Pht, on 15 March 2012 - 04:55 PM, said:
"You" the pilot, or "you" your mech? Yes, pilots react to incoming fire; they get rattled and jostled and such, your vision can blur... all that jazz, because their mass is so much less than the mass of their mech's mass. KE that would just distribute through your mech "hits" you and you get vibrated and pushed against the command chair and restraints - but at the level of the 'mech's mass ... it's negligble.
"You" the mech? ... there is no "knock" reaction to incoming weapons fire that affects the 'mech such that it's aim is thrown off.
Citing the 20 point of damage rule doesn't work, because that rule is in reference to losing a lot of armor very quickly, causing an unbalance in the same way that cutting a heavy backpack of of someone instantly would. It doesn't represent getting knocked around - it represents your mech falling away from the large amount of weight it just lost nearly instantly.
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It only "feels right" because there are still lingering expectations driven from FPS gameplay that leech into the expectations in an armored combat sim game set in the BTUniverse.
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20 points of damage in TT is not relatively low. 20 points of damage is a LOT in relation to armor values and what kind of damage that 20 points can do to a mech.
... and while the novels don't always get their stuff straight, the majority don't ever have knock that affects a mechs ability to aim. The kind of KE required to overcome mech grade armor, weapons systems, gyro systems, and pilot-neurohelmet interface systems requires enough incoming fire to instantly slag any mech.
There is also the issue of physics, specifically conservation of momentum and kinetic energy.
Take, for example, a Gauss Rifle round fired from a
Yellow Jacket gunship.
We know both the projectile mass and the muzzle velocity - 125 kg (1/8 of one metric ton) and 748.638 m/s (Mach 2.2), respectively.
Momentum of Gauss Rifle Slug: p = m*v = (125)*(748.638) = 93,579.80 Newton-seconds
Assuming the target is a 20-ton (20,000 kg) light 'Mech:
v_mech = (p_gauss)/(m_mech) = (93,579.80)/(20,000) = 4.68 m/s = 16.85 kph
That is, a stationary 20-ton 'Mech in a frictionless or very-low-friction environment (e.g. on ice) would be hit with enough force to send it backward at as much as ~17 kph, and a 20-ton 'Mech running directly at the firing platform and being hit head-on by the Gauss Rifle slug would have its speed reduced by as much as ~17 kph.
Assuming the target is a 100-ton (100,000 kg) assault 'Mech:
v_mech = (p_gauss)/(m_mech) = (93,579.80)/(100,000) = 0.94 m/s = 3.38 kph
That is, a stationary 100-ton 'Mech in a frictionless or very-low-friction environment (e.g. on ice) would be hit with enough force to send it backward at as much as ~3 kph, and a 100-ton 'Mech running directly at the firing platform and being hit head-on by the Gauss Rifle slug would have its speed reduced by as much as ~3 kph.
Though, given that 'Mech armor is ablative, a fair amount of energy would be absorbed by the shattered material and the momentum effect may be lessened.
However:
Kinetic Energy of Gauss Rigle Slug: KE = 0.5*m*(v^2) = (0.5)*(125)*((748.638)^2) = 35028678.44 Joules = 35.03 Megajoules
As a point of reference, "one megajoule (MJ) is equal to one million (10^6) joules, or approximately the kinetic energy of a one-metric-ton (1000 kg, 2204 lbs) vehicle moving at 160 km/h (100 mph)".
Still, 'Mechs (lighter machines more-so than heavier ones) are likely going to react (see "
knockback") when something like that hits it.
And then there is
also the loss of the armor material.
Moreover, there is the
recoil on the attacking platform from actually firing such a weapon...