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Ammo rebalance project, part 7 #2121
Ammo rebalance project, part 7 #2121
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So, regarding the endless varieties of 40mm casing and how it leads to several identical versions of 40mm buckshot and slug, should we:
I might start with 3 for the moment then shift to 1 or 2 if requested by Coolthulhu, not sure at present. Either way buckshot handloads should be shifted towards being in line with #1481 presumably. |
Conflicts with #1851, will test the earlier one first. |
Whoops, forgot that resolving merge conflicts would be needed. There we go. |
So, per #2042 (comment) I'm pondering some considerations that would not only affect this PR but warrant going back and adjusting over stuff too, in particular:
This seems the most likely to get results that nudge arpen of high-damage rifle ammo back down to something sane, along with making AP ammo look less janky. I'd need to update the values in this PR, update the documentation, then set aside a PR to go back and update other values, if a decision is made on this. |
Why? |
Because the arpen would be on par with rifle rounds, when one of the things with slugs is while they can penetrate armor better than buckshot, they won't mess up kevlar anywhere near as badly as even a .223 rifle round will. Plus it builds on the consistency set elsewhere for big, slow bullets that aren't hollowpoints being balanced as FMJ with reduced arpen. That said, I'm still more concerned about the question I raised in the issue. I'm really wondering if I should switch to a 115/130 standard for FMJ and AP instead of 125/150, because it makes the issue of getting killed through ceramic vests in a couple shots much less of a concern. Example: 7.62x51mm would deal 26 damage through ceramic MBR vests instead of 33, while 5.56x45mm would deal 6 damage through it instead of 11. |
Seems like realism over gameplay here. |
Alright. I'll have to mess with it when I get home, along with most likely messing with arpen logic as noted above. |
Per my musings earlier and Coolthulhu's feedback, I've scrapped the idea of low-velocity FMJ having half the expected arpen of regular FMJ. In addition, implemented the nerf I mentioned for how arpen is calculated for FMJ and AP ammo. I'll need to also PR a part 8 and/or 9 that applies this rework to all the other ammo I touched, but when I do it'll make 5.56mm and 7.62mm a lot less of a pain in the ass to balance. |
Summary
SUMMARY: Balance "Ammo rebalance part 7, shotshells and sci-fi ammo"
Purpose of change
This should be the last major part off the ammo rebalance project, barring any refinements to the formulas in use, or should we also apply this to some other things like explosive ammo.
Describe the solution
military
, and JHP is no longer absent from groupmil_hw
).Describe alternatives you've considered
Testing
Checked affected files for syntax and lint errors.
Additional context
A related issue this affects would be #1455, since it reduces base damage of slugs, along with introducing a drawback specific to blunderbuss ammo overall. Pinging @RodriguesCIA for their thoughts on if this would be enough to resolve the original issue, together with previous PRs that made pipe guns a bit less hassle to make.