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<blockquote data-quote="cignus_pfaccari" data-source="post: 2128955" data-attributes="member: 14557"><p>At times when direct fire is impractical, indirect fire is often very useful.</p><p></p><p>Grenade launchers, in other words, are your friend.  Seriously; you can inflict damage (and modifiers!) without having to get really close.  They're useful for the non-gun bunny to carry, as accuracy is less important, and you can also launch smoke, starshells, etc.  Granted, getting them can be a problem.  But once you have them, they're quite useful.  The OICW was going to include one for just this reason.</p><p></p><p>There are other methods of indirect fire, too.  Physical spells can be quite useful for that.  My GM tossed a metal storm spell in my general vicinity when my character was nearly impossible to shoot, and it was a pain.  Spirits can be whistled up to either cover or conceal your advance or affect your opponents negatively.</p><p></p><p>Also, if you can localize the opponent (i.e. know where he's firing from, even if behind cover), so-so suppressing fire rules were added in SR2 and SR3 to aid in keeping the target pinned, at the risk of perforation.  That lets another character (preferably the troll with the axe or bayoneted rifle) close and gut the offending opponent.</p><p></p><p>Of course, with all those options, recovering from being in a good ambush is really hard.  The ambush was my group's preferred combat style.  We'd rather shoot first than be shot at, as healing is hard, and the Death Spiral sucks.</p><p></p><p>Brad</p></blockquote><p></p>
[QUOTE="cignus_pfaccari, post: 2128955, member: 14557"] At times when direct fire is impractical, indirect fire is often very useful. Grenade launchers, in other words, are your friend. Seriously; you can inflict damage (and modifiers!) without having to get really close. They're useful for the non-gun bunny to carry, as accuracy is less important, and you can also launch smoke, starshells, etc. Granted, getting them can be a problem. But once you have them, they're quite useful. The OICW was going to include one for just this reason. There are other methods of indirect fire, too. Physical spells can be quite useful for that. My GM tossed a metal storm spell in my general vicinity when my character was nearly impossible to shoot, and it was a pain. Spirits can be whistled up to either cover or conceal your advance or affect your opponents negatively. Also, if you can localize the opponent (i.e. know where he's firing from, even if behind cover), so-so suppressing fire rules were added in SR2 and SR3 to aid in keeping the target pinned, at the risk of perforation. That lets another character (preferably the troll with the axe or bayoneted rifle) close and gut the offending opponent. Of course, with all those options, recovering from being in a good ambush is really hard. The ambush was my group's preferred combat style. We'd rather shoot first than be shot at, as healing is hard, and the Death Spiral sucks. Brad [/QUOTE]
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