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Multiple High Caliber Ballistics And Gyros


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#1 Smegmw

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Posted 29 December 2012 - 12:24 PM

Put in place a game mechanic that when someone fires 2 or more high caliber ballistic weapons(Gauss or AC20) that the recoil overpowers the mechs internal gyro and it cannot move for X amount of seconds. No locomotion and no turning the chassis or torso. As a way to compensate for the recoil forces put in the option for a larger gyro that weighs x tons more because of the larger rotor/gimbal ETC.

Another mechanic that could be added is if someone elects to continue to use a standard gyro and the mech fires multiple large caliber weapons with x amount of seconds, the mech topples over and is prone for x amount of seconds and can do nothing until it rights itself.

#2 blinkin

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Posted 29 December 2012 - 04:15 PM

View PostSmegmw, on 29 December 2012 - 12:24 PM, said:

Put in place a game mechanic that when someone fires 2 or more high caliber ballistic weapons(Gauss or AC20) that the recoil overpowers the mechs internal gyro and it cannot move for X amount of seconds. No locomotion and no turning the chassis or torso. As a way to compensate for the recoil forces put in the option for a larger gyro that weighs x tons more because of the larger rotor/gimbal ETC.

Another mechanic that could be added is if someone elects to continue to use a standard gyro and the mech fires multiple large caliber weapons with x amount of seconds, the mech topples over and is prone for x amount of seconds and can do nothing until it rights itself.

this would balance out the gauss/ac20 k2. i think this should be tied to mech weight, so that a cicada that crams on an ac20 will get knocked over as well. i would also have it so small mechs have issues controlling their aim through the recoil of some of the weapons.

Willie has a point. don't be that guy.





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