Reduce the lethal distance of bomb shrapnel in the game

It has reached the edge, and the blue part can be seen. If it’s not 32 meters, then maybe it’s 40 meters; in any case, it shouldn’t be off by much


Of course, due to terrain blocking, bombs may sometimes fail to cause damage at 5 to 10 meters, but in the actual game, there are many instances where bombs eliminate an entire squad at unexpected distances. I recall a 500-pound bomb once doing this at 60 meters… Here, I have conducted more measurements.

If we use a butterfly chart reference from left to right, the lethality rate at 20 meters should be reduced to half, meaning it would eliminate about half a squad. According to the reference chart, at 25 meters, it should be reduced to 25%, indicating a low probability, and at 40 meters, it should be 0.

Using a top-to-bottom approach, the mortality rate at about 5 to 10 meters should be halved, and the mortality rate at 30 meters should drop to 0

I think we could potentially use a custom game to test the lethality of a 500-pound bomb and M8 rockets against a squad of nine at different distances in various terrains.

Try to derive death probabilities similar to those in the chart as much as possible.

I dont think its an issue in game, Bombs are in a good place.

I think all that needs to be done is improve the AI to copy the player, so if the player hits the deck before the bombs land, the AI squad should have a semi reasonable chance of surviving.

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Some people have to much time on their hands. :rofl:

What AI should have done from the beginning was copy the players actions. If I’m running, they should be sprinting full speed right behind me (not the 100m away that they usually are). If I’m crouching, they should be crouching too, same as if I go prone. And if I’m shooting, they should also be facing the same direction as I am, also shooting in the same area.

And most importantly, if I’m vaulting through windows or gaps in bunkers, they should do the same too.

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They do a little bit, But they wait until they catch up to you first…which is annoying and is often far too late to be of use.

@Euthymia07-live It would be nice to have a bit more control over Squad AI stance to help with all the HE.

Being able to order them into instant crouch or prone.


I conducted a test in the game, and at a distance of 70 meters, it caused one direct kill and one knockdown, roughly equivalent to a 20-30% lethality rate.

At a distance of 50 meters, causing 6 deaths in a 9-person squad equates to a 60-70% death rate (in reality, the death rate should be 0 at 40 meters).

We can fully demonstrate that bombs in the game indeed cause significant casualties at long distances, depending on the map’s terrain.

In most cases, the lethal range of bombs may only be 20-30 meters, but on very flat maps, such as those in North Africa or the Battle of the Bulge, the bomb’s power becomes extremely exaggerated.

Next, I conducted a lethality test at a distance of 40 meters, and its lethality rate was nearly 100%. I chose sufficiently flat terrain, and each time it caused damage to the entire squad.

In summary, it has a

  • At 70 meters: 20-30% lethality rate
  • At 50 meters: 60-70% lethality rate
  • At 40 meters: 90-99% lethality rate

[

We can compare with the MK82’s data table and find that the lethal distance in the game is indeed many times greater than in reality

@Euthymia07-live

@VoyoMayPL

Please help verify

translated: i am using charts that confirm my opinion.

here are the other charts and data from other topic:

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serious injury

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This post does not discuss non-lethal shrapnel issues. Please do not disrupt the conversation here.

and game doesnt deal lethal amount of damage with fragments. for soldier to receive full lethal damage they need 20+ damage.

also your statement is BS or deliberately misleading. you are using lethal area which is defined as 50% of chance of fragment hitting soldier as only area where bomb can deal lethal damage.

i have killed more planes with fragment damage than people on 120m distance… that should be telling of something…

I have estimated using a damage value of 10, which is already very generous. The 7.62x41 round with a kinetic energy of 1945.5 joules can only deal 9.9 damage ,Handgun rounds with kinetic energy between 400 to 500 joules only deal 5.5 to 6.5 damage. the game. So please don’t mess around here. Go to the previous post.

I have already explained everything clearly in the previous post. The chart for the MK82 is also clear enough. You just keep changing the subject

lol

7.92x57mm mauser cartridge with ~4000J
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in game has damage value:
for BA rifles anywhere from 23.6 to 29.1
for SA rifles anywhere from 14.4 to 15.3
for MG 13.2

so yeah…

  1. you have simulation data from modelling software without any distance marked on that graph(that is not your estimation)
  2. charts that you have from army define lethal area as 1 fragment in 10sq feet or ~50% hit rate. they dont define lethal damage aside from that area.
  3. i used army sources for risk assessment for mk82 where soldiers get incapacitated for 5 or more minutes and you refuse to accept them cause they dont conform to your narrative.

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(AFNEMA$)KF~W{~6BY((POT

?????

again

also what are those distances on this graph…
image

certainly it gives fragmentation area of 80m, just offset by 50m…

The chart for the Mk82 is no longer a density chart from World War II; it now provides specific fatality probabilities. Also, why do you think this curve represents flight distance? This is a chart of fragment count and weight. I’m speechless and don’t know what to say

this is chart for number of fragments and distance…

:saluting_face:

man what can i say

so please tell me if i am interpreting that graph wrong…