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Rate of Fire
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garhkal
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PostPosted: Sun Jul 12, 2009 4:33 pm    Post subject: Reply with quote

Basically that was it. Like with the death star superlaser, you could fire each round at the 1d base or let it charge up for a full burst.
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ZzaphodD
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PostPosted: Sun Dec 13, 2009 5:43 pm    Post subject: Reply with quote

Jedi Schrute wrote:
The fire rate on every gun was probably something that got left by the wayside, that or the editors at WEG didn't catch those mistakes, which they were prone to do. And I have no idea if blasters have recoil, but firing all you want still doesn't make sense to me in 1 combat round. There's a limit to how many times you can pull a trigger in 5 seconds.


I can empty a Glock 17 in 5 seconds, and that obviously has 17 rounds of ammo... At close range I can actually hit someting man-sized..

I have just ignored the RoF rule, as its very arbitrary which weapons are limited and which are not. Its not really reflected in the prices either, so logically the weapons with RoF would impossible to sell..

What limits the in-game RoF in practicality is obviusly the characters skill at blaster anyway, so its a basically a non-issue if you ask me..
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jmanski
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PostPosted: Sat Dec 19, 2009 3:06 pm    Post subject: Reply with quote

Not to derail or anything, but why does everyone assume that one blaster action = one blaster shot?

I've always operated under the principle that if you use your blaster skill to hit something, you may fire more than once (IE trained military like the SEALS fire two in the chest and once in the head, I think).

Anyhow, as this relates to Rate of Fire, I also ignore it. Weapons with auto or rapid-fire simply gain a to hit bonus. We use bonus damage die (+1d for each 10 over the difficulty) so it covers to hit and damage.

/rambling
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ZzaphodD
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PostPosted: Sat Dec 19, 2009 4:34 pm    Post subject: Reply with quote

jmanski wrote:
Not to derail or anything, but why does everyone assume that one blaster action = one blaster shot?

I've always operated under the principle that if you use your blaster skill to hit something, you may fire more than once (IE trained military like the SEALS fire two in the chest and once in the head, I think).

Anyhow, as this relates to Rate of Fire, I also ignore it. Weapons with auto or rapid-fire simply gain a to hit bonus. We use bonus damage die (+1d for each 10 over the difficulty) so it covers to hit and damage.

/rambling


Yeah, I have considered this idea as well. The only real problem I had with it was that then those blasters really puny indeed (if in game 'hit' is supposed to be two or more 'real' hits).
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ZzaphodD
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PostPosted: Fri Jan 15, 2010 7:26 am    Post subject: Reply with quote

Ive been looking at a lot of weapons trying to figure out the 'logic' behind a limited RoF. Except some cases, ei some blaster cannon having RoF 1/2, there seeem to be littel concistency regarding different weapons RoF.

I think the best thing you can do is just ignore it all together, perhaps having some special weapons as an exception (cannons, the most extreme heavy blasters/snipers etc). The MAP takes care of spam-shooting anyway...
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Nico_Davout
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PostPosted: Fri Jan 15, 2010 7:39 am    Post subject: Reply with quote

Perhaps overheating is the thing that limits rate of fire?
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bobenhotep
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PostPosted: Fri Jan 15, 2010 9:13 am    Post subject: Reply with quote

overheating, capacitors charging, any number of things.

I had a big game blaster rifle in my game (blaster equivalent of a 375 H & H) that had a rate of fire of 1/2. It often was used as a sniper rifle or to take down small vehicles. My official reason for the ROF was heat and capacitor recharge, along with the galven tube having to re align with the collimator. once i made it to that point they didn't ask any questions.
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ZzaphodD
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PostPosted: Fri Jan 15, 2010 2:30 pm    Post subject: Reply with quote

bobenhotep wrote:
overheating, capacitors charging, any number of things.

I had a big game blaster rifle in my game (blaster equivalent of a 375 H & H) that had a rate of fire of 1/2. It often was used as a sniper rifle or to take down small vehicles. My official reason for the ROF was heat and capacitor recharge, along with the galven tube having to re align with the collimator. once i made it to that point they didn't ask any questions.


Yeah, all logic aside, the problem is that often theres no reason why some weapons have a RoF limit and some dont. Just look at the thread start.

However this is probably a problem of inconcistency in general, not just regarding RoF. SW D6 has a very bad track record when it comes to the concistency of availible equipment when it comes to costs and stats. Theres just no logic in the pricing of items (based on stats), probably because of too many game designers for the different projects.
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