So here I'd like to ask if anyone knows if, in RO:HOS, bullet damage when penetrating through barriers is increased or decreased relative to the caliber. This is critical because most game developers assume that bullet damage is decreased when passing through barriers, but that is not always the case. Usually, high-energy Spitzer bullets after penetrating a barrier will yaw EARLIER in tissue, or have already yawed passing through the barrier, hitting the target sideways, creating both massive entry and exit wounds.
Bullet penetration is a rather touchy and detailed subject. But when talking about damage, if you manage to penetrate through a barrier with a Handgun cartridge, it will lose a lot of it's energy and the damage it creates on personnel on the other side may be near negligible if not usually non-lethal. Don't get me wrong, I'd rather not get hit by a 9mm that's punched through a wall if I had a choice. It *could* still kill if it had enough energy to reach vital organs, but it would have considerably reduced lethality and likelihood to incapacitate.
The difference is with Rifle cartridges that manage to penetrate barriers: they can turn sideways, as said above, and when they hit a person that can create a much, much larger wound channel, and even sometimes undergo fragmentation like hollow-points. This is due to the larger surface area contact and resulting forces on the bullet. A larger wound channel obviously means better probabilty to hit something vital.
The last point I'm wondering about is if the PTRS / Anti-Tank Rifles are going to be firing API bullets, which obviously have their own advantages in penetrating barriers. The original 14.5mm cartridge used in WW2 was an API cartridge with 1.8g of incendiary composition. Knowing the wounding effects of the .50 BMG Mk211, getting hit in the open with API is like getting hit by Ball (FMJ) ammo, BUT if it punches through a barrier wounding effects can be...extreme.
I'm just hoping that Tripwire will implement penetration damage properly, NOT like Call of Duty for example, where magically the enemy takes 10 shots of 7.62x51 through a wall. If anyone can confirm that, or would like to argue my points, feel free to speak up
Bullet penetration is a rather touchy and detailed subject. But when talking about damage, if you manage to penetrate through a barrier with a Handgun cartridge, it will lose a lot of it's energy and the damage it creates on personnel on the other side may be near negligible if not usually non-lethal. Don't get me wrong, I'd rather not get hit by a 9mm that's punched through a wall if I had a choice. It *could* still kill if it had enough energy to reach vital organs, but it would have considerably reduced lethality and likelihood to incapacitate.
The difference is with Rifle cartridges that manage to penetrate barriers: they can turn sideways, as said above, and when they hit a person that can create a much, much larger wound channel, and even sometimes undergo fragmentation like hollow-points. This is due to the larger surface area contact and resulting forces on the bullet. A larger wound channel obviously means better probabilty to hit something vital.
The last point I'm wondering about is if the PTRS / Anti-Tank Rifles are going to be firing API bullets, which obviously have their own advantages in penetrating barriers. The original 14.5mm cartridge used in WW2 was an API cartridge with 1.8g of incendiary composition. Knowing the wounding effects of the .50 BMG Mk211, getting hit in the open with API is like getting hit by Ball (FMJ) ammo, BUT if it punches through a barrier wounding effects can be...extreme.
I'm just hoping that Tripwire will implement penetration damage properly, NOT like Call of Duty for example, where magically the enemy takes 10 shots of 7.62x51 through a wall. If anyone can confirm that, or would like to argue my points, feel free to speak up