Make caliber damages consistent

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Same velocity, same caliber, why different damage?

I know this problem is here for a while but can you just fix the stats already

6 Likes

Because the weapon has gone through the normalization effect and is adapted to the campaign. Compare the same weapon in different campaigns.
When the big change finally takes place, then everything should be leveled out.

2 Likes

Speaking of Big Change, I thought that was supposed to of happened, well, Now’ish ?

0.2 damage is not really “inconsistent” to begin with

1 Like

Not exactly a new suggestion.
Anyway, such small differency you can roleplay due to shorter barrel or worse quality ammo.

Not really, if the mass of the projectile and the muzzle speed is the same then “damage” should be the same. A shorter barrel would mean a lower muzzle speed but in this instance it’s the same across all weapon platforms he mentioned.

2 Likes

What about bolties and semis?

This 0.2 points of damage is a lot because it determines whether you need to fire two or three shots.
In addition, it is not known how hitting limbs works and whether there is no RNG mechanics in the game, because I personally encounter cases where the opponent gets 2-3 shots and falls, and sometimes 6-7 and is only slowed down.
I’m skipping shady players where each of their shots is 100% accurate and deadly.

1 Like

Sounds like +100% vitality perk.

4 Likes

Sounds more like “I’m shooting a guy 100m afar with a pistol calibre”

1 Like

Not really but okay.

Good question. From my point of view they should be the same, with a small accuracy penalty and a bigger recoil penalty for semis due to the bolt carrier hitting the rear of the receiver kicking the rifle off target.
What bothers me the most is the fact that bolties and semies have different ballistic trajectories, the same bullet with the same muzzle velocity will drop more for a semi than a boltie.

Maybe the devs could test it out by setting up a special event where the weapons have the right damage and ballistics and see how it plays out, how the playerbase reacts to it without changing the entire game.

In theory, when the bolt carrier hits the rear end, the bullet has already left the barrel.

uhm sure, doesn’t that mean semis have bigger recoil than bolties?

I prefer them to have the same damage, especially if the actual physics properties are the same.
In other words, same bullets leaving the tube with the same amount of kinetic energy should deal the same amount of damage.

Personally I’m fine with BAs’ higher damage as it’s good for balance and can be concidered an easteregg (with mountains of good will). In the era it was thought that bullets loose conciderable ammount of energy to power the weapon cycle (it turned out to be not as impactful).

2 Likes

Nyes.

AFAIK, the moving parts make semis inherently less accurate than bolties, but the moving mass also absorbs part of the recoil, or at least “spreads” it a bit instead of an instantaneous harder kick.

I may be proven wrong tho.

Not really, after the bullet leaves the barrel, the action of the rifle remains locked for a while for gas pressure to drop enough to have a safe extraction. The duration of that interval is determined by how far the bolt carrier travels back before it starts to unlock the action (it doesn’t happen right away). During that time in which the action remains locked the energy is transfered to the receiver and you get felt recoil. Adding to this you also get the kick from the bolt carrier when it hits the back of the receiver.

then switch the velocity to 398, problem solved.

fair point :))