Agent CraZy DiP, on 09 March 2012 - 02:28 PM, said:
@OP - I think the error here is that you're looking at it with the "Modern" shooter. This is a "Future" shooter with update and improved tech. Even if there was recoil on the cannon, you wouldn't see the effect through your helmet. Also, buy the time the cycle rate is ready, recoil doesn't matter anyways. Keep in mind that you're not looking down the barrel, but towering above it. Your barrel is a shinny reticule projected onto your HUD.
@GrimLeo - I really don't think you're going to be able to install a cannon onto your mech that causes damage each time you fire it.
I think your correct that the OP is thinking in terms of a solder firing an assault rifle instead of a 50 to 100 ton robot firing an arm/torso mounted autocannon. Still, neither are prefect firing platforms.
The classic walk-up of the assault rifle is caused by the rate of fire (ROF) being faster than the solder can recover from recoil. I think we can assume ROF is such that a fully functional
mech recovers from recoil before the next round is fire.
None of the confirmed mechs have an AC firing through the mech's center of mass(Cm). The Atlas is closest with the AC/20 about the same height as the Cm but offset to the right. Firing the AC will cause a clockwise twist that needs to be countered by the torso twist actuator. The hip and knee actuators will also need to counter recoil as the impulse is transferred to the ground through the feet (this may make firing on ice interesting).
So an Atlas mechwarrior fires the AC/20. The gun's recoil buffer actuator changes the recoil impulse from a quick punch to a longer soften push. The stabilization system (Gyro) orders the torso twist actuator to counter the clockwise twist impulse while the leg actuators counter the translational recoil impulse. With everything working correctly, the mechwarrior doesn't feel anything. Other weapons can be immediately fired without the aim being effected by recoil. Of course by the time the AC cycles the mech has recovered from recoil.
Things get interesting once you damage systems. Damage the recoil buffer means dealing with the quick punch so the mech torso jerks back and clockwise. Damage the Gyro slows response giving you the same motion. You could also get a "walk-up effect" due to the Gyro not getting the mech stabilized before the next round is fired. Lockup the torso twist actuator and the whole mech jerks clockwise. If the twist actuator goes limp, the torso will not be able to return to the original firing position.
Things get more complex with the other mechs. Add the torso pitch actuator to the mix when a Hunchback fires it's AC/20. Add on a shoulder actuator when the Dragon fires it's AC/5. (Note: I am assuming the there is no elbow on the Dragon as the artwork is conflicting). Finally add the elbow to the Centurion.
My point about up-gunning a mech is that it takes a lot of engineering to get the mech to absorb recoil so the mechwarrior's aim-point is not affected. Going into the Mech Lab and jury rigging an AC/10 on your Dragon is going to mess up that engineering. In this timeframe, there are not mech techs around that can make all the necessary adjustments. In game terms, you are adding the additional tradeoff of having to wait for the mech to recover before firing other weapons.
So why go to the trouble of modeling this? My take is that it goes to the heart of why AC are useful in mech combat. Lasers are instant hit, lighter, don't require ammo, and have no recoil. The drawbacks of lasers are more heat per shot (solution: add heat sinks) and no kinetic impact on the target. In open combat, I would want to time my AC shot to hit the target mech just before that mech fires it's weapons. The kinetic punch of the shell impact throws off the target's aim hopefully causing a miss. I would then want to quickly put in a laser shot while the target's weapons are cycling. Optimally the AC cycles before the target weapons cycles allowing the process to be repeated. This would make the target's return fire ineffectual. Delays caused either by kinetic impacts or recoil affects could determine who wins the fight.
Edited by GrimLeo, 09 March 2012 - 09:28 PM.