Help me convince my DM how to handle autofire

By Azmodael, in Star Wars: Edge of the Empire RPG

22 hours ago, Jedi Ronin said:

50% chance to double your damage? That sounds amazing. And at my table an attack targeting a "typical" Nemesis does a lot more than 3-4 damage.

I'm inclined to think that other GM's are facing somewhat different challenges at their table than you than they are lazy GMs who don't know what they're doing. There are a lot of experienced GMs on these boards who think Autofire is a problem (and others who don't). Most seem to agree that Jury Rigged is broken. Everything - practically - is a glass canon in this game and the ability to hit twice with the same attack roll is potent. I'm not convinced either way on whether it's broken but I lean towards thinking it is because it's such a powerful ability that's easy to take advantage of. I've got an Ataru Striker in my group who has finally acquired Hawkbat Swoop and Saber Swarm and can now actually exceed the Heavy's damage output but he had to spend more XP to get to that point and he has to spend more resources (Maneuver, Strain) to pull it off. Autofire is one of the if not the most premier way of dealing damage in this game and at relatively low cost. I do know that whenever I pull out Autofire weapons against my PCs they do everything they can to take that out as fast as possible.

I don't think comparing Autofire to one of the other oft-considered broken Talents in this game (Pressure Point) helps your argument that Autofire isn't broken.

im not comparing this to pressure point I originally said that with 200-300 earned xp i can create s brawl oriented character that can hit for minimum 20 dmg per hit , without pressure point, then pointed out that you could put the cherry (pressure point) on top after that. A heavy has a good damage output, to be sure, but then a basic gunslinger is able to consistently put out more for less xp expenditure as he can remove the extra difficulty and reduce the advantage to trigger meaning that the second hit is way more consistent to the heavy's spotty second and third hits. It's only the weapons (under the GMs control) that allow the additional advantage to be added in combat , and the targets talents and nemesis level (also under the gms control) and locations(under the GMs control) , environment(under the gms control) and jury rigged (not under the GMs control) that affect how often it triggers.

So much of this is down to the GM to provide suitably challenging environments, opponents, equipment, and locations to challenge his or hers PCs. Yes the autofire character may toast the key NPC at the end , but so what that might happen, but if done right it might only be a 1 in 10 chance. So that is a 1 in 10 chance for that character to shine and be awesome, combat in this game is like that 9 times out of 10 the character maybe gets 1 or 2 hits on the key npc , lets say they do 13 damage against a soak 8 opponent, that is 10 damage , definitely not enough to drop a nemesis. Said Nemesis should not be alone either and shouldn't be the only threat on the battlefield, and while the heavy is firing is he watching for the other nemesis, who happens to be a melee expert sneaking up on them. Autofire doesnt break the game and what the OP was describing was 3 yellow skill, which is hardly enough to threaten a nemesis except with a fluke roll, which if that happened as a GM I'd welcome it.

Have folks not seen Jury-rigged autofire combined with double or nothing? Roughly 105 XP to get that. For crafter it pretty simple to make a Dam 9 rifle with autofire (add pistol grip if you want to use range light over range heavy). Attached custom grip with accurate mod.

Start with a Human (3/3/3/2/2/2) with 1 rank. So that ST sergeant is behind cover (1 def). Assist and double aim you looking at YGGBBBB RPP for the autofire/double or nothing shot. I'm looking at 70% chance to hit and do 10 damage and 79% chance to generate 1 advantage would let me hit him two more times (3 total). Just took out that Stormtrooper Sergeant in one round at roughly 5 game session since we started.

Eventually the craft will be able to make that gun Accurate 3 and attach mods to make it Accurate 5 plus what you want to get form aiming an assistance it really become crazy. High soak helps, but if the PC is getting 11-12 damage a turn on a 10 soak monster. Pumping out 8-16 shots a turn the soak doesn't matter.

So with the rules as they are now, there seems to be an issue of autofire weapons which needs addressing.

I can see why you DM wants to keep autofire toned down. The variants we've seen to help are

2. You cannot autofire more time than you brain rating

3. Combination of above

Edited by nub5
5 hours ago, nub5 said:

Have folks not seen Jury-rigged autofire combined with double or nothing? Roughly 105 XP to get that. For crafter it pretty simple to make a Dam 9 rifle with autofire (add pistol grip if you want to use range light over range heavy). Attached custom grip with accurate mod.

Start with a Human (3/3/3/2/2/2) with 1 rank. So that ST sergeant is behind cover (1 def). Assist and double aim you looking at YGGBBBB RPP for the autofire/double or nothing shot. I'm looking at 70% chance to hit and do 10 damage and 79% chance to generate 1 advantage would let me hit him two more times (3 total). Just took out that Stormtrooper Sergeant in one round at roughly 5 game session since we started.

Eventually the craft will be able to make that gun Accurate 3 and attach mods to make it Accurate 5 plus what you want to get form aiming an assistance it really become crazy. High soak helps, but if the PC is getting 11-12 damage a turn on a 10 soak monster. Pumping out 8-16 shots a turn the soak doesn't matter.

So with the rules as they are now, there seems to be an issue of autofire weapons which needs addressing.

I can see why you DM wants to keep autofire toned down. The variants we've seen to help are

2. You cannot autofire more time than you brain rating

3. Combination of above

Alzo said weapon cannot be brought into any civilised environment, also makes you target priority no 1, and also people may even start to target your weapon. If however the GM lets you get the weapon, and modify it to ridiculous levels the fair enough, remember though that each mod for an attachment requires a mechanic check, that if failed permanently removes that mod option, requiring you to start over if you want them all, first check is 2 purple for first mod, 3 for second etc. You are never getting all mods on an attachment without a good mechanic, and thats 75 xp to get rank 5.