Don't think she ever played a Grunt in any of my games? Might have been one of yours?
I can't recall it precisely, (it was like mid session, and ages ago (as in back in 2.0's "new release" period)). Clinton went over the tactics: No military trained person is taught to full auto their weapon under most combat situations (cover/supressive fire being a notable exception), and that reducing mobility and options (grenades for example) is worse then putting a few more rounds down range. And I broke down the numbers on a per volley basis to support his point ('cause data > "it's better"
). It basically boils down to the fact that they never break even, so you are always better off just bursting twice.
A direct comparison: If you fire 2 volleys the targets effective defence is +2/+6. If instead you fire 3 volleys it's +3/+7/+11. For a burst it's +0/+5/+10, and you can do it twice
in the same timespan. So you're chances of htiting are better, and you can put 6 rounds down range (for comparison that would be +6/+10/+14/+18/+22/+26 - cleary a lot
worse then a double burst). Autofire supremacy brings them a little closer (2 shots @+2/+5 and 3@+3/+6/+9 - again, you're better of just bursting), but that seems kinda weak for "supremacy" - being almost
as good as another (standard, non-feat supported) option doesn't seem to fit the theme of supremacy to me.
The only suitation I would ever
autofire is a target with low defence as a Soldier of level 14 or higher. The penalty system also makes no sense
at all - the longer you plan to squeeze the trigger the harder it is to hit the very first shot? Wait... what?
Admitedly, it's easy to just criticise, and harder to give truly constructive
criticism. Right now I don't have a fully developed solution that I like (and the idea that Crafty should change an entire game line just to please me speaks to a level of arrogance that is hard to describe - it would be nice though
), but it's certainly on my mind - especially given I'm current at a 50/50 split between GURPS and Mastercraft (FC so far...) for the Cyberpunk game I was talking to you about.
My current thinking is to replace the Recoil stat from SC with one that works like the Recoil value in GURPS - so that each shot in a burst / autofire action hits based on multiples of that value. I don't think it's too big a leap in difficulty/complexity - in fact I think it's easier then SCs existing recoil system, with the strength comparisons and what not. It would also mean that autofiring with a low recoil weapon is far more useful then it is with a high recoil weapon - something I find extremely
desirable. That's how I will probably stat out the weapons if I go with Cyberpunk: The Craftyening - if it works then cool (and maybe the Crafty guys might take notice if they like the mechanic). I wonder if I can come up with a formula that produces a number based on muzzle energy...
(Sorry to the forum for yet another wall-o-text. Should get myself a soapbox...)