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Post by cptmacmillan on Oct 11, 2009 14:13:24 GMT -5
I searched and couldn't find a solid answer, sorry if I missed a post about it!
On the CoD4 page it says that Deep Impact doubles the damage retained... does this mean that you could potentially do more damage than normal by firing a Large Penetration weapon into a thin blocker?
IE firing an M60 through a thin metal sheet at close range. Since I do not know the actual numbers, I'll make some up for the purpose of this example. You have an actual base 50 damage... and we'll say the thin metal sheet takes that down to 45. Would having Deep Impact double this damage up to 90? Theoretically, if you for some silly reason had SP on it (bringing its damage up to 70) would it allow it to be brought down to 63 by the metal and then doubled into a one hit kill with DI?
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n1gh7
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Post by n1gh7 on Oct 11, 2009 14:26:29 GMT -5
I think it works more like this:
If you shoot directly on through a surface that takes away 10% of the damage then DI makes it only take away 5% of the damage.
Also SP is only be appilied if you hit some one. So the 1.4 multiplier would come after you go through the wall.
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Post by cptmacmillan on Oct 11, 2009 14:39:21 GMT -5
Ah, it would have been fun if it worked like that! Oh well.
Also interesting to know about SP. If it worked like I had been asking about in the first post, it wouldn't matter when it was applied though.
50 base (Thin wall 0.9x) 45 theoretical damage (SP 1.4x) still 63 theoretical damage (DI 2.0x) still a theoretical 1 shot kill!
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n1gh7
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Post by n1gh7 on Oct 11, 2009 17:45:49 GMT -5
Ah, it would have been fun if it worked like that! Oh well. Also interesting to know about SP. If it worked like I had been asking about in the first post, it wouldn't matter when it was applied though. 50 base (Thin wall 0.9x) 45 theoretical damage (SP 1.4x) still 63 theoretical damage (DI 2.0x) still a theoretical 1 shot kill! through thin wall+SP 50-(50*.1*1/2)=47.5*1.4=66.5 base-(base*how much wall takes away*DI)=without SP through wall*SP=final damage with SP 50*1.4=70 base*SP=result
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Post by cptmacmillan on Oct 11, 2009 19:08:15 GMT -5
You misunderstood me! I did word it a bit badly admittedly...
I was saying that IF DI worked as I had suggested in the original post, then when SP was applied would be irrelevant.
When the shot is fired: 70, down to 63 for the wall, 126 for DI After it hits, DI applied last: 50 base, 45 after wall, sp bumps to 63, di doubles to 126 After it hits, DI applied at wall: 50 base, 45x2 = 90 after wall, SP puts it to 126
So regardless of when SP is applied it always turns out the same. However, DI does not work as above, so it doesn't matter!
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Den
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Post by Den on Oct 12, 2009 6:31:26 GMT -5
No matter how high Deep Impact's multiplier is set, it will always do at least one less point of damage than its original amount. perk_BulletPenetrationMultiplier is set at 2x. It is possible to change it to 30x (which makes anything do original damage -1 through just about anything, as in shoot through several buildings and objects with no loss). Anyway, basic test. "Concrete" is easily the most common material a player will shoot through in COD4 next to "Plaster", not including the sheet fences. Shooting through the above wall with an M60, as straight as possible with Debug_Destructibles and draw_material on. No obstruction delivers the default 50 damage. Straight through the wall offers 16 damage. With Deep Impact, 32 damage. Increasing the multiplier to 30x for the heck of it, I get 49 damage. Even though bullet_penetration_mp reads "Large_concrete" at 12, the damage reflects 32% remaining... regardless, the damage with Deep Impact is double. --- Now, another thing, impacts through corners. From top to bottom, not using Deep Impact: M60 shooting a car M60 shooting a car from a slight angle through concrete M60 shooting a car just at the edge of the wall. (oh, and shooting the corner with Impact gave me 46 damage) Breaking through the corner rather than through the wall, more damage is retained: the very thickness of walls/objects does indeed play a part in the amount of damage dealt. Penetration has effectiveness rely a lot more on player location rather than static numbers. Either way, Deep Impact is swell.
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dog
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Post by dog on Oct 12, 2009 13:26:10 GMT -5
Cool. How did you perform the test, Den? I wanna try it out myself too.
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Den
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Post by Den on Oct 12, 2009 14:22:38 GMT -5
/g_gametype sd ; Search & Destroy works well when you run out of cars to explode /scr_sd_timelimit 0 ; infinite time so you won't be interrupted /scr_sd_roundlimit 0 /scr_sd_scorelimit 0 ; so it won't change maps after a certain point
/devmap mp_backlot Pick OpFor so you can plant the bomb and start a new round to reset the cars.
/debug_destructibles 1 ; to see damage upon shooting a car
/cg_drawmaterial 3 ; to see the texture name, material type and some materialProperties
/player_sustainammo 1 ; for infinite ammo, yay!
/give all ; for every single weapon in the game added to your inventory (cycle through them all)
/kill ; (or jump off a roof, or frag yourself) since you're gonna need to die to switch between having Impact and not having Impact
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dog
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Post by dog on Oct 12, 2009 15:31:45 GMT -5
Thx Den ;D
Apparently, those materials with "default" couldn't be penetrated. At least, I didn't see any bullet holes on the other side of the wall. Don't have a victim *cough* I mean volunteer to help me test it out though. =[
Except for the metal sheets.
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