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The same 7.62 is also shot in the marksmans rifle, the sniper rifle and the hunting rifle. And the magnum ammo is used across several magnums that almost definitely have different calibers.
There's just no real recognizable intent for the ammo to be realistic to such a specific level.
I am former military, also a gun collector, things like that bug me, it's a personal issue lol.
Yeah the AR annoys me too, but you can buy lowers chambered for 7.62 so I can deal with that one to a point.
Which do you want to use?
Should the player have to micro-manage ammo too? Imagine the waste of inventory space.
I mean, even the hunting rifle is your classic .30-30. It's using 7.62 ammo as well.
The Desert is a .44 Magnum also. Desert Eagle is actually a very good gun irl.
It's just a simplification for the game. If you WANT that kind of realism, there's a mod for it "Harry's New Calibers Mod", which changes the whole range of ammunition and guns.
It has everything from .22 LR to .50 BMG. Guns come in specific calibers.....and have to be crafted differently based on those (using receivers, barrels, etc.) There are multiple calibers for pistols, rifles, shotguns.....pretty much everything. Find a tier-6 pistol? Hope it uses the ammo you have.....and not one of the really low calibers. First pump shotgun in that loot chest? Hope it isn't a .410.
It makes finding the really high-caliber ammo/weapons a big deal (a rifle shooting .50 BMG does insane damage, but a rifle shooting .22LR does only a few points per bullet.)
It also adds a TON of schematics (for all the receivers, barrels, conversion kits, ammo, etc.) so the pool is bigger and the chances of finding a particular one at any given time go down a good bit. It adds in two new crafting skills in the Intellect tree for ammo and gun smithing.
It's a fun mod, but it ups the difficulty a bit (since early game you rarely find matching guns/ammo you are often low or out of the ammo you can use, and you have to store up a lot more.)
Which is kinda ironic, considering that if all you need is to shoot out the brain, .22lr would be the best ammo. High velocity, lightweight, almost no recoil, large mag capacities.
the powerlifter says: "oh yeah sure, you can carry a motorcycle in your pocket/bagpack + several guns"
the farmer thinks "a potatoe grows in only a few ingame days? oh come on!"
a carpenter may think "several thousand rocks in a chest with the size of a shoe box????"
etc^^
Nah, zombies aren't people anymore. The vast majority of the human brain by volume is related to higher brain functions such as abstract reasoning, decision making, memory, etc. None of that is being used by the zombie anymore. Bullets passing through those parts of the brain don't phase the zombie at all. You need massive damage to remove the entire brain and brain stem.
A zombie is probably operating on just the basal animal parts. The brain stem, which controls heartbeat, sensory feedback, and muscle movement. And the amygdala, which processes primal survival responses such as fear and aggression which involve no rational decision making.
Both of these together are about 3% of the brain. You could put a box of 22's through a zombie head and never hit either one. You need to liquefy the cranial cavity with a large caliber, or remove it at the brain stem with a sledge or machete.
Yep. And lower calibers are MUCH more likely to be deflected by bone (the skull, for example) if the shot isn't close to flat-on. Aside from a lucky shot, a regular person is rarely significantly injured by a .22 round. Unless the round hits the face, or a vital organ, it usually just has to be removed from the muscle and slap a pressure bandage on the hole.
Large caliber rounds carry a LOT more kinetic energy, and can do hideous amounts of damage, even when they don't directly strike something vital. Stopping power ratings are a direct measure of this.
Gun/bullet realism in the game is a trade-off. If the game is to remain fun and challenging, you have to simplify it. How much you simplify it is a matter of opinion. As a bit of a gun aficionado, I like Harry's mod, as it is much more realistic about the odds of finding ammo that happens to match the guns you find. But it DOES drag out the early and middle game because you have to "collect" lots of ammo to have a decent amount of any one. Running out of the ammo for the gun(s) you have is a real issue.....until you get ammo recipes and enough resources to start making them in quantity to supplement what you find in-game.
But, for A19, I've been playing the stock game (mostly) and haven't pulled Harry's mod into it yet......as the current releases are coming fairly quickly, and the likelyhood of something in such an extensive mod breaking is pretty decent. Once A19 settles down a bit, I'll probably start a new round with the mod. I also like the icons for the various ammo types, as they show more accurate boxes of actual ammunition for each.