Bullet Damage to Players and Kevlar

Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Re: Bullet Damage to Players and Kevlar

Post by Pronck »

Well it is to prevent non realistic things I guess , because if they start implementing this also it will be a 4 bullet kill from close range with an AK. People want more and more for BLUFOR , but it means that the other half of the server will in the end get punished when they need to play as insurgents.
We are staying up!
Mikemonster
Posts: 1384
Joined: 2011-03-21 17:43

Re: Bullet Damage to Players and Kevlar

Post by Mikemonster »

Body armour does exist as a mechanism in game, Blufor has it and Insurgent's don't. Blufor soldiers take more HP damage from a shot to the upper leg than a shot to the [armoured] chest. Hence with a dragunov you can (I think) get a one-shot kill if it's to the thigh, but not if you shoot them in the chest.
40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: Bullet Damage to Players and Kevlar

Post by 40mmrain »

damage multipliers in limbs and head are higher than center mass already for blufor kits, I think they give more health too
chrisweb89
Posts: 972
Joined: 2008-06-16 05:08

Re: Bullet Damage to Players and Kevlar

Post by chrisweb89 »

Like mike said, you can one shot conventional soldiers with a 7.62x51/54 if you shoot them in the head, or limbs, but not right where the heart is. That's the beauty of BF2.
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Bullet Damage to Players and Kevlar

Post by ComradeHX »

As far as I recall, 3 shots from 5.56mm will make you black and white as conventional faction soldiers(not sure about militia; I saw some 6b3 on them so they should have same thing), while insurgents just die from 3 shots at any range anywhere(except head, obviously).
Henrique_Dalben
Posts: 361
Joined: 2012-10-05 18:30

Re: Bullet Damage to Players and Kevlar

Post by Henrique_Dalben »

The feature is in the game, but they can't do it properly because of the engine. If they could do it we'd need a health system that would take broken bones into consideration, as ESAPI plates won't even let AP 30-06 through.
Lange
Posts: 306
Joined: 2007-02-28 23:39

Re: Bullet Damage to Players and Kevlar

Post by Lange »

I don't think body armor is portrayed as very realistic in PR. In real life kevlar vests with each crematic plates can stop up to 3 AK rounds a piece. In PR being shot in the chest your down in 2-3 rounds. Blu for should really be able to take a lot more bullet damage as it is. You argue about gameplay but as it is its just not realistic.

I've given this a lot of though and here's my system in the works.

1 shot with a AK round to the chest shouldn't even have a bleeding affect. Even less so with a lighter round. 2 shots should introduce the bleeding affect. It should take 4 shots to the chest with an AK to go black and white. 5-6 with 5.56 to introduce the same affect. 9 MM rounds should take 7-8 to go down to direct body armor. 3 for bleeding at all. 1 AK sized round to the arms or legs should have the bleeding affect and two to be black and white. Face should be instant kill. Helmet should be able to survive if thats a possible hit box but im not sure.

With the more realistic implimention and blu for survival balance with lowering ticket counts and maybe a system for more ticket loss depending on the soldier role. I have a idea in mind for this I will suggest sometime.

Ins with no armor should bleed with 1 5.56 and 2 to go B&W and go down 3 in some instances essentially it should be as it is now. 7.62 should be 1 to go B&W or pretty low health and 2 wounded. Hit boxes don't matter so much because theres no armor almost everywhere on the body is lethal. Flak Jackets should be able to take 3 rounds before going down and take 1 to bleed, since they offer some limited bullet protection.
Predator.v2
Posts: 379
Joined: 2010-01-26 13:49

Re: Bullet Damage to Players and Kevlar

Post by Predator.v2 »

As there is no "stun" system in BF2 (as in Arma 2 ACE), that wouldn't be realistic.
Cevlar may protect you from getting pierced by bullets, but a good old 7.62 will send you on the ground nether the less.

In PR both insurgents (not sure about the insurgent medic and unarmeds) use bodyarmor (due to some engine limitations), but the blufor body armor is having a better protective effect, than the insurgents one.
I think blufors takes like 100% bullet damage to the chest, while insurgents take like 130%.

Haven't checked the files lately, but i used to work with the material files.
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Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Bullet Damage to Players and Kevlar

Post by Pvt.LHeureux »

Lange wrote:---I WANT BLUFOR TO BE OVERPOWERED---
^^^^^^^^^^^^^^
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Henrique_Dalben
Posts: 361
Joined: 2012-10-05 18:30

Re: Bullet Damage to Players and Kevlar

Post by Henrique_Dalben »

Well...This is Project REALITY after all, and IRL BLUFOR is seriously overpowered. I already thought it was an insult to the "reality" part of the title when they took out the Apaches from INS maps.
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Bullet Damage to Players and Kevlar

Post by ComradeHX »

Henrique_Dalben wrote:Well...This is Project REALITY after all, and IRL BLUFOR is seriously overpowered. I already thought it was an insult to the "reality" part of the title when they took out the Apaches from INS maps.
You also do not respawn in REALITY.
waldov
Posts: 753
Joined: 2012-06-26 04:01

Re: Bullet Damage to Players and Kevlar

Post by waldov »

Henrique_Dalben wrote:Well...This is Project REALITY after all, and IRL BLUFOR is seriously overpowered. I already thought it was an insult to the "reality" part of the title when they took out the Apaches from INS maps.
There used to be Apaches in INS? I love the Devs but that is a seriously bad idea removing the apaches blufor needs them back!! once insurgents get mortar techies, AA techies and at least 1 aa kit plus all those rpgs id say itd be pretty balanced.
izoiva
Posts: 613
Joined: 2012-02-16 12:17

Re: Bullet Damage to Players and Kevlar

Post by izoiva »

Mikemonster wrote:Body armour does exist as a mechanism in game, Blufor has it and Insurgent's don't. Blufor soldiers take more HP damage from a shot to the upper leg than a shot to the [armoured] chest. Hence with a dragunov you can (I think) get a one-shot kill if it's to the thigh, but not if you shoot them in the chest.
Yes, you can kill Blufor soldier in 1 hit with SVD or G3.
Henrique_Dalben
Posts: 361
Joined: 2012-10-05 18:30

Re: Bullet Damage to Players and Kevlar

Post by Henrique_Dalben »

ComradeHX wrote:You also do not respawn in REALITY.
That's why, in PR, the respawn is used to simulate reinforcements arriving, not zombie soldier coming back from the dead.

Yes, Waldov, INS had Apaches. .50 Cal techies used to bunch up and throw a wall of lead at them, making it fairly hard to simply rape the insurgents.
Last edited by Henrique_Dalben on 2013-02-24 21:04, edited 1 time in total.
godfather_596
Posts: 359
Joined: 2012-02-11 19:48

Re: Bullet Damage to Players and Kevlar

Post by godfather_596 »

Strange question: Has anyone on the forums here ever been shot in real life (obviously while wearing kevlar)? Some personal experience is never bad.
hiberNative
Posts: 7305
Joined: 2008-08-08 19:36

Re: Bullet Damage to Players and Kevlar

Post by hiberNative »

from now in i'm only shooting blufor in the thighs or head where possible.
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chrisweb89
Posts: 972
Joined: 2008-06-16 05:08

Re: Bullet Damage to Players and Kevlar

Post by chrisweb89 »

izoiva wrote:Yes, you can kill Blufor soldier in 1 hit with SVD or G3.
I think he means 1 shot instant dead the chest, like the canadian, german or brit snipers. From all of my epereience G3 doesn't and you don't even bleed that bad, and SVD is pretty close to one shotting, but not quite.
Lange
Posts: 306
Joined: 2007-02-28 23:39

Re: Bullet Damage to Players and Kevlar

Post by Lange »

Pvt.LHeureux wrote:^^^^^^^^^^^^^^
Thats your perception of it and not exactly what I said. I was saying to make body armor function more realistically and be simulated the best it can with engine limitations. What I posted was just a well thought out idea on the matter.

I also said there could be some other balance tweaks like tickets etc to make up for it.
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