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Re: Bullet Damage to Players and Kevlar
Posted: 2013-02-22 17:08
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.
Re: Bullet Damage to Players and Kevlar
Posted: 2013-02-22 17:31
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.
Re: Bullet Damage to Players and Kevlar
Posted: 2013-02-22 18:09
by 40mmrain
damage multipliers in limbs and head are higher than center mass already for blufor kits, I think they give more health too
Re: Bullet Damage to Players and Kevlar
Posted: 2013-02-22 19:29
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.
Re: Bullet Damage to Players and Kevlar
Posted: 2013-02-22 19:40
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).
Re: Bullet Damage to Players and Kevlar
Posted: 2013-02-23 06:21
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.
Re: Bullet Damage to Players and Kevlar
Posted: 2013-02-23 19:09
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.
Re: Bullet Damage to Players and Kevlar
Posted: 2013-02-23 19:32
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.
Re: Bullet Damage to Players and Kevlar
Posted: 2013-02-23 21:13
by Pvt.LHeureux
Lange wrote:---I WANT BLUFOR TO BE OVERPOWERED---
^^^^^^^^^^^^^^
Re: Bullet Damage to Players and Kevlar
Posted: 2013-02-24 02:23
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.
Re: Bullet Damage to Players and Kevlar
Posted: 2013-02-24 05:41
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.
Re: Bullet Damage to Players and Kevlar
Posted: 2013-02-24 07:10
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.
Re: Bullet Damage to Players and Kevlar
Posted: 2013-02-24 12:25
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.
Re: Bullet Damage to Players and Kevlar
Posted: 2013-02-24 18:31
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.
Re: Bullet Damage to Players and Kevlar
Posted: 2013-02-24 19:44
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.
Re: Bullet Damage to Players and Kevlar
Posted: 2013-02-25 06:49
by hiberNative
from now in i'm only shooting blufor in the thighs or head where possible.
Re: Bullet Damage to Players and Kevlar
Posted: 2013-02-25 07:16
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.
Re: Bullet Damage to Players and Kevlar
Posted: 2013-02-25 22:15
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.