CFE M1 wrote:
Everything is fine with the body modern protecion effectivness but one thing. Being hit by high (or medium) energy bullet would knock victim off his feet and render him temporary (even few seconds) unable to respond.
Simply not true -- if were we wouldn't be able to fire rifles without getting knocked down as an equal amount of energy is imparted to the rifle as the bullet.
Moreover much of the energy is lost in transet (barrel and areodynamic drag) so the projectile hitting the target has considerably less energy then the recoil energy you get hit with from a rifle, shotgun or handgun... The projectile also puts it's energy into a smaller area then the butt of a rifle in order to do damage -- and that remaining energy is dissapated in organ and body fluid displacement...
Even in those instances when a bullet dissipates all it's energy into a man-target it rearely has enough energy to knock him off his feet... Most people slump
when hit as a defensive and/or panic reaction to being hit or fired on...
CFE M1 wrote:
Real firefights aren't forgiving even for well armoured man. And here we have importance of cooperation -victim can be protected by comrades otherwise is subject of esy kill afterwards (especially in CQC).
Depends on what you mean by "firefight
" and "forgiving
" -- most modern IIIa improved body armor with no
ceramic plate using moden Arimids will stop multiple
7.62 rounds at close range (as demonstrated in the videos on the previous pages)with out "knocking down
" or even displacing the armored man-target any more then the guy firing on him...
CFE M1 wrote:
Ok, it isn't easy to model in game but I think it's possible. Nice attempt was created by developers of "Obsidian Edge" mod for Far Cry. In this mod hit to the body cause vision and aim spin resulting in screwed aim and real confusion. You're still on your feet but can't comfortaby aim and shoot back.
You might like it, and these might be nice effects for the Arcade Mod/Modes for TC:E, but unless it's random and rare it's not particularly realistic.
There is a massive amount of performance data for body armor, exit ballistics statistics, and casual effects statistics that make it pretty easy to create a simple and realistic damage model and hit boxes -- that's why my first diagram:
Which is based on scatter grams of real world lethal and casual hits is more important to understand then a simplistic bone/boxs that may not reflect similar statistical outcomes in games if not designed with any understanding of physics, ballistics, exit ballistics and sadly forensic ballistics...
Like and enjoy what you will, I hope that TC:E's realism mode allows for a realistic damage model based on real world body armor... The Arcade Ramdom Spam Deathmatch and CTF modes can have what ever thills that crowd...