Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If you take advantage of these options, you'll be doing plenty of damage with your weaponry.
♥♥♥♥ I forgot to get you the name, my bad. The name of the mod is WTHeskett's damage multiplier. It's on Nexus, not hard to find at all--and it's able to be auto installed from the NMM. It makes gunfights a LOT more intense, let me tell you.
Technically there is some things that can affect the damage of a ballistic round. Namely barrel length and powder charge.
If the barrel is too short then the bullet may not reach terminal velocity (varies on the round) and thus it is not traveling at the maximum speed designed for that round. This is more prevelant in rifle cartidges than pistol ones.
Another example is powder charge, this is more prevelant in how suppressors are portrayed in games, the damage reduction you see with suppressed weapons in games is actually because to achieve a quieter firing weapon you reduce the powder charge to subsonic velocities and thus ballistic strength is reduced as well. This doesn't really affect a round such as the .45ACP since it's already subsonic, but does affect a 9x19mm and 7.62x51mm cartridge. Small bonus, usually since the suppressor functions as a barrel extension you do gain some accuracy as a trade-off.
I have always found the ballistics in games to be a point of annoyance, it's easier to fudge numbers and downplay ballistics in a game than it is to build a more complicated gameplay mechanic that balances out ballistics.
But honestly, if you've fired one hose gun, you've fired them all. They're all for people who can't aim. Most of the shots are going to go over the would be victim's head. Try a high powered sniper pipegun. I got a high powered, legendary, violent pipe gun, sniper rifle tomight. It was called a violent sniper rifle. Does 25% more damage than normal. When i modded it up to level 3 gun nut, level 3 rifleman perks it was doing just as much damage as an upgunned hunting rifle, with the same extras built into it.
And it only weighs half as much as the factory rifle. It will be my rifle till I find or buy my first gauss rifle.
I mean it's an open-bolt blowback sub-machine gun. You shouldn't lose too much velocity in the bullet because the cartridges typically do not have that much pressure them so bleed-off from the initial blow-back operation shouldn't affect terminal velocity in any significant way. The blow-back operation combined with heavier bolts & stiffer springs tends to be a fire-rate control mechanism rather than an issue of terminal velocity.
You really only need significant delaying mechanisms in higher powered cartridges such as rifle cartridges.
During World War 2 the marines who were issued Thompsons got a heavy strap the put on the gun before using it. It was not a sling; it dragged the ground when unlimbered. The marine stood on it when firing it. That prevented the gun from jerking up while being fired, so most of the bullets didn't fly up into the tree branches.