One aspect of the MetalStorm system is that because the system is controlled electronically, each round could be factory set to have the same accuracy despite the differences in barrel length each subsequent round would get. Support weapon versions of the MetalStorm concept apparently made use of this feature to have a programmable spread if multiple rounds were to be fired on the same target.
All in all, it just makes the concept that much more of a problem to model in a game
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Originally Posted by pmulcahy11b
As a tangent to Leg's post, I am having a hell of a time trying to come up with a good way to simulate, in t2K terms, MetalStorm weapons. One, I haven't been able to find any hard data on weight or barrel length, though these can be given an educated guess. I can't find anything on muzzle velocity at all. There's also a strange thing about MetalStorm weapons: their stacked rounds.
The first round out of the barrel has a certain amount of barrel length to work with. The next round has a little more barrel length to work with, possibly making it a bit more accurate. The third round has a little more barrel length to work with, etc.
And then, there's the cyclic rate of fire. A MetalStorm-type rifle might be able to put 20 rounds well downrange before the shooter would feel the recoil from the first round. Would there even be any recoil modifiers in game terms?
And for the most part, you don't have a mechanical system anymore. This cuts down on felt recoil even more, plus a lot of the ancillary "rattling and shaking" that most automatic weapons have to some degree as a part of their mechanical action.
It's like chokes on a shotgun. I've been wrestling with this for a while, fruitlessly.
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