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Re: NCTH: Weapons that Disappoint[message #295532] Tue, 20 December 2011 16:01 Go to previous messageGo to previous message
David81 is currently offline David81

 
Messages:21
Registered:November 2011
Location: Germany
Something has bugged me now that I am halfway through a 1.13 campaign with the NCTH.

MPs and SMGs and their AP-to-raise-weapon.

Many MPs have 0AP once you fit them with a folding stock or similar device! Even heavy weapons like the Uzi (which is like 3x or 4x as heavy as some pistols).

Shouldn't AP be related to how quick you can ready such a weapon? I.e. it should depend on the weight and the length of a weapon mostly. Physically the key parameter should be the weapon's moment of inertia around its center of mass. It's what you work against when you swing a weapon from the carrying stance (held at waist height, barrel pointing downwards) into firing position (at shoulder height, barrel pointing upwards). Loosely speaking, the heavier a weapon is the higher is its moment of inertia; if the mass of a weapon is not close to the center of mass but more "spread out" (like when you attach heavy stuff to the barrel) the moment of inertia goes up; and making the weapon longer also disproportionally increases moment of inertia and the effort required to handle the weapon. (Like attaching an AR silencer which is 15-20 cm long and weighs half a kg - that should make the weapon "feel" much heavier when you move it around)

Some of the weapons that are long and heavy are right now at an advantage over smaller weapons because the AP system does not reflect the ease of handling a weapon properly.

Related topic: Why does the weapon (and the raised/lowered stance of the weapon) not influence APs needed to turn around? Some weapons are long and heavy (MGs, sniper rifles), why does it take the same AP to turn holding such a weapon at your shoulder as it does turning with just a pistol?

I think there's a big potential to balance pistols and other light weight weapons against heavier but more powerful weapons. Right now in CQB there's no reason to take a pistol when you have an SMG or MP which also has 0 AP. But in really close quarters where you need to turn and run around corners a lot you should want to carry a light weapon, not a 2-3 kg machine pistol fitted with another kg worth of attachments.

If you look at the length of a weapon, and make longer/bigger weapons more difficult to handle, you could give players a whole new reason to use short-barreled shotguns. A sawed off shotgun is not a heavy weapon at all, if such a weapon gave you an advantage turning and moving in close quarters you'd balance those weapons vis-a-vis the assault rifles and heavy SMGs which take the same AP fire but would get higher AP-to-turn/-move.

[Updated on: Tue, 20 December 2011 16:09] by Moderator

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