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RE: [HOE] Recoil?



> -----Original Message-----
> From: owner-hoe@gamerz.net [mailto:owner-hoe@gamerz.net] On 
> Behalf Of Johnny Burlin
> Sent: Thursday, February 20, 2003 4:37 PM
> To: hoe@gamerz.net
> Subject: SV: [HOE] Recoil?
> 
> 
> > Have the recoil rules been errated... As of what I've 
> gotten together,
> > they seem to screw double taps (as of The Wated West, 
> doubletaps have a 
> > -2 (max -6) per double tap per ROUND, while burst fire is 
> -2 (max -6) 
> > per burst per ACTION as far as I can tell... Should they 
> both be per 
> > round? Am I hallucinating rules again?
> > 
> > Thanks ina dvance!
> 
> As far as I know this is how its supposed to work.
> 
> /Johnny
> 

It is how I read the rules.  And it makes a little sense, if you look at it
this way:  The actions on fully automatic weapons move fast enough that the
gun can chamber and fire a new round before the motion of recoil can
actually affect aim, even before the first round has left the end of the
gun.  On high-rate-of-fire weapons, it can be done several times.  And the
game is trying to emulate that, in so far as the firer squeezes off a series
of bursts that take a heartbeat to complete (one action card even) then
resetting their aim for the next card.  All at the speed of high speed
mechanical precision parts powered by gunpowder.  ON the other hand, a
waster with a semi-auto is trying his best to empty his gun with only his
trigger finger.  The second bullet is firing after the first has left the
gun barrel.  Recoil bounces the gun while shooting.  The shooter can't keep
up the double-taps and pause a second to reset his aim.  So rather than a
recoil penalty that accumulates only for an action while the rifle recoils
back after every THREE bullets (of 6 or 9 per round), the shooter has to
deal with a pistol that's recoiling after every shot.  It's all about guns
designed to spew lead, and those designed to keep you from having to cock a
hammer manually.

In my game at least ;-)

Jeff Y.
Marshal for the Dynamite Gang