Quote:
Originally Posted by Legbreaker
With respect to V2.2, I'm finding it more and more unbelievable for Autogun skill to apply to machineguns unsupported or on a bipod (tripods are a grey area too).
It seems unlikely that Autogun, which is a skill that mainly applies (in my mind) to autocannons and other quick firing lighter weapons such as 14.5mm AA guns (basically anything short of 50mm) has a place with what are essentially belt fed heavy rifles.
Admittedly the game seems full of little issues like this, such as Grenade Launcher skill applying to firing of Mortars.
Thoughts? Opinions?
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It's a game and this is just one of many things that start to seem wrong when you play the game for a while. For example many v2.2 GMs either increase the damage inflicted by weapons or reduce the amount of damage that PCs can take because after you play the game for a while the combat system just doesn't seem lethal enough.
Therefore if you find a particular skill problematic then start tweaking with the system - very few GMs play a system straight as written as most have house rules. For example in my T2k game I've expanded the skill list, added an extra stat (Resolve), replaced initiative with a Coolness Under Fire skill, switched from a term based character generation system to a points based one and increased the damage inflicted by weapons.
In this particular case (if Autogun skill bothers you enough) I would suggest that you shift belt fed machineguns to Small Arms: Rifle, though that opens up a whole load of other questions.