

Recoil
#1
Posted 04 February 2014 - 03:08 AM
Surely real world physics should dictate that ballistic weapons should create recoil and thus, a little screen shake. Doe anyone agree that this would be a good and realistic way to make the ballistics a little more equal?
It might just make energy weapons that little more appealing too.
#2
Posted 04 February 2014 - 03:21 AM
And no i dont agree with you. To make ballistics more equal, buff the other weapons.
Edited by Turist0AT, 04 February 2014 - 03:23 AM.
#3
Posted 04 February 2014 - 07:01 AM
Just my $0.02
#4
Posted 04 February 2014 - 07:43 AM
This is a game that imitates real world physics. This is a game that suspends real wold physics. Which ever you choose, RECOIL is part of EVERY SHOOTER VIDEO GAME....capital period!
Dirty windshield obscuring visibility, tiny pebbles and nonsensical immovable little objects like cars and statues..........yea, bloody statues of angels playing a trumpet LOL.....in asinine locations that disrupt movement flow stopping you dead in your tracks, massive engines struggling on the slightest incline
All of the above are CHEAP MECHANICS to disrupt your line of sight
PGI - Poor Guys Implementation of Recoil and everything else that they cannot implement
Recoil NEEDS to be added in the LEAST!!!..... to mitigate the imbalance in unbelievable torso twist speed of 50 PLUS TON MECHS! that can line up an alpha strike faster than you and I can twist our heads so who cares how slow your mech moves - ohhhhhhhh the balance........ THE LACK OF ARMOUR / survivability that has NEVER.....and I MEAN NEVER!!!...reached base line levels when firing cool down was increased to 2.5 x and armour only 2 times! ONLY 2 times!!! NOT PROPORTIONATE....NO BASELINE to start off on the right foot
There is no game in the history of video games,...where when you shoot, your bullets do not all go to the centre of your aiming thingie!.....Name me one game!!!........Convergence is a NON-STARTER...a red herring to take you away from what's really wrong with this game. DO NOT counter me with convergence is the answer to all the problems!
I totally agree Recoil needs to be added proportionate to the weight of your mech, the type of weapon and how many you fire at one time and which and whatnot upgrade or module you have to reduce it
I feel like they have done every convoluted, unnecessary thing to hide the fact that they cannot and will not add the most obvious features and solutions......RECOIL being one of them!
Still.....I play
Edited by AZA311, 04 February 2014 - 07:59 AM.
#5
Posted 04 February 2014 - 08:59 AM
A little bit of recoil might be interesting in this game, but it would need to be fairly quick and self centering (maybe more like a sharp shimmy if that makes any sense).
I don't know, hard to say if I would care for recoil or not.
#6
Posted 04 February 2014 - 09:26 AM
A Gauss might be another story, though. It fires a solid 0.1t slug of nickel-ferrous metal at very high velocity. Even there, however, the way a gauss gun works it should spread the recoil out over a small window, helping the compensators to deal with it more effectively. It could even be that, as part of the 16-ton weight requirement, much more robust recoil compensators are installed.
Regardless, the heavier the weapon, the less relative recoil it should have, and the heavier the mech, the less it would notice the recoil.
#7
Posted 04 February 2014 - 12:44 PM
Levi Porphyrogenitus, on 04 February 2014 - 09:26 AM, said:
A Gauss might be another story, though. It fires a solid 0.1t slug of nickel-ferrous metal at very high velocity. Even there, however, the way a gauss gun works it should spread the recoil out over a small window, helping the compensators to deal with it more effectively. It could even be that, as part of the 16-ton weight requirement, much more robust recoil compensators are installed.
Regardless, the heavier the weapon, the less relative recoil it should have, and the heavier the mech, the less it would notice the recoil.
That is like saying, "because of the weight of a bullet compared to a human, the recoil will not effect the person shooting it." If you take a 20+lbs .50 cal Rifle and shoulder fire that, it will kick hard. Thanks to some engineering it may not kick as hard as the target on the other end of the scope will feel but you will definitely know that you shot it. This is because of needing more energy to get that round moving instantly. More energy means more force.
There should be recoil for ballistics and PPCs but because less force is used for the smaller ballistics less recoil should be seen. Lets say someone fires an AC20 and 2 PPCs the recoil of firing all 3 weapons spreads out the shots some so that unless you are 20 meters away you do not hit with 40 points of damage to 1 area.
#8
Posted 04 February 2014 - 01:05 PM
#9
Posted 04 February 2014 - 02:00 PM
Belorion, on 04 February 2014 - 01:05 PM, said:
Vehicles do feel the effects of recoil.
That's a 60 ton tank firing 1 105mm cannon and yet in second 14 you can see it rocking. The AC20 is described in some of the lore as being 205mm meaning much bigger recoil. With mechs and myomer, a mech has the strength to compensate and adjust to recoil caused by ballistics but during the fraction of a second that a cannon is fired there is some movement and that will throw off aim by a hair. That little loss of aim can turn into a meter distance being off the mark 600 meters down range.
The concept of adding recoil to the game is not saying that 1 AC, GR, or PPC will not hit the point that you are aiming at, but shooting 2 AC20s, 2 GRs, 2 AC10s, 4AC5s, or 4AC2s will not hit that exact spot on the mech and would possibly hit multiple sections. This is to reduce the concept of boating/alphastriking and hitting 1 area for large amounts of damage and netting them quick kills.
#10
Posted 04 February 2014 - 09:53 PM
FireSlade, on 04 February 2014 - 02:00 PM, said:
That's a 60 ton tank firing 1 105mm cannon and yet in second 14 you can see it rocking. The AC20 is described in some of the lore as being 205mm meaning much bigger recoil. With mechs and myomer, a mech has the strength to compensate and adjust to recoil caused by ballistics but during the fraction of a second that a cannon is fired there is some movement and that will throw off aim by a hair. That little loss of aim can turn into a meter distance being off the mark 600 meters down range.
The concept of adding recoil to the game is not saying that 1 AC, GR, or PPC will not hit the point that you are aiming at, but shooting 2 AC20s, 2 GRs, 2 AC10s, 4AC5s, or 4AC2s will not hit that exact spot on the mech and would possibly hit multiple sections. This is to reduce the concept of boating/alphastriking and hitting 1 area for large amounts of damage and netting them quick kills.
If you watch the barrel carefully, it does not move because the weapon system is gyro stabilized. If you were in the tank looking through the sighting system you would see no movement at all (unless you had the weapon at the extreme ends of the elevation). It's part of what makes the Abrams a superior MBT.
For Battletech: In the end, it's just a game. If we are going to start going for realism, there is a laundry list of things that would need to be changed...
#11
Posted 04 February 2014 - 10:15 PM
Supersmacky, on 04 February 2014 - 09:53 PM, said:
If you watch the barrel carefully, it does not move because the weapon system is gyro stabilized. If you were in the tank looking through the sighting system you would see no movement at all (unless you had the weapon at the extreme ends of the elevation). It's part of what makes the Abrams a superior MBT.
For Battletech: In the end, it's just a game. If we are going to start going for realism, there is a laundry list of things that would need to be changed...
The Abrams is one of the most advanced tanks in the world and uses a German engineered, gyro stabilized, barrel and is computer controlled with a gyro stabilized camera to keep the sights on target. Also the barrel does move (watch the lump in the middle of the barrel) just horizontally into the tank to absorb some of the recoil. I used it to prove a point in saying that there is visible recoil even on a advanced MBT; so it was not too far fetched to think that a Battlemech without the gyro stabilized barrel (different gyro from the one keeping the mech standing) would feel some recoil.
I agree for realism that there are other more pressing issues but adding recoil would be for balancing boating ballistics. 1 ballistic would be fine and see no penalty but more than one and you start seeing accuracy penalties. It would also mean that we would see the same balancing for dual Gauss Rifles as dual AC20s and that Ghost heat would not be needed for AC2s and possibly AC20s. It would also lay the groundwork for balancing the UAC10/20s and LBX20s come this June.
Edited by FireSlade, 04 February 2014 - 10:17 PM.
#12
Posted 04 February 2014 - 11:32 PM
it is of my opinion, however, that at an auto cannon's max range on level ground it should hit the ground. gravity. gravity is always in effect. and these cannon rounds we're firing are huge. The rounds need much more bullet drop.
this also adds a great deal more sskill in long range targets, instead of simple point and click.
it also desyncs long range cannon fire from all other weapon types by default because you have to aim in two different places... ;-)
edit* when I say max range, I meant it's optional range, ex, ac/20 would hit the dirt at 270
#13
Posted 05 February 2014 - 09:51 AM
So...
What Supersmacky said...
#14
Posted 05 February 2014 - 02:22 PM
Yiazmat, on 04 February 2014 - 11:32 PM, said:
it is of my opinion, however, that at an auto cannon's max range on level ground it should hit the ground. gravity. gravity is always in effect. and these cannon rounds we're firing are huge. The rounds need much more bullet drop.
this also adds a great deal more sskill in long range targets, instead of simple point and click.
it also desyncs long range cannon fire from all other weapon types by default because you have to aim in two different places... ;-)
edit* when I say max range, I meant it's optional range, ex, ac/20 would hit the dirt at 270
I think that there is an arc to the rounds but the computer compensates like it does with convergence. So where you point is then calculated for distance, convergence, and elevation.
#15
Posted 05 February 2014 - 03:25 PM
#16
Posted 05 February 2014 - 04:41 PM
P.S. Something like this could also allow for the charge up mechanic to be tweaked to be easier to use. I still wish that they would make it so that a uncharged GR does not explode but a charged up one has 100% chance to do 20-30 damage.
Edited by FireSlade, 05 February 2014 - 04:47 PM.
#17
Posted 06 February 2014 - 10:49 AM
Cheers!
#18
Posted 06 February 2014 - 12:15 PM
Also in lore lasers are not visible but instead what the pilot sees is a computer graphic overlay showing the laser fire on the view screen aka the HUD. And the 240 meter in game could be explained that the MG rounds do not have the velocity past that point to damage a mech with advanced alloys.
#19
Posted 06 February 2014 - 01:58 PM
FireSlade, on 06 February 2014 - 12:15 PM, said:
Hey, FireSlade: I totally get you and understand your point. I don't completely agree, but I do get what you're saying.
Difference? As long as the laser is functional and you have the "heat" to spend, you can keep firing. Not so with ballistics (once out of ammo, they are just useless tonnage). Also, lasers don't blow up with taking a crit, but ballistic ammo can and does. I can also track better with lasers but with ballistics all the target has to do is move just a little unexpectedly from when I fire till when then round reaches the location I was aiming at and I have a clean miss. Most people take damage from AC rounds because they don't see them coming (unlike lasers, PPCs and LRMs/SRMs/SSRMs). Lasers also lead you right back to where the firer is while PPCs and ACs at best MIGHT tell you where they were when they fired.
Speaking to your point about, as I commented above, the mechs have these huge gyros that are used to maintain the balance of the mech. Also, all of the ACs have a recoil reduction (seen as the barrel sliding backwards when fired). Between these two features alone, a lot (if not all) of the recoil would be eliminated.
To your quote, if we explain away all of the aspects of other weapons that seem to defy logic/sense/physics/real-world, then the same can be done for ACs. Maybe there is an un-previously discussed mechanism to deal with the recoil issue? After all, there is no recoil issues in the table-top game and you can built ridiculous AC boats there.
All that would come from nerfing them with added recoil would be that there would be more complaining and a less satifying game experience (leading to fewer players->less revenue->less money for developers->poorer quality game->eventually no game at all).
For me, if it could be done in the Table-Top game, we need to be able to do it in MWO!
But in the end, it's all good and I do appreciate your point.
Cheers!
#20
Posted 06 February 2014 - 05:14 PM
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