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Not necessarily. Most difficult thing would be the hitboxes. These dudes know what they are doing they could make this happen if they want to.
You have to give each gun ( depending on bullet type) a penetration value. If it hits someone in the torso it checks what area it hit from the hitbox and refers the armors bullet resistance value at that location. If the penetration value is bigger than the resirance value Boom houson we have a problem the bullet goes through and you are dead
-> A pistol bullet probably wouldn't kill you, even without armor. One 9mm probably wouldn't drop a guy (although a .45 ACP probably would). That being said, a "basic kevlar vest" probably wouldn't stop a 9mm bullet anyway due to the speed of the bullet, and 9mm AP would shoot through a light vest no problem.
-> As for adding flinch, I'm personally against it. It's annoying enough to just watch someone miss in CoD WWII because he gets shot and loses all control of himself, and Sandstorm isn't going to be exactly realistic. I mean, shooting an M4 while driving a car seems far-fetched but it's also bad*ss so who cares
-> A kevlar vest won't stop a f*cking slug shotgun. You're dead. It may stop buckshot retty effectively, but you'd be knocked on your ass. Again, though. I don't want a "knockdown" system because that's just f*cking annoying and not fun at all.
-> Plate carriers almost always have plates on the sides, at least as far as I know.
-> Heavy armor can stop 5.56 AP rounds, which you don't seem to mention.
-> Not all bullets kill. Most pistol / smg bullets wouldn't one-shot.
Welcome to the magic of Unreal Engine 4, where literally anything is possible (and pretty easily doable). Source was too much f*ckin work for NWI to try and implement it.
As for anything being a constant one-shot kill, I'm not sure if that's the way we should really go about it.
Also, every firearm in this game already has a penetration value used for shooting through cover. Pen value depends on caliber and ammo type.
There isn't much of a discussion board for Sandstorm, considering the game isn't even out yet.
Nope. None of this was implemented.
NWI originally planned to add these sort of mechaincs into Insurgency, and they existed in a beta-like state in Co-op modes and Competitive, but it was later removed (I think, anyway).
Personally, this is why I wouldn't like a system like this. The only way it would work is if they used like Escape From Tarkov mechanics and gave armor durability that hinders or removes it's effectiveness once depleted.
I dont know. I really want a system even somewhat like this but if needed i am open to balancing and improving.
Kevlar should be extremely effective vs frags and buckshot rounds. a slug would probably deliver enough kinetic force to kill a player instantly, much like what u stated, but much quicker.
what would be interesting is if we could get face plate armour. many special forces are using them now, i believe theres an image in the artwork tab somewhere that shows taiwanese special forces wearing them. 9mm would probably just bounce off it, and 45 acp might leave a dent? obviously rifle rounds would go straight through.
I like this. As i said i am open to improvements and balancing. Good points
Yeah but if a 5.56 hits your body the hydrostatic shock is enough to kill overpenetration or not
There should be a downside to ap but it needs to be made right so it is a tactical choice instead of being a choice driven by what you can afford at the moment ( normal hp or ap rounds)
But yeah. Big rounds should have a tactical advantage. For example having more stopping power like slowing you down more as they hit you making follow up shots easier and effectiveness agains un armoured targets and bodyparts and now when we are getting actual ballistic models bullet drop bullet speed etc a bigger round will slow down less than a light round.
That means bigger rounds would have huge momentum even at low speeds so they do a lot of damage and their speed drops of less.
Smaller rounds have more penetration value if they travel fast just like in real life a 5.56 penetrates better than 7.62 because speed is what beats armour the best. But a big round like 338 or 50 will penetrate any armor as even if their surface area is a bit bigger they have a ♥♥♥♥ ton of momentum behind them.
To balance all of this out a mix between the damage reduction system and " all or nothing" penetration system would be good. So that when a bullet gets though it still calculates its damage ( which has maybe slowed down based on its penetration score so that at a penetration even the game calculates the damage again based on the armor for example a if a bullet with a pen of 5 passes through armor that has pen 4 it calculates 5-4 and uses that value as some value in the new damage function)
And for realistic modeling the bullet variable pen values should be float values and not boolean ( boolean = 1,2,3 float =1.62547816647726...)
Not always one shot kills and more balance YAY
hydrostatic shock is an urban myth. russian special forces went to a larger bullet cartridge for their guns because larger bullets fired at subsonic speed work better with suppressors and because they found smaller calibers to be overpenetrating, not incapacitating unarmored targets immediately. thus they introduced the 9x39mm cartridge. IIRC that was based on experiences from that hostage situation in a russian theatre in the 1990s.
Yes overpenetration exists at certain speeds. But go shoot the the nearest pond with a supesonic rifle and see if the wate splashes like hell. If it does now concider that the human body is about 70% water and do the math. At high speeds hydrostatic shock is a real thing and you can ask any well educated person about it and they can tell you it excist.
Or you can just shoot a watermelon with a m16. It blows up thus proving hydrostatic shocks excistanse
https://www.youtube.com/watch?v=KPgAEi1E6Eo