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Post by rudybojangles on Jan 11, 2011 12:53:13 GMT -5
Alright Den and Denizons,
I have noticed that pretty much any material in Nam, excluding earth and stone, can be penetrated rather easily. This leads to often hilarious kills with Uzi's through 8 different houses, as long as the guy is spotted. Think Phu Bai Valley and Cao Son Temple.
My question is: is there any damage drop off when going through different surfaces? Or should I blast away and expect to kill with as many hits as if there was a clear space between me and him? Is this different with Vanilla? (I know that there are less penetrable surfaces on Vanilla).
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Post by rudybojangles on Jan 13, 2011 16:44:41 GMT -5
No one?
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novem
True Bro
Posts: 193
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Post by novem on Jan 14, 2011 11:18:30 GMT -5
I dont know the stats, but on Temple you can pretty easy kill enemies through wooden houses, as the walls werent there. But i dont know if the damage drops off (if so its very little i guess) or is it the same number as without these obstacles. In Vanilla you can also kill through thin surfaces, but there are not so many of them as in Nam. Maybe Den would help.
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Post by onikage on Jan 16, 2011 19:29:15 GMT -5
Damage drop is significant. I've nailed people at relatively close ranges through walls with the M40 without killing them. The damage decrease exists in vanilla as well. Do not expect to kill with the same number of shots you normally would. Spraying until it tells you that you got a kill is a good rule of thumb.
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Post by ZeroKelvin^ on Jan 17, 2011 13:34:34 GMT -5
more bullets doesn't matter with the Lynx-Gun, the XM22
spray more, get more =P
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Post by rudybojangles on Jan 18, 2011 14:07:32 GMT -5
I wonder if it's a multiplicative reduction
eg: {1 - x * y } * normal-damage = penetration damage; x is number of (the same) surfaces you penetrate, and y is the percent reduction
Example, you penetrate 4 layers of bamboo house, and the percent reduction per layer penetrated is 10%, that would mean that with a bullet from the PPSh at close range (25 damage normal), it would be 25*(1 - 4*(10%)) or 25*0.6 = 15 damage
or if it's subtractive reduction
eg: { Normal Damage - x * y } where x is number of (the same) surfaces you penetrate and y is a set damage reduction (eg 3 points).
Same example as above, 3 point reduction:
25 - 4 * 3 = 25 - 12 => 13 damage
Applying both above samples to the Uzi, we get Multiplicative: 9 damage Subtractive: 3 damage
(Obviously, the Uzi doesn't do 3 damage through penetrable surfaces, my experience negates that, but the 3 damage reduction was arbitrarily selected by me).
That would give the edge to higher damage weapons (which may or may not make realistic sense, a bullet from an M40 would have a ton of muzzle energy, but a bullet from an Uzi may have better penetrating prowess than a bullet from a PPSh, and the handgun bullets probably wouldn't have better penetrating prowess than say the Mac10).
All signs point towards the former (multiplicative) reduction, considering someone got a hit-marker with an M40 close. Were you using magnum ammo?
This greatly impacts my weapon selection on Phu Bai and Cao Son Temple, because I usually just use the Uzi anyway, but if it's subrtactive, it'd be like shooting peas when you start to penetrate more than 2 walls.
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Den
He's That Guy
Posts: 4,294,967,295
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Post by Den on Jan 19, 2011 16:36:09 GMT -5
The materials file has every single material interaction pairing, each with "Penetration Multiplier".
Against wood (which just about every structure is made of), both "bullet" and "sniper_bullet" have a 0.8 penetration multiplier.
Through Soldier, "Bullet" has 0.6 and "Sniper" 0.75.
Just about everything else has a 1.0 multiplier. That either means it doesn't go through at all, or everything goes through.
But that's also all there is, there's no telling if angle or depth of a material plays a part. I don't think it does, but since we're just talking about surfaces like huts, it most likely doesn't matter (much) on thin walls and weak housing.
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Post by rudybojangles on Jan 19, 2011 20:05:14 GMT -5
The materials file has every single material interaction pairing, each with "Penetration Multiplier". Against wood (which just about every structure is made of), both "bullet" and "sniper_bullet" have a 0.8 penetration multiplier. Through Soldier, "Bullet" has 0.6 and "Sniper" 0.75. Just about everything else has a 1.0 multiplier. That either means it doesn't go through at all, or everything goes through. But that's also all there is, there's no telling if angle or depth of a material plays a part. I don't think it does, but since we're just talking about surfaces like huts, it most likely doesn't matter (much) on thin walls and weak housing. So what if it penetrates multiple surfaces? Is it (multiplier)^x where x is number of (same) surfaces?
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Post by rubionubio on Jan 20, 2011 3:07:09 GMT -5
That would make sense, I don't think that going through one surface would apply some sort of magic teflon-tungsten coating to the bullet making it impervious to future surfaces
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Post by rudybojangles on Jan 20, 2011 12:51:28 GMT -5
That would make sense, I don't think that going through one surface would apply some sort of magic teflon-tungsten coating to the bullet making it impervious to future surfaces But just think about the load on the servers... That means a lot of calculations. Think about it, 3 people shooting through 5 walls with a gun that fires at 900 RPM. That means 45 bullets a second, with 5 walls of damage reduction plus the bullet drop-off damage. That's a lot of calculations just for bullet damage...
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Post by rubionubio on Jan 20, 2011 16:49:24 GMT -5
Wouldn't that be a calculation done locally? Since the server is relying on you for firing info and positioning info, wouldn't you also supply bullet damage info?
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aranshada
True Bro
But woe betide thine enemies, for thee hath created thine Bullet Hose.
Posts: 231
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Post by aranshada on Jan 20, 2011 16:59:26 GMT -5
Wouldn't that be a calculation done locally? Since the server is relying on you for firing info and positioning info, wouldn't you also supply bullet damage info? I would hope not. If they did that, it'd be way too easy for would-be hackers to artificially increase their damage by telling the server they were actually doing 50 damage per bullet instead of 14. The other thing to keep in mind is how fast processors work. Sure it comes out to a lot of calculations, but when the server is going to be running some sort of 3GHz quad core with hyperthreading, you're talking about the ability to processor several billion calculations per second (and it's doing more than just the calculations). Multiply that by the ability to run several billion on each core/virtual core, you're now up to 8x a few billion. Even stripping off some of that for running the OS and the other parts of the server, you're still left with a lot of power to play around with.
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Post by rudybojangles on Jan 21, 2011 13:25:53 GMT -5
So the damage is, say if you are going through 3 wood surfaces, 0.8^3*normal?
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