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Recoil Movement Speed Loss For Large Bore Weapons


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#1 ManDaisy

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Posted 03 October 2014 - 10:50 AM

Effected weapons:

IS: Ac10, Ac 20, Gauss Rifle, PPC, ERPPC, LBX20

CLAN Weapons: Gauss Rifle, ERPPC, LBX20

Concept, (like jump jet speed loss) mechs firing large bore weapons experience a deacceleration the moment of fire;

Penalty list:
Ac 10, PPC, ER PPC, LBX20 = -10% to 90% throttle. If at 90% throttle no effect:
Gauss Rifle = - 15% to 85% throttle. if at 85% throttle no effect:
Ac 20 = - 20% to 80% throttle, if at 80% throttke no effect.

Effect of combinations:
DIrewhale: 2ERPPC(10 *2) + 2Gauss(15*2)= -50% throttle. If mech already at 50% throttle no effect.

King Crab: ERPPC(10)+ 2AC20(40) = - 50% throttle. If mech already at 50% throttle no effect.

CLAN UAC excluded due to nature of the weapon.


This is to balance and get rid of ghost heat for ballistic weapons.

Edited by ManDaisy, 03 October 2014 - 10:59 AM.


#2 Gamuray

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Posted 03 October 2014 - 02:38 PM

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.


#3 ManDaisy

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Posted 03 October 2014 - 05:25 PM

There is a simple reason why it is based on throttle. The mechanical engine along with the gyro is using free power to counteract the momentum of the weapon. Game play wise it will make big weapons feel big. Big mechanical move more like big mechanical.

When the engine is at full speed there is no torque. When it is not at full speed it has the power to power thru like low gear. It isn't about up or down movement . It is to counter the back force of firing a cannon and using engine power to brace with myomer to stabilize the mechanical like tightening muscles before firing. A human like object cannot run at full speed and fire accurately power must be used to stabilize.

Edited by ManDaisy, 03 October 2014 - 05:32 PM.


#4 Gamuray

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Posted 04 October 2014 - 06:45 AM

I see your point. Though I'm pretty sure that wouldn't affect gameplay much as most mechs with ballistics slow down to fire anyways. (besides, lore wise it did occur where mechs got knocked off balance while firing... while standing still. One of them being the hunchback before the giant recoil reducing housing).

Additionally, if the engine has the power to fire and charge lasers/gauss when at full speed, I'm pretty sure it can deal with recoil if the engine or gyro is what is dealing with it. (remember also, mech balance is based on pilot balance, which means it won't counterbalance until unbalanced. No prevention unless the pilot decides it ahead of time)





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