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#1
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Rate of fire has nothing to do with accuracy. Accuracy is measured by a character's skill. The people you know were not qualified by the US Army. To qualify as an Expert Rifleman in the Infantry during my term of service, you had to hit all the pop ups with all the rounds in a triburst (even the 300 meter target). To qualify Expert with the M60E2, I had to hit a 600 meter target with 3 rounds of a 6 round burst (in 8 seconds or less). This does bring up an interesting issue with most modern shooting games. The rates of fire are different than they would be in real life. In IDPA Matches (my current shooting sport), a Master level shooter will have 1/10th of a second "Split Times" (time between shots) equaling a ROF of 10 rounds a second. An Expert level shooter will have 1/4 second "Split Times" equaling 4 shots per second. Experienced shooters will have 1/2 second "Split Times" equaling 2 shots per second. and a Novice shooter will barely break a 1 second "Split Time." Your rate of fire should be tied to a combination of your shooting skill and reflexes. I guess you could do this by taking your RAW (non Asset) skill and dividing it by 2 (rounding down). You then take your AGL and divide it by 2 (rounding down). The lower of these two numbers is the number of shots/bursts you can fire instead of the default 5 (operating on the 1/2 a second ROF theory). If GDW were using 1/2 a second as a base; Other rates could be changed to reflect real world fire rates. Bolt Actions: "Long Throw" bolt actions like the 98K, and the M700 would need 2 seconds to throw the bolt. "Short Throw" bolt guns like the Lee-Enfield, the Mosin, and the Arisaka (look for straight or only slightly down-turned bolt handles for a short throw bolt) could be manipulated in 1 & 3/4 to 1 & 1/2 seconds per bolt throw. This could be reduced by high AGL or Skill levels. Lever and Pump Actions: These are about equally fast. Just watch some videos on Youtube of the Single Action Society shoots to see how fast a lever gun can be. I can tell you from my 3 Gun shoots that an Novice "Pumpgunner" can average 1/2 a second "splits" and an Expert gunner can easily hit the quarter second mark between shots. I have seen ONE man who can average 1/10th of a second "splits" (timed electronicly). So the Twilight rates aren't all that accurate. These weapon's fire rates should be skill/AGL dependent too. Last edited by swaghauler; 03-19-2015 at 05:28 PM. |
#2
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I am not sure when your team of service was, but during mine (1993 - 2013) automatic/Three round bust was never part of any rifle/carbine qualification course, SMG/Machineguns yes but the M16/M4/Mk18/GAU-5 or whatever you want to call it. Now on the Machinegun even by your post an expert only has a 50% hit rate on full auto but rate of fire has nothing to do with that? If they were shooting semi-auto would a 50% hit rate still be an expert? |
#3
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I think you guys are leaning towards the idea that lower-skill (and/or lower-AGL) shooters might fire off more bullets per "shot"? That's an interesting idea. Given that the players I've run into don't like the math already involved, I'd have a hard time getting that into the "playable" range
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My Twilight claim to fame: I ran "Allegheny Uprising" at Allegheny College, spring of 1988. |
#4
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I split the ROFs into 1/2 skill or 1/2 AGL above because GDW was using 1/2 a second for determining an automatic weapon's ROF. If they had been using a 1 second scale for ROF, the average numbers would be 10 (600 rpm) and 20 (1200 rpm). My theory (like GDW's I'm guessing) is that if the average phase is 1 second; the first 1/2 second would be for initial aiming and the actual shooting would occur in the second half of the 1 second in question. Take note however, just because a Master pistol shooter can fire 10 shots a second (1/10th second split times), doesn't mean he would. It also doesn't mean he would hit what he's shooting at. In certain situations however; The higher rate of fire an expert pistol shooter can manage might change the balance of power in a shootout. Last edited by swaghauler; 03-20-2015 at 10:34 PM. |
#5
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A Version 1.1 Automatic Fire Option
I played around with this version of auto fire in version 1.1, and found it to be faster and more accurate. I make auto fire one level more difficult than single fire and do all the target modifications just like with single fire. I then divide the Hit Chance Percentage by ten (dropping all tenths) and just roll a number of D10's equal to the ROF. It's fast and accurate just like the old version 2 was.
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#6
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Last edited by swaghauler; 03-20-2015 at 10:37 PM. |
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