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  1. #1

    Damage model (real world vs. game)

    So I'm wondering who else cares (or is otherwise bothered) about this. This seems to happen every time when I pick a gun I like (based on real world performance) only to find it's a stinking heap of refuse in the game. I'll keep it short since nobody enjoys rants but I myself haven't come across any game that does this right except Bohemia's titles. Especially coming off Rainbow Six: Siege recently (the "damage" of the HK21 compared to the M417, are you serious?) I've pretty much lost faith in any developer doing this, but since this game seems to pride itself on authenticity and the fact that it does NOT feature PvP, I believe it would be worth the effort trying to balance it in a more logical way.

    Apart from the basics, you know, X amount of propellant + Y amount of lead = Z amounts ouchie it would also be interesting to get the kind of ballistics ArmA 3 has. That's a long shot though, no pun intended. I would be happy if at the very least the arbitrary damage values projectiles get would make the slightest ounce of sense from a real world perspective.
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  2. #2
    Regarding the PvP thing, I just assumed since so far they've only mentioned SP/co-op. It would probably be harder to integrate PvP in an open world game like this.

    For a more on-topic note, this appeared today. I thought it was a pretty cute coincidence(?).
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  3. #3
    I've heard of guys opponents in Somalia, Afghanistan, and Iraq being hyped up on poppy and other drugs that it would take more shots to put them down and keep them down. It seems like in a narco controlled state like Bolivia has become this would be a factor also I hope its included.
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  4. #4
    shobhit7777777's Avatar Senior Member
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    Ideally I'd like short time-to-kill (TTK). Weapon lethality has usually been high in GR and I like it that way. It makes the firefights that much more intense...short, sharp and lethal. Watch Dogs had excellent weapon lethality IMO.

    AI opponents should behave realistically to being shot. If they are unarmoured, they should drop in 1-2 shots. If they get shot in the limbs, they should drop...allowing you to finish them off. If they are armoured, then they should stagger under the impact of a high velocity round...allowing you to finish them off with follow up shots.

    Eitherway....getting shot probably hurts...and it should be reflected in-game. MGSV's bullet sponges are the best example of how NOT to do it. Far cry 3/4 had great hit reactions..some of the best and the weapon lethality was just the right amount.

    Re: Drugged up opponents

    I doubt the Cartel's would employ people who would use their own product. Its bad for business.
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  5. #5
    You would be surprised. The healthy human mind wouldn't commit the atrocities some of the lower level members do without some other factor. I could see them sending crazy junkies to attack villages and sow fear
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  6. #6
    Lolssi's Avatar Senior Member
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    Yeah one of the biggest issues that will make or break this game for me is the health system and if you go down on few hits or not. The fact that you could bite the dust so easily was intense in earlier titles.
    For example the awesome feeling in Rogue Spear when G3A3 took everybody down with hit or two. Downside of course was that everybody on the map heard it
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  7. #7
    Originally Posted by Lolssi Go to original post
    Yeah one of the biggest issues that will make or break this game for me is the health system and if you go down on few hits or not. The fact that you could bite the dust so easily was intense in earlier titles.
    For example the awesome feeling in Rogue Spear when G3A3 took everybody down with hit or two. Downside of course was that everybody on the map heard it
    Haha, I thought this was a missed opportunity for Rainbow Six: Siege. They should've included the Dutch MARSOF now that it has chosen to adopt 300 BLK.
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  8. #8
    Originally Posted by Lolssi Go to original post
    Yeah one of the biggest issues that will make or break this game for me is the health system and if you go down on few hits or not. The fact that you could bite the dust so easily was intense in earlier titles.
    For example the awesome feeling in Rogue Spear when G3A3 took everybody down with hit or two. Downside of course was that everybody on the map heard it
    I agree that was so intense with the first person vie and how you hear the impact, your character groan in pain before dropping dead. It was also well done in GR 2, Summit Strike, and both GRAW titles. There were parts of GRFS that I liked and parts that were cringe worthy. Health Regeneration has taken the strategy out of these games since you can run at machine gun as long as there is cover along the way for you to regenerate behind
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  9. #9
    To kind of continue on that health system, I wonder if combat first aid would be implemented into the game and how realistic it would be if it were, since casualties usually mean calling in 9-lines to request MEDEVAC. ARMA 3 had great mods to add to this issue where downed friendlies would receive first aid and either received MEDEVAC or (most of the time) simply rejoined the fight. And to respond to OP, I am totally for the most authentic ballistics model in the game, but I totally understand other players opinions when it is said that a lot of the weapons would feel similar between the many different calibers and weapon types. If the devs really want to aim for authenticity to resolve these issues, I think the only way to do so is to add a huge arsenal of weapons with/without numerous ways to customize each weapon to the operators liking. This is so for many SOF units who operate under the generous SOCOM budget. IMO opening the game to modding like Bohemia Interactive has for ARMA 3, I'm more than confident a lot of good weapons would come to the game
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