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Sleeves

Shooting the Arm Drops the Gun

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Reading through a thread in the general discussion about incapacitating people brought this idea to me.

When the leg is broken, the player is unable to walk. How about if the arm is broken, then the breaking shot will have a high chance of dropping the players held item? The player can still pick items up, carry them, and use them, but the chance of dropping the item again with a broken arm is still their.

Editing to clarify: If your arm is broken and it is hit by an attack, the item you carry may be dropped no matter what force strikes it.

IE. .22 round which would probably not break the bone (had it been healed) still causes you to drop the item (as the bone is broken already in this instance).

Edited by Sleeves
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I like the concept very much, but I have a great hunch it'll cause bugs.

However, high caliber weapons should give knockback and what you suggested, so that not every close gunfight would end in an equal death.

I surely support this in the later days of DayZ.

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Like The Idea Great Suggestion ^_^


(Edit for Owen. lol)

Edited by NokyoOkami

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I like the concept very much, but I have a great hunch it'll cause bugs.

However, high caliber weapons should give knockback and what you suggested, so that not every close gunfight would end in an equal death.

I surely support this in the later days of DayZ.

There is no knockback when being shot -_- bullets don't transfer this much energy.

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There is no knockback when being shot -_- bullets don't transfer this much energy.

Maybe this is a Movie? (joking)

  thats True irl Guns Dont Throw People Back Like that Seen in Action Films xD

So i agree it would be rather silly to Add

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I like the concept very much, but I have a great hunch it'll cause bugs.

However, high caliber weapons should give knockback and what you suggested, so that not every close gunfight would end in an equal death.

I surely support this in the later days of DayZ.

You are damn right it will be buggy. I shudder at the thought of testing this suggestion should it ever be added.

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Like [red]t[/red]he Idea Great Suggestion ^_^

Fixed that for you kind sir :D

I.agree, sounds good. As we go, Id like a knockback/ shellshock function as well

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Fixed that for you kind sir :D

I.agree, sounds good. As we go, Id like a knockback/ shellshock function as well

I agree with knock back on one condition:

A shot to the chest (shotgun, close range, vest on for protection, such as that) only causes a stumble. The player is still standing, still able to move at a slightly slower pace for a few seconds, and still able to shoot but accuracy will be hampered.

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Sleeves,       That's a good idea but I am sad to say that it would have little positive effect on the game in terms of play-ability. 

 

The Anatomy Of the Arm (simplified).

 

Shoulder joint,

 

Humerus Bone,

Brachial Artery ***

Brachial Nerve***

Bicep,

Tricep,

Elbow Joint,

Radius bone

Radial nerve

Radial artery

Ulna Bone

Ulnar artery

posterior and Anterior forearm muscles

Wrist Joint

Hand

 

Note that  the destruction of any of the structures in the preceding list not only causes loss of weapon control on your strong side but also equals a permanent cripple or a slow kill.

(imagine having your hand shot off or an arm severed at the elbow)

 

A good amount of bleeding, a broken bone, a wildly swaying weapon is a practical solution to a complex problem. So for simplicity's sake allow players to have a sling or leash and make it wise for the player to switch to his weak side if his strong side is damaged (after a short stun period) however If no sling is in use the weapon drops into the dirt.

 

So IMHO your idea is good but has already been addressed in part by the Devs. You can't shoot for shit with an injured arm until it is splinted.  Add dropping an unleashed weapon and the ability to go weak side and you would be cooking with gas. And I don't think that would be too terribly difficult to implement.

 

Note:  FYI a .22 slug will most certainly break or even shatter an arm bone. A bone has tremendous compression strength but little resistance to torque, shear or impacts that are perpendicular to the long axis of the bone.

Edited by Xbow

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Fixed that for you kind sir :D

I.agree, sounds good. As we go, Id like a knockback/ shellshock function as well

 Fixed it xD

 

Like The Idea Great Suggestion ^_^

(Edit for Owen. lol)

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This feature was in Red Orchestra 1. It was great fun and caused some interesting situations (sprinting across an open field, getting shot dropping your gun, you have to decide if you want to sprint to safety or try to recover your gun), and would suddenly make secondary weapons much more useful as well. Sadly they removed this feature in Red Orchestra 2.

 

This should definitely be in DayZ.

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Sleeves, That's a good idea but I am sad to say that it would have little positive effect on the game in terms of play-ability.

The Anatomy Of the Arm (simplified).

Shoulder joint,

Humerus Bone,

Brachial Artery ***

Brachial Nerve***

Bicep,

Tricep,

Elbow Joint,

Radius bone

Radial nerve

Radial artery

Ulna Bone

Ulnar artery

posterior and Anterior forearm muscles

Wrist Joint

Hand

Note that the destruction of any of the structures in the preceding list not only causes loss of weapon control on your strong side but also equals a permanent cripple or a slow kill.

(imagine having your hand shot off or an arm severed at the elbow)

A good amount of bleeding, a broken bone, a wildly swaying weapon is a practical solution to a complex problem. So for simplicity's sake allow players to have a sling or leash and make it wise for the player to switch to his weak side if his strong side is damaged (after a short stun period) however If no sling is in use the weapon drops into the dirt.

So IMHO your idea is good but has already been addressed in part by the Devs. You can't shoot for shit with an injured arm until it is splinted. Add dropping an unleashed weapon and the ability to go weak side and you would be cooking with gas. And I don't think that would be too terribly difficult to implement.

Note: FYI a .22 slug will most certainly break or even shatter an arm bone. A bone has tremendous compression strength but little resistance to torque, shear or impacts that are perpendicular to the long axis of the bone.

A little thing called suspension of disbelief. At times reality must be put aside for functionality/playability.

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Ive wanted this in the mod when I started playing it in may 2012 after playing lots of the 1st red orchestra game this was all I could think of ..

 

Red Orchestra had the hand dropping weapon feature if you got shot in the hands/arm

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Sleeves, That's a good idea but I am sad to say that it would have little positive effect on the game in terms of play-ability.

The Anatomy Of the Arm (simplified).

Shoulder joint,

Humerus Bone,

Brachial Artery ***

Brachial Nerve***

Bicep,

Tricep,

Elbow Joint,

Radius bone

Radial nerve

Radial artery

Ulna Bone

Ulnar artery

posterior and Anterior forearm muscles

Wrist Joint

Hand

Note that the destruction of any of the structures in the preceding list not only causes loss of weapon control on your strong side but also equals a permanent cripple or a slow kill.

(imagine having your hand shot off or an arm severed at the elbow)

A good amount of bleeding, a broken bone, a wildly swaying weapon is a practical solution to a complex problem. So for simplicity's sake allow players to have a sling or leash and make it wise for the player to switch to his weak side if his strong side is damaged (after a short stun period) however If no sling is in use the weapon drops into the dirt.

So IMHO your idea is good but has already been addressed in part by the Devs. You can't shoot for shit with an injured arm until it is splinted. Add dropping an unleashed weapon and the ability to go weak side and you would be cooking with gas. And I don't think that would be too terribly difficult to implement.

Note: FYI a .22 slug will most certainly break or even shatter an arm bone. A bone has tremendous compression strength but little resistance to torque, shear or impacts that are perpendicular to the long axis of the bone.

A .22 can, but it will also travel up the bone. Possibly killingyou also. If your shot in the rib, it may follow the rib and into your chest cavity

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There is no knockback when being shot -_- bullets don't transfer this much energy.

Have you been shot before? Well, I mean, neither have I but my father spent a few years in the Spetsnaz and he told me that even if your vest is bulletproof, the impact will either knock you back or knock you down. 

They had AKs there so you know, high caliber.

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Have you been shot before? Well, I mean, neither have I but my father spent a few years in the Spetsnaz and he told me that even if your vest is bulletproof, the impact will either knock you back or knock you down. 

They had AKs there so you know, high caliber.

bulletproof vests stop bullets, you get all the energy transfered to your chest, it knocks the wind out of your lungs but its still a small projectile.

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A .22 can, but it will also travel up the bone. Possibly killingyou also. If your shot in the rib, it may follow the rib and into your chest cavity

Sir you are 100% correct. This also true of other  small caliber bullets that have slowed to transonic or sub sonic speeds at  ranges beyond 500m  for cartridges like the 5.56mm NATO (and other similar rounds). I Think it has something to do with the low cross sectional density and low momentum of the projectiles that cause it to deflect and change its path and bounce around inside the body. People scoff at the .22LR but it is in fact a pretty nasty little customer.

 

Have some beans :beans:  

Edited by Xbow
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There is no knockback when being shot -_- bullets don't transfer this much energy.

Your comment is not wrong 

 

Vest

1) If you are wearing a good vest with a trauma plate you will feel all of the Kinetic energy that bullet has to offer because it has been caught or captured by the vest and the trauma plate disperses the force. With an intermediate round like the 5.56 or 7.62 x39 that could be (depending on range) be between 1400ftlbs (at 1 m) and 400 foot pounds at 500m)..you will be moved back in the same way a solid punch moves you back. 

 

No Vest

1) If the slug passes through meat only you will not be moved back much at all BUT the hydro-shock of a supersonic projectile could easily send you to the ground stunned for a bit.

 

2) If the  slug hits a heavy bone more energy will be transferred to your body and you will be sent back a bit and the hydro shock may stun you to the ground.  

 

in general you can say that if the recoil can't knock you down when you fire your rifle, the bullet  sure can't knock the target down when it hits him.  

Edited by Xbow

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I could give less of a fuck about how ballistics actually works, I care more about how it affects the way people play and if it is enjoyable.

Thrown on the ground stunned, in Xbow's example, may be realistic (fuck if I know), but it is like being knocked out and is not really fun if put in the game. I still stand my stumble suggestion if a round, or any attack, hits you hard, but not hard enough to cause a knock out.

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