Re: Infantry weapon damage changes
Posted: 2017-05-03 23:30
Same with a 9mm hitting a blood vessel in your leg, you will bleed out in seconds.
Thanks for your response, and for the changes to the original "hotfix".[R-DEV]M42 Zwilling wrote:My main intention was to get rid of the arbitrary system for damage we had before which had no basis in hard data. Of course this would also have the helpful side effects of giving battle rifles and marksmen more of a place.
I'm sure I'm not the only one who would like to see what your hard data is and where your hard data came from.[R-DEV]M42 Zwilling wrote:My main intention was to get rid of the arbitrary system for damage we had before which had no basis in hard data. Of course this would also have the helpful side effects of giving battle rifles and marksmen more of a place.
That is a concession due to the limitations of map size etc. forced by the engine, not to mention that those speeds are for an unarmed aircraft flying in straight line at high altitude. Add weapons, drop the altitude to sea level, and assume combat maneuvers are happening and they will never get even close to those speeds.Paine wrote:The limited damage at range from most standard rifles is still extremely harmful to gameplay. I have explained why in detail.
Your response above is a perfect example of not understanding gameplay realism vs. detail realism. Maybe I can explain it more effectively if we don't talk about infantry at all:
non-"arbitrary" jet speeds from real life:
Max speed of the F/A-18E/F is 527 meters/sec
Max speed of the MiG-29 is 667 meters/sec
See the problem now? If you code this "hard data" into the only measure of how aircraft movement works in game, it would break gameplay, even though it is "realistic".
I am not going to release the internal documents at this time. Hopefully when the next stage comes out, the figures will be included in the file comments so you can go in and see for yourself. The current implementation has about the same gameplay impact, but the base damage settings now are just general for a weapon of a given caliber - differences in barrel length between weapons of the same caliber are not taken into account yet.Allahu Akbar wrote:---snip---
And the negative effect of making armour vs no-armour maps and layers worse, breaking Vietnam maps, making INS gamemode even less fun and making it harder to punish stupid plays.[R-DEV]M42 Zwilling wrote:My main intention was to get rid of the arbitrary system for damage we had before which had no basis in hard data. Of course this would also have the helpful side effects of giving battle rifles and marksmen more of a place.
Theres very few maps where a team with 7.62 verses a team with no body armour. Both teams on vietnam have 7.62 rifles. All INS factions have 7.62 rifles....inb4banned wrote:And the negative effect of making armour vs no-armour maps and layers worse, breaking Vietnam maps, making INS gamemode even less fun and making it harder to punish stupid plays.
Not that it matters much because they get 2-shotted by 5.56 anyways.FFG wrote:Theres very few maps where a team with 7.62 verses a team with no body armour.
Bullet diameter isn't the only dimension. The NVA use 7.62x39mmR primarily which is more tame than 7.62x51mm. So the only NVA weapon with oneshot capability is the Mosin, a Pre-WW1 era weapon combatting against Post-WW2 era weapons. Haven't played too much Vietnam yet, but it's probably just a slugfest anyways, same with Falklands.Both teams on vietnam have 7.62 rifles.
The only 7.62x51mm rifles INS have readily available are the FN FAL(limited to SLs) and G3(which has only one grenade), and the strength these weapons have is long range but they come without scopes which means you're limited to about 50m engagements at which you can easily two-shot your opponent, but so can they+they have a much easier time doing so due to lower recoil and faster settle time.All INS factions have 7.62 rifles....
Every map with a no body armour faction has 7.62 on the other side. Ins 7.62 rifles suck **** besides the SVD, better damage won't make the viable. Vietnam is Mosin vs M14 - bolt action with 10 shots vs full auto with 20, bot with 1 shot capability. Your arguments are horrible.FFG wrote:Theres very few maps where a team with 7.62 verses a team with no body armour. Both teams on vietnam have 7.62 rifles. All INS factions have 7.62 rifles....
...and the SVD and the DP 28 and the PKM.Frontliner wrote:So the only NVA weapon with oneshot capability is the Mosin
Commonly-available 7.62x51 vs. commonly-available 7.62x39, big difference.FFG wrote:Theres very few maps where a team with 7.62 verses a team with no body armour. Both teams on vietnam have 7.62 rifles. All INS factions have 7.62 rifles....
But how does damage dropoff become that severe for 7.62x39? Are you saying that's just added by accident while trying to change base value? Or was the massive damage dropoff percentage over distance already there before these recent changes?'[R-DEV wrote:M42 Zwilling;2163300']
I am not going to release the internal documents at this time. Hopefully when the next stage comes out, the figures will be included in the file comments so you can go in and see for yourself. The current implementation has about the same gameplay impact, but the base damage settings now are just general for a weapon of a given caliber - differences in barrel length between weapons of the same caliber are not taken into account yet.
I do have figures for the QBZ-95 though. It will fire DPB10 with a projectile weight of 4.6 g and muzzle velocity of 915 m/s. Not sure if I still have the original document. It was all in Chinese but the numbers were still readable obviously.
As I said in the devblog, this was intended to rework base damage, not damage modifiers against soft targets. The wounding effects of different types of rounds are irrelevant to base damage, since that also gets used to calculate damage against heavy armor where tumbling and fragmentation don't matter. The damage to limbs is a valid point though and one that we are discussing as well. There is plenty of room for improvement when it comes to the damage modifiers.
If you camp bush hard enough then a pistol could be viable as long as opponents aren't wearing armour.[R-DEV]M42 Zwilling wrote:I've played Vietnam several times times since the patch, always as NVA, and had no problem winning. Mosins & AKs are still easily viable.
From one bunker to the next on Kashan is 300m, across Qwai river is 300m. Having to hit someone 4 times in the chest at that range to incap them is not OK. 5 shots from the AK74. If you read the original long post we did I point this out exactly, and again in detail, but i will restate it again.[R-DEV]M42 Zwilling wrote:That is a concession due to the limitations of map size etc. forced by the engine, not to mention that those speeds are for an unarmed aircraft flying in straight line at high altitude. Add weapons, drop the altitude to sea level, and assume combat maneuvers are happening and they will never get even close to those speeds.
In any case I cannot see any such need for a gameplay concession here. From the forum feedback so far, the damage loss over range is something most people like. It realistically represents the effectiveness of modern body armor. I'm not sure if I mentioned this before, but in PR we assume conventional forces have type IV body armor (most militaries either have this as standard issue or at least have access to it), which will stop an armor-piercing .30-06 point blank. It's more than enough to stop multiple 5.56 rounds being fired far outside their effective range. The only injury to the wearer has to comes from blunt trauma depending on the power of the bullet, which is often massively diminished after 3-400m.
Combat outside the effective range of 5.56 is only a fraction of the combat in PR too. I can't see the need to deviate from a realistic system for a situation that rarely happens and can be resolved by keeping getting an MMG or DMR in the squad.
SVDDogACTUAL wrote:...and the SVD and the DP 28 and the PKM.
7.62x39 is relatively slow and tends to have a pretty terrible ballistic coefficient compared other intermediate calibers.Allahu Akbar wrote:But how does damage dropoff become that severe for 7.62x39? Are you saying that's just added by accident while trying to change base value? Or was the massive damage dropoff percentage over distance already there before these recent changes?
As I keep saying, wounding data against soft targets is irrelevant to what I am trying to do here. I am only trying to establish a better baseline for overall damage potential right now. The quoted figures are definitely within reason though, and would put the base damage ~15-20% higher than 5.56.Allahu Akbar wrote:Also, I'm assuming this is the "hard data" you got on 5.8:
https://forum.cartridgecollectors.org/t ... bp10/10737
First of all, this stuff all look like generic news article that doesn't have anything solid on wounding/penetration potential.
Can I assume that you've made 5.8 do roughly 2/3 of damage of 5.56 based on mPa rating?
Or does it actually do more, since the above linked document's translation indicated that even the older round at 1000m had energy of 200J(with DBP-10 supposedly having 20J increase at 1000m for a total of ~220J) while 5.56 would have dropped to 200J at 6-700m?
http://www.thefirearmblog.com/blog/wp-c ... cy8UPP.png
It was 3 shots to the chest before. I don't see how taking 1 more shot makes that big a difference. In both of the contexts you mention above there was already a very good chance of the target escaping into cover. However we do have a couple of ideas that would make that somewhat less likely to happen and don't involve reverting the damage loss changes, but not going to talk about them yet until we look into them more.Paine wrote:From one bunker to the next on Kashan is 300m, across Qwai river is 300m. Having to hit someone 4 times in the chest at that range to incap them is not OK. 5 shots from the AK74. If you read the original long post we did I point this out exactly, and again in detail, but i will restate it again.
With these changes, players with standard rifles won't, and shouldn't,, shoot at medium and long range. It only exposes their position, without producing effective fire. Having maybe two kits that are effective in an infantry squad at ranges other than close range is bad for gameplay.
How did you learn about the effectiveness of intermediate calibers against heavily armored targets at range by teaching small unit tactics?Paine wrote:It is also FAR from realistic, if my time in service where I planned and trained guys on basic small unit tactics has anything to say about what is realistic, but what you or I think is "realistic" at the detail level doesn't matter in the first place, what matters is how realistic PR gameplay is. That's definable.
You have made all standard rifles excepting the G3/M14/FAL have an effective range of less than 300m. Unless you want to argue that 4-5 shots to an armored chest to incap is effective, which would be silly. Any player can get to cover before being hit a forth time and use a patch. These changes makes fire and move unrealistic, because at range there is no danger from most weapons on the map.
You are going to make decisions about what damage numbers are going to be in the game engine, and they cannot exactly mirror reality, the only reasonable way to decide on the numbers is to ask how they effect gameplay. Please do this.