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Re: [HOE] re:...Crazy Junker



Junkers can indeed make a lot of badass crap with their powers, but that
doesn't mean that it's not tough to find the parts.  When Junkman first
came out, I sat around and designed dozens of devices to get the hang of
the rules, and I was shocked to see what those boys can slap together. 
Then I played a junker, and I realized that gathering components isn't a
piece of cake by any means.  Moreover, the ghost rock to recharge the
bastards is even harder to come by.
The rifle you designed isn't bad, but it's hardly top-of-the-heap.  A gun
like that must have a mother of a Drain for every shot.  Even if it had a
Drain of 1 per shot, that's big when you get down to it.
Range Increments of 50 are overkill, anyway.  Since it's only a -1 for
each increment past the first, a RI of 20 should be fine unless you're
making heavy artillery.  I've found that RoF is king in the HoE gun
world, as long as you know how to shoot.  Your gun can fire a maximum of
10 shots per round, but a gun with half the Range, one die lower of
damage that can fire up to 30 shots in a round, would be more efficient.
Rail guns are nice because they're smaller and they can do that
ammo-making trick, but i'd rather have to make more bullets than have to
dig up ghost rock before I can shoot.
--
From Whom It May Concern,
Rich Ranallo
"Long live the legend, it'll outlive us"
-Violent Femmes, "Death Drugs"

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