Description

Updates weapon damage using in-game muzzle velocity and real-world ammunition data, and is based on yaaargle's mod released for beta 2.4.

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Rebalanced weapon damage for Anomaly (1.5.0 beta 3)
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Δαμοκλῆς
Δαμοκλῆς - - 222 comments

Perhaps make pistols not terrible >.> Just reading the description gave me that impression. Though I could be wrong, but I hope that the damage based on real caliber data plus muzzle velocity is taken more in to account the games mechanics. Ie the damage the guns should deal in the game via the real world. Though I think it's a good concept but hopefully some balance is thought about so you know, you don't have to to dump multiple Pm mags in to someone to kill them, especially mutants.

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ppnhzk Author
ppnhzk - - 22 comments

For now I use the proper ammo data for lower calibers like 9x18mm and 9x19mm. This means that handguns and SMGs using these types are weaker than vanilla. If you check out the temp site you can see that originally a Fort pistol was just shy of a mid-sized rifle in terms of damage. I would say that is not too realistic. The problem is perhaps that you do not have a good enough reason to use handguns because of the nerf. Maybe cost, ammo abundance and their smaller weight are advantages. But that is once again a realistic thing and vice-versa enemies wielding only handguns will be less of a threat. These weapons should be there for emergency situations.
As for mutants I consider them a bit too strong in this conversion. With low-tier armor a simple dog can one-hit you while you cannot kill them with one bullet in the head.

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Jivixfromwc3
Jivixfromwc3 - - 39 comments

Not to mention, the dog has a much easier time chomping on your legs than you do trying to aim at its head while it circle strafes you at full sprint.

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Kotofei1
Kotofei1 - - 11 comments

thank you very much. I used that addon in 2.4 and I am very glad to see it in 3.0

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ppnhzk Author
ppnhzk - - 22 comments

You are welcome. I wanted to use it too, that is why I ported the idea :D

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Vardayn
Vardayn - - 269 comments

did you just rebalance the numbers with the same average damage, or did you both rebalance and increase the average damage?

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ppnhzk Author
ppnhzk - - 22 comments

I am using existing data (bullet speed) and real-world data (ammunition energy @ speed) to recalculate damage. Nothing else is changed for now.
You can check what was changed here: Ppnhzk.000webhostapp.com .

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Vyticoz
Vyticoz - - 236 comments

In the original mod he states "(J*1.7)]/100=B" for finding the base damage. Do you know where/how he got the 1.7 multiplier or dividing it by 100?

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ppnhzk Author
ppnhzk - - 22 comments

Well, my guess is that the 100 just makes it a proper value for the game (0.0-1.5) and the 1.7 is the weight for the impact energy. You can lower that to make ammo type less prevalent but 1.7 seems fine because many weapons stay in the same ball-park range except for handguns, shotguns and a few outliers. For example if you lower the weight to 1.4 then add 0.2 to the result bigger caliber rifles will suffer. The current formula gives weapons a decent diversity overall and variability between similar ones.

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Vyticoz
Vyticoz - - 236 comments

Right but I guess my question is how did you (or the original author) originally come up with the 1.7 value?

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ppnhzk Author
ppnhzk - - 22 comments

I am really not sure, but if it is the only thing in question, then it's easy to dial in if you are looking at rifles, because they get rather similar damage values.

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yaaargle
yaaargle - - 7 comments

Hi.

I settled on the 1.7 as the multiplier as it was the best number to obtain the new base damage numbers without deviating too much from original base damage numbers.

For example, using 1.6 and below would make lower-powered weapons, such as handguns, pitifully weak to the point where even headshots would do negligible damage; while 1.8 and above would make high-powered ones exceedingly powerful--making assault rifle types do as much damage as what SVD did in vanilla game.

Hope that clears up your question!

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Kotofei1
Kotofei1 - - 11 comments

I found some inconsistency. FNP45 does more damage than UMP45

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ppnhzk Author
ppnhzk - - 22 comments

If you check the available data they use the same ammo but the UMP has lower muzzle velocity, therefore it is weaker on a per bullet basis. The obvious advantage is rate of fire of course.

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Kotofei1
Kotofei1 - - 11 comments

Google said it was true. it just doesn’t fit in my head how it can be. I always liked UMP, but now that I read about it, I'm a little upset=)

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Jivixfromwc3
Jivixfromwc3 - - 39 comments

Do you have a source for this? Everything I can find points to the UMP45 being more powerful due to a longer barrel. Check out this site: Ballisticsbytheinch.com which uses identical, different length barrels to achieve a fair comparison. There are some inconsistencies but I can't believe an 8" barrel always produces less muzzle energy than a 4.5" barrel, unless there is a serious obstruction/flaw or the ammunition is massively underpowered and the expanding gases can't properly accelerate the bullet. According to the chart, the UMP45 should have about 4%-10% more velocity, varying on the ammunition type.

All factors the same a longer barrel almost always creates more power, unless it is excessively long and the projectile slows down from friction. But that doesn't start to happen until you exceed 15/16" barrel length for .45ACP, for the types of ammo tested.

Edit: They have redone the .45ACP tests in 2015, here is the link: Ballisticsbytheinch.com

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Kotofei1
Kotofei1 - - 11 comments

all the sources that I found say that the UMP has a lower bullet speed than any other machine gun and even a pistol, it’s probably fair that the energy of the bullet will be less

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Jivixfromwc3
Jivixfromwc3 - - 39 comments

That's because .45 ACP is a slower, heavier bullet compared to smaller handgun calibers like 9mm (avg of 230 grain vs 9mm's commonly 115gr). I think you might have looked up performance for the FNP 9mm instead of the FNP-45.

All things the same, more weight = less speed, less weight = more speed.

It's also important not to compare numbers between different ammunition types AND from different chronographs, as they both vary the result numbers significantly.

Unfortunately, it is really hard to find good numbers for the UMP45 since it's an uncommon military weapon that's in active use. The wikipedia page lists 935ft/sec for .45 ACP (in the UMP45) which I can only assume is 230 grain. I then found a reference site for the FNP-45 ( Genitron.com ), it lists the feet per second at 860ft/sec for a 230gr projectile. Dividing one velocity over the other gives us around 1.087, telling us that the UMP45 is roughly 8.7% higher muzzle velocity based on these rough numbers, which falls within the ranges shown in the Ballistics By the Inch website.

So if we're just looking at muzzle velocity, the UMP45 provides roughly 9% more power thanks to its longer barrel. Paul Harrell has a great video on the advantages a pistol caliber carbine offers: Youtu.be

Now, this is just part of the story. More velocity does not mean a round is more lethal. Sometimes ammunition performs worse when fired faster than it was designed to. As far as I can tell, .45 ACP does benefit from higher velocity, but I do not have hard numbers to offer for this. I just haven't found any issues.

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ppnhzk Author
ppnhzk - - 22 comments

Right now this mod uses the default values for every weapon.
As for the values that will come with the non-default version I use multiple sites as source. For the FNP and UMP these are the pages where you can see their muzzle velocity: Military-today.com - Military-today.com. Here it says that the FNP has a velocity between 300 and 460, but the acp being the heaviest I went with the lowest value. For the UMP they list 285 m/s. These should be velocities close to the barrel's end, so the length should not matter. Obviously, there might be values that are off, but I do not have the time to research every weapon thoroughly. That is why I would welcome any discussion and will check them accordingly.

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Jivixfromwc3
Jivixfromwc3 - - 39 comments

Yes, that is a FN FNP-9 in 9MM, not the same as an FN FNP-45 in .45 ACP (which is the version of the gun used in the game). As I mentioned in my previous reply this will create a big difference in ballistic characteristics.

The FN FNP can come chambered in 9mm, .40 S&W, .45 ACP, and .357.
The UMP can be 9mm, .40 S&W, or .45 ACP.

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ppnhzk Author
ppnhzk - - 22 comments

The above site says FN FNP but shows a range for muzzle velocity, so I think that is obviously going for various bullet types. And if the gun can output 460 m/s with the lightest bullet 300 m/s does look valid for a heavier one.

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dave_5430
dave_5430 - - 2,114 comments

No offense, but, Jivix is right. The muzzle velocity for the UMP, with the standard model barrel length, has a way higher muzzle velocity than the FNP .45, even with the above average barrel length installed.

Check out the specifications on the site of H&K and FN.

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ppnhzk Author
ppnhzk - - 22 comments

If you give me a link to the source that says exact numbers then I will correct the values.

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Vyticoz
Vyticoz - - 236 comments

Genitron.com

FNX Muzzle Velocity is listed as 860 ft/s or 262.128 m/s It took literally 8 seconds to find this information by googling FNP 45 muzzle velocity.

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Vyticoz
Vyticoz - - 236 comments

Genitron.com

And this is for the FNP, previous post was for the FNX. Muzzle velocity is 831 ft/s or 253.289 m/s

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Vyticoz
Vyticoz - - 236 comments

Military-today.com

It even says on the website that you linked for the FNP: "Caliber: 9x19 mm Parabellum"

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ppnhzk Author
ppnhzk - - 22 comments

I just don't understand why Military Today lists an interval as velocity. But your link seems legit, so I will use this data for the mod. Thanks!
BTW, another gun that I struggled to find proper MV data about is the .357 Desert Eagle. So far it goes with 470 m/s (+30 m/s to vanilla), but it might be even higher IRL I think.

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Vyticoz
Vyticoz - - 236 comments

Gotta remember, muzzle velocity is almost as dependent on ammo type/brand/grain/load as well as barrel length, grooves and composition so I feel like a lot of this data is inaccurate to begin with simply cuz we don't know the ammo type/brand/grain/load being used. That being said, the 470 m/s you found is for the .50AE variant. Genitron.com has the Muzzle Velocity averaging at 1,360 ft/s or 414.528 m/s. The higher muzzle velocities generally associated with magnum rounds like the .357 is generally from revolvers with 6" or 8 3/8" barrels. Longer barrels allow more time for the pressure to build up (to a certain point) so that the round exits the barrel at a much higher velocity.

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ppnhzk Author
ppnhzk - - 22 comments

It is surprising that the .357 is less than the .50AE version. DE becomes kind of weak in light of this.

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Vyticoz
Vyticoz - - 236 comments

Honestly changing just the weapon damage values based on muzzle velocity is a bad idea, IMO. The best way to go about rebalancing the damage would be to alter the ammo as well so that slower, heavier bullets deal higher tissue damage (k_hit) and impact but lower armor piercing (k_ap) while faster, smaller bullets would deal higher armor piercing but lower tissue damage and impact. That'd be an easy to help balance out some of the ridiculously low/high damage numbers on some of the weapons.

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ppnhzk Author
ppnhzk - - 22 comments

Well, they do have different characteristics, as for how balanced it is is another question. This mod mainly balances out similar weapons to have a damage based on muzzle velocity while making handguns clearly inferior to rifles. There are other elements that could be tweaked not just as a support for this mod but in general. This is perhaps the most straightforward one with exact data that you can use.

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kimsiva24
kimsiva24 - - 2 comments

I am sorry, but how to instal it?

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ppnhzk Author
ppnhzk - - 22 comments

Check the installation instructions in the description above. You have to find the weapons folder inside your Anomaly game or create the path.

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Vyticoz
Vyticoz - - 236 comments

I don't know if this is a typo or just ****** up:
Gauss Rifle:
hit_power = 6.56

Item No. 62:
hit_power = 43.732

That seems beyond extreme.

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ppnhzk Author
ppnhzk - - 22 comments

It is intentional. The gauss rifle has tremendous amount of velocity and the second variant is even more overpowered. I am not even sure if that is in the game in a normal capacity. As for the first I nerfed the value to 2/3 of what was in the mod which this is based on.

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yaaargle
yaaargle - - 7 comments

Nope. That was completely intentional.

A 2mm tungsten ball bearing weighs 4.5 grams. At the velocity specified by the vanilla game, which is 15,000 m/s, it would mean the energy from it would be around 506,250 joules, which is pretty insane, since BAE's massive railgun prototype recorded velocity of *only* 2,400 m/s, but that fired a significantly larger and heavier projectile.

As comparison, a single .50BMG weighing at 52 grams at 882 m/s measures 20,195 joules.

Now, I'm not sure if even tungsten can survive the raw atmospheric friction at that speed, but that's how it is portrayed in the vanilla game, so that's what I went with.

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SeanODempsey
SeanODempsey - - 31 comments

Without having actually used the mod yet, the mod seems to have maybe nerfed pistols too much. Most pistols, especially the larger caliber ones, are pretty damn effective at close range, especially HP rounds against unarmored units.

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Vyticoz
Vyticoz - - 236 comments

Having played with this mod for about a week I can definitely say that almost every gun feels underpowered except for some certain obvious exceptions which are actually overpowered. When it takes a full mag from an MP5 loaded with AP rounds to kill a guy in a Bulat armor the weapon is underpowered but shooting the same guy in the foot with a 7.62 NATO FMJ instantly kills him it really skews the current balance of weapons and makes even mid-tier armor viable all the way to end game cuz of how little damage most guns do now. When I can siege the CNPP wearing nothing but SKAT-9 and a mid-tier helmet and take less than 50% damage the entire time the guns are too weak. I get it's supposed to be realistic but it makes good armor and large caliber weapons VERY overpowered.

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yaaargle
yaaargle - - 7 comments

ppnhzk, thanks for continuing the mod and expanding on it. I haven't had much time to work on it since I first uploaded the original version, and didn't even know Beta 3 was out until a few days ago. The last thing I remember doing (like 4 months ago) was trying to make sense of how ammo types worked in the game, so each types of ammunition will reflect the real world ones as accurately as possible, but that's going to take far more time to decipher.

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alexm160
alexm160 - - 94 comments

Thanks for the mod, it makes choices more interesting, but to really make damage work as it should, it would be best to set time_to_aim = 0.0 in all gun files. This setting, along with control_inertion_factor are two things that really do more harm than good in the game. Anomaly has good balancing, with your mod + OGSE recoil & time_to_aim set to 0.

If it helps, I can make some compatibility patches between (and including) all the mods affecting recoil, weapon damage etc.

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InquisitorChaotic
InquisitorChaotic - - 38 comments

I know that STALKER's ridiculously detailed (for the time, and even compared to most modern games) bullet modeling is fully capable of making pistol bullets deadly to flesh but almost useless against body armor, so could we see that in the mod instead of a weird gamey HP grind down where we fill armored dudes with 9mm and expect them to die after a few clips?

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