add "low explosive" splash damage to high caliber

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Meza82
Posts: 279
Joined: 2009-06-13 21:26

add "low explosive" splash damage to high caliber

Post by Meza82 »

i think it would be cool if high caliber weapons like .50 cal, 12.7x108mm (opfor hmg), and AP cannon rounds would, upon impact, cause splash damage. it would be as if these wapons had some kind of "low explosive" quality.

i dont know for sure but i think irl a 5 round burst from .50 cal or 12.7mm hmg or a few 25mm AP cannon rounds that missed the enemy and impacted a meter above his head would create shrapnel from the impacts that woud at least wound, if not incapacitate, him.

right now in PR 0.909, i'll sometimes give a good burst of fire from .50 cal hmg nest, or use the main gun on the btr, against enemy infantry and i slightly miss (1 meter or less) with the rounds impacting within arms legnth of the contact and nothing happens to them :(
Last edited by Meza82 on 2010-04-08 02:37, edited 1 time in total.
Reason: 12.7x108mm
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boilerrat
Posts: 1482
Joined: 2009-09-02 07:47

Re: add "low explosive" splash damage to high caliber

Post by boilerrat »

Caliber: 12.7x99mm (.50 Browning Machine Gun)

12.7mm = .50
Modern Firearms - 12.7mm / .50 XM312 Machinegun

Second of all, AP = armor piercing.

Which I believe is just a solid piercer designed to get through armor... not Anti-Personal.

http://en.wikipedia.org/wiki/Armor-piercing_shot_and_shell

Unless those rounds were designed to fragment, the system should stay how it is.
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Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: add "low explosive" splash damage to high caliber

Post by Redamare »

interesting .... well AP may be Armor piercing but it doesnt mean that it wont kill a man haha.... Whooop better switch to Heat because the AP is unable to kill them... 20 seconds later.. where did they go? :O DOI
Meza82
Posts: 279
Joined: 2009-06-13 21:26

Re: add "low explosive" splash damage to high caliber

Post by Meza82 »

boilerrat wrote:Caliber: 12.7x99mm (.50 Browning Machine Gun)

12.7mm = .50
Modern Firearms - 12.7mm / .50 XM312 Machinegun

Second of all, AP = armor piercing.

Which I believe is just a solid piercer designed to get through armor... not Anti-Personal.

Armor-piercing shot and shell - Wikipedia, the free encyclopedia

Unless those rounds were designed to fragment, the system should stay how it is.
thanks. i edited the original post (12.7mm now 12.7x108mm[opfor hmg], different from blufor .50 cal)

wherever an 25mm AP round or a SAIBOT round impacts, there will lots of shrapnel. there is so much kinetic energy
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General Fuct
Posts: 85
Joined: 2007-10-02 07:27

Re: add "low explosive" splash damage to high caliber

Post by General Fuct »

standard .50 cal round don't have splash damage, .50 HE rounds arn't used in PR.

use the cannon HE rounds for splash...thats what they are for ^_^
General Fuct - - Since 0.5J
Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: add "low explosive" splash damage to high caliber

Post by Alex6714 »

I think people are missing the point... He doesn´t mean they explode or whatever, but that hitting something causes shrapnel from the object hit or the projectile. Not always a clean through whole with no effect.

How much or when it causes anything who knows...
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Hitperson
Retired PR Developer
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Re: add "low explosive" splash damage to high caliber

Post by Hitperson »

possibly if you were within a foot of said ballistic but most of the energy will be spent in penetrating the object it impacts.
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Tarantula
Posts: 243
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Re: add "low explosive" splash damage to high caliber

Post by Tarantula »

and it depends what its hitting, mud or concrete
nah splash damage wouldnt be necessary but there should be larger impact smoke
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USMCMIDN
Posts: 981
Joined: 2009-07-25 16:32

Re: add "low explosive" splash damage to high caliber

Post by USMCMIDN »

I had a guy tell me once that if you miss within 5 inches with a .50 you still would kill the guy you were shooting at...

I thought this was somehow relevant. I mean if this is true then why not implement it in the game but I am kind of skeptical about this. Or at least 1 hit kills with the .50. Im tired of hitting a guy once and them him running away when I shot him.
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: add "low explosive" splash damage to high caliber

Post by Dev1200 »

Give it something like a .25m? Splash radius, but extreamly low damage. Maybe just like 5/100?


Also, .50 cal will 1 hit an insurgent (and I also think 1 hits a militia too, but i'm not 100% sure about regular forces). Any more then that and it's just lag.
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gazzthompson
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Re: add "low explosive" splash damage to high caliber

Post by gazzthompson »

USMCMIDN wrote:I had a guy tell me once that if you miss within 5 inches with a .50 you still would kill the guy you were shooting at...
i too have heard the pressure wave alone will kill a person on a near miss, though this is a myth.
Meza82
Posts: 279
Joined: 2009-06-13 21:26

Re: add "low explosive" splash damage to high caliber

Post by Meza82 »

USMCMIDN wrote:...Or at least 1 hit kills with the .50. Im tired of hitting a guy once and them him running away when I shot him.
really? i though the heavy machine guns are 1 hit kills. i remember on more than one occasion hitting an enemy in the foot with the hmg (blufor and opfor hmg's) and they immediately fell dead.

can we get a confirm of hmg 1 shot kills? or is hmg not that lethal in game?
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Jaymz
Retired PR Developer
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Re: add "low explosive" splash damage to high caliber

Post by Jaymz »

12.5mm and above is 1 hit anywhere to down a soldier in-game. To the head, it's unrevivable.
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