Warshield73 wrote:Killer Cyborg wrote:Both of these reasonable responses have the same root: Aimed Shots are less useful in actual combat than they used to be.
Under the RMB rules, Aimed shots were the default, so bonuses to Aimed shots were quite useful and powerful, but under RUE where it takes an extra attack, not so much.
Yes the rules in RUE and other new PB like Robotech 2e make it less useful but even in TMNT and Robotech 1e my player never really used it because in those games, like Rifts original MB, you had the old burst fire rules. This meant damage was exponentially higher with a burst than an aimed shot so they had even fewer aimed shots then.
In those rules, modern weapons could be dodged as easily as melee, IIRC, so strike bonuses were relevant any time you were dealing with an enemy that was trying to dodge your attacks.
I don't recall if either of those books had anybody with auto-dodge, but it's still good to avoid a situation where your opponent has enough attacks to dodge everything you throw at them, and still get some licks in, or when an opponent was trying to escape so focused on dodging.
Also, ammunition is a factor because bursts/sprays use more ammunition. If your character is in a mecha with unlimited laser fire, that's not a factor; burst away. But if your character isn't made of money, and/or is trying to avoid civilian casualties, and/or has a rare weapon with uncommon ammunition, single shots again become a good idea.
Firing 6 shots to do x2 damage isn't always a bargain, and neither is using 15 rounds to inflict x5 damage, much less using 30 rounds and two attacks to inflict x10 damage.
I mean, I have to agree that it very often IS a bargain; early Rifts was so deadly we tended to panic and rip off a clip any time something seemed particularly threatening, because we never knew if this might be our last battle. At the same time, if we used too much ammunition while out in the wilderness we'd run out of ammunition long before we ran out of enemies, and we'd also die.
And if we used too much ammo while in town, we'd spend so much money on ammunition that we wouldn't be able to afford armor repairs, and we'd also die.
With TMNT and Robotech, armor repairs aren't as much of a factor; either you naturally recover your lost personal SDC/HP, or the RDF repairs your mecha free of charged, I believe. That would change the dynamic in favor of burst fire.
And those were before the burst/spray rules nerfed the damage for Long and Full Clip bursts down to x3 and x7 damage respectively.
So I can see where you're coming from there. There were many cases in which burst fire was in fact superior, and Aimed shots were a sucker's bet.
The damage is, what I feel, should be kept in mind here. Even if you triple the bonus for sniper or reduce the number of attacks the single shot damage from most weapons is not going to damage a super hero/villain in HU or an MDC being or armor in Rifts. There might be a few weapons in South America 2 or Triax 2 that are better but for most players single shot weapons are going to be in the 3D6 to 4D6 range. In HU the damage is higher but has to contend with AR.
Okay, a lot here might well come down to a personal gripe of mine. Or it might not.
My gripe is that players and GMs seem to simultaneously:
a) want their opponents to be equipped with top-level gear in order to "have a fair fight" or "present a challenge,"
BUT ALSO
b) want to one-shot-kill their opponents, and/or otherwise dominate combat with little time and effort.
As a general rule, I see a lot of this kind of conflict messing up games simply because the GMs insist on putting their PCs up against people in Heavy Deadboy as a default, and avoiding using enemies in Homespun or Plastic Man armor. But then they want deadlier weapons in order to overcome this top-level EBA they're insisting on using.
If you follow.
I don't know if that applies to you or yours on any level; I just wanted to point out something I see pretty commonly in various rifts groups/players.
Take a good Rifts sniper rifle like a JA-11. It does 4d6 MD, for an average of 14 MD per shot.
This isn't great damage against a foe in decent EBA in direct combat; even home made armor at 30 MDC would take 3 shots to get through on average. That's not great, but it's not horrible either.
It's certainly better than going up against old style Heavy Deadboy (80 MDC, requiring an average of 6 shots), or new style Heavy Deadboy (100 MDC, requiring an average of 9 shots).
But that's if you're shooting at the main body, and in a sniping situation or any other situation where you can make a Called Shot, that's not necessarily the best tack to take.
Head shots aren't all that great either because as you point out, most helmets inexplicably have about as much MDC as the Main Body. But not all.
Homemade armor (RGMG 193) has 30-40 main body MDC for light, 50-65 for medium, but only 20 MDC per helmet. This drops it down to two average shots to take a person out, if you can hit the head reliably.
Now, this is where RUE kind of crippled snipers, because you no longer need good aim to shoot somebody in the head; you only need to spend an extra attack. And you need to spend that extra attack no matter HOW good you are. If I was running a sniper campaign/adventure, I'd consider going back to RMB Called Shot rules, or otherwise changing this horrible situation that makes little sense.
Granted, heads are often considered "small targets" and impose a -3 or -4 penalty to strike, so strike bonuses aren't irrelevant, but it's a fact that they're certainly less relevant than they used to be.
Bah.
Anyway, remember that 14 MD is the average of the JA-11, and there's a decent chance that a sniper could take out a 20 MDC helmet with a single shot. Worse than even odds, but still fairly decent.
And with double damage from a Crit, that helmet is flat-out gone, dropped to -8 MDC.
(now, this is another place where RUE crippled snipers, with the GI-Joe rule. The rule does have "common sense" limits, though, and I'd argue that being dropped to -40% of your armor's total capacity should be enough for some mega-damage to carry through to the soft target underneath. You know, assuming that I played with that rule in the first place, which I avoid.)
And you might be under-estimating the ability of a good limb-removal when it comes to taking the fight out of somebody; in a mega-damage environment like Rifts, it's usually a pretty good fight-ender to blow off a person's arm or leg.
At x2 damage for critting, a JA-11 would have decent--if sometimes less than 50%--odds of killing or crippling any squishy wearing any of the following fairly common armors from the RGMG:
Bandito (30 MDC helmet) (18 MDC arm) (24 MDC leg)
Crusader (35 MDC helmet) (20 MDC arm) (30 MDC leg)
Fury Beetle Armor (30 MDC helmet)
Gladiator (28 MDC arm) (35 MDC leg)
Homemade (20 MDC helmet) (no listed MDC for arms or legs)
Huntsman (30-50 MDC helmet) (No listed MDC for arms or legs)
Plastic Man (35 MDC helmet) (15 MDC arms) (20 MDC legs)
Traditional Dogboy (20 MDC helmet) (12 MDC arms) (20 MDC legs)
Heavy Dogboy Armor (35 MDC arms)
Juicer Plate (20 MDC helmet) (15 MDC arm) (15-20 MDC leg)
Super-Hide Juicer Armor (30-50 helmet) (25-35 MDC arm) (20-70 MDC leg)
NG Vaqueros (32 MDC arm)
NG Buffalo (30 MDC arm) (28 MDC leg)
NG Maverick (10 MDC for a hat, 35 for a helmet) (12 MDC arm) (15 MDC leg)
NG Range Rider (10 MDC hat, or 35 MDC helmet) (30 MDC main body) (12 MDC arm) (15 MDC leg)
Also, keep in mind that Patchwork armor has 15-20% less MDC than normal versions, and Used & Reconditioned Armor has 4d6% MDC less than brand new armor. If the used armor has been patched and repaired it will have 20-30% less MDC, and if it has been battered or heaviliy patched it has 30% less armor.
So if you're up against somebody in used old-style Heavy Deadboy armor, the helmet might be dropped from 50 MDC down to 35 MDC, putting it in range of a sniper crit with a JA-11 taking it out.
With a better gun, the odds increase.
A C-27 Plasma canon does 6d6 MD, a C-29 does 1d6x10, for example. The range isn't as good as the 4,000' that the JA-11 and some other weapons get, but the C-27 can still fire 1600' easily, with gusts up to 2080' if you take a -5 penalty to strike (here is where strike bonuses again matter).
And the C-29 can fire 1400', or 1820' with a -5 penalty.
(also, I don't think it would be an unreasonable house rule to allow the +30% range for -5 strike to become "+30% range
per -5 to strike" either, allowing for even further ranges in the name of sharpshooting and sniping.
)
I do agree that the average sniper rifle having about 2d6 MD per shot is low, but there's nothing wrong with getting an above-average rifle.
With the low-end sniper weapons, I consider them to be intended for use against soft targets primarily, against unarmored or SDC armored or barely armored foes.
Which brings me to another thing about Rifts, which I consider part of the setting: armor technology has outpaced weapons technology to a large degree.
I think of it as a feature, not a bug. It makes things interesting.
Anybody wearing EBA or better is effectively an Armored Unit, and snipers are NOT the go-to choice for taking out armored units as a rule.
Like you said, it's best to wait until they take their helmet off, with the sniper waiting and watching silently from the shadows until the opportunity to strike is ideal.
People can only stay in EBA so long, after all.
I'd consider sniping in Rifts Earth to mostly be about that kind of thing, with the more glorious "I took out somebody in heavy EBA in a single shot" to be pretty rare, with the role of snipers changing a bit in face of new technology.
This is also I think why I never spent much time on this skill or why players never really asked for it. There just aren't that many weapons with high single shot damage or long range that really scream "sniper rifle".
Well, I always liked the Shemarrian Rail gun, but they're hard to find, harder to obtain, and pretty darned bulky/heavy.
For the most part, I get where you're coming from and I agree, which is why I'm in favor of giving Snipers easier crits and/or better crit damage.
My main issue when people design a "sniper rifle" that can one-shot-kill a target in heavy EBA on an average non-crit, is that pretty much any weapon that can be used for a single-shot attack can be used in some form for rapid fire.
Take the ATL-7, with its 2d6x10+20 MD. It uses an entire E-clip, so people are okay with that kind of damage, and argue that it's not overpowered, BUT hook that puppy up to a nuclear power supply, or any other system where the power drain isn't a factor, and the situation changes.
Heck, for giggles I wrote up a gatling gun version of it that used like 6 ATL-7s for incredible damage; there's not much real in-game reason why such a thing couldn't exist.
And when vehicle mounted energy weapons tend to not go above 6d6 MD, I think it makes little sense to have too many small arms that inflict much more damage than that.
And if you have a single-shot weapon that does 1d6x10 MD or better, even if there's somehow a very good reason why it wouldn't/couldn't be modified to be rapid fire, it'd still be more effective in the hands of a dual-wielding gunman than a sniper.
What makes sniper weapons special is their accuracy, not just their power, and I think that's best reflected via critical hits rather than pure damage.
(As I've already over-explained
)
As for making the shots count, ehhh. I mean how many things can you even seriously damage, much less incapacitate, much less destroy with a 3D6 shot? Maybe a hand weapon or a small target on a PA but not much else. This is why in the TAG story in Rifter 23 such a big deal was made about the target removing his helmet, because no single shot weapon in the CS inventory is going to do dick to EBA helmet.
I agree that 3d6 is low.
BUT by the rules, even 1d6 MD can take out a dinosaur with hundreds of MDC, if you shoot it in the right spot, as per Dinosaur Swamps.
The rules are vague, but they're there, and they're official.
Other than that, a 3d6 MD shot could take out most energy pistols (12 MDC according to CB1 p. 14), small vibro-blades (12-20 MDC, and I assume the 20 is for larger stuff like swords).
A Hand grenade happens to have 2 MDC. Wouldn't take much to destroy one, and I don't think a GM would be out of line deciding that it explodes when you kill it.
Fusion blocks have 5 MDC, mini missiles have 1-2 MDC, short range missiles have 5 MDC, Medium range missiles have 10 MDC, LRMs have 20 MDC.
Typical bionic hand/claw has 5 MDC.
Typical bionic forearm blaster has 10 MDC
Typical bionic retractable forearm blades have 10 MDC, and vibro have 12 MDC
Depending on how the GM calls things, even without boosting crit options via houserules, a sniper with a decent (3d6-4d6 MD) rifle could:
-Take down dinosaurs and other large living targets in a single shot.
-Target exposed missiles on mecha/bots/vehicles, detonating them and inflicting significant or massive damage to the target.
-Target any exposed grenades on infantry, detonating the grenade for significant or massive damage
-Take out minor weapons like pistols, bionic weapons.
Which isn't really all that bad, even if they can't just heart-shoot or head-shoot and reliably kill most people through EBA.
Now that two of you have mentioned this maybe something like a snap fire where the bonus is half (for sniper and aim) but it takes only one attack. That would make it more useful without really breaking the combat system.
Seems reasonable to me.
I hope I've helped with some of my thoughts/views, and good luck with you project!