Oxskull Duncarino
Shadow Company HQ
163
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Posted - 2013.02.16 10:30:00 -
[1] - Quote
Ten-Sidhe wrote:Multi-barrel cannon are built to allow a more sustained and higher rate of fire. A cannon with single barrel could match the rate of fire we have, so the only reason to have the multiple barrels seems to be to allow longer sustained fire.
The gyro system would suggest this is intent as well.
Modern rotary cannon can spin up vary quickly and are accurate. M61A2 has 1/4 sec spin up time. Gau-8 has accuracy to place 80% of burst in 7 1/2" circle at 50 yards. So realistically, the accuracy should be high enough to fire a long burst of head shots till overheat at max damage after .25sec. Heavy machine guns are also effective at much longer ranges then sniper rifles, why snipers used scoped hmg to snipe at extreme range till anti-material rifles were available.
Only cause of increasing inaccuracy in rotary fired sustained, is warping from heat. So the heat meter would have to cool before start of next burst for initial accuracy. the high mass of rotary cannon and high rate of fire make the recoil and muzzle rise less of a factor in accuracy.
In game, a hmg that spun up would conserve ammo while walking to target if, adjusting aim by tracer. And the effective range of burst would be longer, since the spread would be less initially. it would be harder for ar to pick off heavy at range.
If we had an option for a rotary with a spool up and constant accuracy as a variant, yeah more variety. The way mechanism of hmg is described, it would work the way it does in game.
Ten-Sidhe wrote:I pointed game balance out as well. If the hmg was changed to more modern type rotary cannon (spool up), it would be a buff(clearly not needed) to hmg.
There is no reason for accuracy to decrease for realism sake, only game balance. The current system is more realistic then decreasing accuracy, real rotary would have constant accuracy till barrel warps from heat. The gyro stabilizer makes sense, and would give behavior found in game. Real bullets fly farther of course, but range limit is clearly needed.
So, I was saying the hmg as it is now is fine, and just as realistic as the more common spool up first type. A spool up type without gyro would be a nice variant, but hmg mechanic is fine as is. Any balancing should just tweak numbers, not general pattern.
Same with scout, concept is fine but may need small tweaks. Speed, stamina, cpu/pg, and sensor/stealth being area that could be tweaked. I would wait to change though, scout is suppose to be an ewar specialist as well and we have no ewar modules in game yet.
Any more then small buff should wait for these mods, or it could be op once added then over-nerfed. Wait while underpowered is better then a buff-nerf-buff-nerf yo-yo. This is what I like to see. +1
As to any nerf/buffs, my view is the same as above, there's a new expansion coming with alot of changes in it, especially to dropsuits, and I'd wait till then before looking for changes.
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