Under the old rules, every turn you had just one choice to make - either you stood and unloaded the most lead your gun could release at the moment, or you had to move and do a single shot because something about the scene made the former choice ill-advised. This generally locked everyone up in a very static paradigm where anyone was only moving when it was absolutely crucial for their survival, but other than that everyone just stood and shot. Yes, even the guys with single shot only weapons, because why wouldn't you take advantage of the aim action when you're already shafted by your weapon choice? At least this way, you can match the (also shafted) semi-auto guy in accuracy, if not in damage. Meanwhile, the full auto guy was always on top - he either used the only option available at the moment (single shot + move or just move) or he used the best option available in the game.
Hmm...I think that being "locked into a static paradigm" as you put it is self imposed. my players are not the duck and fire types..not saying they don't do it mind you, maybe one or two will do it as another move 'round the target to outflank them or get close enough for a charge into melee range. Dark Heresy's combat is well beyond shooting mooks and ducking behind crates If you or your players always do that, then the party is lacking balanced and is very specialized in my opinion. I'll just put a guy with a couple of grenades or have some sneaky melee character to have'em change their method of doing things and/or exploit their weaknesses...As for taking advantage of the aim action when stuck with single shot? Red-dot laser sight, get to move, shoot and get an aim equivalent bonus to my shot without wasting half action to aim. And really, every player I had with a full auto gun used the full autofire here and there rather than all the time, saving ammo was actually counted, as they did not run around with 10 magazines on their person...3-4 was the magic number.
In the new paradigm, a ton of situational modifiers influence your choices of movement and firing modes, and unless your character is a hardcore shooter, full auto may become so situational, it's not worth bothering.
Again, I lack to see how the new system suddenly makes numerous new options appear. Options, by the way, that were already present when the old system was there. Those restrictions are self-imposed at best, the result of min-maxing at worse.
Kinda like everyone love their two-handed Swords/Axe in D&D, but no one takes the Halberd, despite the brace, tripping and 2 damage type it does, or does damage output the only way to judge a weapon's worth rather than its overall capabilities?
That is when they don't go one handed weapon to get that shield.
You need to move behind cover, do you shoot single or full auto, or maybe semi if the gun allows all three?
That 'added' option to move into cover and fire any of the 3 modes is only there because shooting actions are now half actions, making no real difference between single, semi or full apart from the bonuses.
Right now, that actually depends on your overall BS level, as well as range modifiers and the enemy's evasion ability level and you have to weigh the relatively safe option of landing a single accurate hit (which can be dodged more easily) versus the greater risk and greater reward of spraying him and hoping more bullets connect.
Under the old system, it came to the same really...and greater risk shooting full auto? The only risk you're getting is wasting more bullets and +5% chance of jamming. Not really a whole lot of risk involved.
And sometimes, you're just lucky to catch an enemy in point blank with enough time to aim, in which case you unload like there's no tomorrow - it's a no-brainer under both rulesets.
So you're telling me, under the new system, you'll only got full auto if you happen to be at point blank? So having a +30 for range and a +10 for aiming?...Also aiming on full auto is just another point that the new system is rather lacking.
Edited by Braddoc