From: | Donald Arganbright <jayden63@*******.COM> |
---|---|
Subject: | Guns vs Hand to hand... was RE: Card Ideas |
Date: | Thu, 28 Jan 1999 13:05:37 PST |
>All this talk of huge damage bonuses has given me an idea...
>
>Backfire - Stinger
>2¥
>Play after target runner has used a pistol, rifle, or assault weapon.
>Weapon fails and user takes half the weapon bonus as armor-piercing
>damage.
>Jam - Stinger
>2¥
>Play after target runner has used a pistol, rifle, or assault weapon.
>Weapon fails and user cannot use it until the owners next turn.
>Zach
I like the idea of the cards, however I have noticed that the majority
of heavy damage comes from runners with multipule melee skills and hand
to hand weapons. Not really from guns. Sure a good merc deck uses PACs
and VMGs and there are other guns out there that do +3, or +4, with the
possibility of a burst fire or two... and can do more with the write
ammo and acessories gear... But that usually involves a 3+ (usually
more) card combo... when you can get the same damage from a
katan/stomper combo or worse stomper/monofiliment whip. Then there is
the big daddy of squaaaaark/handrazor X 2 for a lousy 3 cards giving an
18/10 (A2) w/stamina costing just 10¥.
Anyway my point is ... well something. As long as the +x/+0 add melee
skill is around with hand to hand weapons and there is no +x/+0 add
firearms or gunnery skill weapons around. Hand to hand weapons will most
likly be the choice for most decks that use the motto "Victory through
superior firepower"
That or I'm smoking something. What do you all think?
*** Knife Sharpens on Stone... Man Sharpens on Man ***
*** - Tao ***
Jayden Stormwalker
Donald Arganbright
______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com