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Author Topic: Mercenary RTDX: Epilogue  (Read 77238 times)

wolfchild

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yes well, he said to buy a helmate and that's all i can afford with 25 credits
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Cheddarius

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Then wait for someone else to give you credits, or decide you won't get a helmet and spend the money on ammo instead (and give 5 credits to someone who needs it), or get a normal weapon and normal armor and maybe some skills instead of being a uber-powerful juggernaught who will be useless after two turns.
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wolfchild

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Then wait for someone else to give you credits, or decide you won't get a helmet and spend the money on ammo instead (and give 5 credits to someone who needs it), or get a normal weapon and normal armor and maybe some skills instead of being a uber-powerful juggernaught who will be useless after two turns.

i WAS thinking of using short bursts with the minigun

but good advice otherwise, i wont get the hat, and if people realy need me to not have what i have, i could always ditch the minigun for a flamethrower
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Cheddarius

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I've already said this. I'm pretty sure you can't use "short bursts". Otherwise, how would Semiauto/Auto be any different from just plain Automatic?
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S.K. Ren

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Well the thing with chain guns is they have a priming period before they actually fire. A person with sufficient skill can 'tease' the gun at the edge of the priming session to get short bursts or even single shots. And as soon as RNG gives the verdict on my Run 'n' Gun skill, you can have my last 20Cr wolf
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wolfchild

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RNG has already specifically stated auto means up to the nuber written
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RandomNumberGenerator

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A Covert Sniper essentially is a sniper rifle with a silencer built in, so that is free.
You misunderstood me there. Derm asked for 'a covert sniper w/ silencer'. I was telling him the silencer was free, because it was part of the rifle.

Tinfoil hats do not do anything.

No, they do something. I already told you they protect you from government and/or alien mind beams.

I've already said this. I'm pretty sure you can't use "short bursts". Otherwise, how would Semiauto/Auto be any different from just plain Automatic?

As I said earlier, I originally planned to have automatic be less accurate than semiautomatic. I ditched that mechanic. Semi/Auto is just an artifact left over.

Well the thing with chain guns is they have a priming period before they actually fire. A person with sufficient skill can 'tease' the gun at the edge of the priming session to get short bursts or even single shots. And as soon as RNG gives the verdict on my Run 'n' Gun skill, you can have my last 20Cr wolf

Uh... Right I forgot about that. Well I can add it in, but I haven't been giving a penalty for moving and shooting, so I don't see what it would do?

Oh if anyone wants those smoke/tear gas grenades, those are 15 CR each.
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Cheddarius

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Does the covert sniper rifle have any advantages other than being quiet?
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Zako

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Wel, in order for a gunshot to be silenced, the silencer slows the bullet velocity and vents the explosion more carefully. This will probably affect accuracy, but only to a minor degree as the bullet slows down due to the friction in the air, it starts to veer off target. With a silencer on, this process starts earlier, but this aim defect only has remarkable effect on long distances for sniper rifles. On pistols and that, in other words, guns with a lower caliber, it would take effect at a shorter range.
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Frelock

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Though very few guns are "silenced" anyways.  They do however, have "noise suppressors" available for many firearms, which basically quiet the shot enough so that you won't go deaf after 10 shots without hearing protection.

Shopping list:
Grenadier -> Expert (20)
Pistolier -> Skilled (35)
Medic -> Skilled (45)

Frag grenades x5 (50)
Napalm Grenadex2 (50)
Sheer Grenade (50)
1 box of .32 rounds (free)

Morphine (40)
Medical Kit (10)
Extra disinfectant, bandages, brace, and sealant (free)

Total: 300

Sell the Byor Semi (with ammo) and the Grange hunting rifle.  If I get anything off of that, give it to the general fund.

To those with extra funds: I could always use more grenades.
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wolfchild

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ok assuming people give me enough money (seriously guys dont just give it to me, others need more gear too), i will get a combat knife (free, just didnt think about it), then a combat helm, than as much ammo as i can afford, if i cannot afford a helm, go straight for the ammo
« Last Edit: July 12, 2010, 09:29:51 am by wolfchild »
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Dwarmin

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Name: Desmond Orange
Gender: Male
Primary Specialty: Tactics
Secondary Specialty: Close Combat specialist

Equipment:
Combat Knife= free
Veld-2 Combat Shotgun = 45 CR
Tactical Vest = 45 CR
Combat Helmet = 30 CR
2x Pulse Grenade = 30 CR

Ammo:
30x Shotgun Shells = 45 CR
   
Training:

10 into Shotgunner 50 CR
10 into Close Combat 50 CR

Total= 295

Extra goes into general fund
« Last Edit: July 13, 2010, 09:22:03 am by Dwarmin »
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."

RandomNumberGenerator

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Training:

5 Unskilled Shotgunner (?) 25 CR
5 Unskilled Close Combat 25 CR
10 Tactics 50 CR

Total= 295

Extra goes into general fund
Erm... that puts you at 0/10 Shotgunner, 5/10 Close Combat, and 10/20 Skilled Tactics. Is that what you wanted?
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Cheddarius

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Does the covert sniper rifle have any advantages other than being quiet?
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RandomNumberGenerator

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No. It's just much quieter.
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