For 7 slots, I'd probably make one of the mods cost (significantly) more, for example.  At 9 or 10 slots, I'd do that and maybe impose a -1 die pool modifier for the gun being awkward or some such.

Don't do that second part. If anything, tell them that one of their negative qualities should be a 5 point distinctive style (yes, possibly over the normal 35 limit and of course still getting the points--not letting them get the points for it is a screw-job).
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TheNarrator

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« Reply #17 on: <05-22-12/0055:50> »
Keep in mind that stuff that was built into the gun when it was originally manufactured or attached externally to the gun's top, underbarrel and barrel accessory slots wouldn't count toward the number of mod slots.

So bullpup, imaging scope and plasteel constuction rating 1 (which is probably just a polymer exterior) would probably all have come with the gun, and the silencer and smartlink could be attached externally, and the camera upgrades be on the scope rather than the gun itself.

But that still leaves Chameleon Coating, Custom Look Rating 2, Electronic Firing, Extreme Environment Mod Rating 2, Gecko Grip, Internal Bipod, Melee Hardening and Redundant Process Manufacturing. That's 16 slots. Where weapons can normally only hold 6. On a gun that would be 60 years old by that point.

If your GM is fine with that, and all the other players have been allowed equivalent sorts of leeway, then it's not a problem. The main problem with something being "overpowered" is that it will either overshadow the other players (ruining their fun by making them feel redundant and helpless) or completely outclass the opposition (removing any sense of challenge and frustrating the GM). So if everyone has equivalent amounts of power, then it's a non-issue.


EDIT: Did I say 10 slots originally? Not even close. Not sure what happened to the math there.

Seriously, however, if you wanted to make this gun legal under the official rules? Ditch the Extreme Environment Mod or at least reduce it to Rating 1 (it takes up a crazy number of slots and do you really need a gun that will shoot in space?), ditch the Internal Bipod (it's an assault rifle, you're rarely going to have the chance to set up the bipod in a close-quarters firefight), ditch the Redundant Process Manufacturing (it's just excessive) and ditch one of the remaining 1 slot mods (none of them are really that important) to get the weapon down to legal.

Then add (externally! not taking up mod slots!) a Gas Vent 3, Foregrip, and Shock Pad so the gun will have some actual recoil compensation. You'll have a pretty decent assault rifle, if not quite as good as if you took an Ares Alpha and gave it all the same mods and accessories.
« Last Edit: <05-22-12/0312:40> by TheNarrator »

_Pax_

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« Reply #18 on: <05-22-12/0229:32> »
You can, but it's supposed to come with drawbacks, which should not just be bulk/weight.  For 7 slots, I'd probably make one of the mods cost (significantly) more, for example.  At 9 or 10 slots, I'd do that and maybe impose a -1 die pool modifier for the gun being awkward or some such.

Don't do that second part. If anything, tell them that one of their negative qualities should be a 5 point distinctive style (yes, possibly over the normal 35 limit and of course still getting the points--not letting them get the points for it is a screw-job).
No, no I wouldn't go that way with it.  It should be something that only applies when they're using that specific weapon.

Leticron

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« Reply #19 on: <05-22-12/0619:21> »
You know, for one second there, I thought the OP was just too OP to come back.
Seems I was wrong.

Ok, something constructive on your gun. If something similar doesn't exist in 2070, don't recreate it. For the sake of rules, just look at similar 2070 weapons and start from there. Stick to the rules, or your whole group will start "recreating" seemingly realistic things.
That would not be a problem on itself, but with guns there is a high risk to just bust the rules. In this case resisting damage. First, you yourself (and your teammates) would probably end up sleeping and showering in your military armor, OR you'd force your GM not to attack you with anything remotely resembling a weapon whenever you don't wear said armor. Because any surprise attack would just kill you. Second once your GM starts handing out better guns (and playing his mooks clever) you're doomed, as even the heaviest of armors will not save you. In theory, GMs can always do that (and get problems with their group afterwards), no matter the rules, but you have to keep in mind that you're kind of asking for it. Even if your GM just wants to present you some sort of a challenge he risks killing you. That will do your game no good. Shadowrun rules are not about being OP, because they're not made for a computer game, but try to imply some realism, while keeping game balance. So while you're probably right about your gun, and it does exist with all your modifications, it does not in the Shadowrun universe, maybe just for rules sake.

The rest looks like a random Mary Sue attempt, so I won't comment on it. But to answer your headline:
No, in my opinion it is not OP, just bad. It has no flavor but stinks of bending or breaking rules for the sake of getting an advantage over a) your fellow players (cheesy) or b) your GM (who per definition has more pull).
« Last Edit: <05-22-12/0813:13> by Leticron »

BTGbullseye

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« Reply #20 on: <05-23-12/2317:37> »
Just thought I'd mention this again, I am the GM, but am running this character as well.

I am aiming for a bit OP though, as my goal is to eventually turn it into an NPC enemy. (I have seriously adjusted the gun though)

[EDIT] I just noticed a very similar gun in Gun Heaven 2... The Ultimax 47. Once I dropped the damage to 7 (with flechettes) it came out to a far more expensive semi-pre-modded version of the 47 with a much higher availability. (and just about exactly where I wanted it to be in the first place)
« Last Edit: <05-24-12/0006:55> by BTGbullseye »

_Pax_

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« Reply #21 on: <05-24-12/0031:03> »
[EDIT] I just noticed a very similar gun in Gun Heaven 2... The Ultimax 47. Once I dropped the damage to 7 (with flechettes) it came out to a far more expensive semi-pre-modded version of the 47 with a much higher availability. (and just about exactly where I wanted it to be in the first place)
The Ultimax 47, however, doesn't come with any of the 16+ slots of modifications you specified for the ACR.  It comes with a laser sight, and that's it.  Nor is it a Bullpup-configured gun.

Critias

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« Reply #22 on: <05-24-12/1651:42> »
Just thought I'd mention this again, I am the GM, but am running this character as well.

I am aiming for a bit OP though, as my goal is to eventually turn it into an NPC enemy. (I have seriously adjusted the gun though)
Okay.  Well, in my experience that sort of plan can go off the rails pretty easily, but if it's the plot you've got in mind, I don't think advice from the forum is gonna change it much.  So have fun with that!

Glyph

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« Reply #23 on: <05-27-12/2049:15> »
End-of-level bosses don't really work that well in Shadowrun, which is a much more tactical game, and also one where numerical superiority can give an overwhelming advantage.  So a character much more powerful than the PCs will usually get killed in the first round.  If the bad guy uses tactics, then the PCs are doubly screwed, as even weaksauce enemies can inflict a lot of damage if they have the drop on you or a superior position.

Also, be very careful having a turncoat NPC, as it is ludicrously easy to take out other characters when they have their guard down, and it can lead to an "us vs. the GM" attitude rather than everyone collaborating to have fun.  I'm not saying don't do it, but put a lot of thought into how you are going to run it, and whether or not it will make the game better.

BTGbullseye

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« Reply #24 on: <05-28-12/1828:41> »
End-of-level bosses don't really work that well in Shadowrun, which is a much more tactical game, and also one where numerical superiority can give an overwhelming advantage.  So a character much more powerful than the PCs will usually get killed in the first round.  If the bad guy uses tactics, then the PCs are doubly screwed, as even weaksauce enemies can inflict a lot of damage if they have the drop on you or a superior position.

Also, be very careful having a turncoat NPC, as it is ludicrously easy to take out other characters when they have their guard down, and it can lead to an "us vs. the GM" attitude rather than everyone collaborating to have fun.  I'm not saying don't do it, but put a lot of thought into how you are going to run it, and whether or not it will make the game better.
Thanks, but I already had that part covered. Going to make it so that the rest of the players know that my character is changing, and they will not only have time to prepare, but also to kill him before he actually becomes a threat to them. It's all a mini-campaign I decided to come up with that was based around something similar to a device in a video I saw by CorridorDigital. (if you're interested, it's the Prism short movie, and the vest device the bad guy uses, only slightly different)

I've thought it through fairly thoroughly, and even have another GM to help me with the transition and planning. It's gonna be hard to get it to work though.

End product is that I'll start running 500 Karma build characters while everyone else runs 600-700's. (just to make it a bit more fair for everyone else)