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Uziyahu--IDF

Body armour & ballistic penetration

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I would like to see body armour and other objects have an armour value, and the bullets and other types of projectiles have a penetration value (aside from its damage value). Just changing the shape of the bullet can affect its penetration value. Even if there wasn't much to offer for body armour in Vietnam, having the system in the game will allow future addons to take advantage of it.

I'd also like to see 9mm, 5.56mm and 5.45mm penetrate sheetrock and plywood, while 7.62mm can penetrate cinderblock (large hollow bricks) with a couple of shots. .50 should be able to penetrate anything but thick steel walls and tank armour (and maybe parts of a Hind helo).

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Guest Scooby

I second what Uzi said.

Same system should be used further on every weapon and they should have different penetration and damage values depending of the type of the munition used. (ap, etc)

Also grenades shouldnt hurt you as bad if you are standing behind some kind of cover. Maybe adding such system that would for example word with mines, handgrenades and artillery shells. Make them have blast damage radius and shrapnel damage radius.

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Guest Scooby

Just to add something.

Think how for example BMP2s and bradleys cannons are at the moment. You've got to shoot alot at BMP2 with bradley and vice versa. In real life 30mm cannon cuts through obstacles like hot knife goes through butter. Frontal sections in many IFVs are protected from projectiles up to 30mm rounds but sides and rears should be banging. And I dont know how many rounds frontal section can take.

With good penetration simulation you would actually have to fear for infantry with rifles and heavy machineguns when riding in helicopter or in APC.

Would add alot of atmosphere and fair amount of realism into game.

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I second that - it would be realistic if you'd have to be fearful of your weakly armored vulnerable spots. It would bring Anti-Tank action much more tactical when you'd really have to aim to the weak spots like rear or top of the turret, sides, tracks or areas unprotected by reactive armor. Same thing for shooting guys with good kevlar vests.

Armor and penetration system tweaking is among the essentials to make OFP 2 even better.

Also I'd like to see some kind of shrapnel damage modelling if possible, in vietnam at least people used flak jackets on some occasions. And how about having some randomized chance of getting fatal sharpnel hit outside of grenade's max hit radius?

That way the actual shrapnels wouldn't have to be modelled if that's too heavy for the engine.

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