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FMJ
Dec 7, 2009 20:07:07 GMT -5
Post by acsherman on Dec 7, 2009 20:07:07 GMT -5
On the in-game charts, it shows that FMJ adds damage, but due to the unreliability of the charts I was wondering if this is true, and if so, how much? Also, can anyone tell me the true effectiveness of FMJ in terms of bullet penetration (how much increased damage)?
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toysrme
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FMJ
Dec 7, 2009 20:12:02 GMT -5
Post by toysrme on Dec 7, 2009 20:12:02 GMT -5
its nothing more than the old deep impact perk look for an explination of how that works in cod4/W@W and youll be set.
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FMJ
Dec 7, 2009 21:02:41 GMT -5
Post by chyros on Dec 7, 2009 21:02:41 GMT -5
It does not increase bullet damage. It helps mitigate damage loss through surfaces. The exact figures aren't known, I think.
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acidsnow
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FMJ
Dec 7, 2009 22:44:29 GMT -5
Post by acidsnow on Dec 7, 2009 22:44:29 GMT -5
I've unlocked Extended Mags for 10 weapons... And that means I've gotten a bunch of penetration kills, needless to say, it feels very similar to CoD4's Deep Impact. But I get the impression that the SMG's have a slight bit better penetration than they did in CoD4, this might be due to the fact that - on average - surfaces are thicker in MW2.
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FMJ
Dec 9, 2009 22:24:43 GMT -5
Post by ice597 on Dec 9, 2009 22:24:43 GMT -5
thicker surface penetration with FMJ does seem to lower damage for me, at least for the sniper rifles i've been using (M21, Intervention, Barrett), poor aim is probly a factor.
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n1gh7
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FMJ
Dec 10, 2009 0:45:47 GMT -5
Post by n1gh7 on Dec 10, 2009 0:45:47 GMT -5
thicker surface penetration with FMJ does seem to lower damage for me, at least for the sniper rifles i've been using (M21, Intervention, Barrett), poor aim is probly a factor. FMJ just decreases the effect of how much damage is lowered. Some surfaces take so little that with FMJ it looks like it takes none, but it really just takes a minute amount.
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FMJ
Dec 10, 2009 3:04:36 GMT -5
Post by cptmacmillan on Dec 10, 2009 3:04:36 GMT -5
Are you sure about that night? Providing FMJ works the same way as Deep Impact, whatever damage is leftover after the penetration is doubled but can't exceed the original damage.
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FMJ
Dec 10, 2009 5:50:14 GMT -5
Post by ssog on Dec 10, 2009 5:50:14 GMT -5
Are you sure about that night? Providing FMJ works the same way as Deep Impact, whatever damage is leftover after the penetration is doubled but can't exceed the original damage. That's not how Deep Impact worked.
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FMJ
Dec 10, 2009 5:51:27 GMT -5
Post by cptmacmillan on Dec 10, 2009 5:51:27 GMT -5
Yes, it was.
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FMJ
Dec 10, 2009 18:47:07 GMT -5
Post by ssog on Dec 10, 2009 18:47:07 GMT -5
That's only how it worked when firing through the surface at 90 degrees, although damage retained wasn't capped at 100%, it was capped at 95%, and the bullet damage could still decrease all the way to 1 if the target was far enough behind cover. Deep Impact did more than that, though- it also increased the angle of penetration that was possible, *AND* it made previously impenetrable surfaces penetrable (especially for small caliber weapons). For instance, if you fired an SMG through Plaster, you'd get 0 damage. If you fire an SMG with Deep Impact through plaster, the damage you deal isn't just (0 x 2). In short, there were two factors to DI. One was increasing the damage retained, and one was increasing the number of penetrable surfaces.
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Lexapro
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FMJ
Dec 10, 2009 23:23:00 GMT -5
Post by Lexapro on Dec 10, 2009 23:23:00 GMT -5
So does anyone know the exact math behind FMJ? Is it the exact same as DI from COD4?
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FMJ
Dec 10, 2009 23:37:58 GMT -5
Post by cptmacmillan on Dec 10, 2009 23:37:58 GMT -5
Regardless of everything else, DI doubled any damage retained at a cap of one less damage than the original would have dealt (which is higher than 95% and would not affect anything but 50-damage weapons, which now no longer exist). It may have had additional affects. That has nothing to do with the fact it doubles retained damage with a cap.
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mannon
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FMJ
Dec 11, 2009 7:22:40 GMT -5
Post by mannon on Dec 11, 2009 7:22:40 GMT -5
The whole angle of penetration thing is actually tied to how much of the material can be penetrated. When you penetrate at an angle the bullet has to travel through more material than if it went strait through.
So trying to shoot through a wall at a 45 degree angle is the same as shooting through a wall that is approximately 41% thicker and it gets far worse fast beyond that.
Speaking of penetration in some running around testing I noticed a lack of exit bullet decals on the backside of walls when I shot through them and found that rather odd. I haven't tried to do more testing to see if it's just local (ie. an enemy on the other side of the wall would see the decals) or if there are certain weapons/places/situations where the game simply doesn't draw decals for where the bullets exit a wall.
I really haven't paid that much attention to it, but I thought I'd mention it since it's actually not that small a thing considering that is how someone being shot at will locate you if you shoot them through cover. (Remembers locating W@W SP snipers by waiting for them to shoot my cover, since they always aimed directly at your "eye".)
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