Change gimbal jitter to Recoil.

Right now, gimbals wander wildly. That's just fine for things that fire constantly and are able to average this out, or weapons that mostly fire at close range, but is unfairly biased against weapons like Cannons; it can mean missing a huge amount (especially in the short term), disproportionately making them worse compared to other weapons that fire more regularly. Cannons are especially egregious in this regard; they nominally have huge range, but gimbals will never actually hit at those ranges, even if the target is stationary.

So my proposal is this; rather than waving around wildly, like they do right now, have the jitter be changed to recoil. Each shot would push the aim slightly off target, while the gun would try to compensate. As a general rule, faster-firing weapons would climb quickly to the maximum recoil, while slower-firing weapons, or weapons with refire delays, would stay closer to the minimum jitter. This would have several effects.

Multicannons and Beam Lasers would be largely unchanged. The first shot would be on target, but after the first shot, they would immediately become essentially the same as right now.

Cannons and Pulse Lasers, by contrast, would have much less jitter. They would fire, and the jitter would spike - but because they have a significantly longer refire period, the jitter would mostly fade before the next shot. Cannons would become more accurate at longer ranges, but their slower projectile speed would still make them dodgable. Pulse lasers, by contrast, would be quite a bit more accurate than beam lasers at longer range, but this would be okay because of their overall lower damage.

In the middle ground would be weapons like Burst Lasers. For them, the first shot would be on-target, the second shot would be slightly off target, and the third shot would be even more off target, roughly in line with the maximum of what happens at present. But by the time the next burst comes, it would once again be on-target.

The net result would be that slower-firing weapons would become substantially better at longer ranges, giving Pulse Lasers a useful niche as a long-range weapon, and making Cannons more viable in a variety of situations, while largely leaving more common weapons like multicannons and beam lasers unchanged.
 
I agree, this would be a welcome change for kinetic weapons (especially for Cannons), but the laser weapons shouldn't have jitter/recoil at all. I don't see FD reworking weapon fundamentals however, they don't even do balance passes.
 
I agree, this would be a welcome change for kinetic weapons (especially for Cannons), but the laser weapons shouldn't have jitter/recoil at all. I don't see FD reworking weapon fundamentals however, they don't even do balance passes.
I thought about that; it definitely wouldn't be a physical recoil like on kinetic weapons, but I could see it as a result of heating. Basically, as the weapon heats, the focusing elements begin to warp, and the beam slightly diffracts, like how laser beams bend through the atmosphere. Beams produce the most heat and so diffract the most; pulse lasers make the least and diffract the least.

You could be right, but they have adjusted jitter in the past, so it's not out of the question they'd do so again! Especially since weapons like pulse lasers and cannons are pretty low-tier at the moment. You COULD just reduce the gimbal jitter on them specifically, but I prefer a more elegant solution.
 
If you want to snipe something from far away use fixed weapons, if you want to hit something with a gimbaled weapon get in close. Seems like a reasonable dilemma to me.

I'm not against the idea of recoil itself but replacing one type of hand wavium for another to make gimbaled weapons a bit more useful at long range doesn't seem like it would offer much benefit for the dev time.

The game already provides a solution imo.
 
If you want to snipe something from far away use fixed weapons, if you want to hit something with a gimbaled weapon get in close. Seems like a reasonable dilemma to me.

I'm not against the idea of recoil itself but replacing one type of hand wavium for another to make gimbaled weapons a bit more useful at long range doesn't seem like it would offer much benefit for the dev time.

The game already provides a solution imo.
I don't see a problem with having some overlap between the two. After all, it's not like fixed weapons are useless at close range. I don't see a problem with giving gimbals some slightly improved utility at long range, as well.

If anything, I'd like to see fixed weapons also receive the same recoil. There's a reason they have it in other games; perfect accuracy at great range without limitations doesn't often result in compelling gameplay. But I'd understand if people would be against that.

IMO, the current system is a rough patch to a problem that other games have long-since figured out a better answer for. There's no shame in adapting what's been proven to work better.
 
I'm not against the idea of recoil itself but replacing one type of hand wavium for another...

The first shot being accurate with subsequent rapid fires losing accuracy is realistic. Hamdwavium would be gimbals that erratically drift around, even when not firing . . .

...perfect accuracy at great range without limitations...

The effect of this wouldn't be to give kinetics great accuracy at long range, as kinetics are almost useless at long range anyways due to time to impact. It would provide a real benefit to Cannons which easily miss at even moderate ranges due to gimbal drift. The recoil effect could easily be balanced on MCs to pan out basically the same as it currently is. Cannon benefits aside, I would just enjoy seeing geimbals not behave as though they were taped together by a blind illiliterate dropout.
 
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If anything, I'd like to see fixed weapons also receive the same recoil.

What exactly would be recoiling, the ship? A fixed weapon wouldn't have a way to recoil, the force would be imparted to the ship.

Yes, I know about microgimbal effect, but that is almost certainly for game design reasons.
 
What exactly would be recoiling, the ship? A fixed weapon wouldn't have a way to recoil, the force would be imparted to the ship.

Yes, I know about microgimbal effect, but that is almost certainly for game design reasons.
Gameplay reasons, mostly. But I get that most people wouldn't support that sort of change.
 
Or if nothing else, rather than wobbling off target and waving around back and forth even when both ships are stationary, once they find the target they should stay on it but maybe there should be a wobble / impulse response as it swings to find the target, overshoots slightly, swings back, overshoots a little less, swings back, so as long as you the pilot can match the target's movements the gimbals will be able to maintain their lock, but if they pull a hard turn and you don't match it, then your crosshairs might lag behind it then overcompensate as they try to recover their aim, etc.
 
Serveral years ago I did read an article about firing handguns and rifles in space (void). I am not a physics expert, but I remember that the speed of the projectile would be much lower because of the energy wasted into spinning back the astronaut holding the gun... like if firing C4 cannons from a Corvette should send it flying backward.

In other words: firing cinetic would not result in recoil itself, or jitter, but in something affecting the ship vector/direction and speed (depending on the respective angles) which should also depend by ship and projectile masses (compared one vs. the other).
 
Serveral years ago I did read an article about firing handguns and rifles in space (void). I am not a physics expert, but I remember that the speed of the projectile would be much lower because of the energy wasted into spinning back the astronaut holding the gun... like if firing C4 cannons from a Corvette should send it flying backward.

In other words: firing cinetic would not result in recoil itself, or jitter, but in something affecting the ship vector/direction and speed (depending on the respective angles) which should also depend by ship and projectile masses (compared one vs. the other).
Ballistic braking would be amazing.

I can already picture some joker posting a PVP video like "oh no I'm going too fast I'm going to hit this cmdr, better slow down quickly with the EMERGENCY BRAKE" before unloading a brace of cannons into them.
 
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