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Occams Razor • View topic - "Guns. Lots and lots of guns..."

"Guns. Lots and lots of guns..."

Re: "Guns. Lots and lots of guns..."

Postby Madrigus » Thu Dec 20, 2012 5:58 pm

I have to laugh at the disk shooters. They're so gimpy it's hilarious. I'll give you that at short ranges it's pretty devastating, but the farther away from the shooter/target you are, the slower the projectile moves and the more likely it is to curve to the shooter's right (target's left). And if there's a light breeze? Fugghedaboudit. That said if you can prepare for the bullet curve and distance that you're shooting, you can get pretty scary in combat. They're still gimpy though.

This semester at my college we played Humans vs Zombies. One of the humans unloaded around 15 disks at a zombie (the zombie in question was about 6'1" and overweight). All the zombie did was swivel his torso and EVERY SINGLE shot missed him. Frikkin' Matrix, but my point stand: If you wanna use a disk shooter, shoot them when you're within around 10 feet of them. Otherwise the chances of you missing go WAY up.
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Re: "Guns. Lots and lots of guns..."

Postby Merana33 » Thu Dec 20, 2012 6:12 pm

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Re: "Guns. Lots and lots of guns..."

Postby Steve » Thu Dec 20, 2012 6:18 pm

Since this system is more along the line of 'one shot one kill', waiting 'till they're 10 feet away doesn't seem like a bad strategy with either type of gun. When every shot counts, wait for the more accurate shot.

...just don't miss.
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Re: "Guns. Lots and lots of guns..."

Postby Micheal Strife » Thu Dec 20, 2012 8:34 pm

So I'm planing on playing a sniper for the game. I'm already going to be putting myself at a disadvantage because my effective range is 30 feet. But i have to accept the fact that a 100 foot hit with a dart is going to require things that will make nerf guns a bit out of the question.

The question now for me comes down to the if my character concept is feasible in the system or not. I'm not going to make my nerf gun into something that if i hit someone at too close of a range then it could really hurt.

I am defiantly in the camp of "some mods are okay" but I can understand how that arms race can quickly get out of hand. Encouraging safe play is always key in my book. We will see what happens, the game is a long way away after all.
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Re: "Guns. Lots and lots of guns..."

Postby ken » Thu Dec 20, 2012 8:55 pm

Very true... And the details of Heavy Weapons for the specialized soldier types have not been released yet.

You'll find heavy weapons (like a 'sniper rifle') will probably do superior damage and potentially add other effects.
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Re: "Guns. Lots and lots of guns..."

Postby Aurora » Thu Dec 20, 2012 11:15 pm

As someone who intends to play a gunbunny...

I have faith in my GM's to create a gun system that is fair and lots of fun to play.

Also as a side note, Endgame has a 1 bullet per attribute gun system as well.
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Re: "Guns. Lots and lots of guns..."

Postby John! » Sat Dec 22, 2012 9:57 pm

Just tossing my 2 cents into the debate. I've personally did the 1 shot per attribute system back in LE as Anton, I promise you: The system works, you'll be effective in combat, you'll have fun. The trick with guns is to work as a team and you'll be a rock star. :mrgreen:
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Re: "Guns. Lots and lots of guns..."

Postby Aaron » Sun Dec 23, 2012 8:05 pm

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Re: "Guns. Lots and lots of guns..."

Postby Steve » Mon Dec 24, 2012 2:40 pm

If it's allowed, I'm thinking of using the fighting style of sword & pistol, fighting in mele with the sword and firing the pistol if the situation gets dire enough. If not, then I'll use the fighting style of sword or pistol, hoping I have the natural quick-draw feat 8-).
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Re: "Guns. Lots and lots of guns..."

Postby Madrigus » Tue Dec 25, 2012 6:12 am

Practice makes perfect. I've heard of a guy who, when someone was trying to patch him up, drew his sidearm and fired behind him before anyone knew what was going on, which also dropped the target.
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