[SG] Another pass through heavy weapons
From: "Thomas Barclay" <kaladorn@m...>
Date: Tue, 16 Jul 2002 15:51:09 -0400
Subject: [SG] Another pass through heavy weapons
Let's briefly think about what weapons there
are, and how effective they would be against
infantry and point targets.
We have the HEL. Now, how does it gain its
effect? One big powerful blast? Good for
armour penetration, not so good for getting
hits on infantry. Accuracy would go up with
more shots, but it is a speed of light weapon,
so you aren't gonna miss often with that one
shot. (Note that HEL in DS are phenomenally
more accurate than other weapons at any
significant range....). Can the weapon be
switched to a low-power-per-pulse, rapid-pulse
mode for engagement of infantry? Or is this just
a distinction between the HEL/1 and HEL/2-5?
Then we have HVC. You've got everything from
the 57mm AT gun, the 76mm LPG, to the 130
mm Smoothbore, etc. covered here. Some of
these have good HE rounds. Some have (gasp)
Cannister. Cannister from a HVC/4 ought to be
a real bad day (or Flechette) for infantry. As
might various submunition carrying rounds or
something like a huge ass Dragonsbreath
round.
Then we have the HKP. Don't see much of an
anti-infantry option for this weapon. Seems to
be a dedicated armour killer. If you get a
contact hit on an infantry walker or PA (or god
forbid, a poor soldier doggie) then they're
gonna be goo. But it isn't a good anti-infantry
weapon.
Then we have the RFAC. This covers the slower
firing anti-armour chain guns, the faster firing
multi barrel gatling cannons, etc. So we have
some that are anti-armour weapons (slower
RoF) and some that are anti-air or anti-infantry
weapons or even PDS weapons (I remember
seeing a PIVAD firing on infantry and vehicle
cutouts in training.... and I recall thinking "Note
to self, never attack an ADA unit"). But even the
slower firing versions probably have
fragmenting rounds. And the ROF on the
gatlings is gonna be enough that they don't
even need fragmentation. They're gonna kill
what they get solid hits on, soldierwise.
We have the SLAM, but that is best considered
as artillery.
We have the MDC. Small version are like big
gauss SAWs. (Traveller VRF Gauss Gun). Very
very very bad for infantry, I'd think. Probably
the best anti-infantry weapon out there. Larger
versions can be viewed as firing large
projectiles slower or more smaller ones faster.
But I'm betting you could load them with some
type of explosive or cannister round if they
were big enough. So they strike me as deadly
to infantry in any size.
Then we have the DFFG. The "sun gun".
Assuming that when this thing hits, there is a
fusion reaction, probably that means that it
vaporizes stuff. Land one in the middle of an
infantry squad and its crispy critter city. The
small DFFG/1 would be deployed (as on the
NAC Phalanx) in a tribarrell rapid-fire version
and would make up for smaller radius effects by
rapid fire. Again, a very deadly weapon against
infantry.
GMS? People always want to use these against
infantry and I don't see why it isn't possible.
Just give the infantry D4 ECM. And treat the
weapon as having D12 impact (for GMS/P). Not
terribly effective, but it might kill someone and it
will probably place a suppression. Waste of
missiles if armour shows up later, though.
APSW and HMG - not quite an RFAC. RFAC one
is supposed to be 20-30mm. These are 10-
20mm weapons (if HMG) or 30-40mm GLs.
They can execute autofire and have a variety of
ammunition available, including possibly AP, HE,
incendiary, and in the case of the GLs, HEDP,
cannister, and lots of other loads. These aren't
going to make infantry very happy.
I think what we can see here is that most vehicle
weapons should have an effective anti infantry
attack mode. I think the least effectual would be
the HKP and the GMS. The question then
becomes how to make these weapons
appropriately potent. And in doing so, what
would the implications be? What balance would
need to exist for the vehicles to not dominate
the board?
(I can supply some guesses: Appropriately
strong anti-vehicle weapons, spotting (infantry
often live by being below the radar of more
obnoxious unit types), and a bias to be more
concerned about other vehicular threats).
I think this is an interesting discussion. I'm not
suggesting "official" changes to things, I'm just
trying to create an IMU solution that will make a
vehicle feel a little more like a threat to the
"insects" (infantry). ;)
---------------------------------------------
Thomas Barclay
Co-Creator of http://www.stargrunt.ca
Stargrunt II and Dirtside II game site
No Battle Plan Survives Contact With Dice.
-- Mark 'Indy' Kochte