From: krischel@aludra.usc.edu (Taxi)
Newsgroups: rec.games.frp.misc
Subject: Re: SRUNII:  Laser sights and SG links
Date: 12 Nov 1992 00:46:30 -0800
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: aludra.usc.edu

In article <BxL9GB.HnK@ulowell.ulowell.edu> rcashman@cs.ulowell.edu (The Jester) writes:
>Jeff Wilder divulges:
>
>>1)  SRII fixed one of the major glaring problems with the SR combat
>>	system--namely, that weapons were not deadly enough when they
>>	hit their targets.  Bullets kill.  SRII now reflects that.
>>	*However*, the other side of the problem was not addressed--
>>	namely, that it was entirely *too* easy to hit with those
>>	non-deadly weapons.  Now that SRII has fixed the first prob-
>>	lem, the second is probably becoming clear to most of you. :-)
>
>
>I am forced to disagree with your asessment.  I am an NRA Yoeman and
>my roommate is a qualified Expert with the M-16.  We both agreed that
>its pretty tough to miss with *ANY* gun at what SR2 terms short or even
>medium and long range.  That's whether you're skilled in firearms use or not.  
>And that's nowadays.  I'd assume that, by 2053, weapons technology has 
>improved so that standard point-and-shoot is even simpler.

Yeah, so you're a great shot with an M-16 and can hit stationary sillhouettes.
I hate to tell you, but in combat, you can miss at ranges of less than 8
feet regularly...  You're moving, their moving, and most of the time
you're firing "from the hip" without sighting in properly.  It's pretty
tough to hit with *ANY* gun at even the closests of ranges when you've 
got incoming fire to keep your head down...


>
>Now, while moving targets are MUCH more difficult to hit than stationary
>ones, the game DOES provide negative accuracy modifiers for just such
>circumstances.  Point being that its real easy to get waxed in a fight
>where firearms are used.

Well, I don't see the moving targets being such a problem as the limited
time to aim your weapon at the target.  To take a good, steady aim requires
up to 10 seconds in and of itself.  And if you're trading shots with the
enemy, you're not going to take that time.  There aren't enough negative
accuracy modifiers to account for your own sporadic movement and evasive
actions...

>
>
>>2)  Laser sights do not increase the shooter's accuracy directly, but
>>	rather rely on subsequent observation & correction of the point
>>	of laser contact.  The following rules reflect this.
>
>
>Bullshit.  I've fired a gun with a laser sight on it.  You know where
>to aim because you've got a pinpoint of red light where the bullet's
>going to hit, not because you pull some sort of twisted forward-observer
>maneuver.  Accuracy of the shooter IS directly increased because you
>know exactly where you're aiming.  When I shoot, I don't fire and
>then aim.
>

Gotta agree with that estimate....if anything, if you notice that your
shots are hitting lower than the little red dot, you can adjust your
next fire accordingly, but you'll have more fluctuation in your shot from
trigger squeeze than from an imperfection in your laser sight...
>


I just want to emphasize the fact that in the heat of combat, it's
*really* easy to miss.  Under range conditions, it's easy to pull
expert -> all you have to do is hold the gun steady and squeeze the
trigger right.  But when you have the drek hitting the fan, you
don't have the luxury of sighting in real nice-like.  If anything, though,
lasers sights are a *big* help in combat, since you can aim so much
faster than by standard iron sights.

-Taxi




Newsgroups: rec.games.frp.misc