I worry that this would make those weapons too weak. I made them effectively infinite to keep things simple but if players want to keep track of recharging ammo then perhaps we can find a middle ground.Viewing_Glass wrote:After having a conversation in regards to MEW, it was pointed out in NV that folks were always waiting for the recharger rifle and the recharger pistol to recharge before they could shoot again. With that in mind, I would suggest the following change to the recharger definition:
You may only fire three shots per turn with this weapon.
Here's an idea I had:
After weapon is drawn it recharges 3 shots at the end of each turn. If drawn before combat the weapon will be fully charged by the time combat starts, otherwise it starts at 0 charge. Auto 'deactivates' after 10mins without use (to prevent overheating or something).
This would be similar to NV, where the weapon had to be equipped to start charging, but keeps it simple for the player until combat actually starts. If the character activates the weapon to be ready for combat, then the weapon is also ready. If the combat is a surprise then the weapon needs time to charge.
The change to shotguns was to make the damage falloff mechanic simpler and less fiddly for GMs and players to work out. I wanted to give Buckshot a way to lower DT a little at Point Blank range to compensate. If this makes them too good then I guess it isn't needed, but I really don't like forcing shotgun users to take a perk to deal with light armour. I didn't like it in NV and I wouldn't like it to be done here (even if we do have double the perk rate).Dance_Explosion wrote:well uSEA i say shot guns will be over powered due to them being extremely cheap and high damage guns that only work in short or shorter range with these changes, as the shot guns are now: they are deadly but stopped by thick armor and high DT, but this weakness can be over come with fletchett ammo [the AP ammo for shotguns] and shot gun surgeon. with the change you want to make it makes the down side for shot guns be the range [when using buck shot and not slugs i imagine] making shotguns by and large having the same or better damages in point bank then melee, and this is all done without needing nearly as high STR and without needing melee or unarmed as a skill. It makes melee and unarmed even worse of an option as only very very good melee ponies can do it when many others can just use a shot gun and sink more points into shooting then bothering with learning how to sword.
Well, something I'd like help with is what value should we assign to melee/unarmed's advantages? Things like no ammo cost, no need to reload, being capable of more damage than anything that isn't an automatic going Full Auto with high STR, and there are the various Unarmed Combat Maneuvers like Parry, Disarm, and Trip.Dance_Explosion wrote: What i'm trying to get across is that the change to how shot guns work, which is completely needed as shot guns are already really good, makes shot guns a all around "if its close" weapon since the majority of ponies have firearms. why go melee when a shotgun can do more damage and need less skill points and SPECIAL points spread out. you only need agility, for both AP and firearms as a skill.