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Hiver wrote:A whole car is not the same as one specific car part, especially windshields or one door.
Hiver wrote:When someone says "goes through a car" they dont mean a door or a window.
The_Scorpion wrote:There's one big problem in accurately modelling how much protection an ingame cover objects provides to the player... the player. Recently, i was shown a vid what a .50 Round from a HMG does to a typical concrete wall: it dusts off some paint. And that's it. Some guys thought i'd punch through...
Now you can't expect the player to know how well that grey wall in front of him (how can you tell what kind of material this is in a game? it's a grey wall, it could be anything with paint on top) blocks caliber 7.62x51mm or .50 or 9mm rounds. So simplifications are needed on that front. rules of thumb, like "typcial small arms fire can't punch through typical walls unless these are shit walls (american housing, bamboo huts, aluminium sheets)" and then still, 9mm is a very different story from .50. The player can't always be expected to know what kind of firepower the opponent has, either.
so different protection and penetration values for different objects is probably necessary, but it needs to be somewhat manageable without requiring too much meta-knowledge on housing materials and terminal ballistics.
The_Scorpion wrote:There's one big problem in accurately modelling how much protection an ingame cover objects provides to the player... the player. Recently, i was shown a vid what a .50 Round from a HMG does to a typical concrete wall: it dusts off some paint. And that's it. Some guys thought i'd punch through...
Now you can't expect the player to know how well that grey wall in front of him (how can you tell what kind of material this is in a game? it's a grey wall, it could be anything with paint on top) blocks caliber 7.62x51mm or .50 or 9mm rounds. So simplifications are needed on that front. rules of thumb, like "typcial small arms fire can't punch through typical walls unless these are shit walls (american housing, bamboo huts, aluminium sheets)" and then still, 9mm is a very different story from .50. The player can't always be expected to know what kind of firepower the opponent has, either.
so different protection and penetration values for different objects is probably necessary, but it needs to be somewhat manageable without requiring too much meta-knowledge on housing materials and terminal ballistics.
Crazy Wolf wrote:The_Scorpion wrote:There's one big problem in accurately modelling how much protection an ingame cover objects provides to the player... the player. Recently, i was shown a vid what a .50 Round from a HMG does to a typical concrete wall: it dusts off some paint. And that's it. Some guys thought i'd punch through...
Now you can't expect the player to know how well that grey wall in front of him (how can you tell what kind of material this is in a game? it's a grey wall, it could be anything with paint on top) blocks caliber 7.62x51mm or .50 or 9mm rounds. So simplifications are needed on that front. rules of thumb, like "typcial small arms fire can't punch through typical walls unless these are shit walls (american housing, bamboo huts, aluminium sheets)" and then still, 9mm is a very different story from .50. The player can't always be expected to know what kind of firepower the opponent has, either.
so different protection and penetration values for different objects is probably necessary, but it needs to be somewhat manageable without requiring too much meta-knowledge on housing materials and terminal ballistics.
Wait, just one round? Because I'm pretty sure I've seen video of a SAW or M240 demolishing a concrete wall, using repeated application of hot lead to the surface.
The_Scorpion wrote:...peashooters like an M240? maybe if they kept firing for three days or something, the wall would collapse out of boredom....
The_Scorpion wrote:if you compare an M240 to anything that fires .50 BMG, it's a peashooter. 7.62 Nato can't do jack shit to a serious wall, especially if .50 can't. Very clear and very simple ballistics.
also Cinderblock?? i was referring to a proper concrete wall, not cheapo american syndicate-approved (read: dirt instead of concrete) materials housing
The_Scorpion wrote:Crazy Wolf wrote:The_Scorpion wrote:peashooters like an M240? maybe if they kept firing for three days or something, the wall would collapse out of boredom.![]()
The_Scorpion wrote:if you compare an M240 to anything that fires .50 BMG, it's a peashooter. 7.62 Nato can't do jack shit to a serious wall, especially if .50 can't. Very clear and very simple ballistics.
also Cinderblock?? i was referring to a proper concrete wall, not cheapo american syndicate-approved (read: dirt instead of concrete) materials housing
happy04 wrote:I see so many threads about cover, and let me insert my two bits.
I feel that cover should not only reduce chance to hit, but based on where the bullet came from possibly reduce incoming damage rather than eliminate it. This is like many comments saying that with cover you are not absolutely protected, a couple of bricks is not bullet proof, however the bullets are twisted away from their target or slowed or if hollow point most of their payload will be spent into the brick. This is not true for AP ammo.
If cover gives a defensive bonus it should NOT give an offensive bonus. Hiding behind a bunch of bricks obscures your own view, makes you position your weapon awkwardly, and it makes you more cautious when poking yourself out. If anything being under cover should be a give and take, not advisable versus small or hard to hit enemies.
I do not want wasteland 2 to have any type of "high ground = ridiculous range" mechanic like from Fo:T, it should function just like normal cover than keeps you from being hit, affects line of sight, and makes it harder to hit because you are hiding behind some junk.
Explosives and heavy weapons should be able to bleed through or destroy most shoddy walls, brick barricades, doors, and random junk that might be used as cover. This allows a player with a rocket launcher to largely disregard enemy cover at the expense of rockets. This allows a player with a heavy machine gun to largely disregard enemy cover at the expense of several "turns" and "clips" of ammo randomly spraying hoping to hit the enemy.
TLDR
Cover should not be an insta win pure advantage.
Cover should not be invincible to all weapons and should not be permanent.
RoboRevolution wrote:The_Scorpion wrote:if you compare an M240 to anything that fires .50 BMG, it's a peashooter. 7.62 Nato can't do jack shit to a serious wall, especially if .50 can't. Very clear and very simple ballistics.
also Cinderblock?? i was referring to a proper concrete wall, not cheapo american syndicate-approved (read: dirt instead of concrete) materials housing
Oh boy, had to drop in the digs against the US. At least try and use something that makes sense when you do.
.50 BMG Ball rounds can't penetrate 3/4 mild steel either. Use the AP rounds the Military typically uses, and they'll go right through concrete, same with .308.
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