Ammunition Types

Post » Sat Feb 19, 2011 10:13 am

well since this is a game and equipment is not based on actual statistic's all that much on rl stuff and as ppl shouldn't be worried about double-triple penetration....-.-; just pull out the fat man and call it a day!
User avatar
Yonah
 
Posts: 3462
Joined: Thu Aug 02, 2007 4:42 am

Post » Sat Feb 19, 2011 7:05 am

I would really like a place that reloads ammo since that is an issue at times. Then ammo prices will be lower, and it adds to the realism.
User avatar
Claire Jackson
 
Posts: 3422
Joined: Thu Jul 20, 2006 11:38 pm

Post » Sat Feb 19, 2011 2:30 am

Sounds like you've been playing some bioshock. While the FMJ and Hollow Point sound good (maybe even ones with radscorpion poison inside), incidenary or electrical etc... sound too out of place for me.
User avatar
Juan Suarez
 
Posts: 3395
Joined: Sun Nov 25, 2007 4:09 am

Post » Fri Feb 18, 2011 10:01 pm

Closest word to "ljummet"? ;P


Hehe. More like "Lukvarmt" No idea what it means though. I only know the expression
User avatar
josie treuberg
 
Posts: 3572
Joined: Wed Feb 07, 2007 7:56 am

Post » Sat Feb 19, 2011 3:32 am

.45 ACP (thompson and M1911)
User avatar
Adam Baumgartner
 
Posts: 3344
Joined: Wed May 30, 2007 12:12 pm

Post » Sat Feb 19, 2011 3:56 am

.45 ACP (thompson and M1911)


eh it?s ammo types, not calibres.


Anyway back OT, I prefer they keep it simple if they have a ammo type system, variety is good but when I spend more time staring at my inventory balancing numbers then I spend shooting my guns, something is wrong.

for bullet based guns (aka everything from pistols to rifles)

AP= targets armour counts as having lower Damage Resistance and Damage Threshold when calculating damage, slightly lower base damage since the bullets doesn?t convey as much energy into the body of the target.

Standard= just like it says on the label, no ups or down.

Anti Personnel= mirror opposite to AP, targets armour counts as having higher DR and DT for calculating damage, basic damage is increased tho.

for shotguns

Standard= the same pellet shots we seen before, short range but spreading to hit target better.

Slug= one solid slug, higher base damage but just one single shot thus requiring better accuracy.

there, simple, to the point without being overly complicating and confusing to those people who don?t go nerdy over a copy of guns & ammo.
User avatar
Kevin S
 
Posts: 3457
Joined: Sat Aug 11, 2007 12:50 pm

Post » Sat Feb 19, 2011 9:06 am

man...are we really going to get this far into gun geek territory?

you guys forgot Total Metal Jacket (completely encased in copper vs. FMJ almost completely encased)

not to mention tungsten armor piercing rounds...or wadcutters....



personally...i'm perfectly fine with one ammunition type per weapon... just because it exists in the real world, doesn't mean it will make a game any more fun to play...
User avatar
Max Van Morrison
 
Posts: 3503
Joined: Sat Jul 07, 2007 4:48 pm

Post » Sat Feb 19, 2011 3:58 am

Your list seems good to me, but on a somewhat similar note, I want a 7.62 Assault rifle!
User avatar
D LOpez
 
Posts: 3434
Joined: Sat Aug 25, 2007 12:30 pm

Post » Fri Feb 18, 2011 10:25 pm

FMJ, hollow point, an incendiary for slug-throwers. Maybe some thermobaric missiles to make the launcher more interesting.
User avatar
Justin Hankins
 
Posts: 3348
Joined: Fri Oct 26, 2007 12:36 pm

Post » Fri Feb 18, 2011 5:59 pm

Ugh.. guys please no. This isnt Bioshock, no offense I just relly think these ammo types make the game silly.
User avatar
Monika Krzyzak
 
Posts: 3471
Joined: Fri Oct 13, 2006 11:29 pm

Post » Sat Feb 19, 2011 12:36 am

liquid nitrogen for the flamer.(oh the irony)
shredder rounds (fictional) on impact on a enemy the bullet shreds around and messes up everythin in that limb
User avatar
Quick Draw III
 
Posts: 3372
Joined: Sat Oct 20, 2007 6:27 am

Post » Sat Feb 19, 2011 3:09 am

liquid nitrogen for the flamer.(oh the irony)
shredder rounds (fictional) on impact on a enemy the bullet shreds around and messes up everythin in that limb

Bullets actually do shred into bits on impact. Well, certain ones are made to, but l think a lot tend to shatter on impact.
User avatar
Lizbeth Ruiz
 
Posts: 3358
Joined: Fri Aug 24, 2007 1:35 pm

Post » Fri Feb 18, 2011 6:51 pm

Bullets actually do shred into bits on impact. Well, certain ones are made to, but l think a lot tend to shatter on impact.



hollow points? anyways 50 cals pistol and sniper baretta
User avatar
Mackenzie
 
Posts: 3404
Joined: Tue Jan 23, 2007 9:18 pm

Post » Fri Feb 18, 2011 5:57 pm

one ammo type that would be neat is a blended metal design, which retains its composure upon striking a hard surface, like armor or a wall, so it's good at penetrating, BUT, when striking soft fleshy tissue it fragments like a hollow point, ripping and shredding the foe into meaty bits. This would be the ideal round for any situation. Good against armor, robots, unarmored targets, you name it.
User avatar
jason worrell
 
Posts: 3345
Joined: Sat May 19, 2007 12:26 am

Post » Sat Feb 19, 2011 10:20 am

.
User avatar
xx_Jess_xx
 
Posts: 3371
Joined: Thu Nov 30, 2006 12:01 pm

Post » Fri Feb 18, 2011 7:33 pm

maybe you can get that someday with quantum physics. We got Plasma weapons, right?

You don't need to wait for it hombre, and you don't need quantum physics. Blended metal tech is already here. The only reason the US military doesn't use it, I believe, is the same reason they don't use hollowpoint ammunition- it's considered inhumane to do that much tissue damage to an enemy. Don't believe me? Check out this video. Goes right through and armor plate, but the results from hitting a porkchop could almost be described as explosive. Also is designed not to go through drywall, so if you use it in say, a self defense situation in your apartment your neighbor's head doesn't end up like that pork chop if you miss. Your assailant on the other hand...
http://www.youtube.com/watch?v=poV4xM9Nxps&feature=related

I would rather see the bullet characteristics determine the damage like in real life, rather than what type of weapon you shoot them from. An M4, AK-74, what-ever, all basically 5.5~mm rifles are all gonna cause about the same damage to a target as a .G3, AKM, FAL 308/7.62 whatever. Terminal balistics tests show similar soft tissue damage at normal engagement ranges for all these guns/rounds (those SS109 5.56mm rounds really are nasty little buggers). So our in game 5.56mm chinese assault rifle, an AK-74 like weapon (really 5.45mm) and the 5.56mm assault rifle, a G3 like weapon (really 7.62mm) should have about the same terminal effect as the .308 sniper ( a real world sniper round, the 7.62 NATO). The difference should be in the accuracy, not the damage. I've hit stuff well over 700m with the .308 and the 5.56 starts to crap out at 500m.

No, no no. I'm sorry, but you're completely wrong. First, observe this completely fact based chart I have uploaded for you.
http://img175.imageshack.us/img175/6149/assaultrifleroundwounds.jpg
Each caliber has different levels of penetration, frangibility, and force imparted on the target all play a role in how much "dead-er" each shot makes your target. Admittedly, all of those take a backseat to shot placement, but this stuff is still important. So each caliber behaves differently, not the same. Sure, they all kill things, but to say this makes them alike is oversimplifying it. Not only that, but take the same caliber of ammunition, and fire it out of two guns with different sized barrels, or barrels with a different rifling twist ratio, and you'll be looking at two very different ballistic profiles. In fact, the US military has had issues with the M4 carbine, in that the terminal ballistics at engagement range for the M4's shorter barrel are inferior. As a result the military had a new 5.56mm load developed that had optimum terminal ballistics for carbine length barrels. It is in use by special forces as we speak and you can see it on the chart as the Mk.262. I won't go into depth about the pros and cons of each and every round, but you get the idea from the chart that tissue damage is NOT going to be the same.

What I think would complement this would be, like you said, different ammo types. You can assume most military surplus stuff is ball. So you could have FMJ with accuracy modifiers, AP with DR modifiers. For handgun rounds you could go with any of the types of fragmenting rounds for more dam. and APs for DR mods.

I most certainly agree, for variety's sake. But please, don't tell me that all the guns should behave the same in combat, even if it was true in real life, this is an RPG, and RPGs NEED for different weapons to have different stats; it's part of what makes upgrading to a new gun fun. If every gun was the same it would be a matter of aesthetics only, which seems boring to me.
User avatar
Mariana
 
Posts: 3426
Joined: Mon Jun 12, 2006 9:39 pm

Post » Sat Feb 19, 2011 9:32 am

.
User avatar
Sammie LM
 
Posts: 3424
Joined: Thu Nov 30, 2006 1:59 pm

Post » Sat Feb 19, 2011 3:48 am

Bullets actually do shred into bits on impact. Well, certain ones are made to, but l think a lot tend to shatter on impact.


Those bullets that shred... They're more for military use, and not really big in civil use. Hollow Points do more Mushrooming than actually shredding, just to be clear. :thumbsup:
User avatar
Brooks Hardison
 
Posts: 3410
Joined: Fri Sep 07, 2007 3:14 am

Post » Sat Feb 19, 2011 4:57 am

Interesting. Thanks for the link. I guess I need to get my head out of my antique firearms books a little more. And you're correct, the US military subscibes to international laws of land warfare that prohibit, among other things, bullets designed to fragment.

I guess I was trying to keep things in perspective relative to this being in a video game, with certain limits of time effort and resources of the developers and comparing these types of ammo accross the spectrum of the other types of ammo found in the game. Yes, the terminal balistics of these rounds are all differnt, it's the degree of different I have a problem with. The assault rifle, with a base damage per shot of 8, fires the same exact round as the chinese assault rifle with a base damage per shot of 11. yes, each weapon would impart slightly different effects on damage, but an 137% increase? And the sniper round at base per shot of 40 is 500% of the assault rifle? Do you find the wound effect of an M4 137% of a G36 when firing the same round? or vice-versa? And M21 500% greater than an M16?


Well, I certainly agree of the allure of finding the new toy. But this could be done more realistically by finding linited batches of rarer forms of ammo, finding accessories to make the existing weapon more accurate, absorb more recoil, larger effective mags, sights, scopes, get some trigger work done, etc. Instead of trying to find some magic gun that make the same bullets twice as deadly, go looking for deadlier bullets, and stuff to put more rounds on target. It sounds like this is the stuff they're doing, and we can each make our own truely unique weapons. I just have a problem with the permanancy of these mods. If I screw on the two bolts holding the scope on I can ceratinly unscrew them too.

Yeah, I have a problem with the permanence of the mods too, but I got over it by just thinking about how you could go get another copy of the same gun. The only problem is, if we can mod the unique weapons, we won't be able to un-mod them...
As far as the damage discrepancies, I see your point, but all I can say is that it's still an RPG. Those same kinds of damage discrepancies were present in the original games, and their presence here is part of the game. It's two different ways of distinguishing the weapons, I suppose, but I don't think they have to be mutually exclusive. There's no reason why the guns can't stay the way they are, with a variety of damage and fire rates- but also have unique ammos too. In fact, the unique ammos are another thing that was lost from the old games.

But like I said, magic gun or magic bullet? How about both? In oblivion, which F3 was based off of, you had bows and arrows. You could get a stronger bow. You could get sharper arrows. You could also enchant your bow. You could also get enchanted arrows. (Think modded guns and special ammo types for this anology). So there's no reason why both couldn't happen, except they'd need to alter the ammo system so it's like oblivion's arrows, where you have to "equip" your current pool of ammo to shoot it.

One of the best things about STALKER I thought was switching between ammo types. For shotguns, as an example, you could get buckshot, dart rounds and slugs, and they all had their uses. Other types of ammo had +p or AP variants. I think you and I would both agree that New Vegas would do well to take a page from STALKER here.
User avatar
stacy hamilton
 
Posts: 3354
Joined: Fri Aug 25, 2006 10:03 am

Post » Fri Feb 18, 2011 9:52 pm

Given that Power Armor will be significantly tougher than in FO3 there's definitely a case for the inclusion of AP rounds, however having a multiplicity of types of rounds for a given caliber would be a nightmare when restocking at the local gun shop.


As far as damage discrepancies between weapons sharing an ammo caliber, there's also things like spread to take into account, if the weapon that does 8/shot has 1/2 the spread of one that does 12/shot then the damage difference is a lot smaller than the raw damage numbers would suggest. A simplified example, assuming 6 shots from each weapon:

6 shots at 8 damage/shot gives 48 damage, while 6 and 12 gives 72
with 1/2 the spread, the weapon that does 8/shot will hit 2x as often, thus the actual figures are 48 damage for the first weapon and 36 for the second
as a result, the first weapon is actually BETTER than the second, even though the second has a higher base damage rating

Of course the actual model for gun spread is a LOT more complicated, but you get the general idea.

I deliberately omitted things such as the HP and wear rate of the two weapons, as that makes things FAR more difficult to compare.
User avatar
luis ortiz
 
Posts: 3355
Joined: Sun Oct 07, 2007 8:21 pm

Post » Sat Feb 19, 2011 9:06 am

Primary: simple ammo you find everywhere, nothing special
FMJ: Ammo that will go through several walls and enemies before stopping, extra damage. Somewhat rare and expensive
Hollow Point: Increased damage ammo. Scarce but fair price
Incendiary: Ammo thats sets enemies on fire. Rare but expensive
Explosive: Ammo that knocks enemies directly over and will do damage if the round hits near them. Scarce but expensive
Buckshot:(Shotguns only)Increased damage ammo. Common but expensive( dont hit your teammates kiddys :nothanks: no one survives buckshot)
Metal Slug:(Shotguns only)One huge round that does crazy damage when it hits, inaccurate and will go through enemies
Electric: Ammo thats temporarily stun enemies. Rare but cheap. Extra damage to robots
Anything you guys can add?


this kind of stuff wouldn't work for fallout. I mean c'mon FMJ!? You are clearly one of those stupid CoD fanatics who wants fallout to be like that :(

Also electric and explosive ammo? It's not really the fallout style
User avatar
Blaine
 
Posts: 3456
Joined: Wed May 16, 2007 4:24 pm

Post » Sat Feb 19, 2011 6:53 am

Biological: Bullets tipped with a fast acting Virus, Bacteria or Radscorpion Venom. "That bullet's filled with living death."


As a veriation, what about F.E.V bullits, the enermy hit disolves into a bubbling pile of goo, if not kllled by crittical then the damage conunuts to burn though the armor do damage over time
User avatar
Mr. Allen
 
Posts: 3327
Joined: Fri Oct 05, 2007 8:36 am

Post » Sat Feb 19, 2011 1:08 am

however having a multiplicity of types of rounds for a given caliber would be a nightmare when restocking at the local gun shop.


Why would it be a nightmare, its never been a prooblem in the other fallout games? i realy miss using JHP to the groin lol, hope they bring back the groin and eye shots
User avatar
Crystal Clarke
 
Posts: 3410
Joined: Mon Dec 11, 2006 5:55 am

Post » Sat Feb 19, 2011 10:04 am

this kind of stuff wouldn't work for fallout. I mean c'mon FMJ!? You are clearly one of those stupid CoD fanatics who wants fallout to be like that :(

Also electric and explosive ammo? It's not really the fallout style


i hope you have played fallout 1, FMJ is standard ammo for any balistic weapon, JHP and AP where also in Fallout 1&2, tatics brought us the evolving idea of EMC, flassette, and buck shot not to mentchon the ofthers like DU, witch i'd like to see make a return, come om what post nuclear simulation dosn't have Depleated Uraineum bullits!
(Also electric and explosive ammo? It's not really the fallout style) i think it is, for a game that you can don a pair of spiked knuckle dusters and aim for someones groin with crippling damage, i think that HE & EMC is just up fallouts street, pluss they have already been in the fallout world when intreduced in Fallout Tatics.

i'd like to see FMJ,JHP & AP. Others would be nice but not essential.
User avatar
Gwen
 
Posts: 3367
Joined: Sun Apr 01, 2007 3:34 am

Post » Sat Feb 19, 2011 10:14 am

.
User avatar
Bad News Rogers
 
Posts: 3356
Joined: Fri Sep 08, 2006 8:37 am

PreviousNext

Return to Fallout: New Vegas