05-24-2016, 03:47 AM | #21 | |
Join Date: Jan 2010
Location: Brighton
|
Re: Recoil for Single-Shot Weapons
Quote:
It's just as you say the recoil of photons out of a laser would be so little as to be pretty much negligible*, so I wondered at the point being made. *assuming a hand held weapons grade laser's firing mechanism works as we imagine it would Last edited by Tomsdad; 05-24-2016 at 06:08 AM. |
|
05-24-2016, 12:02 PM | #22 | |
Join Date: May 2010
Location: LP City, Maryland
|
Re: Recoil for Single-Shot Weapons
Quote:
Rifle-14 and 3d6 roll of 10 gives you a MoS of 4 - that is 2 total hits on a Rcl 2 weapon, and 4 total hits on a Rcl 1 weapon. Anyways the real reason single-shot weapons have Rcl is because other weapons have it, and it may be useful to know how the weapon reacts as if it wasn't a single shot piece. M.
__________________
Blerg: Chain link and concrete |
|
05-24-2016, 12:10 PM | #23 |
Join Date: Jun 2007
Location: Southern New Hampshire
|
Re: Recoil for Single-Shot Weapons
|
05-24-2016, 12:22 PM | #24 |
Join Date: May 2010
Location: LP City, Maryland
|
Re: Recoil for Single-Shot Weapons
You are absolutely correct; I meant to say EXTRA hits, not TOTAL.
M.
__________________
Blerg: Chain link and concrete |
05-25-2016, 12:42 AM | #25 | |
Join Date: Jan 2010
Location: Brighton
|
Re: Recoil for Single-Shot Weapons
Quote:
So you have a range of stuff that qualifies for Rcl 1 for a variety of reasons. Even if there's actually a range of recoil within that group. As I said if you followed the progression down on Rcl values less than 1 you get more and more hits per MoS until you get all fired shots hitting with Rcl 0 on 0 MoS. True (and as has been stated some weapons with a Rof of 1 can occasionally access higher Rof's) Last edited by Tomsdad; 05-27-2016 at 04:02 AM. |
|
05-26-2016, 02:25 AM | #26 | |
Join Date: Jun 2008
|
Re: Recoil for Single-Shot Weapons
Quote:
In the event of a laser with a high RoF and with no appreciable Recoil (or any other weapon where the Recoil can be mitigated by being 100% locked down, not all weapon barrels vibrate, not all weapon actions cause vibration), I can forsee a situation where you could fire as many shots as you had ROF and you would expect them to either all hit, or all miss. In this case Rcl of 0 wouldn't seem unreasonable. I can also see a multi-barrel weapon that fired all it's shots simultaneously (volley gun) also having a Rcl of 0 (though the felt recoil could be significant). The RoF is not really an issue for the volley gun as it is effectively a single attack and you can just average up the damage done by each bal (like a shotgun), but there is scope for higher TL weapons for which you can select a number of barrels to fire (and so you would need to have the attack some multiple of a single barrel). I suppose in these cases you could stick with Rcl 1 and specify a RoF of 1 and abstract out the multi-shot as purely affecting the amount of damage, but this seems a bit artificial. If Rcl is being used to simulate deviation from the aim point for other non-Recoil reasons e.g. the inherrent instability of a hand held weapon resulting in small deviations from the initial aim point on subsequent shots (flinching, mechanical movements due to trigger pull etc.) then there should be a mechanism to reduce it to 0 with special equipment (a locked down bench rest or a tripod for example). For heavy Recoil weapons like heavy MGs you may not be able to wholly eliminate the wobble, but for low Recoil weapons you should be able to remove it entirely and get Rcl down to 0. Last edited by swordtart; 05-26-2016 at 06:13 AM. |
|
05-26-2016, 07:45 AM | #27 | |||
Join Date: Jun 2013
|
Re: Recoil for Single-Shot Weapons
Quote:
Quote:
Quote:
|
|||
05-26-2016, 10:00 AM | #28 | |||||
Join Date: Jul 2008
|
Re: Recoil for Single-Shot Weapons
Quote:
To expand on that a bit, I'd suggest that rest mass is more meaningless than it is zero for something which is moving at c in all reference frames. In any case, light most definitely does have momentum. You can verify this easily by searching on the subject. Quote:
Quote:
Quote:
But this is the way to model something where you either hit with it all or miss with it all, yes. Multiply damage by N and add a (1/N) armor divisor. A side effect is that you get no RoF bonus, which actually makes sense... Quote:
So I really don't think arguing from principle that some things ought to have Rcl 0 can go anywhere useful. Rcl 0 isn't an okay value for the system, and things where recoil doesn't apply still get rcl 1 minimum.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
|||||
05-26-2016, 10:07 AM | #29 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
|
Re: Recoil for Single-Shot Weapons
Ok before this get much further please note the GURPS Rcl stat has almost nothing to do with the "kick" of of a weapon that some times called by the non game term recoil. In GURPS that is deal with the Min ST stat of a weapon. So a low kick weapon like laser has a low Min ST as it easier to hold stated. If you use a weapon who Min ST it too high for you you have trouble holding it steady hace get a peality to hit. But if you strong enough to can control it's kick.
Rcl is about shot grouping. weapons deigned to hive tight grouping has a low Rcl weapons with a wide shot grouping (weapon desgined to sprey) have a high Rcl. |
05-26-2016, 10:28 AM | #30 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
|
Re: Recoil for Single-Shot Weapons
AFAIK, all particles have momentum.
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
Tags |
firearm, flare gun, help me out here, question, recoil |
|
|