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Need pointers from you Gun Nuts


BadgerBadger

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Rough Draft:

 

Correcting damge types in AS:

( btw, you know an M-60 has more muzzle velocity than a Stoner-Sr, not less, accuracy is the trade-off)

 

so.. quick preliminary research -

measured purely in energy- not considering that ( ak is a good example) too much energy in a bullet will make it go thru someone without transferring much of that energy as "damage"... why m-16's and co. were menat to "yaw" - they spin and fragment in a body - nasty stuff...

anyway : preliminary findings:

 

  • BAseline: 9mm parabellum ( nazi ammo from ww2) : @123.5 grain @ 1200 feet per second = @518 joules (energy)
  • nato 5.56x 45 (m-16, etc) 62 gr @ 3100 f p s =@ 1767 j
  • warsaw 7.62x45mm (ak's) 123 gr @ 2300 fps = @ 2010 j
  • 7.62 X 51mm Nato (m-60, snipers) 146 gr @ 2,756 fps = @ 3,352 j
  • .50 BMG (mg round, used by Barrett sniper) 647 gr (1.4 oz!!!)@ 3,044 fps =@ 17,821 J !!!!!!

so, preliminary - not adjusted fro "blowthru":

based purely on energy (J), if we use the 9mm as the baseline std , calling it damage factor "1" -

 

BAseline = Damage FActor

9mm (baseline) = 1 (baseline)

nato5.56 = 3.14

7.62 Waraw = 3.8

7.62 Nato = 3.41

.50 BMG = 34.40

 

 

....So obviously, i cant have the BMg doing THIRTY_FOUR times what a SMg does, regardless of the energy numbers.

 

I'd have to fiddle, the best idea i have so far is to let the (other) numbers speak for themselves, BUT mod the numbers for human body (and most bodies ) to not take anywhere NEAr full damage from the more penetrating damages - after all, most of the nergy goes right thru you. ( in original, OLD D&D, one of the early rules additions made different weapons do different amounts of damage ( ! Gasp!) - weapons had a different damge range against large targets to represent exactly this concept)

 

The extra power would still need to be "on" the shot tho - in case you shoot an ARMORED person, or a cyborg, or some weird mutant monster tough as a tree.

 

what ya think of my reasoning?

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I f anyone is actually reading this; I realize theer's like 3 people playing AS now, and * mods, lol, all we need is another one.

Most of what i ever wanted to do was done in WRM, anyway - but not necessarily all, and i approach some problems differently.

 

For example - there was the laser mod - while i agree with chnaging the range, simply by chnaging the recoil (lasers have recoil in AS), you nake all lsers muchmore eeffctive, and the damge tends to be better against most defenses.

It was pointe dout how ludicrously inaccurate rocket/missile weapons were -- nad then defended to keep the training requisite for them. My response is to keep them nasty inaccurate - and anyone can use them, that sloppily. he solution is to change how accurate the skill boost makes you. Any jerk can TRY to use an RPG or anyhting else, i just don't want to stand anywhere near them ( which is how they work in AS unmodded. for trained shooters, unfortunately ).

Snipers are anothe rexample - it was pointed out, ammo does damage, not the gun ( unless you're using it for a club) -and the difference between guns tends to be in accuracy and velocity, from how efeficient the rifling and muzzle length are - but REALLy fixing that woul dbe some pointl;ess work.

However, when you consdier that for game balance they made the SR-25 stoner do 1.6 what an M-60 does... yet the m-60 actually has a higher muzzle velocity from it's longer barrel - the Stoner remains more accurate), you get into why for play balance the sniper rifles had to be trained only.

Again, I disagree. if you drop sniper rifle damage to reasonable levels for it's ammo (i'm adding other rifles), any jerk can point a rifle at you - it's accuracy is only as relevent as the that of the shooter. It's in the hands of a true sniper that the accuracy and "called shots" make the weapon so formidable.

 

And.. playtesting this and the sabot-flechette for shotguns (real)...thats a wrap.

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based purely on energy (J), if we use the 9mm as the baseline std , calling it damage factor "1" -

 

BAseline = Damage FActor

9mm (baseline) = 1 (baseline)

nato5.56 = 3.14

7.62 Waraw = 3.8

7.62 Nato = 3.41

.50 BMG = 34.40

 

....So obviously, i cant have the BMg doing THIRTY_FOUR times what a SMg does, regardless of the energy numbers.

You forgot the rate of fire.

 

I'm not a specialist, but I think that (I may be wrong):

. Ammo speed of an heavy sniper is not the same as machine-gun one, so for the sniper rifle you can do it 35 times a 9mm one bullet.

. 9mm is known as a police ammo, where in town lost shot could less arm an innocent; it stops but does less damage.

. As this ammo is easier to be found, many gangs use 9mm submachine guns.

. Under your 3.4 number, bullets are bad against a light armored target.

. Against a medium armored target, you need at least a 25 Dam Factor number.

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