I have not seen this being suggested anywhere on the forum or in any other game/mod for that matter.
Usually the bullet in games is just a vector value, evolved from hit-scan (instant shot) to ballistics trajectory that modern games seem to use. But what developer all seem to overlook is that bullets IRL are not just invisible dots that have point and speed.
For example, 7.92x57mm Mauser cartridge used in WWII in weapons such as MG42 had around a 13 grams of weight per single bullet (weighted without the shell casing or gun powder). For sake of the discussion lets say it weighted roundly 10 grams which is 0.01kg and belt-fed MG42 that fired 100 rounds of it sends a kilogram of led flying trough the air. Where does it dissapear in games? Matter can't be destroyed, it simply changes shape.
IRL if it all went into suppressing a single target than there was a good chance bullet fragments that divided by ricochet or bullet penetration could also incapacitate the target.
Visual demonstration of what happens to the bullet on impact(yes I know its old):
YouTube - 1 million fps Slow Motion video of bullet impacts made by Werner Mehl from Kurzzeit
(Take note at 1:23 of how the bullet shatters when impacting hard sloped surface)
My suggestion is that, while I dont ask for 1:1 replica of fluid bullet deformation on impact, TWI could implement a X% chance of bullet to divide into 2-3 (still invisible) fragments which would have less killing power but still effective since, as I last checked, ROHOS will have ricochet and bullet penetration.
I imagine this would not have too much stress on the system as all it does is have certain amount of chance for bullet to spread into 2-3 bullets that have different direction and lower speed (they should dissapear from server once the speed is too low to injure).
This way we could maybe see the end of the overly done suppression effects that games now use because it would mean that enemy is not secure if he stands in close proximity to the wall that is being shot at. Not to mention it would work even better with the new cover system in RO2.
Usually the bullet in games is just a vector value, evolved from hit-scan (instant shot) to ballistics trajectory that modern games seem to use. But what developer all seem to overlook is that bullets IRL are not just invisible dots that have point and speed.
For example, 7.92x57mm Mauser cartridge used in WWII in weapons such as MG42 had around a 13 grams of weight per single bullet (weighted without the shell casing or gun powder). For sake of the discussion lets say it weighted roundly 10 grams which is 0.01kg and belt-fed MG42 that fired 100 rounds of it sends a kilogram of led flying trough the air. Where does it dissapear in games? Matter can't be destroyed, it simply changes shape.
IRL if it all went into suppressing a single target than there was a good chance bullet fragments that divided by ricochet or bullet penetration could also incapacitate the target.
Visual demonstration of what happens to the bullet on impact(yes I know its old):
YouTube - 1 million fps Slow Motion video of bullet impacts made by Werner Mehl from Kurzzeit
(Take note at 1:23 of how the bullet shatters when impacting hard sloped surface)
My suggestion is that, while I dont ask for 1:1 replica of fluid bullet deformation on impact, TWI could implement a X% chance of bullet to divide into 2-3 (still invisible) fragments which would have less killing power but still effective since, as I last checked, ROHOS will have ricochet and bullet penetration.
I imagine this would not have too much stress on the system as all it does is have certain amount of chance for bullet to spread into 2-3 bullets that have different direction and lower speed (they should dissapear from server once the speed is too low to injure).
This way we could maybe see the end of the overly done suppression effects that games now use because it would mean that enemy is not secure if he stands in close proximity to the wall that is being shot at. Not to mention it would work even better with the new cover system in RO2.
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