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Muzzle velocity
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GreySkorpion
GreySkorpion Aug 13 2013, 6:19pm says:

Definitely a good idea! Damage isn't a real life value which can be measured like velocity, so its not realistic. Bullet type plus velocity and you can work it out yourself. Keep up the great work!

+1 vote     reply to comment
grazegrabber
grazegrabber Aug 14 2013, 7:06am says:

Sounds good to me.

+1 vote     reply to comment
Stealth-Killer
Stealth-Killer Aug 14 2013, 9:29am says:

Great!.. you can add different grains within the calibers too!

+1 vote     reply to comment
jketiynu Author
jketiynu Aug 14 2013, 10:29am replied:

Huh? No, I won't be doing that.

+1 vote   reply to comment
jketiynu Author
jketiynu Aug 14 2013, 12:48pm replied:

I feel like a **** for the way I phrased that, let me explain:

Offering multiple grain types for each bullet type presents multiple problems:
1) In COP, you can only have 2 types of ammo per weapon. You can add more than that, but if you do they do not register correctly in the UI. You can see this problem in the current versions of Swartz mod as well as Misery 2.0.
2) Adding lots of different types of ammo causes trade clutter, which I want to avoid.

If this were a better game engine I'd say yes. Maybe when I make a mod for Lost Alpha I'll be able to do something like that.

+2 votes   reply to comment
Stealth-Killer
Stealth-Killer Aug 15 2013, 2:06pm replied:

No worries! :)
Well I hope dezowave gives stalker a real good fixin', cause it sure needs it!
And I'll be looking forward to your LA mod! ;)

+1 vote     reply to comment
JackRabbitSlim
JackRabbitSlim Aug 14 2013, 7:49pm says:

I always equated damage to muzzle energy and bullet mass, bigger animals a bigger bullet to carry more energy further.

+1 vote     reply to comment
jketiynu Author
jketiynu Aug 14 2013, 8:31pm replied:

I'd rather not do things by muzzle energy in the stats, even though that's how I've done a lot of damage calculations (in addition to muzzle velocity, size of bullet, and barrel length).

+1 vote   reply to comment
rickpnick
rickpnick Aug 20 2013, 1:09am says:

I think this is a great idea!

When I started playing STALKER a million years ago, I always thought the bullet damage stat was a bit arbitrary. People can see what the damage is after they shoot! Muzzle velocity is a very real statistic that's well documented, and can be used by anyone to calculate how much "damage" they'll get.

Well done!

+3 votes     reply to comment
loner85
loner85 Aug 20 2013, 10:30am replied:

Well said, "damage" is more an "arcade" value. It is just easy to look at it and say what damage the gun does.
The actual ammo the gun uses makes also one good part of the damage.

+2 votes     reply to comment
almir1011
almir1011 Oct 6 2014, 7:20am says:

Good idea! Immersive description.

+1 vote     reply to comment
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Description

I think "Muzzle velocity" is a better stat to have than damage is. Why? Because muzzle velocity coupled with barrel length and caliber determines damage. It seems to me that you can sorta gather what the damage of a weapon is going to be based off of it's muzzle velocity.

Good idea or bad one?

*Edit*
Also, Handling is now determined by cam_dispersion_inc instead of crosshair_inertion which doesn't determine handling to begin with (as far as I've noticed).

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