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Arnoldio's One-Life Infantry Weapons Damage Model

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Having liked Zwillings idea very much (although implemented very badly), I decided to continue his work making "damage" realistc and yet balanced at the same time.

How? The current system is based on shots-to-kill which is reasonable for gameplay, Zwillings idea is based on bullet exit kinetic energy, which is mathematically correct, Vista's edit is based on ROF balance which is fair but too meta for PR. I decided to work from the receiving end, meaning that all bullets hurt, therefore basing the damage on the physical effect and disabling chatacteristics on the victim. Instakill from headshot also makes a return and snipers lose the 2x modifier, however have match grade ammo with heavier load. This system is primarily created for One-Life events, but can be used in core PR if one so desires, with minimal to no tweaks.

But Arnoldio, how is this system balanced at all, all weapons do substantial damage and the caliber does minimal difference, this is outrageous! Caliber and load makes a difference at damage dropoff over time. These ratios are where Zwillings system shines and are proportionally used here aswell. 7.62mm retains energy over distance, 9mm from a pistol however loses out on velocity far quicker. The effects in close range are very detrimental to health in both cases though, pistol slightly less so. The dropoff overtime not only simulates loss of kinetic energy but also bullet characteristics and a variable hit position at ranges, which cannot be properly simulated on BF2 engine, but in this case gameplay>realism. Balance is achieved by making weapons lethal close to medium range, which puts ROF and recoil to less advantage and aiming to hit accurately and sooner more prevalent.

The underlying system works as such:
  • Pistol fired projectiles have 45 base damage against unarmored torso.
  • Smaller rifle rounds have 90 base damage against unarmored torso.
  • Larger rifle rounds have 90 base damage against unarmored torso.
  • DMR rifles have 95 base damage against unarmored torso.
  • Sniper rifles have 100 base damage against unarmored torso.

All projectiles don't have the same ammount of penetration however.
  • Common, non-pointed pistol rounds and shotgun pellets are 66% effective against plate amor and 83% effective against kevlar vest.
  • Pointed pistol rounds and smaller caliber pointy bullets are 75% effective against plate armor and 86% effective against kevlar vest.
  • Large diameter bullets have 83% effective against plate armor and 95% effective against kevlar vest.

All rounds lose damage overtime, pistol round damage starts dropping off at about 50m, rifle rounds at about 250m and largest rounds at about 500m. This not only simulates the energy reduction and various flight characteristics, but also hit position "variation", meaning a torso hit at 400m can mean a shot through the heart or a graze on the side, which would respectively deal 100 and 10 damage, but with this system it translates to about 75 damage.
Headshots are instant death - This way snipers still get the confirmed kill, if their marksmanship is sufficient.
Limb shots (arms and legs in their entirety) are 45 damage for all projectiles, based on the premise that if 50% if limb usage is compromised, the bloodloss is severe and ability to fight is heavily compromised.

100 - Full Health
75 - Bleeding starts. The ammount of damage is sufficient to bother the victim. Medical attention is not urgent, but desirable, as health drops overtime.
10 - Victim enters a critical state. High physical damage/ blood loss/ loss of limb functionality/ shock trauma/ loss of cognitive ability are simulated at that point. Medical assistance is urgent.
0 - Victim enters a state of unconciousness.
-420 (I guess) - Death.

All rifles do significant damage and result to two shot kills at close to med ranges. This simulates the adrenaline, damage and physical shock at once. System is not too harsh due to the fact that the victim has about 1 minute to retaliate, although with impaired abilities, and a patch can stabilise the situation. In the case of armoured combatant, the effect is even weaker. This system encourages shooting from cover and punishes exposure. Even a debilitating shot to unarmored torso at 200m means that the victim is in b&w state but can retreat to cover to use a patch and get medical help, whereas traversing open ground means that a follow-up shot is easily achievable, or bleed-out imminent if they have used the patch already.

Ultimately, there can be slight changes in bullet damage (up to + 7 or so) depending on calibers to simulate how much time you have left in the black and white state and change of point when the bullet starts losing damage, to make the decline less steep and thus more "believable". I did not make any charts as the system is pretty unified and only the damage dropoff points make a difference. System will be used in One-Life events to increase lethality and realism and will be tweaked if I so desire. Files are readily avaliable to the R-DEV team aswell if they deem the system worthwile.

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