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Ammo Caliber Damage to Fatigue?[message #298065] Tue, 07 February 2012 19:00 Go to previous message
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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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