#Allow Sabot, AP and Heavy heads to do some internal thump damage (from least to most)

20 messages · Page 1 of 1 (latest)

white glen
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The APS kinetic heads, outside of allowing for better penetration or performance for APCHEM shells, do little for actually interesting game mechanics. Chiefly, I feel as though purely kinetic rounds outside of sand are far too ineffective for anything other than hole punching. Integrating thump damage into the kinetic heads allows for a greater variety of applications for kinetic shells and allows for more variety for other shells as well.

Also, high caliber kinetics will actually feel like throwing huge lumps of metal at something instead of needles that end up just being shitty PAC or pierce lasers.

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the end goal of this, obviously, is to punt a 500m 8 meter kinetic shell at 2km/s and split a target in half

steady grove
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and poking holes can be very effective

turbid marlin
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lol high caliber kinetics are indeed shitty pierce lasers. true that

white glen
steady grove
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this really doesn't make sense

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a shell made for poking holes is bad at doing things other than poking holes

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well, yeah

white glen
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i mean i wish they didnt just poke holes

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when a projectile passes through an object, it doesnt just continue forwards, it transfers at least some of that energy into what it's passing through

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obviously the effect wouldn't be nearly as potent as, say, APHE or APFrag, but it would be nice if the damage they dealt was spread more as they went in or through

steady grove
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maybe, but this would just make them worse at their job

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and worse at their new job than the alternatives

white glen
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fair enough, i suppose

scarlet juniper
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AP Capped Heavy Heads and Composite Armor Piercing Heads used to, allegedly, have a chance of fragmenting post armor

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I don't know if that was ever implemented

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But it was definitely removed

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And before it was removed it was definitely in the head descriptions.