Melee weapons are better in 3.0??

dgmonteavaro

Mongoose
Hello,

I have seen that with the new "aX+b" damage system, melee weapons have improved compared to slug weapons... in general, I think that the damage has to be revised, for example, the "antique rifle" has a "0-12" statistic??? :shock:

For me, it's better "X1+4" than "X2", because I prefer to have a minimum of 5 ("X1+4" option) than 2 in "X2" case.

I should go over carefully the "aX+b" system with all weapons.

greetings :o
 
dgmonteavaro said:
Hello,

I have seen that with the new "aX+b" damage system, melee weapons have improved compared to slug weapons... in general, I think that the damage has to be revised, for example, the "antique rifle" has a "0-12" statistic??? :shock:

For me, it's better "X1+4" than "X2", because I prefer to have a minimum of 5 ("X1+4" option) than 2 in "X2" case.

I should go over carefully the "aX+b" system with all weapons.

greetings :o

I've got no issues with the melee/firearm balance. Factoring in strength, melee weapons will generally do a bit more damage than pistols, which works for me. I'd rather be shot with a 9mm pistol than take a full-blooded sword hit to the same location.

x2 being worse than x1+2 (frex) at the low end is a minor problem, but given the expected range of Effect rolls (generally, they're going to be 3-4 or higher) I'm not sure this will be an actual issue in play.
 
all the damages are too heavy on the +Y and too low on the xX part of the xX+Y. Too high a base, too low a maximum.
 
AKAramis said:
all the damages are too heavy on the +Y and too low on the xX part of the xX+Y. Too high a base, too low a maximum.

Not sure the base is too high, but the max is an issue. Some things we here are considering based on the idea that a six effect is 'stupendous' (as in v2.0).

When you have a 6 effect, reroll (ONCE) and add to five for effect (ups the range to 1-11, but average stays close to 3.5 (15/5 + 51/36)

On a six add skill to effect

On boxcars add 2x.skill to effect (this seems most deadly given the chance of following up with another attack as an interrupt.

Its a bit hard to judge the overall effect, given how often a six will be chosen as the effect dice, but, there are also lots of good reasons for making a six your timing. (interrupt action next round).

The weapons with a 2x should assume a 12 before adding the bonus (ie not doubling it, perhaps. How deadly should a rifle be ?

Thoughts ?


Cap
 
Any rifle in skilled hands and clear shooting should be able to, on the outside, kill even the toughest man outright, tho that should probably be skill 4+ at optimum range, with a 6 effect die and extra time...

By the same token, just about any shlub should be able to withstand a minimum hit from an assault rifle. Make that puppy a x3, and drop the cap on effect, and that puts the damage into the range of 3-30 (twice as wide as CT), and makes the average more likely to be about 1.5xCT. MT and TNE were both more lethal, and that was a good thing.

tis a confluence of two issues: (1)Capping Effect and (2)multipliers being two low

capping effect at 6 is bad; the average effect total I'm getting is a 6.5, and that's WITHOUT adding stats (and non of my PC's have negatives on combat stats).


And for reference, I have tried the CT damage dice x margin of success (using MT Tasks) in the past, and it worked well enough there.
 
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