Weapons,Mods and Ammo. Mega thread #2

Post » Fri Feb 18, 2011 8:39 pm

Question of the day #4

What's more important to you:

The weapon in the game looks/acts/feels/sounds like it does in real life?

OR

The weapon in the game functions well within the constraints of the game mechanics and is fun to play?



To me, they're the same thing. A weapon in a game that looks, acts, feels and sounds like it does in real life is fun to play. One of the most annoying "features" in a lot of recent games is to have the weapon "mirrored" so the shells eject on the wrong side of the gun (points finger at STALKER). I don't know why they do this, some people say it "looks cool," but for me it's distracting having shells flying across my face and just seeing the weapon incorrectly modeled.
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patricia kris
 
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Post » Fri Feb 18, 2011 9:35 pm

To me, they're the same thing. A weapon in a game that looks, acts, feels and sounds like it does in real life is fun to play. One of the most annoying "features" in a lot of recent games is to have the weapon "mirrored" so the shells eject on the wrong side of the gun (points finger at STALKER). I don't know why they do this, some people say it "looks cool," but for me it's distracting having shells flying across my face and just seeing the weapon incorrectly modeled.

To some, that's just semantics. They don't care if the cases even come out. Or if the weapon even functions like it does in real life. Take for example two weapons: one accurately modeled after a Colt M1911, that functions and produces wounding exactly and a made up energy weapon that produced the exact same damage? Which one plays better in the game? Neither, right? For all intents and purposes, they're the same gun, as long as your effecting skills are the same. Now what happens if that energy weapon is instead a made up .22 pistol, but the devs give it the same exact stats as the M1911? Which one is the better weapon in game terms? Neither still. The only real question is do you have such a need for the weapons in the game to at least make some realistic sense that the .22 is too unbelievable to play or does it simply not matter at all? And if it's a middle postion, just where does realism get too pedantic and unrealism get to inane?
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Trent Theriot
 
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Post » Sat Feb 19, 2011 7:44 am

Hmm, if the "camoflaged rifle" is really just a modded assault carbine than the wiki has editing to do.
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Steven Nicholson
 
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Post » Fri Feb 18, 2011 11:29 pm

By the way, in case there is still any confusion, the Varmint Rifle is now a 5.56mm weapon. As a bolt-action .22 LR, players just didn't find it that useful. I do miss the cute li'l one inch cycling animation, though.
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April D. F
 
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Post » Sat Feb 19, 2011 3:35 am

When each type of ammo is fired, do they have their own ammo animation? (Shotgun shells flying out of the shotgun, 10mm flying out of the 10 mm using weapons and the like)

Also, I may not be looking hard enough, but has anyone mentioned anything about Sniper Rifle modifications?
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Prisca Lacour
 
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Post » Sat Feb 19, 2011 9:04 am

By the way, in case there is still any confusion, the Varmint Rifle is now a 5.56mm weapon. As a bolt-action .22 LR, players just didn't find it that useful. I do miss the cute li'l one inch cycling animation, though.

So Josh is it not considered a low-powered weapon anymore? 5.56mm (.223) ain't anything to laugh at ballistically its damn good hunting bullet and of course the standard ammunition of the U.S. and her NATO allies, can we assume 5.56mm will be rather plentiful ammo type at the start of the game considering we will be getting the Varmint Rifle early in our New Vegas adventure? (Or did that change?) :tops:
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Nina Mccormick
 
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Post » Fri Feb 18, 2011 8:41 pm

For the most part, though we don't have different colored shells for slugs vs. buckshot, for example. And while we have different VATS camera bullet models for pretty much ever caliber, we do not have absolutely every single variant (e.g. there is no JSP bullet model for .308).

RE: The Varmint Rifle. It's still a "Tier 1" (early game) weapon. Its main weakness is that it's bolt action (relatively slow) and doesn't have a huge magazine. But it's very accurate and does a healthy (or unhealthy, depending on how you look at it) amount of damage.
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Skrapp Stephens
 
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Post » Sat Feb 19, 2011 5:30 am

I would like too see the Mp5 used as a ranger weapon :fallout:
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James Potter
 
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Post » Fri Feb 18, 2011 11:34 pm

For the most part, though we don't have different colored shells for slugs vs. buckshot, for example. And while we have different VATS camera bullet models for pretty much ever caliber, we do not have absolutely every single variant (e.g. there is no JSP bullet model for .308).

RE: The Varmint Rifle. It's still a "Tier 1" (early game) weapon. Its main weakness is that it's bolt action (relatively slow) and doesn't have a huge magazine. But it's very accurate and does a healthy (or unhealthy, depending on how you look at it) amount of damage.


Thank you for clarifying these points :tops: There are a lot of things that are still unclear, and every bit of information is very welcome. BTW, are there any fully automatic Energy Weapons besides the Gatling Laser or any mods that make existing ones full auto? Someone was saying that it would be extremely overpowered and I was just wondering. It seems like a full auto mod would go hand in hand with the Laser Rifle's high ammo cap, moderate damage, and accuracy.
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I love YOu
 
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Post » Sat Feb 19, 2011 1:17 am

For the most part, though we don't have different colored shells for slugs vs. buckshot, for example. And while we have different VATS camera bullet models for pretty much ever caliber, we do not have absolutely every single variant (e.g. there is no JSP bullet model for .308).

RE: The Varmint Rifle. It's still a "Tier 1" (early game) weapon. Its main weakness is that it's bolt action (relatively slow) and doesn't have a huge magazine. But it's very accurate and does a healthy (or unhealthy, depending on how you look at it) amount of damage.

Thats awesome so when it does the slow-down on the bullet in VATS we'll see different ammo types? (slugs, etc.) If so that is a really awesome touch. :tops:
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Antonio Gigliotta
 
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Post » Sat Feb 19, 2011 8:02 am

Since this is apparently where you most frequent Mr. Sawyer, I made a thread about weapon camouflage that basically wound up speculating on if the semi automatic scoped AR-15 seen in the PSN Qore video was an Assault Carbine, a Battle Rifle, or what the wiki calls a "Camouflaged Rifle". Do you think you could clear that up for me?
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jasminε
 
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Post » Sat Feb 19, 2011 8:55 am

By the way, in case there is still any confusion, the Varmint Rifle is now a 5.56mm weapon. As a bolt-action .22 LR, players just didn't find it that useful. I do miss the cute li'l one inch cycling animation, though.

I suppose changing the geck value for the ammo used is alot easier than reskinning and reanimating, but wouldn't it have made it a more useful weapon by just making it semi-auto? And who's gonna plink with the plinking rounds out of a silenced pistol or SMG? It's just not gonna feel right........................
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Lucky Girl
 
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Post » Sat Feb 19, 2011 1:17 am

.22 ammo has got me. All I can think of using this would be some form of a snub nose pistol, that varmint rifle,and .22 SMG. Knowing the Varmint Rifle is now taking 5.56 I wonder what other guns will use this ammo type?

Be nice to see some kind of mod for rifle type weapons to accept .22 ammo in addition to their regular ammo. Or would that defeat the pupose of the .22 ammo using guns.
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Miragel Ginza
 
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Post » Sat Feb 19, 2011 7:33 am

Since this is apparently where you most frequent Mr. Sawyer, I made a thread about weapon camouflage that basically wound up speculating on if the semi automatic scoped AR-15 seen in the PSN Qore video was an Assault Carbine, a Battle Rifle, or what the wiki calls a "Camouflaged Rifle". Do you think you could clear that up for me?

I've changed my mind. I think it's actually a Bushmaster ACR.
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Monika Krzyzak
 
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Post » Sat Feb 19, 2011 8:27 am

I've changed my mind. I think it's actually a Bushmaster ACR.
The ACR doesn't have a ridged handguard like the camouflaged rifle does. It appears more like an HK416 like Reinbach stated. Both of them do have a similar design though.
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Jonny
 
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Post » Sat Feb 19, 2011 9:43 am

.22 ammo has got me. All I can think of using this would be some form of a snub nose pistol, that varmint rifle,and .22 SMG. Knowing the Varmint Rifle is now taking 5.56 I wonder what other guns will use this ammo type?

Be nice to see some kind of mod for rifle type weapons to accept .22 ammo in addition to their regular ammo. Or would that defeat the pupose of the .22 ammo using guns.

I think the garden gnome dude saw a ruger pistol which would probably be a .22
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Lilit Ager
 
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Post » Sat Feb 19, 2011 8:44 am

I was a little surprised by how modern the Camouflaged Rifle looked to be honest it had picatinny rails and everything. It kind of looked like an http://tntquality.com/images/VFC-HK416.jpg except the polymer was woodland camo color, What I'm wondering is what its chambered in? (Most likely 5.56mm but its a mixed bag with Obsidian having some Gun Nuts mixed into the dev team) :tops:

EDIT: I'm not saying its a bad thing that there is a modern looking rifle, It was a pleasant kind of surprise. :)

Man I love that gun IRL too bad we can't get screenshos
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Claudz
 
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Post » Sat Feb 19, 2011 11:14 am

The ACR doesn't have a ridged handguard like the camouflaged rifle does. It appears more like an HK416 like Reinbach stated. Both of them do have a similar design though.

I was being facetious. I was reading some of the old threads and was reminded about all the arguments about the ACR and MW2 weapons ruining the game. I brought it up to see if any of those people holding that position feel differently now that it does appear that quite a few modern weapons are in the game.

As for whether it's the H&K, we might have to see the gas piston to be sure. There are so many mods for the M4 out there that its possible to make one look an awful lot like the 416. Especially since the 416 is just a modified m4. You can pin the upper receiver right on an M4 to get the short stroke gas piston operating system if you want.
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Mrs Pooh
 
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Post » Fri Feb 18, 2011 9:56 pm

I brought this over from the Tommy Gum thread because I feel it's more suitable here. I didn't want to derail that thread any more.
Well obviously you want a variety of guns, and you want the satisfaction of keeping them all fed with proper ammo, so multiple ammunitions are necessary, just for the sake of having a quality ladder for weapons. I think as far as this game goes for RPG aspects like progression a simple hierarchy of "bigger is better" would suffice, with, of course, large caliber guns weighing more, and the ammo being heavier. Of course you couldn't just go by bullet diameter you'd need to take into account the cartridge size and bullet grain as well, so while the hierarchy would go .22, 9mm, 10mm, .45, the .357 and .44 would come after those because they are magnum rounds. Also note that different guns in the same caliber will do different damage, and while this also may not be realistic it is done for the sake of balance.

Now, I don't think the game needs to be this ambitious, but an ideally realistic system would work sort of like this: you take the data for wound profiles and terminal ballistics of each round. This means foot pounds of force, temporary and permanent cavities, penetration, fragmentation, and you involve them as variables that are accounted for whenever a hit is scored. Inside each target is a model of their internal organs, and each bullet impact reacts realistically to bone, muscle and organ tissue. The wound cavity variable would effect how each organ is damaged, as would fragmentation. Basically damage or destruction of the organs will have the requisite effect on the target. Shooting them in the leg and damaging their tendon might make them drag that leg, if you hit their bone and shatter it it might cause them to collapse altogether. Damaging various internal organs can have specific effects ranging from internal bleeding to shock to death. Hitting the heart should cause death within seconds. Severing the spinal cord should cause instant death. Severing a major vein or artery would cause bleeding out within seconds.

Now, as I said, very ambitious but would take the real world strengths and weaknesses of different rounds into account. Combine it with realistic ballistics models and it's a winner. But it's probably out of reach of our computing power to run this sort of simulation in a smooth running game for now. One day it should be possible though.



I think we're mostly on the same page here. Assuming that a hit is scored (and not discussing all the factors that would go into that equation) Here are the contributing factors that I can think of that would have some bearing on wound damage:

Shooter skill - a low skill shooter can hit a target in the torso, but a higher skill shooter has a better chance of hitting the critical organs within that target area.
Luck - anyone can get lucky.
Bullet velocity - velocity should have some effect on damage. As a critical component of force, there must be at least enough force to impact the target to wound.
Bullet mass - this is an important characteristic of inertia and as such should have an impact of the bullet's ability to defeat resistance and pentrate to vital organs.
Bullet size - Simply put, the bugger the hole, the greater the likelyhood of hitting something important.
Terminal ballistics modeling - what the bullet does once inside the target is reallly important. Does it fragment? Does it tumble?
Ammo type - effects terminal ballistics.
Specific target area - you are much more likely to cause a critiacl injury to the head than you are to the arm.


I feel the luck factor is what critical hits are for, so take away luck from base damage.
Shooter skill should be a modifier to critical damage since it represents the greater chance a skilled shooter would hit a critical organ over a randomly placed shot.
Ammo types should be a modifier to base damage based on the specific ammo type's characteristics ie: HP fragments greatly for +dam, while jacketed armor piercing does not, but penetrates more.

That leaves bullet velocity, mass, diameter and terminal ballistics modeling for base bullet damage. Ranking them in what I feel is the correct order of importance to imparting lethal force on a target:

1. Terminal ballistics. I'm really in the permanent cavity camp. However the bullet makes a bigger hole, the better lieklyhood of that hole including something important.
2. Bullet size. This is a big factor in permanent cavity. I would much rather be shot by a .22LR round in the chest than a .50BMG round in the arm. Yeah that little .22 might hit something important, but that damn .50 is gonna take my arm off. I'll take my chances with the .22.
3. Bullet mass. I understand that mass is a smaller component of kinetic energy than velocity, but I feel that the range of velocites from highest to lowest has less of an impact on damage than the bullet's mass keeping that energy up while moving through the target.
4. Bullet velocity. If velocity weren't important, we'd just be throwing cartridges at each other. OK, I'm being facetious again. But velocity is a greater portion of the energy equation and without it the bullet won't penetrate to vital organs.

You could easily make a base damage for each cartridge using the above imformation. I, personally would rank the in game base rounds thusly:

.22LR
9mm
.357mag
10mm
.45ACP (if included)
.44mag

Graduate the base damage for each round starting with the .44, so that a single shot to the head does not cause enough base dam to kill. People survive headshots, so no single round should have enough base damage to kill in one shot. Scale the other calibers down from there consistent with the statistical differences between the rounds. There would be small decreases in damage between .45 an 10mm, but a large difference between 9mm and .22.

Once base bullet damage is applied, add damamge modifiers for ammo type.

Now setermine if a critical hit is made. Add luck, shooter skill and target area to modifiy critiacl hit chance. If a critical hit is scored, critical multipliers bases on those factors will add additional damage.

One additional note: I think fixed base damage is less realistic than a range. Since the difference between hitting the femoral artery in the leg can be measured in fractions of an inch, any wound to any body area will not deal consistant damage. Base damage as a range would represent this.
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Harry-James Payne
 
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Post » Sat Feb 19, 2011 7:55 am

@SAWYER I would be lying if I said I wasn't concerned about the varmint rifle caliber change. I do however think that .223 is a much more appropriate round to be considered a "varmint rifle" than a .22LR.

That being said the reason that I am concerned is because I really like the novelty of underpowered weapons and was hoping to play through much of the game with 22s especially a varmint rifle w/scope and hopefully a silencer. Please tell me there will be a 22 bolt action or pump (winchester model 90 or taurus model 72rss) or even the ruger 10/22 semi auto.

I know that there will still be the 22 submachinegun and 22 pistol, but i hope the 22 rifle was not cut.... :sad:
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Robert
 
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Post » Sat Feb 19, 2011 5:14 am

@SAWYER I would be lying if I said I wasn't concerned about the varmint rifle caliber change. I do however think that .223 is a much more appropriate round to be considered a "varmint rifle" than a .22LR.

That being said the reason that I am concerned is because I really like the novelty of underpowered weapons and was hoping to play through much of the game with 22s especially a varmint rifle w/scope and hopefully a silencer. Please tell me there will be a 22 bolt action or pump (winchester model 90 or taurus model 72rss) or even the ruger 10/22 semi auto.

I know that there will still be the 22 submachinegun and 22 pistol, but i hope the 22 rifle was not cut.... :sad:

Well since they changed the .22 Varmint Rifle into a .223 (5.56) I'm assuming a Bolt-Action that shoots .22 is most likely cut from the game now. (Josh did say that the people who used it found the thing to be pretty damn useless, So if it takes a change to .223 ammunition over .22 for it to be useful I'll gladly take the edit.) :tops:
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Bloomer
 
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Post » Fri Feb 18, 2011 7:38 pm

@SAWYER I would be lying if I said I wasn't concerned about the varmint rifle caliber change. I do however think that .223 is a much more appropriate round to be considered a "varmint rifle" than a .22LR.

That being said the reason that I am concerned is because I really like the novelty of underpowered weapons and was hoping to play through much of the game with 22s especially a varmint rifle w/scope and hopefully a silencer. Please tell me there will be a 22 bolt action or pump (winchester model 90 or taurus model 72rss) or even the ruger 10/22 semi auto.

I know that there will still be the 22 submachinegun and 22 pistol, but i hope the 22 rifle was not cut.... :sad:


A 10/22 or a functional equivalent to it would be nice.....in the real world the 10/22 is modified to suit all kinds of purposes, there is a whole industry devoted to fixing things like Ruger's awful "Lawyer proof" trigger and setting it up to suit the shooter. You could start with a standard carbine early in the game and by the end have it modified into a silenced full-automatic with sniper-grade accuracy.
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Ricky Meehan
 
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Post » Sat Feb 19, 2011 9:49 am

I brought this over from the Tommy Gum thread because I feel it's more suitable here. I didn't want to derail that thread any more.

I think we're mostly on the same page here. Assuming that a hit is scored (and not discussing all the factors that would go into that equation) Here are the contributing factors that I can think of that would have some bearing on wound damage:

Shooter skill - a low skill shooter can hit a target in the torso, but a higher skill shooter has a better chance of hitting the critical organs within that target area.
Luck - anyone can get lucky.
Bullet velocity - velocity should have some effect on damage. As a critical component of force, there must be at least enough force to impact the target to wound.
Bullet mass - this is an important characteristic of inertia and as such should have an impact of the bullet's ability to defeat resistance and pentrate to vital organs.
Bullet size - Simply put, the bugger the hole, the greater the likelyhood of hitting something important.
Terminal ballistics modeling - what the bullet does once inside the target is reallly important. Does it fragment? Does it tumble?
Ammo type - effects terminal ballistics.
Specific target area - you are much more likely to cause a critiacl injury to the head than you are to the arm.


I feel the luck factor is what critical hits are for, so take away luck from base damage.
Shooter skill should be a modifier to critical damage since it represents the greater chance a skilled shooter would hit a critical organ over a randomly placed shot.
Ammo types should be a modifier to base damage based on the specific ammo type's characteristics ie: HP fragments greatly for +dam, while jacketed armor piercing does not, but penetrates more.

That leaves bullet velocity, mass, diameter and terminal ballistics modeling for base bullet damage. Ranking them in what I feel is the correct order of importance to imparting lethal force on a target:

1. Terminal ballistics. I'm really in the permanent cavity camp. However the bullet makes a bigger hole, the better lieklyhood of that hole including something important.
2. Bullet size. This is a big factor in permanent cavity. I would much rather be shot by a .22LR round in the chest than a .50BMG round in the arm. Yeah that little .22 might hit something important, but that damn .50 is gonna take my arm off. I'll take my chances with the .22.
3. Bullet mass. I understand that mass is a smaller component of kinetic energy than velocity, but I feel that the range of velocites from highest to lowest has less of an impact on damage than the bullet's mass keeping that energy up while moving through the target.
4. Bullet velocity. If velocity weren't important, we'd just be throwing cartridges at each other. OK, I'm being facetious again. But velocity is a greater portion of the energy equation and without it the bullet won't penetrate to vital organs.

You could easily make a base damage for each cartridge using the above imformation. I, personally would rank the in game base rounds thusly:

.22LR
9mm
.357mag
10mm
.45ACP (if included)
.44mag

Graduate the base damage for each round starting with the .44, so that a single shot to the head does not cause enough base dam to kill. People survive headshots, so no single round should have enough base damage to kill in one shot. Scale the other calibers down from there consistent with the statistical differences between the rounds. There would be small decreases in damage between .45 an 10mm, but a large difference between 9mm and .22.

Once base bullet damage is applied, add damamge modifiers for ammo type.

Now setermine if a critical hit is made. Add luck, shooter skill and target area to modifiy critiacl hit chance. If a critical hit is scored, critical multipliers bases on those factors will add additional damage.

One additional note: I think fixed base damage is less realistic than a range. Since the difference between hitting the femoral artery in the leg can be measured in fractions of an inch, any wound to any body area will not deal consistant damage. Base damage as a range would represent this.

I would agree with pretty much all you said, but I still think headshots should be insta-kills for .357 and above. because let's face it, in the game, incapacitation is equivalent to a kill, and while many people have survived headshots, I doubt they were in any condition to keep going after getting hit in the head. A .22 or 9mm might not incapacitate someone especially if they were high on something with adrenaline going crazy, and there was that guy who got hit in the back of the head with a .22 and never knew, but if anything else hits them in the head, the impact force, equivalent to a punch to the head (which could by itself knock someone out) combined with the massive trauma a bullet to the head will cause should definitely incapacitate them. And in the game, all this would need to be represented by would be some twitching on the body for a few minutes until they expire, because people usually only survive a headshot if they get immediate medical care.

I also think that .357 mag should be above 10mm and .45, because .357 sig, 10mm, and .45 ACP all have generally similar wound profiles. .357 and .44 would be similar due to their "magnum" characteristics- that being longer cartridges and hotter loads.
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kitten maciver
 
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Post » Sat Feb 19, 2011 3:31 am

I would agree with pretty much all you said, but I still think headshots should be insta-kills for .357 and above. because let's face it, in the game, incapacitation is equivalent to a kill, and while many people have survived headshots, I doubt they were in any condition to keep going after getting hit in the head. A .22 or 9mm might not incapacitate someone especially if they were high on something with adrenaline going crazy, and there was that guy who got hit in the back of the head with a .22 and never knew, but if anything else hits them in the head, the impact force, equivalent to a punch to the head (which could by itself knock someone out) combined with the massive trauma a bullet to the head will cause should definitely incapacitate them. And in the game, all this would need to be represented by would be some twitching on the body for a few minutes until they expire, because people usually only survive a headshot if they get immediate medical care.

I also think that .357 mag should be above 10mm and .45, because .357 sig, 10mm, and .45 ACP all have generally similar wound profiles. .357 and .44 would be similar due to their "magnum" characteristics- that being longer cartridges and hotter loads.

This is where I feel damage should be a range. I can "hit" you in the head with a .357 and only take off a small portion of your earlobe. What would this be like in game terms? 1hp? There'll always be the exceptions to the rule. If the base damage is just slightly less than insta head kill, then it doesn't take much of a modifier to put it over the edge. But it would allow for those rare times when head shots don't kill or incapacitate.

As for the heirarchy of rounds, this is the stuff we ain't gonna agree on so I'll let it go.
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Channing
 
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Post » Sat Feb 19, 2011 7:29 am

ugh. guns guns guns. i believe the melee system in FO3 was a total jip. could have been ages better. in FO3 you couldnt really give a brutal to the point message. they had way too many gun perks. way too many guns. it felt like a gun-ho game with a sprinkle of melee joy. hopefully NV will be different
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Richard Thompson
 
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