I do not know if people recognize till now, but it depends only on the texture you are shooting on if you are able to penetrate this object or not.
And the most objects/textures are NOT penetrable.
That leads to "funny" happenings:
Best example:
@ "APARTMENTS" first capzone.
The houses of the defenders looking like they are made of red brick wall.
The wall is only some few centimeters thick!!!
On the other side of this wall there is a smooth plastered in-room-wall texture.
No matter which weapon, distance or angle you try....you will have NO CHANCE of penetrating this ****ing thin red brick wall texture to kill someone behind....
BUUUUUT if you stand on the other side of THIS wall and shooting on the smooth in-room-texture you will penetrate this wall and this red brick wall texture too!!!!!!!!!!!!!!!!
That is a big plus for the defenders and a minus for the attackers.
Conclusion:
So no matter which texture is on the other side of a wall....you only have to look if you shoot the right texture.
Till now i only recognized 3 type of textures which were defined by the developers to be penetrable:
- wooden boards
- the smooth plastered textures in rooms
- and smooth plastered walls on "Grainelevator" which consists of reinforced concrete .... LOL....no comment
All other textures are impervious.
Some people may say....:
"hey... does not matter....the guns were anyway only able to penetrate thin wooden boards and thin corrugated iron sheets."
My answer: Far from it!
To get an rough idea of the protection an object/wall can provide i did some fast researchs, calculations and approximations.
In place of the all pistols and sub-machine-guns i chose the P-38 pistol.
In place for all bolt action and semi-automatic rifles and light/heavy machine guns i chose the K98k rifle.
And last but not least the PTRS-41 as representive for the most powerful infantry weapon on the RO:HOS battlefield (but be careful with the ballistics of this gun by shooting on weak materials ...for some reasons i think only the steel and the (not reinforced) concrete are more or less reliable.
The impact-angle should be point blank (0
And the most objects/textures are NOT penetrable.
That leads to "funny" happenings:
Best example:
@ "APARTMENTS" first capzone.
The houses of the defenders looking like they are made of red brick wall.
The wall is only some few centimeters thick!!!
On the other side of this wall there is a smooth plastered in-room-wall texture.
No matter which weapon, distance or angle you try....you will have NO CHANCE of penetrating this ****ing thin red brick wall texture to kill someone behind....
BUUUUUT if you stand on the other side of THIS wall and shooting on the smooth in-room-texture you will penetrate this wall and this red brick wall texture too!!!!!!!!!!!!!!!!
That is a big plus for the defenders and a minus for the attackers.
Conclusion:
So no matter which texture is on the other side of a wall....you only have to look if you shoot the right texture.
Till now i only recognized 3 type of textures which were defined by the developers to be penetrable:
- wooden boards
- the smooth plastered textures in rooms
- and smooth plastered walls on "Grainelevator" which consists of reinforced concrete .... LOL....no comment
All other textures are impervious.
Some people may say....:
"hey... does not matter....the guns were anyway only able to penetrate thin wooden boards and thin corrugated iron sheets."
My answer: Far from it!
To get an rough idea of the protection an object/wall can provide i did some fast researchs, calculations and approximations.
In place of the all pistols and sub-machine-guns i chose the P-38 pistol.
In place for all bolt action and semi-automatic rifles and light/heavy machine guns i chose the K98k rifle.
And last but not least the PTRS-41 as representive for the most powerful infantry weapon on the RO:HOS battlefield (but be careful with the ballistics of this gun by shooting on weak materials ...for some reasons i think only the steel and the (not reinforced) concrete are more or less reliable.
The impact-angle should be point blank (0
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