Recoil Article Draft

(Dec. 30, 2011  10:48 PM)Hazel Wrote: We warn people for claiming significant recoil is in and of itself a valuable force, and it is not. It is the toxic fume of a positive force.

Some measure of recoil will produce counter-attacking, but that is just your "standard value". Wheels that have an excess of it, or scenarios where users are claiming that an excess of it is positive, are bad. Even wheels with barely any recoil at all still produce enough counter-movement, so any value greater than that increases risk of self-KO and pattern breaking exponentially.

Any object that bounces away in the opposite direction would display a greater change in momentum and therefore a greater impulse than any object that stops or does not change direction after an impact. Recoil is valuable due to the fact that it causes or at least aids the recoiling Beyblade to change the direction of its velocity upon impact. The faster the Beyblade moves in the inverse direction after impact, the greater the force it will exert on the opposing Beyblade. Any final velocity in the opposite direction, no matter how small, would result in a larger impulse and, because the collision time is so small that it's insignificant, a larger force than if the Beyblade continued in the normal positive direction.

You're right to say that too much recoil is not helpful. At some point, the displacement as a result of the recoil will outweigh the benefits of the extra force the Beyblade exerts as there's a much greater chance of self-KOing. There is a difference between a change in displacement and a change velocity: even if the Beyblade flies five feet away after colliding with the opposing one, if it doesn't travel fast, there's not much extra force exerted. Conversely, a Beyblade that flies only a couple inches away but in a very short period of time would exert much more force. Most people might think of recoil only as the distance the recoiling Beyblade travels after impact but the speed and direction at which it travels caused by or aided by the recoil (and any other forces the opposing Beyblade exerts back onto the recoiling Beyblade) is more important.
Typically any time we're talking about recoil, it is in the excess amount that causes things to walk out of the Stadium.

It's absolutely not even worth mentioning otherwise, unless you are stating the reverse - that something has so little it rebounds lightly, which we obviously do not warn people for.
There is, I think, one other case where we'd discuss "recoil" (it's mentioned in the article, but yeah). It's far more noticeable in plastics, but wheels like Variares and Beat show it pretty heavily too; where a wheels own recoil interrupts it's rotation, causing massive stamina loss after impact, reducing the number of hits they get in.

That, of course, is a different type of recoil, it is not the beys movement around the stadium that is interrupted, but its own rotation. Basically, exactly what is shown in Nocto's first gif.

As far as I recall, it is externalised weight that is the main means of preventing this from occurring (see Mc Frown's Physics topic in Advanced).

Just thought I'd chip in with that, for whatever reason.