Techy dev question: What exactly changes with ammo types?

Post » Tue Feb 01, 2011 4:17 pm

Honeslty it is kind of overwhelming in a way, the ammo types, I mean wouldn't the ideal situation usually always be to just use armor piercing rounds?

Let me explain, lets say your playing hardcoe mode & so ammo has weight and you just kinda decide on which ammo type will be the best for you to use over all throughout the game?

So im not saying you can't use more then one ammo type, but over all when it comes down to it which ammo type is going to be the best to use throughout the game?

I can't say difnitively, but if the game utilizes remotely realistic mechanics then that would be a bad idea. It may not be that way due to game balance (and i wouldn't mind that). For example armor peircing rounds do very little trauma when compared yo hollow points or jacketed hollow points, it just doesn't have enough expansion for a decent amount of hydrostatic shock. Another example, getting hit with .45 acp full metal jacket (ballistically very similar in tissue damage without a barrier) would be less effective than being hit by a hollowpoint.
As has always been the case with guns what ammo you are shooting is a lot more important than what caliber. Using Gold Saber rounds in a 9mm has yielded 91% one shot stop in police shootings whereas .45 maxes out at 96%. In the past these results were unheard of because the effectiveness of ammo was under rated. My source is Stopping Power: A Practical anolysis of the Latest Handgun Ammunition also please review http://www.handguninfo.com/Archive/www.Pete-357.com/one.shot.stops.htm, it will clarify a lot, those are compiled using the most effective round for each weapon. The 9mm is much much more effective than most people realize, due to its high ammo capacity and the ability to fire rapidly it is one of the most effective killers.
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Matt Gammond
 
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