Re: Infantry weapon damage changes
Posted: 2017-05-27 19:25
Heard there was this guy that picked up the old model and made his own changes, the absolute madman!
Wonder what happened with those?
Wonder what happened with those?
I think it became irrelevant because people disliked both lack of realism and magic bullet damage.Vista wrote:Heard there was this guy that picked up the old model and made his own changes, the absolute madman!
Wonder what happened with those?
If by 'people' you mean yourself and DogActual, yes - people really disliked the fact that I balanced the gameAllahu Akbar wrote:I think it became irrelevant because people disliked both lack of realism and magic bullet damage.
DogACTUAL wrote:I think the next update to the DMG system with adjustments for barrel lenghts and ammo types will probably fix quite a few things people don't like about it now.
page 20Neither type of current 7.62 mm M80 FMJ possesses ideal accuracy or terminal performance characteristics...
If by "the fact" you mean "your opinion" then you might be close to being correct.Vista wrote:If by 'people' you mean yourself and DogActual, yes - people really disliked the fact that I balanced the game
That's what i have been trying to tell him, but he is like 'muh 7.62x51 instagibs anything it touches'."can kill in one shot" - just about anything that hits vital area can kill in one shot.
Neither type of current 7.62 mm M80 FMJ possesses ideal accuracy or terminal performance
characteristics, especially from barrels shorter than 16-18”. 7.62 mm M118LR 175 gr OTM used
in sniper rifles like the Mk11, M110, M24, and M40A3 is very accurate and offers good
performance at longer ranges--making it ideal for sniper use. However, the documented
inconsistent close range terminal performance and poor intermediate barrier performance of the
heavy SMK OTM make it a less than ideal choice for CQB engagements, urban combat, and short
barrel use.
Dog, you realize people in infantry play medics in order to keep squad cohesion up and maintain realistic combat feel? If everybody goes around two-shotting you're not doing the game any favour whatsoever.DogACTUAL wrote:Is it an option to make a model like RO or RS where every gun is a one or two hitter, so it doesn't really matter if guns are OP? Could be plausible, because remember wounded state in PR is only incapacitation, i guess IRL one or 2 rifle rounds should incapacitate someone (depending on circumstance).
How am I straw-manning an argument when you brought that shit into play? We've already had enough with 7.62 one-shotting everybody, we don't need all calibers one-shotting.DogACTUAL wrote:Straw man fallacy. I never said make the whole game design like RO or RS and use them as a blueprint, i said maybe get a similar DMG system.
I wasn't sure if it would even be a good idea, that's why i worded it as a qestion. Just a quick idea i had, didn't analyze it for hours before i posted it.
I also said 1 or 2 hit, so battle rifles would be a one hit incap and assault rifles a 2 hit incap. pistols would be like 3. You make it sound like i said every weapon no matter the cartridge 1 hit incap.
You fucking what mate?Is it an option to make a model like RO or RS where every gun is a one or two hitter, so it doesn't really matter if guns are OP?
No. More Bullet Damage=More Tactical is a best an oversimplification. The game needs to be build around it. If I can one-hit a player, I'll spray bullets wildly because that increases my chances. If I have to hit 2,3 or 4 I have to be more thoughtful of how and when I engage because I can't rely on the off-chance oneshot.Also wouldn't medics become more important with that kind of a system, where you can't just patch yourself after being hit?
First of all, you have very little knowledge of combat. I don't have my own first-hand experience either(thankfully!), but I have at least been taught the techniques and the how-to to a limited degree.You talk about realistic combat feel. For me realistic combat feel would be firefights at longer ranges where suppressive fire is utilized mostly and most of the shots miss, but when they hit, they hit hard like IRL.
Or firefights at close ranges where many shots hit and the outcome is decided very quickly. So no taking two hits and then just hopping around the corner to patch, unless maybe body armour is hit.
Except it doesn't matter because the person is just hurting a bit, goes behind cover, medic bag comes around and the muppet goes back to looking around the corner.About sniper rifles vs G3:
Sniper rifle is made for long range engagement where it shits on the G3 accuracy, so it still has an advantage over it.
DEV's didn't state that it will get reversed to the way it was before. Instead it will get updated. So the idea will stay, but hopefully we'll get some major tweaks.Mostacho wrote:With the provided feedback
how much longer it will take to get this change reversed back to the way it was?
Thanks for answeringMouthpiece wrote:DEV's didn't state that it will get reversed to the way it was before. Instead it will get updated. So the idea will stay, but hopefully we'll get some major tweaks.
Everybody likes longer barrels.Vista wrote:When people use the words 'Kinetic Energy' and 'Barrel Lenght' I just stop reading their posts
You don't read anyway.Vista wrote:When people use the words 'Kinetic Energy' and 'Barrel Lenght' I just stop reading their posts
You can't hit people in the feet.obpmgmua wrote:.45 acp is useless. Me and my friend were testing it out. He was blufor and I was INS. It took me two mags to kill him point blank in the chest. Then a whole mag in the feet.
I already checked files.obpmgmua wrote:.45 acp is useless. Me and my friend were testing it out. He was blufor and I was INS. It took me two mags to kill him point blank in the chest. Then a whole mag in the feet.