#Ballistics & Ammo
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Not sure if this has been posted, but shotgun slugs do not seem to be giving the accuracy bonus. For example if you have an AR platform rifle and you load into it 556 softpoints it will give you the MOA, and if you load say m855a1 into it the MOA will noticeably decrease when viewing the stats on your rifle. Shotgun slugs state that they give a 40% accuracy increase (sabots are saying about 50%) however the shotgun stats MOA does not appear to change. They're also wildly inconsistent when shooting at the steel targets that are about 7 meters away which gives me the impression that they are not actually increasing accuracy. I could be wrong tho may be worth checking out but if this is intended then these these could possibly use a review. Firing buckshot or slugs out of a +20 inch barrel at a target 7 meters out should not be this inaccurate.
1 â 2a â 2 â 3a â 3 â 4
This provides a clearer step-by-step progression compared to the current recon/maze system, which can feel confusing.
Na Iâm talking about audio
3 bullets in the same hole, bleed out faster than stoppable bandage
Goes to show how you get far more damage from the AI than you can ever do to them
I shot an AI in the same lower leg 9 times from 30 meters away to get them to die due to "bood loss"
you want to use tourniquet on 2-3 drop bleeds.
or if you have the small hemostatic syringes
thats why u have s-hems
Something i've suspected for a long time that I'm sure someone has probably already proven. We go into a coma at 50% blood loss. AI seems to be able to stand even if they have 1% of their remaining blood left in their body (although their ability to fight or even stand up straight appears impacted). So we all deal the same damage, it's just that their effective blood pool is twice as much as ours.
AI should really go into a coma just like we do. I like the changes to the ballistics meta but if they have twice as much blood then we do then the meta is still going to pretty much remain the same. Doink them in the face or heart with a low MOA rifle that uses a fast traveling high pen projectile.
Can't prove it, but it feels just like that
You experienced 'massive hemorrhaging." To address this, you need to stop the bleeding through a tourniquet or hemostatic before you focus on bandaging the injury.
"A wise man knows bandages only hide his wounds."
I would also chime in that we're all saying he should tourniquet etc, but the other issue that i think is being missed is that there are 3 rounds literally in the same place, which shouldn't really be happening either
Hard to say considering no knowledge of range, but yeah, you are right that it's a little weird. I have seen bullets bounce, so it's possible a single shot bounced off the shinbone and counted for three. You can sometimes see this when you hit someone in the stomach and they have damage to the lungs.
what the actual fuck
3+ and it stops an entire magazine
and another
Less than 100m before someone says its range or something
Just a theory but what condition is your rifle in? Especially the barrel. Looks like you bruised him up good to start with as you wrecked his armour.
Then the armour gave and you started penning 'cough' or maybe some non organ shots started penning at the same time as the armour was being broken. Just wondering if the velocity drop due to the current excessive degradation slowed the round down enough so that you had to bust the armour, but because A1 doesn't do much flesh damage lol it took so many rounds to finish him.
Should add i think its bugged but maybe that's the cause.
@calm tree
Its not my rifle i had literally looted it seconds before from a box
so it would be basically 100
minus like idk
14 rounds worth of durability
mine was at like 90% here
this was i beleive near 80% (diff gun)
Oh well just a theory, might still be the case bearing mind the damage model seems to be playing up and weapon degradation is definitely off.
I feel like this is something that goes in here.
I feel like this has already been spoken on but I have an issue with the audio of shots.
- Suppressed weapons being louder and more noticeable at range than closer to the shooter. Doesn't make sense, and in fact seems to defeat the purpose of a suppressor in the first place.
- Hearing the snaps of rounds when someone is shooting outside the reasonable "cone" you would expect a audible snap to be heard. (If that makes sense)
So I asked Grok about ballistics and it gave me the following answer (for M995): Bottom Line for Lethality Against 3+ Armor
Good 14.5â16" barrel, <100 m: 2â5+ hits to reliably defeat the plate + achieve penetration, then 1â3 more well-placed shots for rapid incapacitation (due to the narrow wound channel).
10.5â12.5" barrel: Add 1â2 extra hits needed, and keep engagement under 100â150 m for best results.
Longer ranges (>200 m): More rounds required overall; armor defeat becomes probabilistic rather than reliable.
Does that mean the spongeyness is justified? What do you guys think
ChatGPT is just about the same:
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only M995 reliably beats III+
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M855A1 can work up close
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M855 is basically useless vs plates
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M995 â can pen on 1st shot
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M855A1 â maybe, but often needs follow-ups
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M855 â no
It would be best to interview manufacturers though.
I think the description of penetration/ballistics in GZW where NIJ is mentioned should be saying:
"Results may vary depending on barrel length, distance to the target and angle the shot was placed." - just to leave room for error and lessen confusion.
The other question is:
Did anyone checked how it works against players?
If in the same way as against AI the field is levelled.
I'm happy to be a guinea pig for this experiment.
Grok did admit the M61 damage is unrealistic tho
Also I came across this post today: https://www.grayzonewarfare.com/news/combat - its from 2024 but the video shows how the cavitation model works
hey guys, so after running literally every weapon in the game, i've come for some conclusions (this is for ballistics and ammo, i will put a separate post in gear/weapons feedback); remember all my points are specific to PvE only.
- first, ammunition natures against AI organs make very little difference. for almost all weapons, i have tried some form of JHP, some form of FMJ, and some form of AP. the only noticable difference that can be felt is when engaging LAF, who wear armor that can withstand FMJ ammo; in this case, either going for face-shots, leg shots, or switching to AP would do the trick.
- note that on average, i am scoring around 1 kill for every 2-3 shots. this is because against AI, due to the way hit models work, i generally ended up going for headshots, regardless of weapon and ammo. as a result, kill and hit statistics generally relate to head shot consistency - aka ballistics.
- finally, note that some weapons have noticable accuracy differences than others; i've found that some weapons (i.e the AKs, and MP5) shoot higher than where the reticle is, and some weapons (generally everything else) shoots lower than where the reticle is. someone else has already noted that the way the optics are zeroed in GZW is either bugged or incorrect, but regardless, it means adjusting for the offset after getting to experience where the offset actually is.
- at the moment, there is little to separate higher power ammunition from lower power ammunition - with the exception of AP ammo, 7.62x51 and 7.62x54R has no noticable performance benefits over 5.56, 5.45 or 7.62x39. SMG ammo natures with AP (Libra Snail, AP-SX) also felt about the same, only they're easier to full-auto with (they're SMG after all)
in conclusion, i'd say that atleast in the current state of 0.4, there's still no real reason to switch up ammo unless you're either in PvP, or you're doing it for the thrill
see screenshots for statistics
also forgot to mention; the reason why you shouldn't go for chest-shots in the current state is that unless you can consistently hit the heart (which is made difficult by AI stance, movement, armor, etc) you won't kill the AI; as people have mentioned already, the AI doesn't go into comas, so organ damage only makes them retreat (and bleed out behind a shack somewhere); additionally, ammo natures like JHP do not seem to expand at this time, so you won't be causing any cavities anytime soon
Sooooo
This is actually not correct.
On 16" barrel
995 is tungsten core true AP rounds.
There is not enough velocity lost at 100 meters to hurt its penetration much.
995 can even penetrate some level IV plates.
III++ Will be penned by a single shot in most cases except at extreme angles and far distance ( > 2/300 meters )
III++ is not a real rating, NIJ rating is III or IV.
III++ is a designation that means the manufacturer is saying it is better than III, but there is no real proof
20 inch will take this way up, with the additional velocity.
Even on 10 and 12, it will still penetrate on first shot.
yeah I looked up some videos online and M855A1 should pen 3+ very easily
Even 855 can penetrate III+ in some cases.
III is not really slowed down much by 855
To summarize:
855 will penetrate III most of the time, and III+ some of the time, III++ in a perfect scenario.
855A1 will pen III most of the time, III+ most of the time, III++ some of the time
995 will pen all of them, almost all of the time
Not surprised that AI pulled extremely incorrect information out of its ass
There's obviously a few intertwined issues at the moment, which is fine, but to be fair they are going for an advanced system in terms of ballistic and damage and stuff happens in real life, plates get weakened, bizarre internal ricochets, angle, velocity, rounds clipping the top of a plate or through the material rather than the plate etc I mean shit happens irl. Armour is some type of insurance but its not a guarantee, same as the ammo, the pen is best case scenario etc.
My experience in short: looks like 5.56 FMJ is the most useful ammo for me.
This is a feedback section, not a spam stickers and complain section.
Please comment with your feedback on the matter of this topic and move on, if you have issues or a bug, please report it to #đ︹bug-reporting-info
I hit the guy once, with a single bullet from around 70-100m. How come the death screen sees it as two hits?
I don't have a side screenshot but the entry was from front and no any other markers or arrows. Ban Pa, boss's guard. PvE, EU West server.
Could that be a bug that happens to players also? Sometime players report being hit in a leg for an example like three times in one spot - maybe it's one hit that because of some bug is accounted as three times hit - often these reports include same situation, one wound like from one bullet but multiple hits.
fragmentation, no?
Fair point. It could be.
Ok, it feels better now, after rounds actually penning, the AIs are dropping more.
There is still issue of AI lacking any unconscious state so even if you get lung shots which would put player down, AI is still threat.
BUT at least there is more pens now, hands are not stopping rounds as much and especially ribs.
Just had 2 XP+ rounds go through my 3++ armour....
Yep, after this patch AI drops much faster.
Good. That was the only thing keeping me from playing
Ok, that should definitely not happen.
XP+ should struggle even against IIIA
I'm seeming to have FMJ bounce on LAF helmets more, likely part of the balance changes for the AP?
someone said the AI shooting for gaps in the armor now
Had another ridiculous encounter with a skorpion again, but instead of headshots ai somehow killed my in the shoulder, broke my arm, and destroyed my heart while i had 3++ on. I buy the unarmored hits, but the shoulder shouldn't be an insta kill, my blood was max, and 7.65 shouldnt pen 3++
Still not fixed
All head on shots less than 50m away from a new ks1
It seems marginally better but it is far from fixed
Was the should from the front or from The side? Also, they have confirmed bullets do ricochet off bones so it's possible it hit bone and got deflected further into the chest.
7.62x51 and x54r still don't seem right. Still no reason to take them over smaller calibers even for distance.
I wonder if bruises aren't sometime not from direct hits stopped by vest but from ricochets and fragmentation or so. Like I shot a guy from the front, once and single shot only and he got the medium wound on the front and the bruise on the back.
I'll pay closer attention but it feels like sometime they'd have more wounds and bruises than shots I made.
isnt that the entry and 'exit' wound? so the medium wound penned the front plate but was stopped by the back plate? could be wrong lol
You should get a bruise when a round is stopped on the strike face of the vest/plate. Getting a bruise because of a stopped round impacting a second plate after getting within the body first HAS to be a bug
yeah i think its a bug too, i think its meant to be an exit wound but definitely shouldnt be showing up as a brusie
If the exit would was stopped by the plate, then there is exit wound, rather not bruise, I guess.
Some rounds that should be much stronger are still way underpowered
I shot him three times before he ran away, then when I found him again I shot him in the shoulder, which killed him. All three of those first shots hit his liver I guess
Before even one shot from .308 to the liver would be a kill
Weird that when I'm on target, with good shot placement, it doesn't result in a kill. Then when I panic fire and miss every vital it's a kill
Didnt they say that we would get ballistic gels so we could see cavitation etc?
@golden oriole posted this earlier, where you can see what cavitation does and all that, i would have thought we would have gotten something like that?
#1487062861627789323 message
Maybe they didn't since it clearly seem that cavitation and maybe tumbling doesn't happen
I have a question about the current ballistics of GZW on the 0.4.
It was a Fort Narith soldier I killed with 855 A1. 2 out of 6 shots were stopped.
Except that, the 855 A1 is supposed to penetrate III+ armor, but the soldiers' armor is supposed to resist up to III+.
Personally, it doesn't bother me; one bullet stopped, fine, but three passing right through. Many people think it's a bug. My question is: is it possible that armor could stop a bullet that's supposed to pass right through it, or is it definitely a bug?
i mean, Is there an element of randomness in the code of ballistics that explains why a bullet designed to penetrate does not, and/or why a bullet designed not to penetrate nevertheless passes through the material?
Partial penetration might be a factor. Bullets do penetrate but lose a lot of their energy in doing so
Given most rounds were nerfed into oblivion
Headshots seem to be a lot more lethal on first shot now with the most recent patch. I got 10 kills in a row with headshots directly in the face using FMJ .556 both close and long range. Anyone agree or disagree?
they were always lethal, they just fixed the ranging bug that cause your bullets to go lower than what you'd expect.
Yes, facing AI enemies, it feels like I'm shooting at a Space Marine. They get hit multiple times in the body and still sprint at full speed. When unlucky, it still takes 10 shots to take down an unarmored AI enemy.
I don't know why the development team designed it this way and hasn't made any changes. Compared to the current state, I prefer fighting AI enemies from the 0.3.5 era.
anecdotally, i've found organ death in the AI a lot more consistent in 0.4.1; it seems a lot of the sponginess may have been either angled deflections or due to the bullets passing through the arms first; regardless, i've found now that most unarmored enemies will go down with 2-3 shots to the chest, regardless of placement - i've confirmed kills from hitting the heart, lungs, intestines and liver. in terms of ammunition nature, this was on M855, M855A1, 7.62 PP, and 5.45 PP. i've also tried M856A1, to see where the shots are flying via tracer effect.
headshots have always been quite consistent for me; someone mentioned the zeroing bug, but even when it was bugged the offset was consistent, so learning it wasn't particularly difficult once you got used to it - in a previous post i had shown my kill/hits/shots statistics when i tried out every weapon in the game (pre 0.4.1) - all i can say is currently, the hit to kill ratio has gone up due to most consistent ballistics in the torso
If you're talking about player-to-player damage, then your observation is correct. I should say that it's not that bullet damage has been reduced, but rather that AI enemies have higher "defense." Bullets are just as lethal to players as in previous versions. As for the impact of bullet angle, as early as version 0.3 and even before, the ricochet issue caused by angle was the same as in early 0.4âonce the angle became oblique, protective performance increased rapidly (in extreme cases, even a 3A helmet could stop M995). However, at that time, the physical condition of AI enemies wasn't problematic. Under normal circumstances, penetrating an organ with one shot could directly cause death. Even for large-caliber bullets, hitting an area adjacent to the armor-covered zone could still completely destroy organs through cavitation effects, leading to the AI enemy's death. The issue with damage to AI enemies isn't just meâpeople are talking every day about how AI enemies have abnormally high resistance to bullets.
i just had a dude eat 5 or 6 shoots to the torso of 995 (should have taken a screenshot of how ridiculous it was that he still stood and tried to kill me)
i think one of the contributors is also that AI doesnt pass out at all from blood loss they only die when fully bled out (or you hit the heart/brain/neck)
I think system reporting hits on the death screen might be bugged - I shot this guy twice, once in the chest, once in the head. No way me or anyone else (it was only me and AI there) shot him in the back.
This makes me feel that us players might be reporting on wrong basis sometime. I mean in a fire fight things get intense, then what we remember might differ from what happened, and it would bring even more confusion if system reports it with it's own mistakes on top of it.
I mean, there is a chance I missed the shot that supposed to land on his head, but no way I shot him in the back, he didn't spin or made any animation that would suggest that. My two shots were like 0.2 second apart - on semi, not auto.
I have many a death screen i looked at for the AI and there are some very odd angles the bullet hit at and the same for your screen where there are some impossible angles like from behind or from the sky etc
I dunno if its more too much for the server calculating all these things and trying to compensate for lag etc
unfortunately, i am actually referring to AI; i have yet to PvP properly in 0.4
it seem like their guns catching bullets( meybe gun hitboxes) sometime is weird...
And the bullets ricocheting off their guns can make some weird angles of impact on the body. But who knows đ
How the hell is the AI tanking a round directly to the face?!?!?
Current feedback:
- Everyone's brought up the trajectories, so I won't go into that because we all know they're off.
- M80 genuinely feels worse than 5.56 FMJ to use, and M80A1 doesn't feel like much of an improvement. It feels like .308 FMJs do not really "know" how to behave. They do not do much flesh damage(which one might expect from FMJ, but it's M80. It should be hurting, especially the A1), and seems to be just anemic against armor at all. I think it might be from it being based on velocity moreso than velocity and weight, but I dunno for certain.
- Durability modifiers for ammo are horrid, at least on the PvE side of things. Personally, I feel like this is moreso due to the durability system at large being problematic(as shown by the quick-fix 50% more durability buff with public release.) than anything else. I'll post more on that in the right channel. For ammo, though, it feels more gamey PvP balancing, compared to being based in realism. 5.56 HPBT, for example, has a -15% durability modifier, which really makes no sense in terms of it compared to FMJ. Part of me hopes to see more cartridge options as the game grows, but I feel like it won't matter as there's basically no real reason to use anything other than FMJ for any caliber, unless you're using looted ammo. Doing a Fort Narith run from the NW gate entrance, hitting the barracks buildings, the gun range, infirmary, and HQ will bring an 100% AK-12 down to about 91% durability with the PP ammo.
- It would be nice to see durability modifiers be based on the cartridge/caliber of the round. Some cartridges are highly pressured and would degrade the weapon more than others, but current durability modifiers do not seem to follow this.
5.56 is still useless
5.56 pierce every armor in the game with less recoil, more fire rate, and same damage / fragmentation. I've test every ammo in PvP and the fight is winned by the first who put an headshot or heart. In CQB 5.56 can just full auto in the enemy direction with 60 round mags without recoil so more probabily to headshot or heart, in long range (around 300m because we rarely shoot from further away) 5.56 do same job with less recoil. I've test with many type of ammo .300 - 5.56 -7.62x39 - 7.62x51, with many gun and different modding and actually the 5.56 is better than all other with a better price.
7.62x39 in the Savz is the same as 556 performance wise, it feels like
Expounding on this, it seems like the issue may be with the cavitation calculations being more heavily based on velocity than the bullet type. In this picture, I took multiple hits from M855, including three to the helmet. By all reason, without context, it should be fatal. However, those bullets were aimed at my friend, who happened to be outside the building, and so those shots went through two to three wooden walls, and were hitting with about as oblique an angle as you can get. One shot, likely on the helmet, ricocheted down to hit lungs. The terminal impacts immensely slowed down the M855, resulting in relatively 'minor' wounds on flesh. (Lemme be clear, this still scared the everliving shit out of me, and I lost 750mL of blood in the time it took to side step, open inventory, and hit the hemostatic) I think this is what is causing 7.62x51mm and other calibers to feel so anemic; by and large, their velocities aren't enough to trigger effective cavitation, and/or the tumbling effective on target.(Which 7.62x39mm is famous for, to my recollection.) This gets further exaugurated by many barrels not offering similar velocity bonuses that 5.56 barrels do.
I do think the game is making massive and wonderful strides, and I am excited to see this system get further refinements, as these systems have such significant promise.
One small sidenote worth mentioning, since it comes up option; notice that the M855 hits to my helmet still showed that they had armor defeat(The lil vest with red x icon) despite being deflected. Going off this, I think the icon is only meant to indicate if the round is normally stopped by that class of armor, not if it actually did. I think this may be what causes a lot of the complaints on this discord and the Reddit, as it may be misread as a "It's telling me it penned but it was just a bruise!" and not "This round is rated to defeat this armor." This is a UI issues and will be posted in another section to point out, but I wanted to note it here.
I have watched a AI take 15 rounds at point blank and shake it off
that not a 5.56 issu but ai issu
Times like this, itâd help if you could provide a screenshot of the damage information on the body so we can see shot distribution and organ damage
ill get one next time
This one actually does; iirc M855A1 is stopped by III++ yeah? Not to mention you damaged his plate down to yellow
This one not so much, assuming youâre also using M855A1 and not M855
I am
yea but his armor class is lower than what stops A1 it shouldnt have taken that many shots to kill someone
so based on that screenshot you took, the darker colored M2 variant is a III++
i just went ingame to check but,
looks like this is in line for the M855A1
but if you want to talk about being unlucky, i got one that'll trump you
wtf
yea they need to look at these issues fr
i think it could be intentional - based on where it hit, if it's simulating angle of attack, it'd be a grazing hit right
free audio book
yes sir
it talks about the history and violent nature of the KGB
its not even just 556 my friends have clips of 300, 308, 762 etc
yeah that guy that spawns there is usually one of the officers iirc
he's got the III++ variant M2
What rifle, with what barrel?
KS1
How far away?
Level IIIA(may be III), if I recall correctly, can stop full on slugs.
Hmmm. Hard to say. One thing that is worth remembering is velocity matters a fair bit as well. M193 can punch through NIJ Level IV plates with a sufficient barrel(IRL, at least). The KS1 is a 13.7â barrel, which is⌠not ideal for velocity, but no slouch. Iâm thinking what may be happening is that the 855A1 is losing the velocity needed, though I do think they may have either a cavitation or tumbling issue.(I am leaning towards a tumbling issue, based on other calibers.)
This also makes some sense; youâre defeating armor, but none of those shots were âswitches,â or instant-fatal. The diaphragm and lung shots wouldâve done it in 30 seconds or less tho more than likely. You only had one A-zone hit, so it does make some sense ngl.
IRL if you take a M855A1 or M995 while wearing armor your going down it'll cut thru it same with a 7.62x39 BP round
Just be ause it stops it doesn't mean it still wont be immediately fatal/incapacitating. A 1oz slug to IIIA will still cave your chest in.
Very true, if itâs soft armor! Moreso was to be an example of rating than anything else.
Entirely depends on armor; level IV is tested with .30-06 AP, same as the BP. Thereâs a fair few level III âspecial threatâ armor, which is in effect the III++, which can also defeat 855A1. Youâre gonna drop but itâs not necessarily âcutting through.â
The main thing at play is that for AI, knocking out their hips doesnât drop them prone, so a lot of shots lower down donât really do much in terms of having a big effect on them unless it bounces up or they bleed out eventually.
995 can defeat Level IV, but that also requires some stipulations for velocity, but not as much.
I think another big factor is that we only get velocity info off the cartridge in game, it doesnât specify the barrel length playing a role well.
Whilst some things are broken at the minute, I also think people are expecting a very straightforward 'this boolet beats this armour' style result every time. Frankly the more complex the ballistics and wounding systems get the more random it will get. And yes people are ignoring the velocity part of best case scenario ammo penetrative rating as well.
I have seen 300 AP not kill point blank too
With the point blank stuff it could be a) shit is broken, b) it penned but ice picked through and didn't hit much or c) a + b lol
its broken man im dead ass
Very much this. I think the biggest factor this game is teaching gamers is not all fatal shots are created equal.
Itâs not perfect and thereâs still more than a few flaws to iron out and more features to add in to complete it, but I ainât gonna lie chief, a lot of it is just people expecting the game to be like every other where you shoot someone until their healthbar goes to zero and they fold over instantly, but this ainât that sorta game.
It wasn't anywhere like this pre 0.4
4.1 has helped a lot though
Yeah, and before, there was a hot period where if you werenât using 7.62x39mm you werenât doing jack to the enemy. Itâs a balancing act to improve things and develop it further. 4.1 is a massive improvement compared to everything before it, and gives a lot of hope since we arenât even halfway to the full game.
0.1 was⌠very harsh on the ballistics front. 
I had so many clips i posted up of T2 guys with LVL3 and below armour tanking 7 to 8 shots of M855A1 from point blank where they had time to turn around and fire at me đ
It was so rough then. Theyâd hit you with that 180 spin move 175m headshot first shot through the foliage too
I still feel like cavitation/tumblings isn't being calculated properly or have been made more simplistic as i had lots of clips and screenshots of me "destroying" organs or damaging organs somehow when they were riddled with bullets or had to still kill them by shooting the brain or heart
we got more
They've definitely lessened the blood loss when shooting them i think, because i've shot AI up to double digits and somehow they haven't lost enough blood from just being riddled with bullet holes, and when i've been shot i barely lose blood, i had one where i got shot 11 times in the leg by a VZ and i barely lost 100ml of blood
Oh yeah, the tumbling imo is the worst one of it. I get the feeling what may be happening is that when a bullet ricochets off bone, it might âresetâ or turn off tumbling. This would explain a lot of issues where a bullet hits a bone, goes into upper torso, but doesnât do much.
If that round was in the back and you shot him from the front it could have been a follow through shot from the other shots, but 1 round being tanked on a 3+ armour when 3++ stops M855A1 isn't too bad
Ahhh good shout there, that could be very true
That would explain when shooting enemies and you see all the bullet wounds in the arm but nothing on the body, which i saw on pre 0.4 but the bullet would pass through to the body and still inflict more than enough damage to kill em
Without showing the kill or rotating the body this doesnât help much ngl
Yeah. Currently if it hits bone and bounces, you have to hope it ice picks to the heart/brain or do it enough to lungs to speed up the kill
Yup, and maybe its just too computationally heavy for the server, hit reg issues, compensating for lag etc can easily mess up all these things, that's why still now its so inconsistent
A fair few times ive seen bullet shots where the angle easily passes through the lungs and heart but the heart is left undamaged
Or just some really odd and wierd angles of bullets
Iâm really hoping itâs not too hard to compute, because I am really looking forward to seeing the system flesh itself out more. May be a case where a lot of optimization must happen first
I've had bullet shots from behind even though i was firing at them from in front or somehow a bullet has hit them like i was above them
Yeah i suspect so, just takes time to get these optimisations sorted
It is worth pointing out that the body doesnât show posture in death. They LOVE hunching over
That is true, though again for me the wound animations sometimes don't even play, i hit them multiple times and none of the animations happen and they just stand there tanking rounds and shooting at me lol
IMO, if it is lack of tumbling that is the problem, the moment they fix that AI gonna die in droves from bending over and their armor just funneling the bullets in because their plateâs now parallel to the dirt
Oh yeah. That is another major inconsistency Iâve seen. Doesnât seem to really consider what the hit is too.
Rapid single shots, at specific points on the target, tracking those points through the animation, not just at the target in general works most of the time, as it should..most of the time.
Again its a lot of server side compute going on, all these ballistics and AI are all done server side, and its a lot to do, dunno if any game has put that much stress on servers to work through and be responsive
Honestly, I think at this stage it may almost be worth halving the server player size. Would fix a lot of the looting issues too
Frankly its one of my favourite parts of the game.
I kinda feel that they should keep it like it is and gather feedback and fix issues so it works as is, its like the whole durability thing, it wasn't really a thing in 0.2 and 0.3 so no one gave feedback, but now it is, there's tons
Tbf that is just an, âAh yes, just double the server infrastructure and load,â but still.
Very true! Only way to know what works is to break it
Lol pretty much, i know it sucks for the playerbase really but this is what EA and Pre-Alpha is for, i think some people forget that even though we paid we are still testers lol
I also think, judging by the amount of full auto audio I hear, that some are still shooting like its any other shooter instead of shooting 'realistically' like the game kinda wants you to.
This is true, sometimes i hear so much full auto going on lol, i've literally never fired full auto ever
maybe this helps
I tried it, its so inefficient, no need. Faster to shoot rapid singles, its faster to transition multiple targets, better ammo/reload management, better accuracy etc. There's a reason its done that way irl.
Full auto you're wasting ammo on a single target, wasting time managing recoil on that target when you could be transitioning to the next. I can clear multiple targets in a room faster on single than i can on full auto and have rounds left.
full auto is for pvp
It can have viability in CQB, but yeah, controlled pairs tends to do better than anything else. Currently I go for 5.56 FMJ as my main squeeze.
Haven't tried FMJ much, been using 855 standard or 300 Cq mostly, a little 5.45 pp. Might try it for a few runs.
Itâs good if you stick to upper A-zone and headshots. I mainly run it to reduce the burnout on my fancy guns. It can deflect on LAF helmets on some angling, so donât think itâs a sleeper pick. I normally run it on the KS1, so the accuracy is sufficient to overcome that.
.300BLK CQ is probably the best <100m ammo in the game, tbh. If I run 5.45, itâs probably the AK-12 with PP because I dont care if it burns out, theyâre cheap af, and you normally find them where you use them.
95% of the time, you can get a full durability ak-12 in a military weapon chest in any of the t3.
Exactly.
We have Mr. Heng - testing subject, Mr. Hang have only Lv 3 vest, First shoot to chest and second one to the neck. And question is: Is this first shot deflected off his weapon or bad angle or something wrong?
Could have been deflected. I get that happening frequently if their weapon is across their body in an unalerted state
So wouldn't it be a bad idea to add a little icon +Reflected from weapon+ or something like that?
Could but idk how feasible that would be.
yeah, I don't know either
If you look at the angles of shots that hit unarmored enemies, you can see that they are all sorts of whack. Stopped rounds don't show an angle, but I'm certain they would look the same. There is something wrong with how the game is seeing those angles, sometimes they are exaggerated. I'm almost 100% certain this is why rounds are deflecting even when head on.
I've found that with their animations, shooting at their sides and armpits will cause impossible shot angles that, even head on, will go through as if shot from the side and blow through every organ
That actually tracks. When they bend over from the first hit you'll hit them in the shoulder/ side-on with quick follow up shots.
it seems that using M855A1, the bullets just have a random chance of being blocked by armor, regardless of armor class
i've shown this before, but since then i've also seen M855A1 get caught by Pantsirs and standard M2s, which shouldn't happen as frequently as it actually does
i don't have the screenshot, but i recall the UI interface indicating a tick on the body armor, which i assume means the game has calculated it as stopped by the plate
which btw, is also shown in the helmet bruise above
Maybe the 'bug' or one of them is that high pen ammo just pens too hard lol and basically does 0 'flesh' damage at all or something. Maybe if it hits heart or brain penning is an insta kill but everything else is a bleed out situation. How long was the time to kill from first round hitting, roughly?
The hit showing as a bruise could be not penning because of angle effectively thickening the armour due to a wounded animation or the hit box is just borked. Interesting either way.
nah I was on top
I mean if itâs 10yds away with that barrel and that ammo itâll icepick like fuck IRL, probably velocity calculation didnât allow cavitation.
So the Ammo Balancing Changes they did with the 0.4.1.0 patch didn't really do anything I still get M855AP and up bouncing of III+ helmets.
Theres no 3+ helmets?
I assume you mean 3A+ but in any case, yeah they do have a chance deflect but it shouldn't be tanking or deflecting any more than 1 and that 1 shouldn't be happening often
Yes and it's like 1 in 3.
Shot angles are exaggerated rn. The chances of something deflecting is high
the only thing i can say about the ballistics is that in every case where an ammunition nature is stopped by a plate it's supposed to penetrate, the armor icon is shown as ticked - i'd imply that the system is working, albeit either not as intended, or not explained to the majority of players facing the issue
even in the case of IIIA helmets deflecting M855A1, the icon is ticked as well
atleast for the purposes of the player, there's an argument to wear your helmet regardless of what ammo you're up against
helmets save lives
I think the icon doesn't check for if it deflects, only if it is rated to pen.
A possible solution is to change the "stopped by [armor]" by adding "at [velocity]," to help explain that velocity also plays a role in penetration.
On velocity, even at max range of 400 meters, that round has not lost that much velocity.
If it pens at point blank, it will pen at 400.
BUT, only on a 90 degree perfect angle. The farther out you go, the worse the chance the energy can transferred on straight, but at an angle, reducing forward impact.
It will lose enough to make a difference. A heavier, more aerodynamic bullet looses over 600fps at 400. About a 20% decrease in velocity. Hard to say what calculations the game uses tho. But the real world equivalent would out of a 14.5" barrel (it's what info i have access to) loses roughly 1100fps at 400. 2950 at muzzle to 1816 at 400.
whatever ammo im against if it's the skorpion or the 5.45 PP it kills me thru the best helmet available so its useless tbh
these are my stats so far
so yeah, as you can see, about half the time they either penetrate my helmet or just straight up hit me in the face
It is significantly better for me, with the M80A1 and the Libra Snail.
Heads shots are killing 99% of the time
like fr????
What's the issue ther?
gut shots are not kill shots.
What was the distance?
point blank
then tell me why as a former LEO I was trained to aim center mass?
Center mass is just standard. Though bots can't be incapacitated, only killed. That's why it doesn't work
Center mass is considered thoracic cavity, not abdomen. Also, LEO training varies wildly by jurisdiction. Some excellent, some just to the letter of the law.
this is what our qualifying target was
That target is about 15 years out of date compared to modern training
But I see where you are coming from
This is just hilarious
I made sure to get a good, well placed shot right through the heart. "Surely I will finally get a one shot kill to the torso."
you thought đ
Because center mass is not stomach.
It is mid chest, and around the area.
If the target is wearing plates, that target changes
Also, as you know, it is way easier to fire at center mass under stress, then to aim
M61 slices that shit like butter
there is no plates in the lower stomach.
M61 when shot in a not hard part of the body, is a quick in and out
even standard issue ammo in a patrol rifle AR would go thru that shit
the stomach or III+?
either one
855 would struggle if shot at an angle, but would go thru pretty easy on a straight shot
Not really talking about bullet pen, as that is working a lot better now after .4.1, mainly that the stomach shots are not DRT shots
They cause blood loss at a mid rate, and require the AI to bleed out for a bit
I mean we'll let the gel test do the talking
Well let me shoot you with M855 and let me know if you can shoot me from 120 meters away while in agonizing pain. These A.I can do that apparently.
I get that, I am not saying it does not do damage.
I am saying the AI has to bleed out first
They do not have Dead Right There zone in the stomach.
It is also in pre-Alpha so they can fix it so its more close to real life.
Just want to point out that centre mass shooting is aimed at the chest, which focuses around the sternum; if youâre shooting someone in the intestines, itâs debilitating but not always considered immediately fatal
Atleast where Iâm from, army teaches you to shoot for centre mass, but instructors occasionally point out the real purpose is to blow out the spine
It was passed down to me before that GWOT era adversaries are regularly drugged up and on opioids; mortal wounds wonât always stop a combatant immediately
While the game doesnât reflect that directly, I do like to point out that if your rounds are directly grouped on lungs, heart or brain, you can expect to pepper them a lot more before they go down
this is true
Also Iâll add that most of the time, if you wing a dude from
Range once or twice in the abdomen before he retreats behind cover, by the time you walk up to him heâs probably died via bleed out
Thereâs been more than one occasion where I just decided to wait and let a dude bleed out because he was being stubborn, especially in places like MS or FN where you donât want to run into the open to confirm a kill
The problem with this situation is that MFG used to do a decent job, but now they've broken it, and there currently seems to be no plan to fix it. I'm concerned it was done intentionally, which would not be a good situation.
There is a plan to fix it, we just don't know it yet.
AI went down well in .1, .2, and .3, now they do not.
They can see that is an issue
There are already some 4 or 5 patches planned in next couple of weeks up to two months - what makes you think there seems to be no plan to fix it?
If MFG keep creating problems and fix them, wouldn't that essentially mean no progress has been made?
the 0.3 AI, ballistics are good enough, but in 0.4 seems they like to show up the new animation, the whole things just go wrong. player shooting ai just watch they dancing run around and give you headshot at 100yads away, now MFG say "hey! we have new plan to fix it" ok~ then why not just let those things keeping still so you don't need to wasting resources to fix the issue you should not make at start ?
They changed the ballistics model for .4.
Sometimes to make something better, you have to break it or tear it apart
âMy brain dodge thatâ
man you guys needa provide more screenshots of your invincible AIs; ever since 0.4.1 came out, i've never felt any of the AI were invincible
also preferably your combat/weapon statistics too
Which is which cause the one on the bottom is devastating. That just shreds
Which is A1
That you can legally buy btw donât ask about the price itâs a bit up there
many people have testified the EPR is one of the most lethal ammo types ever made
but don't quote me
The game focuses on realistic ballistics, but the cavity effect of bullets in this version is very poor, especially for large caliber armor piercing bullets like M61 and 7n13. Even if they penetrate the most powerful 3++bulletproof vest at present, the cavity effect is almost the same as none
In some way I really want have some gore effect to show ballistics work, like how we disarm the ai when shooting they hands or shooting they leg to let them unable to move.
you know, a guys taken lot of shot in the limbs but he still can fight back will let most people think wtf are we against T-800?
for large caliber it should make internal organs exposed when shooting ai abdomen or other parts without armor at body.
One more things, the bullet should destroy the spinal nerves when it hit the mid of body, not just across and nothing happen(Imagine if you hit someone the mid of their neck and the bullet just go through, he just lose some blood and still fight with you, it was ridiculous.)
The SOF training shoot the abdomen to cutting the spinal nerves to paralyze the lower body to enemy. However, in the game, we are unable to achieve this effect.
like look at this shit fix the fucking game ffs

Overpen lol
Is this supposed to be able to pen that? Idk if it's labeled wrong or if there is a problem with penetration.
Something said to have basically no penetration sliced through III+ ceramic plates like butter
for real
you need to carry a protractor and do geometry to calculate the angle of impact
Genuine question, the last pic by MK12, obviously the guy died, he was pretty messed up lol, is it the speed he died that's the issue? Im just wondering because how do you know which shot hit where first. Im probably not explaining myself very well apologies. I mean if you hit him multiple times on rapid single what was the total time to death of the engagement because those hits are all over the place so potentially the more fatal looking shots were late in the shot string. So potentially he was bleeding from the arm shots and then the later shots were nearer the vitals etc if you get what I mean. The total time to death vs the sequence of shot placement matters.
Not saying there isnt an issue, I think their clearly is but I also think at times the problem is being misdiagnosed.
I think at times people are looking at it as i hit the character model x number of times with high pen ammo, why not dead? High pen ammo zips through with little flesh damage so if you don't hit vitals till late in the shot string it will probably look funny but its not unrealistic to a degree, plus there are obviously other issues going on.
To reiterate not trying to belittle people's experience, there's clearly an issue and a lot going on but still.
I can hit vitals and they still don't go down. I know overpen is a thing with some rounds but when there is a hole in your heart, there is a hole in your heart. Not always an immediate kill but you will not be standing or shooting back
My best example. I have a few more too
You'd be surprised. There are videos af guys shot thru the heart and still fighting for up to 60 seconds.
Not necessarily. Just takes that long to lose enough blood pressure
and is very individual dependant
It would make sense that the system would emulate that and to a degree it used to. It was rare but possible for a shot to not be immediately lethal
Right now it's actually rare for a shot to end up being immediately lethal
Idk, its pretty consistent for me if I get a heart shot for the AI to immediately stop. I just keep shooting until the body is on the ground
What gets me is the player death stats.
Like, if you look across a random sampling, I'm willing to bet you'll see greater than 85% of deaths to destroyed brain when it comes to AI killing players. Where before You were morelikely to enter coma and bleed out.
I believe you. It's not consistent for anyone. For me 1 in 4 AI drop like they should when I hit vitals
I have had 0 comas this patch and all my deaths have been immediate.
Two of my comas have been from a bleed out
Rest of the deaths headshot
It's my fault cause sometimes I ignore a bleed and realized it's serious too late
357 SIG does a great job of stopping the threat better than 9mm ever could
9 deaths have been headshots out of nowhere and 1 direct from the front heart shot through lvl 3+ armour from an M16 M855 - ZERO comas or bleed outs - I've barely even had to repair any armour, lowest i have ever gotten is 80% on 1 armour, i've never had to repair another set again, same with helmets, only had to repair one once, but my stats show im in the double digits of helmets and armour taking shots
I even saw that i had like 14 shots to the helmet, then after a really short 15 minute run i checked my stats and it was 15, and I DEFINITELY didn't get any shots to the helmet
In 0.3 i went through quite a few armour and helmets, lots of close calls on bleedouts and damaged organs, many a time i coma'd, headshots were pretty rare but understandable
To your point @median seal I still maintain there is a bug where if the round hits bone say in the arm it then auto penetrates the armour on the player because I get so many lung shots off ai that can't be accounted for purely by angle/armpit shot etc
Hmmm i didn't think that, there could very well be all these weird bugs, just dunno what they did to change so much since 0.3
And don't get me started on all these tanky AI that seem to have all their organs damaged but still require me to shoot their head, or the one where i've literally destroyed their lungs AND heart and i still needed to shoot their head to kill them
As others have said i guess the other issue is that the AI doesn't coma like we do at 3000 ml or something, it would definitely stop us having to hose them down with 20 bullets to kill em lol
Though blood loss seems to be a major issue, i remember getting shot in my little toe with a light wound in 0.3 and i would check to find i've lost a liter of blood lol
Feel like the NPCs are turning into these guys
Yeah something is up with those stats. I can count on one hand how many times I have been shot and it stopped on plates yet it says 42 for me? I have only had to repair armor once
So there might be a correlation between weapon durability and overall lethality. Built a brand new M4 after the old one was trash worthy and didn't think much of it. This is the first kill with it after it was brand new. Underwhelming damage
For some odd reason, as I kept using it I noticed it was becoming more lethal and my shot placement hadn't really changed much. After hitting 95% my kills started looking more like this. Conistent up until I kept going
I guess for my specific build it peaks at around 93%. This is what I want to see. After going lower and below 90% It was looking like the first pic all over again
It truly just boils back down to how harsh durability is on stats. A gun at 90% performs like a gun at 30% should
so should I just use dogshit ammo then lol
Yeah and try to find the durability sweet spot lmao
Too high and you overperform, too low and you underperform
Then people have different builds, use different ammo, treat durability different, mix and match parts of different conditions. Not a single two people will have the same experience
So it really explains why sometimes it works for me, and sometimes it just doesn't
what do you think is the best for T3 for 5.56
16" barrel, M855A1. It's served me the best out of any other build in terms of lethality
it still destroys the gun đ
yeah i mean i wish the guns wouldn´t break so god damn fast with the durability burn but at the same time the bulletspongey ai does also not help to keep our guns longlivleyhood in a good spot
In regards to the ammo, I will keep it to 5.56 for this example, I find it peculiar that ammo that is known to be pretty poor accuracy actually gets an accuracy buff (such as M193, M855, and M855A1) while bullets that are known for grouping well get a debuff (HPBT, if we're talking something like a SMK 77gr).
Could be an interesting way to balance out what ammo to use when if bullets that actually group well but are less effective against armor got the accuracy buff while bullets that don't group well got the debuff. This would be more in-line with reality.
Screenshot of what I am talking about:
IS there a way to test if the modifier is directly correlated to MOA? As in the -3% means 3% smaller MOA? i.e 1.00 MOA to 0.97 MOA?
Not that i know of, I remember when they redid the modifiers during 0.3 they said that they wanted to make it more intuitive so that modifiers with negative values indicated it being a debuff and those with positive values indicated a buff.
But the guns don't update their MOA stat that is displayed based on the ammo you have in them currently, so... đ¤ˇââď¸
Thats dumb
I know that suppressors update the MOA when equipped. Maybe it'll display properly if/when the chamber slot of a gun is added.
Like how in tarkov you can take or put a round into the chamber
So that should enable the stats to be properly updated depending on currently chambered ammo. I don't know the technical details so I could be talking out of my ass though.
Yeah. They also need to make n it where you can inspect magazines to see what ammo is in them.
When we put mouse cursor over the magazine on the bottom of the magazine the text is scrolling and showing what ammo is inside.
I think Schuler means a more detailed breakdown perhaps, like the exact composition assuming a mixed magazine. Like 5.45 PP and BS loaded in the same mag.
the .300 CQ is heavily overpriced compared to other ammo's pricing and overall abundance as loot. Same goes for some 7x Nato & eastern rounds. Either make it cheaper or make other AP ammo more expensive and less common.
"Overpen"
so i know we're usually pinging AI in the head and getting annoyed at the deflection, but it actually does go both ways, so i can't complain
this PP bounced off an Exfil
that makes sense
Exfil is very good at deflecting afaik
"Overpen"
this is too exaggerated in gameplay and should cause more HP damage. FMJ Ammo and effects on NPCs and other players needs some heavy development passes. Either more damage or more detrimental effects of being hit, besides this funny swaying animations.
I think what really exasperates the problem is the AI do not suffer any of the penalties that players do.
They do not enter a comatose state, they do not stop to heal wounds, theyâre unaffected by traumatic damage in terms of vision and accuracy and because they donât fall into comas as they drop below 50% blood, in order for them to actually no longer be a threat, they have to literally bleed out completely and die.
It would feel a lot less robotic if after sustaining something like serious organ damage, it actually took them out of the fight in similar ways that it does to us as players.
I understand they want to create a more realistic simulation of the human body instead of health bars, but currently the AI just act as walking health bars that have to be fully drained in order to remove them as threats
Thereâs no other dynamics involved. Changing this is what would make using different ammo types actually more interesting too
The AI can, even in broad daylight, put a bullet into my eye from 150 meters away using a submachine gun with iron sights, but I cannot tell the difference between it and a leaf.
The reason is that the AI "vision" can get very compute expensive the more detailed it gets. Right now it seems they have a very mundane and (cheap for the server) method where they only block certain objects but not grass and their engagement diagramms are very simple. Either they find a good coder who can lower the cost while at the same time raise AI targetting and decision complexity or they will be stuck with these zombies and compensating with even worse stuff through different game mechanics or effect (like make them beefier or more or less accurate and so on).
how the hell did the dude survive that? 
because the ballistics is fubared lmao
They tell me I have to calculate my angle at point blank center mass range
đ¤Ą
yo, where's the patch? AI still dancing around with my bulletđ¤Ł
Just keep praying â someday in the future, MFG will surely deign to toss us their update patch like a handout.
can we fix this dumb shit by now
We are using a M61 bullets in a M700 rifle and still this guy took to many shots
this is in PVP by the way.
There needs to be spinal cord damage. A lot of these guys would drop anyway even if we missed the organs, any damage to spine = paralyzed. Especially getting shot in the neck if that severs the spinal cord to your brain youâre dead.
Can someone at GZW make this make sense to me. These shots were taken within two meters of myself and the enemy. How does a vest that is NIJ III+ stop two shots by rounds that are apparently only stopped by NIJ IV armor. Was it an act of of GZW god? I have over 800 hrs in this game, it's incredibly addicting, but I feel like you are gaslighting me when you say you are fixing the Ai but dont. Convince me this isn't an RPG disguised as a tactical shooter.
tHeReS aLwYs A cHaNcE and mUsTvE bEeN aT aN aNgLe crowd will be out
Bro, you can't diss RPGs like that. Other RPGs at the same price point have way more content.
đ¤Ł
Early access buyers be like:
- Good morning, I'd like to buy this car.
- It's early access Sir, it might or might not drive correctly, we need two more years to finish it.
- All right, I'll take it.
A few weeks later...
- This fuckin car doesn't work, why you do nothing about, it piss me off all the time!!?
early access buyers be like:
-
good morning i'd like to buy this car, it looks like its being built well
-
they buy the car and its great, can't wait to see more features
-
they take the car back to the factory for a 0.4 'update'
-
car now refuses to drive straight, a problem that did not exist previously, but atleast the new heated seats are in!
-
its primary function as a car is now worse than before (the guns in the gun game no longer function properly)
-
at least its got heated seats!
a few weeks later....
- dickriders will belittle you for pointing this out in the feedback channel designed for providing feedback!
It's hard to imagine that as a consumer one would choose to defend this game, especially when other consumers bring up the problems.
Early access is not a get-out-of-jail-free card, nor is it an excuse to avoid problems. It's merely a statement telling you that the game is not perfect, but it doesn't mean that you can use this as an excuse when people pointing out it have to improvement. The correct approach is to identify the problems and solve them.
Equally valid points. To be fair there are also people posting screenshots of shot groupings Stevie Wonder would be embarrassed by complaining about time to kill, people not explaining the order of specific impacts ie non lethal hits before potentially lethal hits etc. Makes it hard to identify the extent of the problem and the factors involved. Then there is the factors of all online games, desync etc, how much is that impacting whether you hit, whether it actually registered, whether you hit where you saw you hit, did the hitbox get blocked, is the hitbox itself bugged. As ever, all feedback is just an indicator of a problem, rarely is it in a useful format right off the bat due to how complex things can be.
Ok, aside from the variability of the feedback I do think there is clearly a problem. One of the issues is the patches and things going to live. Despite the announced changes in the 4.2 patch i.e. AI and darkness I noticed zero difference in either till yesterday. Logged on and it was pitch black at night in TB and AI behaved very, very differently. So something is up with test patches and what goes to live sometimes imo which may be contributing to a whole host of issues. Back to ballistics. I test stuff constantly so today I decided to take a near 100% MCX with 9" barrel and suppressor using CQ rounds to TB to test against Lvl 2 armour flip flop enjoyers and Lv3+ wearing LAF.
I deliberately, using rapid single shots aimed for centre mass at 50m or less whilst trying to avoid weapon strikes and penetrating arm strikes that ultimately hit centre mass (to eliminate factors like deflection/angle change/loss of velocity due to passing through another object etc). First thing that was immediately apparent was the amount of 'sparking' going on, this usually is a result of deflection off something the round can't penetrate, i.e. the enemy weapon or the armour. Now even allowing for a significant number of weapon strikes and a disparity between my visual and the server it was way too many times to be weapon strikes and some were shots from behind, the side. So that's CQ rounds at full velocity from a 9" barrely (longer than the default 6.75) defelecting or richocheting off Class 2 armour in a wide range of shooting scenario's i.e. angles. Whilst it was a small sample size of say 40-50 engagements, it was at least in the live build.
So somewhat obviously it appears something is up with either the armour values or the ammo values. Interestingly 3+ armour behaved as I would expect.
CQ should defeat Class 2 soft armour with ease. Some victims had significant armour damage if not almost zero'd out class 2 amour. Now I am sure significant damage is done to the armour when it is penned 'cleanly' for want of a better word however I would think that logically the damage to the armour somewhat corresponds to the damage it has successfully mitigated. Therefore in many cases the class 2 armour was not being penned fully in multiple plate strikes and was in fact absorbing that damage which in turn reduced the durability. I don't think that's correct with such a disparity in round pen value and armour value, now and again, odd instances sure, simply random factors. For it to happen multiple times in one test, something is clearly up with those two variables.
Unfortunately there are a 100 different ways those interdependent calculations could be borked so without deeper knowledge of the entire system this is something only the Devs can really examine.
Plus I may be completely wrong on the armour damage mitigation vs armour durability reduction relationship, again without Dev comment its just wild speculation.
Sometimes I kill, sometimes I see two shots through the heart that didn't even calculate damage and it's the headshot that killed
Lol unfortunately sometimes its a completely different bug (probably) that gets in the way of figuring out the original bug you are trying to test lol
Rounds just disappearing into the ether of the interwebs is definitely still a thing sadly as well lol
I've also noticed, at least on my end, most shots that stop on armor don't even show as a bruise, I think maybe this happens when it richlochets?
Also yes. For testing like this, I shoot at the back to avoid hitting arms and the weapon. I use this as my basis for how many shots to put into AI with certain guns and ammo lol
I was mistaken lol. He was not wearing a helmet
Wrong reply but whatever
Ok mini test 2 with 855A1 out of a 10.5". In less than 20 engagements at 100m or less(mostly less) with class 2 soft armour numerous instances of it 'sparking' on what should have been imo solid hits. 3 times on one target.
Only other thing I can think of is a) I may be a new world champion in hitting other people's weapons, b) the weapon hit box is broken lol. Seriously though a lot of the 'spark' hits appeared to be nowhere near the weapon.
Going to try longer barrels and using a scope on static unsuspecting targets next with 995.
They wonât fix it until the streamers say something about it
Oh they will give it time đ
The game is better at 0.4 dude 0.3 was poop dick did you even play it?
"Poop dick" is a crazy descriptor
The update made the game better, the ai literally used to shoot you through bushes and one tap you. Also worst ballistics, no loot, whole different factions, less weapons, half of the amazing gun parts werenât even buyable. If you hate on 0.4 u probably havenât even played the other ones
Looking at the people reacting most of them literally joined the discord after 0.4 happened. Just complaining to complain lmaooooo didnât even play previous versions
What's the point in looting if you can buy everything? I want parts and guns that can be only looted and I've been here since 0.1. I enjoyed the fact I had to run to a T3 area in Order to get certain gear. Being able to buy everything takes the fun in looting away.
Well I will say the gun durability rn is the worst part of this game so if we had to still loot for the best gun parts it would barely matter
Since shit would be useless after like 2 ms raids
I still don't get how people are ruining guns after a couple raids but I also dont run M995 all the time either. Ive been using the same DDM4 with 855A1 since about 2 weeks after supporter preview and its still not below 90%
I also love to shoot and do cover fiređż
I understand the wear system is wonky and gamey and needs work with certain parts, however, using a regular rifle as a SAW will wear it much faster than intended. So thats more on the individual than the system.
I mean Iâm not putting full mags into bushes but Iâll def fire a couple shots if Iâm moving cover or if Iâm getting fired from a direction and canât see them
Or like if they walk into a bush or some sort of shrubbery
This server I was in was extra tanky. My main problem is these exact same shots on other bots are instant kills, all CQB. However, more often than not it takes 2-3 of these shots that would normally result in a 1-shot kill. When I'm 5 feet away from a bot and tapping direct center mass on the heart, and they don't care and full auto burst into my face it's pretty bad. Whatever ballistics change that happened in between 0.3 and 0.4 needs to be reverted
the AI enemies are absolute bullet sponges.
High-tier ammo doesn't seem to make a difference. It is absolutely ridiculous that you have to dump multiple rounds into an AI just to drop them, even when using full-power cartridges from an SVD, M700, or AK-308.
But the most unacceptable part is the complete absence of hit reactions or stagger. They can take multiple heavy rounds to the chest, immediately sprint away, and return fire with pinpoint accuracy as if nothing happened. Realistically speaking, even if your body armor stops a full-power rifle round, the sheer kinetic energy and blunt force trauma alone would instantly knock a normal person to the ground. The current state of the AI makes a complete mockery of the 'realism' this game strives for.
im having the same issue, a bot just soaked 4 ap x54 ap rounds from my svd in his level 3+ armor from point blank, its starting to urc me in ways i cant explain. Meanwhile you have pvp where that same armor doesnt stand up to anything and i get one shot through it because it destroyed my lung or something.
I think the new animations play a part too
Since they can rapidly and dramatically move the bot hit boxes
I mean i guess a little bit sure, it just seems like the post pen damage against bots is not there or like they cant go into comas its just instant dead or bleed out with no inbetween. Id like to see the player model of having your limbs broken be more problematic for the at or them get unconned because of a vital organ being ripped apart
The bots can't go into comas atm
They have to bleed out all 5.5 liters of blood or have a critical organ destroyed
Fwiw, I think this is a server side issue thats needs a back end fix. All systems could be working as intended but if the server has low fps it make have trouble registering what is happening.
nope, I totally disagree, you could see there are loads of post having screenshots of how ai took numbers of bullets and its just obscure, clearly this is not a server issue, because pvp the damage is fine
i know they cant go into comas i clearly stated that im saying that they should also be allowed to
just had a pmc take 20 rounds of bp 545 to the chest and not take any damage then turns on me and destroys heart with one 855a1 round through level 3++
If your rifle isn't trying to introduce your shoulder to the front sight when you fire, then the impact of the bullet won't have the force to knock you flat. People getting knocked down by IRL gunshots are due to the body instinctively trying to react to the sudden pain of having previously functional organs ripped through when it hits soft tissue, and people panicking from taking a hit when it luckily gets to be absorbed by ballistic protection. Solid bare steel plates in rigs had the issue where the force would continue to travel through and cause severe bruising and bone breaking, but ballistic plates made within the past two decades have greatly reduced the backface energy transfer to the point that a fair number of personnel in Afghanistan took several rounds in the plate and only realized it during after action checks.
so u basically saying the sniper rnds are just BBs to anyone who wear armor, u get hit u wipe the dust and chill
I mean the ai just ran too fast that the bullet seems cause no impact
still broken? how?
I didn't say you won't feel it or won't be shocked. But if body armor rated for the threat takes the hit and it's not a specialty AP round, you're not going to get blown off your feet unless your footing is already unstable.
It's like a hard punch. If you get knocked down from that you simply weren't ready for it. It hurts but you can still stay standing if your footing is right
This thread is just being ignored at this point I feel like. Not a single word on ballistics in the changelog.
I'm afraid what we see here is what MFG would consider normal behaviour 
Sometime things take longer than expected.
Maybe in 20 years devs would have type to AI :"Make me realistic ballistics for given environment" and things would be coded perfect, yet so far it's still classic work with code where touching one thing could destroy another if done wrong - hence it takes more time sometime than we players wish.
there is no way in hell that the first bullet to the head was not a kill shot
THE BULLET IS VISIBLY IN THE BRAIN
Overpen
it shows that it is in a downward angle through the brain. even if it overpenned the skull and brain that is a brain death
I'm fucking with you lol
i wouldnt be surprised if you were but there are people dense enough here to think over pen through a brain with no death is possible lmao
Though fr it might have deflected off the skull. It's subsonic 4.6. Don't agree with it cause you'd still be fucked up but that's likely what the game simulated
Nah its just that the ballistics are just fubared
Even if it would not be instant death, the top one bullet (not the one that killed yet), it should be instant coma.
Its not a vital organ...
For some people defo it's not đ¤Ł
Yeah there's no way in hell my helmet would ever have blocked this shot.
7,62x39mm BP was a joke on EU West tonight