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Ammo Caliber Damage to Fatigue?[message #298065] Tue, 07 February 2012 19:00 Go to next message
RasterOps is currently offline RasterOps

 
Messages:48
Registered:July 2004
Location: Tempe, Az. USA
I doubt this is the first time any one has raised this topic. My basic point will be that there is no stopping power difference between ammo calibers. I can't seem to find any property, weapon or ammo that does increased fatigue damage. I have read in this forum topics concerning shotguns. Every time I try to use them I am disappointed, I don't get it.

In JA2, and perhaps the real world, this is what I equate stopping power to be: the target should feel the impact and perhaps even be staggered, knocked down, or change stance, etc. At the very least, the target should be worn down, worn out, clutch the wound, become breathless or a while, e.g. lose fatigue.

I'm sure everyone has read or heard various arguments about ammo stopping power. This is one reason for the advent of 6.8mm ammo. I have even recently watched a show that demonstrated this using a .45 vs. 9mm on a force triggered silhouette drop target. The .45 won.

I know there is a penetration multiplier for some ammo types and I know all ammo types do fatigue damage. But I can't find how much or any difference or property that defines the amount of fatigue damage the ammo caliber causes. So I assume this feature is not implemented, that the amount of fatigue lost has no multiplier by caliber or velocity. Maybe I'm looking in the wrong place.

This is a personal desire of mine to see a game that accurately models the differences in caliber and velocity. I did see a bullet speed property but have no idea what this means in-game. I have seen (I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion.) shows where weapon designers and hosts talk about velocity and transferring the bullet's energy... What I haven't seen, is any game that takes into account the caliber of the weapon. It just comes down to favorites, coolness, and other factors.

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Corporal
Re: Ammo Caliber Damage to Fatigue?[message #298076] Tue, 07 February 2012 20:40 Go to previous messageGo to next message
Blue_Fox is currently offline Blue_Fox

 
Messages:539
Registered:September 2006
Location: Netherlands
Read this, i hope you find your answers there.
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=295991&page=1

I made myself new ammo values, but didnt finished it.
I stopped playing JA2 for a while.
There are so many different ammo's but there aint not much difference.

[Updated on: Tue, 07 February 2012 20:43] by Moderator

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First Sergeant
Re: Ammo Caliber Damage to Fatigue?[message #298079] Tue, 07 February 2012 21:03 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
Maybe 'MAM' is what you are looking for.

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Sergeant Major
Re: Ammo Caliber Damage to Fatigue?[message #298082] Tue, 07 February 2012 21:45 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
There's no ammo specific modifier for breath damage. It's directly derived from the damage the round does.

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Captain

Re: Ammo Caliber Damage to Fatigue?[message #298084] Tue, 07 February 2012 22:02 Go to previous messageGo to next message
RasterOps is currently offline RasterOps

 
Messages:48
Registered:July 2004
Location: Tempe, Az. USA
MAM certainly looks promising, is it compatible with build 4870? However, MAM still focuses on physical damage vs. secondary (fatigue), or even tertiary (acid, poison, biological, you know sci-fi) damage. Instead, MAM appears to focus on tumble; that's after penetration right?

@DeppresivesBrot: So the more damage an ammo type does the more fatigue is lost. Well, in build 4870, IIRC, there's only 1 point of damage difference between a 9mm and .45 ACP. Also when a bullet fails to penetrate how is the fatigue damage calculated? I'm sure everyone has seen the physical bruise caused by a round that was blocked by a vest.

[Updated on: Tue, 07 February 2012 22:09] by Moderator

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Corporal
Re: Ammo Caliber Damage to Fatigue?[message #298085] Tue, 07 February 2012 22:17 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
My bad, should have said 'Impact', which is -roughly- the potential damage of a bullet after figuring distance but right before it actually interacts with the target to create damage.
That function is completely in-line with the rest of the JA code, i.e. barely readable.

[Updated on: Tue, 07 February 2012 22:20] by Moderator

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Captain

Re: Ammo Caliber Damage to Fatigue?[message #298088] Tue, 07 February 2012 23:01 Go to previous messageGo to next message
RasterOps is currently offline RasterOps

 
Messages:48
Registered:July 2004
Location: Tempe, Az. USA
Alright, thanx. I guess since MAM considers bullet size in it's equations that is the next best thing.

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Corporal
Re: Ammo Caliber Damage to Fatigue?[message #298106] Wed, 08 February 2012 06:25 Go to previous message
Blue_Fox is currently offline Blue_Fox

 
Messages:539
Registered:September 2006
Location: Netherlands
Sam_Hotte
Maybe 'MAM' is what you are looking for.

He has his own web site too.

You can change the ini:
; Default: 10000
; regulates the bullet hit impact to stamina. The lower is the value, the more stamina is taken out. With the value of 6900 it
; takes 3-4 hits to take all the breath away.
;------------------------------------------------------------------------------------------------------------------------------

STAMINA_HIT = 6900

But then it counts for every bullet Sad

[Updated on: Wed, 08 February 2012 06:27] by Moderator

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First Sergeant
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