Recoil, yes. Dependent on throttle? No. Think in a realistic way here,
recoil will always be the same, no matter what your throttle is set to, unless standing still, in which case the mech may have a stance that negates it somewhat. Do for all projectile weapons (except lrm's, machine guns,ad ppc's) but ac2 will be miniscule, ac5 will be small, ac10 noticeable, ac20 obvious. Gauss would be about ac20 due to huge projectile speed, which means more force. PPC can't realistically have recoil, since it's
energy, they have the bad travel time though.
I would only put throttle recoil on torso mounted weapons ('cept Hunch, that's what that huge housing is for), and put arm reticule lower/raise (depending on arm type). Arm joints tend to act as a sort of cushion/spring/hinge...
Make semi-dependent on weight. Logically, an ac20 won't do as much to an atlas as a blackjack.
Make recoil increase fall damage dramatically after jumpjetting (remember, in air there is no ground to keep stability)
Clan weapons should also have it, but according to the bullet size, not weapon size.
Make it realistic.
Realism tends to be a decent balancer.
Also, if you want to get rid of ghost heat, do it for everything. Since ghost heat was implemented due to high alpha energy weapons...
1. Heat cap goes back to
battletech # of 30 heat. (ie. A
6ppc stalker would need well over 90 heat cap to be able to fire twice without dying from overheat. Which used to happen <-
Ridiculously high cap. Very bad idea). To compensate,
fast cooldown.
2. The recoil idea
3. Missles are dealt with, they build up quite a good amount of heat.
Reason why low heat cap works... 6ppc Stalker can now only fire 2 ppc's without overheat, unless basic'ed, but then only 3. Then he/she must wait to cool down (not long given fast cooldown) then fire the other 2 or 3.
Reason why recoil works... Boomjaggers? psh, recoil would pretty much send their vision to the sky since the arms are
at the top. They would lose track of location, making them vulnerable if known about.
Hoorah for Physics!
AC2 boats? It'll be difficult to target location when your reticule
constantly pulls in a certain direction (chain fire). Group fire is going to
stack recoil (example:
IF: ac2 w/ 1 recoil, 4 ac's at once have 4 recoil. ac5 then would have 2.5 recoil)
Hope maybe this gave a bit of insight on how to make it work and include realism so every nerf is explainable and not some magical mechanic or odd functionality. Thank you for your post! =)
Edit: Wording
Edited by Gamuray, 03 October 2014 - 02:39 PM.