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Bullets shrugged off too easy?

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It is extremely forgiving for a hardcore realistic survival game to shrug off a .45 bullet to the hearts/lungs/liver with a 35% health reduction, slight limp, 5% blood lost (both which heal after a few minutes) and a slight twitch.

I WANT MY CHARACTER TO AGONIZINGLY CHOKE TO DEATH ON HIS OWN BLOOOD!!!!!!!!!!!!!!!!!!!!!!!!!!

What do you think 🙂

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I think the fact that you can tank a .308 if youre wearing a stab vest is even more concerning.

New wounded status effects should be added, similar to the leg fracture. After being shot from a high caliber, armored players are knocked out and wake up shortly after with full stamina and around %75 hp (still white, no movement debuff). IMO, when youre knocked with .308 or 7.62x54, you should have a high probability of a broken rib status, which automatically saps your stamina, either low stamina ceiling or slow regen (like wearing a gas mask). You should also make pained noises, labored breathing, and coughing that can give away your location for a few minutes. If they want to make it very advanced, they could add the potential for complications like a tension pneumothorax (compressing lung due to entrapped air sucking wound, leads to death), in which case a chest dart would need to be on hand to relieve pressure. 

The same problem exists when you shoot an armored person in the head with an intermediate cartridge (5.56, 5.45x39, 7.62x39); the player is simply knocked out and receives little dmg. When shot in the head, the player should experience transient concussive symptoms. They should have slight tunnel vision (darkness around their peripherals), occasional blurred vision, fever, and rare vomiting for a duration of around 15-30 minutes so they have a lasting disadvantage for the duration of the fight. 

I dont think these ideas would be hard to implement, since most of the symptoms already exist in different contexts within the game

-let me know what you think

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It sound very cool and realistic, if thats what happens in real life I want that in-game too.

I recently shot a guy in the helmet with a 5.56 and he didnt have ANY negative effects from it so concussions or something would be nice.

I actually made a post already about the stab vest tanking 308.! It is completely wrong in this game I think 🙂

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It's a game and they want you to interact with your shooter. That's why you lose con when shot - so the guy can also rope you up and ask you some very important questions like: "where are you from?" and "why you are here?".

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1 hour ago, nemorus said:

It's a game and they want you to interact with your shooter. That's why you lose con when shot - so the guy can also rope you up and ask you some very important questions like: "where are you from?" and "why you are here?".

9/10 times the shooter will either execute the uncon or the uncon will wake up before the shooter can close the gap on them and they run or return fire. Tying someone up and messing with them is fun, but it doesnt really happen outside spawn towns; it's just too risky 

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Mosin uncons past 250 meters in one shot VS a plate, and yet somehow it only deals 35.6 damage. So even if you uncon someone, you'll need to land at least 3 shots in total to kill them with one of the most powerful snipers.
At a distance of 500 meters, Mosin deals only 27.8 damage to a user with a plate... At 700 meters you would need to hit someone 5 times to kill them - 22.8 damage (plate carrier might break before that, but i'm not sure on the mechanics of that).

My point is, uncons are too easy (and target acquisition is too easy), damage dropoff is too high. There needs to be an additional effect that user experiences after getting shot if they don't go uncon.

Also: Gunplay is still waaay too forgiving with the "quickscope" meta where user can have perfect aim just by holding breath even after running for kilometers. Gun handling needs a major rework similar to legacy. Gun inertia isn't necessary and it really isn't realistic (guns aren't hard to turn left/right).

Also: each round should have it's own Armor Pen value. Currently plate has a % damage reduction that is applied the same to all ammo types, even AP...

Edited by DefectiveWater
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