Shadowrun: Hong Kong - Extended Edition

Shadowrun: Hong Kong - Extended Edition

SRHK Slap Patch
Banjo Oz  [开发者] 2015 年 12 月 14 日 下午 8:56
Wanting user feedback (especially PnP players)
While looking into the Semopal vs Sernopal issue (see Comments section), I noticed a couple of things I'd like to get some thoughts on:

1) The Mossberg CDMT shotgun in 3E is listed as burst-fire capable, though it isn't in the game. I'd actually made a private mini-mod that made that weapon indeed able to fire bursts like the Enfield AS-7, since it "looked like it should" to my eyes and this solved the problem in Dragonfall where it was almost identical to the guns around it. I'd never planned to make that mod public, as I understood it to be "non-canon" but now I see this in the 3E book (no CDMT in 4E or 5E?), it seems like this might be something worth noting as a possible change. What do folks think? Should this go in my 'expanded' mod (non-vanilla tweaks) or this Slap Patch (bugfixes but staying faithful to dev intent)? Oh, it also apparently fires flechette rounds by default, meaning in theory it should do the "Bloody End" bleeding damage too... though that might be way too overpowered!

2) How people would feel about me swapping the 3D models used for the SCK and the HK227 SMGs? Every illustration of the SCK 100 shows it to be "Uzi size" like an oversized pistol while the HK is similar to an MP5 or similar. The game currently has the HK227 using the "Uzi" prefab and the SCK using the "tactical" (larger) model, but PnP sources suggest this should be the other way around to me.
< >
正在显示第 1 - 3 条,共 3 条留言
skullpoker™ 2015 年 12 月 17 日 下午 10:24 
A note about flechette in PnP: They had major penalties to armor penetration. No penalty on unarmored opponent. If there is a way to work this in to your mod, you might put it into the Slap Patch. If you can't, keep it private or add to Expanded.
Also worth noting that buckshot was considered Flechette, slugs used the basic listed stats but no spread.
Banjo Oz  [开发者] 2015 年 12 月 17 日 下午 11:12 
引用自 skullpoker™
A note about flechette in PnP: They had major penalties to armor penetration. No penalty on unarmored opponent. If there is a way to work this in to your mod, you might put it into the Slap Patch. If you can't, keep it private or add to Expanded.
Also worth noting that buckshot was considered Flechette, slugs used the basic listed stats but no spread.
My gut instinct is to add burst mode to the CDMT to my "Expanded" mod, but not to mess with flechettes for that gun at all, since the PnP version doesn't seem any different from normal buckshot by stats.

On the other hand, I really like the idea of factoring in armor to flechette weapons (even if just the existing ones like Bloody End and Isobel's, or the Ares Viper I made a while back but intend to add to Expanded soon). IMO, armour is not really used enough in the game when it comes to special weapon effects, and having bleeding-type weapons be less effective against heavily armored targets makes sense to me and keeps them from being overpowered.

I notice that these flechette weapons currently seem to IGNORE armor, at least for their bleeding effect, in terms of stats. I wonder if there's a way to make armour MORE effective against a particular weapon?

Regardless, how would people feel about Flechettes as a bleed-inflicting "ammo type" ability (with cooldown, etc.) for *all* shotguns, in a similar way to Firepower or Dragon's Breath rounds?
最后由 Banjo Oz 编辑于; 2015 年 12 月 17 日 下午 11:14
darebrained 2019 年 3 月 29 日 下午 4:20 
In SR5 the Mossberg is actually 12F and has fullauto capabilities.
Full stats as per Run & Gun:
Accuracy 5(7)
DV 12p
AP -1
Firemodes: semi, burst, fullauto
RC: none
Ammo: 10(c)
Avail.: 12F
Price: 1.400 Nuyen
Attachments: SmartGun (internal)

Also flechette (in SR5) gives a significant dmg boost, but also reduces the AP.
最后由 darebrained 编辑于; 2019 年 3 月 29 日 下午 4:23
< >
正在显示第 1 - 3 条,共 3 条留言
每页显示数: 1530 50