Lamron
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Post by Lamron on Oct 2, 2015 3:07:38 GMT -5
New Weapon: FN P90
This is a very low damage smg. It only does 15 damage per hit, the lowest of any weapon. BUT it has VERY high penetration through walls and cover. With its large 50 round magazine and high rate of fire, this weapon is very good for getting kills though walls.
I took the stock model and removed the existing attachments and added the EOTech and SUSAT sights as options.
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RedRock
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Post by RedRock on Oct 2, 2015 23:12:11 GMT -5
What's the logic, real-world logic, in a weapon with high penetration of walls but not of humans? Or is this just a server-fun setting?
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Lamron
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Post by Lamron on Oct 3, 2015 1:30:49 GMT -5
Our P90 is firing the 5.7x28mm SS190 Armor Piercing round. This is the steel and aluminum core version of the bullet that is very hard and very high velocity, but low weight. It is a non-expanding, non-deforming bullet. It is reportedly very good a punching holes in hard objects, but doing noticeably less damage than a 9mm in flesh, due to its small diameter and low weight. This is not a design flaw, it was intended that multiple hits would make up the difference. This round really needs to be used in a full-auto weapon to get the benefits it was designed for.
This ammo is not available to the public, so its hard to find good testing data. There are many conflicting reports about its effectiveness against hard armor, soft armor, and bare flesh.
In the game, its penetration is exaggerated to be a little better than it really is, and the damage is somewhat lower than you would expect. So it characteristics are set for weapon balancing, but a bullet design that gives good hard target penetration AND poor terminal ballistics is certainly possible.
The Russian 7.62x25mm round used in the PPSH (and a few other guns) is another high velocity, smaller diameter, low weight design that favors penetration over wounding characteristics (which can be made up for with multiple hits).
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RedRock
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Post by RedRock on Oct 3, 2015 20:37:46 GMT -5
Yeah, I don't buy that low weight being important stuff. The energy available to impart to the tissue, to cause a hydrostatic shock wave that stretches and tears tissues around the actual permanent cavity (the temporary cavity) is the kinetic energy, which varies directly with the weight but more importantly directly with the square of the velocity (KE = 1/2 m*v*v). So the AR-15 firing a small bullet with small diameter (22 cal) and low weight (55 gr) but traveling at ~3k fps, does tremendous damage to the tissues. But even a small low weight bullet (the 40 gr 22cal LR) at about 1500 fps does a lot of damage and is very lethal when it hits heart, lungs, or aorta. If a bullet can penetrate metal and walls, it will certainly be devastating to tissue (humans). That's why I asked. But your explanation was well written, informative, and interesting. For the purpose of the game, I'll buy into it. But not on the street.
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Lamron
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Post by Lamron on Oct 3, 2015 21:08:45 GMT -5
Your real-world experience with the wounding effects of different bullets is always good insight. This particular round seems to have a lot of hype and myth to it, making it difficult to research what it really does. Of course, shot placement is always the deciding factor. Tiny punctures in the right spot can kill better than large holes elsewhere.
Other than when hitting a critical organ, what differences do you see in the damage done by a pointy small diameter fast round, versus a flat face larger diameter slower round? Assuming that neither one deforms or expands.
Weapon balancing values are always going to have to be unrealistic to some extent, but I try to only exaggerate some characteristic, but not go completely ridiculously opposite of real world. So there's usually at least some token logical excuse for what I put in. (usually, but no guaranties!)
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RedRock
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Post by RedRock on Oct 4, 2015 20:06:55 GMT -5
Slow fat big bullets tend to break large bones (humerus, femur, tibia) on direct impact but otherwise just cause some muscle tearing and some bleeding along the permanent cavity. It's not unusual for a .45 cal attack to have one or two fatal shots (head, heart, liver) with 4 or 5 non-fatal wounds with the bullets still in the body (buttocks, extremities). The small fast bullets, whether pointy or blunt or hollow point, stretch and tear soft tissues and blood vessels at considerable (relative) distance from the permanent cavity, in effect causing an actually large track of damage with more bleeding, more tissue damage (more shock), and greater capacity for quicker incapacitation. The same bullets directly hitting large bones shatters them, but it's not unusual for such a small bullet just to miss the humerus or femur while creating huge gaping holes (especially exit holes) in the biceps or thigh areas. Furthermore, tangential impacts at the chest cavity or back or head with such bullets can cause tremendous fractures (multiple rib fractures, skullcap and skull base fractures) and internal organ tears and hemorrhage, all without the bullet every actually penetrating the chest or head! It's all the kinetic energy (hydrostatic shock) temporary cavity effect.
But you have to ask yourself, what is "small" and "large" really mean? In handgun terms, it's easy (small: 22 cal, 25 cal, 30 cal, maybe 32 cal; medium: 32 cal, 38 spl, 380 auto, 9mm, 357mag; large: 40 S&W, 10mm, 41, 44, 454, 45, 50), because the velocities stay in the 850-1350 fps range for the most part. But think about rifle bullets--5.56 mm is just a 22, .270 is 27 caliber, 7.62 is really just 30 caliber, .308 and 30-06, just 30 caliber too, etc. Those are all truly SMALL CALIBER bullets. Yes, many are heavier long bullets, but it's not the cross sectional area or the weight that is important in their performance, it's the extreme high velocity, 2200-3100 fps usually, that does the damage, for the reasons we talked about earlier.
So it's the balance that is critical to true function--a fast bullet that is not too heavy or too big (so cheaper to produce, can have high velocity, can have larger magazine capacity for same relative magazine size), but not too small (so that there is good penetration and bone damage for non-Big Red/Big Blue hits). Every wonder why so many hunting/assault loads are about 30 caliber? It just seems to be the compromise that nature teaches us works as an effective all-around caliber for killing. Go ahead, use the .50 barrett; but it takes a huge gun, lots of powder and brass, etc., and is great for long-distance sniping, but don't even try it for a quick shot or 3 at a running deer or pig in the brush!
Yes, a larger hole leaks fluid faster than a small hole, but that's only true for static walls that don't stretch much and are subject only to the force of gravity. But body parts, especially blood vessels, are flexible and are both under pulsatile pressure and subject to body autoregulation (think: small hole in heart, but pumping of heart forces blood out of the small hole, basically same as with a larger hole, as the pumping forces out more blood than just gravity effect; and think: small hole in, or complete separation of, artery from a perforating shot, and muscular wall of artery contracts/spasms to plug hole or close off vessel entirely, AND--coagulation (clotting) occurs, to plug smaller holes or even big holes where the vessel spasms down or pressure is put on the hole to bring the edges of the hole together with un-holy vessel).
There is a lot to a bullet shape and design, too, that effects its performance, and I don't know much on that. The tip coating/plug can help it penetrate hard substances or mushroom more easily; the location of the center of gravity of the bullet can help it not break up (or break up more easily), depending on the desired effect; and the material composition of the bullet helps with the velocity for a similar given powder load (think: solid copper bullets--harder than lead, but lighter; and aluminum jacket--lighter than copper but still does what jacket is supposed to do, make for easier feeding in semi-auto handgun and prevent lead fouling of barrel). I need to look it up, but the boattail shape of a bullet also is supposed to help performance and stability in flight.
Anyway, that's about the extent of what I know (or think I know). YMMV
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Lamron
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Post by Lamron on Oct 4, 2015 23:39:30 GMT -5
Changed Weapon: China Lake
The China Lake 40mm grenade launcher has always been a little over-powered in the game. But I like it and didn't want to remove it, so I changed its purpose. It is now a secondary weapon that fires STUN Grenades, instead of the usual high-explosive.
- Direct hits to the body with the projectile will still kill.
- The blast will range from 30 down to 10, depending on how close you are.
- The blast will destroy Claymores and C4. Great for room clearing!
- No minimum safe firing distance like the M203 40mm grenades. You will be caught in your own blast if too close.
- Players caught in blast will be stunned for 10 seconds. The effects of being stunned are reduced hearing, very slow response to controls, and wavering crosshair.
- You will see a hit marker in your crosshairs if someone was caught in the blast. So, you can fire blindly into a room and the hit marker will tell you if you can expect to find a stunned player in there.
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Lamron
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Post by Lamron on Feb 3, 2016 2:58:05 GMT -5
M1 Carbine now has a Silencer option instead of the extended magazine. You can have either the bayonet or the silencer.
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Lamron
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Post by Lamron on Feb 4, 2016 19:49:32 GMT -5
The KSG shotgun now has a red dot optic on the buckshot (no silencer) model with a new circle reticle.
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Lamron
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Post by Lamron on Feb 5, 2016 20:29:39 GMT -5
I removed the scope option from the FN-FAL. There are other weapons better suited to sniping. This changes lets me free up one XMODEL and also frees up 6 weapon file names.
The game can only handle 38 extra XMODELS, and a maximum of 128 weapon files, and I am using every one of them!
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Lamron
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Post by Lamron on Feb 7, 2016 12:40:42 GMT -5
New Secondary Weapon: KIPARIS
This small SMG replaces the Mini-UZI.
Attachments:
- None. (faster pullout, faster ADS up/down, faster recovery from sprint)
- Silencer. (reduced range)
- Reflex Sight.
- Extended Mags. (30 rounds instead of the usual 20 round magazines)
This weapon has a folding stock that must be opened every time you raise it. It slows the pullout, but then you get less recoil than the UZI had.
Ammo: 9 × 18mm Capacity: 20 / 30 ROF: 925 rpm Normal Range: 40 yards Silent Range: 30 yards Damage: 25
I assembled this custom model using parts ripped from three different games, because I didn't like the optics or silencer that originally were on the Black Ops weapon.
Black Ops: main weapon Black Ops2: reflex sight Modern Warfare: silencer
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Lamron
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Post by Lamron on Mar 1, 2016 20:06:58 GMT -5
New Weapon: PM90M1
This new SMG can be found in the Special Weapons list on the Loadout Menu.
Capacity: 64 Round Helical Magazine Range: 40 yards Damage: 25
The special thing about this weapon is its hybrid sight. It has a reflex red dot on top of a magnified Acog-style optic. The reflex sight has a fast up/down, while the magnified optic is slower. You can toggle between them at any time by pressing your weapon switch key (the key you usually use to switch between primary and secondary weapons). This should make this weapon very useful for both close and far engagements.
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The custom P90 model I made with the new optics was removed to make room for this. Now the P90 is using the stock model and only has Reflex and Silenced options.
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Lamron
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Post by Lamron on Mar 5, 2016 1:51:00 GMT -5
Model Change: M72 LAW Rocket Launcher is now RPG-7
The M72 LAW has been replaced by the RPG-7. This is a cosmetic change only, it still works exactly the same way as before. The LAW is a much nicer looking model, but by using the stock game RPG I can free up 2 XMODELs to use for other things.
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Lamron
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Post by Lamron on Mar 5, 2016 2:08:07 GMT -5
New Weapon: M14 EOTech + Magnifier
This new M14 model is from the MW3 game and has a very cool optic on it. It has an EOTech low-zoom sight, but you can flip up a magnifier in front of it for a much stronger zoom. Use your weapon switch key to toggle between the two modes. With the magnifier down, it is has a faster ADS up/down speed. When using the magnifier, the up/down is slower and you move slower when in ADS.
Capacity: 20 rounds Damage: 60 Range: unlimited
The M14 can be found under the Special Weapons category. It is not dropped when you are killed.
The weapon characteristics for the two modes closely match the FN-FAL with Iron-Sights and with Acog.
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Lamron
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Post by Lamron on Mar 10, 2016 0:50:53 GMT -5
New Secondary Weapon: Desert Eagle
High-recoil semi-auto pistol.
Capacity: 8 Damage: 60 Range: 50 yards
There are now two Desert Eagles. This one is SILVER and is a normal secondary weapon. The Caches have a GOLD Desert Eagle that does 100 damage.
New Secondary Weapon: Sawed-Off Shotgun
Short double-barrel shotgun. No ADS. Always fires both barrels at once.
Damage: 20 x 9 x 2 Range: 20 yards
Both the Desert Eagle and Sawed-Off Shotgun were on the Special Weapons list, but have been moved, with a few changes, to Secondary Weapons.
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