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-Gews-

Damage drop-off at range

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Some might find this interesting or useful, I'm just looking for an excuse to make a thread. Here are some damages at a spread of ranges. If you'd like to know damage at a specific range for any weapon, just ask.

Crossbow:

000m: 5,333 blood

100m: 4,134 blood

200m: 3,115 blood

Double-barrel, M1014, Remington 870:

000m: 4,455 blood

100m: 2,630 blood

200m: 1,553 blood

Winchester:

000m: 8,909 blood

100m: 5,261 blood

200m: 3,106 blood

Common knowledge is wrong and the Winchester is significantly more powerful than previously thought. This is why it one-shots zombies when the other shotguns do not.

Proof:

  Reveal hidden contents

As you can see, the Winchester does 1.568 damage while the M1014 does 0.777 damage. Twice as much, the same as you get by comparing my "8910 blood" Winchester figure with my "4455 blood" M1014 figure.

2dHFDYQ.png

Lee-Enfield:

000m: 6,722 blood

200m: 5,823 blood

400m: 5,045 blood

M16A2, M4A1, M4A3, etc:

000m: 3,555 blood

200m: 2,663 blood

400m: 1,994 blood

AKM, Sa58 series, etc:

000m: 4,500 blood

200m: 3,023 blood

400m: 2,031 blood

AK-74, AKS-74 Kobra, AKS-74U:

000m: 2,722 blood

200m: 2,044 blood

400m: 1,535 blood

CZ550:

000m: 7,733 blood

400m: 5,307 blood

800m: 3,642 blood

M24, DMR, M14 AIM, M240, Mk. 48 Mod 0, FN FAL, M40A3:

000m: 8,000 blood

400m: 5,490 blood

800m: 3,767 blood

SVD Camo:

000m: 8,000 blood

400m: 5,247 blood

800m: 3,561 blood

No point in checking for the AS50 and M107, they're both a 1-shot kill as far as you will ever hit.

Edited by Gews
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  On 4/22/2013 at 12:01 AM, Gews said:

Some might find this interesting or useful, I'm just looking for an excuse to make a thread. Here are some damages at a spread of ranges. If you'd like to know damage at a specific range for any weapon, just ask.

Crossbow:

000m: 5,333 blood

100m: 4,134 blood

200m: 3,115 blood

Double-barrel, M1014, Remington 870:

000m: 4,455 blood

100m: 2,630 blood

200m: 1,553 blood

Winchester:

000m: 8,909 blood

100m: 5,261 blood

200m: 3,106 blood

Common knowledge is wrong and the Winchester is significantly more powerful than previously thought. This is why it one-shots zombies when the other shotguns do not.

Proof:

  Reveal hidden contents

As you can see, the Winchester does 1.568 damage while the M1014 does 0.777 damage. Twice as much, the same as you get by comparing my "8910 blood" Winchester figure with my "4455 blood" M1014 figure.

2dHFDYQ.png

Lee-Enfield:

000m: 6,722 blood

200m: 5,823 blood

400m: 5,045 blood

M16A2, M4A1, M4A3, etc:

000m: 3,555 blood

200m: 2,663 blood

400m: 1,994 blood

AKM, Sa58 series, etc:

000m: 4,500 blood

200m: 3,023 blood

400m: 2,031 blood

AK-74, AKS-74 Kobra, AKS-74U:

000m: 2,722 blood

200m: 2,044 blood

400m: 1,535 blood

CZ550:

000m: 7,733 blood

400m: 5,307 blood

800m: 3,642 blood

M24, DMR, M14 AIM, M240, Mk. 48 Mod 0, FN FAL, M40A3:

000m: 8,000 blood

400m: 5,490 blood

800m: 3,767 blood

SVD Camo:

000m: 8,000 blood

400m: 5,247 blood

800m: 3,561 blood

No point in checking for the AS50 and M107, they're both a 1-shot kill as far as you will ever hit.

Good work sir Gews

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  On 4/22/2013 at 12:01 AM, Gews said:

Double-barrel, M1014, Remington 870:

000m: 4,455 blood

100m: 2,630 blood

200m: 1,553 blood

Did you use slugs or pellets for this?

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  On 4/22/2013 at 1:21 AM, Xucphra said:

Did you use slugs or pellets for this?

Slugs.

Pellets would look like so:

000m: 1980 blood

100m: 1169 blood

200m: 690 blood

There are 9 pellets.

Of course that's not very "practical" information since you'd never hit anything at those ranges unless you unloaded with an AA-12. :lol:

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Very nice work, i shall be bookmarking this page.

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This would be an interesting mechanic as it could make long distance snipers slightly less effective.

Add the wind factor in and snipers might just have to move in a little closer for their kills.

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  On 4/22/2013 at 5:08 AM, DemonGroover said:

This would be is an interesting mechanic as it could makes long distance snipers slightly less effective.

Add the wind factor in and snipers might just have to move in a little closer for their kills.

Fixed. ^_^

This has been in since Operation Flashpoint!

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  On 4/22/2013 at 5:46 AM, Gews said:

Fixed. ^_^

This has been in since Operation Flashpoint!

Nice...i didn't realise it was actually in, i stupidly thought it was a suggestion for some reason.

;)

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  On 4/22/2013 at 5:48 AM, DemonGroover said:

Nice...i didn't realise it was actually in, i stupidly thought it was a suggestion for some reason.

;)

I didn't realize how complicated it actually was until I tried calculating it myself.

It uses quadratic drag and a coefficient, and calculates the rate of negative acceleration acting on the bullet at that specific velocity. Then 10 meters further along, it recalculates a new rate of negative acceleration using the new velocity and repeats that process over and over and over until the bullet disappears... so if someone's firing a machine gun, there are a shit ton of calculations going on.

No wonder it's so CPU heavy...

Edited by Gews
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Bookmarking... Always knew there was damage variations for range but was never too bothered to look it up. Thanks.

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Trying to spread the word, knowledge is power... apparently the average player isn't too inclined to believe me.

KgB0Lbr.png

This went on for several minutes... I wasn't able to scroll up far enough to get the worst parts.

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Forgive them Gews they know not what they speak...

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I thought about this too. It would be pretty hard to get the accurate stats, maybe go to the range and get some power-calculating high-tech shooting targets and then get an expert marksman to shoot the targets 50-1000 meters away :D

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  On 4/22/2013 at 6:53 AM, Gews said:

Trying to spread the word, knowledge is power... apparently the average player isn't too inclined to believe me.

KgB0Lbr.png

:facepalm:

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  On 4/22/2013 at 1:41 AM, Gews said:

Slugs.

Pellets would look like so:

000m: 1980 blood

100m: 1169 blood

200m: 690 blood

There are 9 pellets.

Of course that's not very "practical" information since you'd never hit anything at those ranges unless you unloaded with an AA-12. :lol:

AA-12 with HE Rounds...dear God, I thought the AS50 was bad.

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Ofcourse its same damage as in Arma, those idiots would suffer severe mental trauma if i was there to discuss!

hence why you update arma to play dayz.... DayZ is balanced by importing and exporting the guns they feel balance the game(example export of .50 cal sniper rifles).

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By the way, the slugs should do way more damage. 12 gauge slug is equivalent to .730

Now that would do some serious damage.

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Why the hell would you be sniping at less than 400 meters? The damage is too reduced. You would not survive two 7.62 shots in most cases..

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  On 4/22/2013 at 1:52 PM, Imafighter said:

Why the hell would you be sniping at less than 400 meters? The damage is too reduced. You would not survive two 7.62 shots in most cases..

Damage really does drop off A LOT in real life, they put a lot of effort into their ArmA model.

Here's a table from a 1976 Aberdeen report on wind drift.

S5rtbcl.png

The bullet starts out fast, 840 m/s!

By 800 meters that has slowed to 335 m/s.

Let's compare that to the 800 meter ArmA velocity and pretend to check damage figures:

ArmA 2: (424/900)*8000 = 3769

Real life: (335/840)*8000 = 3194

In real life it actually drops off more and at 800 meters would only have the energy of a handgun round, and many people survive being shot with handguns.

It's actually lost 85% of its energy in a mere 800 meters!

If anything ArmA is rather generous, in real life you have to actually hit something vital to kill someone. It is sometimes frustrating that I can't make long range one-kill shots with a 7.62 unless I aim very carefully, but I prefer it that way.

Edited by Gews
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  On 4/22/2013 at 1:52 PM, Imafighter said:

Why the hell would you be sniping at less than 400 meters? The damage is too reduced. You would not survive two 7.62 shots in most cases..

Thats true. In most cases if you shoot a 7.62 in a mans leg, his only option would be to amputate (if the leg didnt fall off from the shot)

But for the joy of the game. you should survive atleast one shot.

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  On 4/22/2013 at 5:46 AM, Gews said:

Fixed. ^_^

This has been in since Operation Flashpoint!

I knew i wasnt going mad, wonder why windage was taken out of dayz to start with..

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  On 4/22/2013 at 2:54 PM, Easy_Tiger said:

I knew i wasnt going mad, wonder why windage was taken out of dayz to start with..

I never noticed windage, I thought it was just an ACE thing?

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Nah, theres no windage in standard arma2/DayZ (yet, its planned for an upcoming dayz patch)

Demongroover was just getting excited about the idea of windage and damage drop off combined, and rightfully so, its gonna be bloody great.

Edited by Fluxley

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