Rebalance Ammo Damage: Reflections with Charts

These are the results of my modest, but rather detailed research on weapon damage and bonuses. Here I will describe the 2 main problems I see. Let’s go in order:

1)Different increase in damage for different types of weapons when upgrading.
Do I need to explain why this is stupid? Okay, I’ll explain:
Let’s say you and I have agreed that a rifle does 10 damage and a machine gun does 5 damage, which is 50% of the rifle’s damage, everything looks logical, the game is balanced from that. However, when upgrading the rifle gets a damage bonus of 10%, and the pistol machine gun 20%. It turns out that the rifle will have 11 damage, and the submachine gun 6. Now the PP does 55% damage already. What has changed? Why is the ratio broken? The ammunition remains the same, why one improves more than the other?
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It turns out the top weapons have a different balance of ammo damage. I think this is extremely strange. Prokazannaya machine gun has 13.2 damage, and the semiautomatic rifle 14.4, although before pumping was the same damage. I think this introduces a kind of fantasy game, because now these bonuses are scattered randomly. Pistols machine guns get 20%, but machine guns get 10%. Why? There is no answer. The solution is simple - all weapons should get 20%, then the balance of ammo damage will not change when pumping. If the rifle did twice as much damage without pumping as the SMG, then it will be after.
Right now the following weapons receive 10% damage: M1 (all modifications), M2, Mkb 35, MP43, All machine guns, VG1-5, Fedorov. Just increase the bonus when pumping.
2)Overall balance of ammo damage.
Now we have conditionally 3 types of damage: Machine Gun: 5.5-6.8 damage, Carbine / Assault Rifle 7.3-8.0, Rifles and Machine Guns: 10+.
Looking at this list in more detail, it appears that carbines and assault rifles are much closer in damage to PP than to rifles and machine guns (the exception is Fedorov). At the same time, in life, .30 and 7.92x33 rounds are much closer in bullet energy to rifles. Here is a summary table of frequent game calibers.
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Do I have to say anything after that? Yes man damage is determined not only by energy, but also by shape and other things, but the damage of the .30 and 7.92x33 is 3-4 times higher, and in the game more by 7-15%. Yes there can and should be conventions in the game, but the table below will show that without sacrificing logic and balance these figures can and should be brought into order. Note that when improving weapons, as seen in point 1 of this post, the damage of the .45 acp even exceeds the .30, which is utter nonsense.
And so another table, this time of in-game damage:


Quite noticeable is the huge gap between the 6.5mm (Fedorov) and 7.92x33/.30 damage graphs available to the mp43 and m1\m2 carbine respectively. This is completely unlike the actual damage of these cartridges. Now the damage with full stars:

As you can see the “chasm” between m1\m2 carbines and mp43 ammo is still there, but because of the only 10% improvement bonus, the .45 acp suddenly overtakes the .30 and almost catches up to the 7.92x33, becoming only 7% less. Is this… Absolute nonsense? An intermediate cartridge should have damage closer to rifles, as muzzle energy and common human logic shows us.
I will now show my variant correcting intermediate cartridges:
Stock:

The 7.92x33 damage is increased to 8.6, the .30 damage to 7.4, and also makes the damage bonus on improvement +20% instead of +10%. Does it break everything? No. Does it make the game more logical, yes. So intermediate rounds really are more like what they are.
Now combining with the changes in point 1 (20% instead of 10% damage bonus):
Full star:

Wow, the damage ratio is now maintained, whether you are comparing two stock guns or two top guns. Now the .45 acp remains lower than the .30 and 7.92x33, you can see the difference between the weapon classes, but the damage of the latter is still far away from the rifles, which leaves them in their place.
I note that the 6.5mm Fedorov’s damage is also here with the 10% improvement. Now with the improvement it looks more respectable and is something like an “automatic rifle”, which is basically correct.
Results:
Machine guns - a 20% increase in damage per upgrade instead of 10. Assault rifles and carbines (M1, M2, Mkb 35, Mkb 42 h, MP43, VG1-5, Fedorov and all the following) - 20% damage instead of 10.
I propose to make the progression of improvements of Assault rifles and carbines as follows:
1st Grade - 10% reload speed, 10% reduction of scatter
2nd grade - 15% decrease of recoil, 5% increase in rate of fire
3rd grade - 20% damage, 15% decrease in scatter.
Ammo: 7.92x33 - 8.6 base damage (VG1-5, G43 Kurz, Mp43, Mkb 42 h), .30 - 7.7 base damage (M1, M2 of all modifications).
Bolt rifles have a +15% damage bonus, make +20%.
Of course I don’t consider the numbers to be final, although I thought about them a bit, but hopefully the general idea with the strange balance between unimproved/improved weapons and the gap in damage between certain types of ammo is clear.
@1942786 @88761617 @1998113 @GROSSE_KAISER Read pls.

@70711637 @13409800 @暴風突撃銃45型 You asked me to translate it, I did. If there are mistakes, I apologize, I used the translator and corrected it, because the text is large and I get tired of doing everything by hand

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Nice work!

nice work but there to much logic for the devs to understand its to fair they cant have fair thats to much to ask for

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Pretty good, though with the final results, I do have a few complaints.
And that is that .45 should be closer to 9mm than .30c and 8mm kurz closer to 6.5 than to .30c

Yes, but I realized in the process that it would be too strong.
I want to see good intermediate round damage, but 10.2 (maybe 10.3) when improving is the ceiling. Otherwise the game becomes literally “who shot first”.
I think 10.2 is an acceptable edge, the current g43 kurz has 10.1. Does it often kill with 1 round? Almost never and only at point-blank range.
So I think what I have described is the logical maximum that we can achieve within the balance of the game. Yes, the .45 acp could be lost to 6.3-6.4 damage without improvements, but I’m afraid players for Allies will destroy me for such a suggestion.
Right now the .45 acp is abnormally powerful compared to the 9mm, that’s true.

Hmmm. Thing is, what might be cool is lowering the fedorov’s damage, incresing MP43 damage, while incresing it’s recoil. So that it actually acts more like a rifle than an smg.

Imo .45 should start as 6.0. And to balance that out, make the most affected weapons (basically just M3s) more controllable

Realy??

Id say 8.8 - 9.9 should be the range for mkb, still better than smg’s but not OHK which should be reserved for rifle’s / rifle caliber.

from IRL pov it is significantly more powerful. slower bullet & significantly less penetrarion could balance it.

Without improvement, yes. But with enhancements you could give a gap of 10.1-10.2, since all the other weapons go to an even higher level.
If damage is left below 10, Assault Rifles and Carbines definitely need to improve the rate of fire when improving.
The difference between “about 9 damage” or “about 8 damage” is insignificant within the game. SMGs with a rate of fire of over 700 rounds per minute win over Assault Rifles.
The problem with the Mkb is its anomalous scatter of 0.15, which is better than the Rifles (and some sniper rifles). Its value should be 0.55.
Oh, and another problem is that it is not only available to Stormtroopers, which is strange.

Not really. First, many tests say otherwise, and second, it is foolish to compare modern cartridges with those of 80 years ago.
There is definitely a difference, but now the .45 ACP is too strong because it gets 20% damage when it is improved, while the .30 and 7.92x33 get 10

Other weapons such as SA / LMG / BA that comes with higher DMG has also rather massive downsides. Which Mkb doesnt have, which is why Id say it still better to keep it below 10 and reserve OHK to above mentioned weapons.

AR / Carbine should just have alot less dispersion especiatly on mid/long range.

Dont exactly see whats the problem in that, I dont think the carbine / Mkb are supposed to be better in cqc than smg’s that are dedicated to cqc.

Physics havent changed all that much since ww2 atleast I havent heard of such.

Um, no. You’re confusing the inherent constructive difference between the weapon and the 15% bonus that came down from the sky. SMGs already have a larger ROF structurally, but the extra 15% taken from the developer’s head is not what it should be. Know what I mean?
Also, the idea that SMGs are better at close range is a myth from 2000-2010 computer games. The SMG is not primarily a military weapon and is not meant to kill people, but to inflict non-lethal wounds.
High ROF - It’s already a plus, giving you fire density, but sorry, an intermediate round hit is much more dangerous than a 9mm, but in our game at close range you will die after two hits no difference from a 9mm, .45ACP or 7.92x33.
In addition, the damage drop of the .45 ACP is negligible and it retains the ability to kill from 2 shots to 100 meters.


Doesn’t this table suggest that there is literally no difference?
I’d be interested to see the 7.92x33 or at least the 7.62x39 as similar to it in comparison. i think the difference is noticeably greater than the 8.2 and 8.8 in play now compared to the .45acp

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Im quite sure we are speaking of video game here. And regardless, for some odd reason the
PDW / SMG’s are still made and developed if they were obsolete as lets say muskets then no one would produce them.

This just doesnt make any sense, like really none.

Im quite sure it still has more dmg than thompson so yeah it is.

Which can always be nerfed.

as well as in this video demonstration. But the actual damage seems to be quite alot more than what 9mm did.

I’m no military expert, but in modern life SMGs are weapons for civilians to protect themselves (like the UZI) and for special forces, who use a variety of weapons depending on tasks.
In real conflicts, even in urban environments, ARs are always used because of their striking power and penetrating protection.
SMGs are better because of size and weight, but no one uses them in war, so I think it’s impossible to say they are “better at close range” unequivocally. Even US police officers use AR-15s rather than machine pistols when they need increased firepower.

My point is that in reality an AK round can actually kill a person with 1 hit, that’s quite likely (if we’re talking about 7.62), but pistol rounds usually require several hits.
I’ve seen videos of criminal apprehension scenes in the US where they survived 4-5 hits from a 9mm pistol and were able to move somehow.
My point is that the kurz is significantly more dangerous than the .45 ACP, unlike the game.

Okay, we conclude that “something” is wrong.
I think the nerve is a bad idea because people don’t like it. It’s better to improve rather than worsen.
As it is, yes, you can do what you want to do.


There’s also the .223 round. it’s smaller than the Kurz and less powerful, plus it has a smaller cross-section.
but its destruction is terrible compared to 9mm and .45 ACP. So that’s what I’m talking about. The difference in damage of Assault Rifles should be noticeable.

The accuracy is also a big problem, we should buff accuracy before buff damage. The fact that MP43 has 0.7 dispersion which is less accurate than VG1-5 and Thompson 21/28 is a joke

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But this is not 2022, but WW2 where the doctrines were different than today and machine pistols usually the most common automatic weapon in armies. There is a reason why the AVS and the AVT and Avtom faced waaaaay lower production numbers than the PPSh, PPS or even the PPD models.

Id be intrested to hear which countrys allow civilians to buy smg as self defence weapon ?

So after all its being used.

Even 4.5 airgun pellet has killed people.

Im quite sure fairly few would argue against making thompson cqc weapon rather than buffing Mkb42 to ohk.

Which is due to speed of .223 and how it behaves on impact. You can read the problems of said
5.56 / .223 calibers how they behave when used from carbine.
While technically every round used on ww2 were FMJ and none had reliable tendency to tumble / yawn on impact.

Yes, but the fact that they were abolished suggests that they are still inferior to the AR.
Just the notion that SMGs are better than ARs at close range is not true. Do they have more rate of fire? If it’s inherent in the design, for example the ump 45 is inferior to many ARs in ROF.
I don’t think it makes sense to look for a balance between AR and SMG in a game.
AR we only have the Stg44 and analogues and Fedorod. I don’t see a problem in the case of berlin, because they are against each other and should be quite competitive.
In Moscow PCA is also worthy to compete with the Mkb due to the drum and the huge rate of fire.
In Normandy’s case, I think the Allies could have gotten a Thompson for 50 rounds and improved sights (so it wouldn’t twitch as much), and the Axis would have gotten a proper AR with good damage, not a 7% higher .45 ACP

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Israel, as far as I know.
In the U.S. you can buy automatic weapons up to a certain year of manufacture (or something like that)

Because it’s small and light, not because it’s better than AR in terms of killing. It’s more the other way around.

It’s all about odds. obviously a person has a much better chance of surviving a 9mm or .45 ACP than a 7.62x39 to the chest

Yeah, but this wasn’t a real thing in WW2. They were tests etc, but the close ones of the Soviets were the awful performing AVS and the AVT and the US with the M2 (which actually saw mass usage in Korea and is not a assault rifle but a automatic carbine).
The Germans tried it with the StG (which was the solely mentioned gun here which faced a notable production number DURING the war) but even there despite being they able to lightly mass issue it, they managed this in 1944 and 45 and that with limited success in terms of replacements for the Kar98k and the MP40.

And I don’t care about the changes after WW2 because the game is about WW2 were SMGs are still the most common automatic gun class.

  1. The US dont have a AR and I dont wanna give the Yankee with hat right/there are more campaigns than Berlin
  2. Making automatic weapon 2hk/ 1 hit to down will increase auto spam even more, especially when talking about AR which unlike MGs don’t (or less) suffer from weird dispersion and weird bipod placement.

Well. Looking at the way how the good player ratio is in Stalingrad despite the PPSh plus the (stupid) complaints of the Sovietos here, I doubt this will work out (especially since the Thompsons actually has a recoil unlike the PPSh)

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The Thompson has the same recoil as the mp43, and people usually write that there is none.
So a normal scope and 50 rounds along with a big ROF would be the Thompson’s arguments, and the damage+lower dispersion would be the mp43’s.
What’s the problem?

Damage 10.1 or 10.2 is something that “may occasionally work”.
The g43 kurz has 10.1 right now, but it never kills with 1 round in real combat.
Plus we’re talking about damage when the weapon is upgraded to full star, which doesn’t happen in every match you have.