More realistic Weapon Statistics - a call 'to arms'

Murchadh said:
i.e., do we want:

(1) any weapons used in real life prior to (e.g.) 1960 augmented by a bunch of futuristic ones? (There are more than enough types from WW2 alone that could fill every category, save maybe for powerful handguns)

(2) any weapons used in real life irrespective of timeperiod, augmented with a bunch of futuristic ones?


History lesson Time ...

Gunnery Sergeant Carlos N. Hathcock II - United States Marine Corps. 93 confirmed.

Probably the name most associated with modern military sniping in the United States, Carlos Hathcock has become legend in that nation for his exploits during and after the Vietnam war. The lessons learned by Hathcock and others during the Vietnam conflict were used to rebuild and revitalize sniping within the US military. His influence on the development of the military sniper cannot be exaggerated. Even today, some 30 years later, his name is still well known wherever sniper training is taking place. After his retirement from the Marine Corps, he took a very active role in developing snipers within the law enforcement community. Due to the extraordinary nature of several of his wartime missions, it is hard to single one out for listing on this page. Four stand out most.


2.

The longest recorded kill with a .50 BMG mounting a telescopic sight. Hathcock was one of several individuals to utilize the Browning .50 caliber heavy machine gun in the sniping role.
This success has led to the adoption of the .50 caliber cartridge as a viable anti-personnel and anti-equipment sniper round.

http://www.snipercountry.com/SnipHistory.asp

so in the time frame mention the sinper system with the longest range / biggest caliber is the M2 .50 Machine Gun .... not exactly portably ... I'll take a M 14 with a scope please
 
Murchadh said:
Incidentally, I just have to say this regarding an FN FAL (since I know a lot of people have mentioned it). Technically it is not an assault rifle but a battle rifle. Semantics aside, even though it can be selected to fire in automatic mode, it is almost impossible to do so in practical terms because of excessive recoil kicking the rifle up and to the side and is/was as a result almost exclusively used as a semi-automatic rifle. ...and just when I thought battle rifles are dead and buried the new FN SCAR apparently comes in two flavors, 5.56 and 7.62...hmmm.


The same thing was said about the M-14. this is why Germany developed the 7.92x33 Kurtz or short round for the "Sturmgewehr" MP 44 ... The Russians were also designing the SKS / AK during this time frame ... and a side note on weapons and wear

MP-44 Sturmgewehr's have been turning up in places like Africa and as recent as Iraq since WW II

The world's first true assault rifle, the StG44 arrived too late to significantly effect the outcome of the war, but it gave birth to an entire class of infantry weapons that include famous names such as the AK-47 and the M16. After World War II, the StG44 was retained for use by the East German Nationale Volksarmee (People's Army) until it was replaced by the AK-47. The East German Volkspolizei utilized the weapon through 1962. In addition, the Soviet Union exported captured StG44s to its client states including Czechoslovakia and Yugoslavia, as well as supplied the rifle to friendly guerrilla and insurgent groups. In the latter case, the StG44 has equipped elements of the Palestine Liberation Organization and Hezbollah. American forces have also confiscated StG44s from militia units in Iraq.

http://militaryhistory.about.com/od/smallarms/p/stg44.htm


must not exactly wear out rapidly with minimal care ....
 
Speaking of powerful handguns. Bethesda seems to have a misconception of the power of the 10mm . All pistols in my game (except for the .44) have DAM 6. Personally I think all handgun damage needs to be doubled if not tripled. It's rediculous when a raider can take over 5 10mm shots to an unprotected head. In fact I would like to see all weapon powers doubled.

For example. modded Weapon powers would look something like this.

weapon dam
9mm 10 (Planned)
.45 20 (Planned)
10mm 25
.44mag 35-40
AR 50-55
Chinese AR 60
mine 120
 
Btw. Here's an interesting tool my Airsoft buddies found last year.
It's a tool that analyzes ammunition ballistics and compares them with eachother. There seems to be a limited 4 or 5 use policy for those who are not subscribed. It's best to save your results to disk.

http://ammoguide.com/?tool=bcompare&it=18|99
 
madcaddie said:
Mikael Grizzly said:
For instance, implement the M1989 NATO Assault Rifle from Wasteland, which basically can be a modified M16, making use of what we know about weapons in the Fallout universe (wood still used for furniture on weapons, ruggedness and reliability) or the AK-97 Assault Rifle (<3 it), the MAC-17 or UZI Mk. 27 from Trans-Palestine.

Can you provide reference pics etc?? NO!! which is the whole problem, its one thing to make something from a reference its another to make something from scratch and then not have people like you will whinge about it not fitting your view of what it should look like.

I'm not going to complain if it's NOT a carbon copy of real-life guns. Really.

http://s6.photobucket.com/albums/y209/Grizzly0/?action=view&current=WastelandGuns.gif

Here's a small compilation I've made of what's seen in Wasteland.

Actually instead why don't you make a list of weapons you'd like made with desriptions etc.

I might just do that.
 
I'm pretty sure I cand build a few of those. My plate is sort of full at the moment after joining the F3C team and helping with the melee weapons mod.

I also have a few examples of converting old 2d Nintendo sprite weapons and characters into full 3D models. The game was Journey to Silius and Blaster Master.
 
I am toying with the idea of using .280 cal (7x43mm) rounds for the FAL. This round was developed in '49 by the british for their EM2 rifle but Belgians used it for FN-FAL. ;)

In reality the round failed because US were too stubborn and pushed their .308 cal which NATO ultimately accepted. In the game universe however US acknowledged the importance of this intermediate round and used it for their main Assault Rifle. The FN-FAL being supperior to both M14 and M16 (with that particular round) became the main rifle.
 
RadioPatrol:

So I take it your highlight of my comment means you prefer "any weapons used in real life prior to (e.g.) 1960 augmented by a bunch of futuristic ones?" ??

so in the time frame mention the sinper system with the longest range / biggest caliber is the M2 .50 Machine Gun .... not exactly portably ... I'll take a M 14 with a scope please

I would hardly call an M2 system a viable sniping system, Sgt. Hathcock's antics aside, portability being an immediate killer of the concept, though I'd have to say, it sure is interesting. Nevertheless, I might be heading into territory I know little about, but I would guess that a scoped bolt-action rifle would outperform a similar caliber semi-automatic (ala M14). (Part of the energy is used to operate the SA action) ...but like I said, I am just making a guess.

As a further aside. I read somewhere that the .50 BMG as used in the M82 is not so hot as a pure sniping solution (different to anti materiel) because of accuracy problems. This specifically relates to (1) match ammunition and (2) the sheer bulk of the thing. I believe in US military trials a bolt-action firing a different cartridge beat the M82 but for some or another reason the military adopted the M82 as long range sniper solution anyway. Hmm.. I smell something.

The same thing was said about the M-14.

Yeah, same caliber, so I guess same problem. I know this about the FN-FAL since I trained with one as a child. The troops in combat did figure out a reliable way to operate it in full auto (only in terms of suppression fire) by clamping the weapon sideways underneath an arm when firing. The recoil pattern then made the weapon "strafe"...genius! :)

Speaking of powerful handguns. Bethesda seems to have a misconception of the power of the 10mm . All pistols in my game (except for the .44) have DAM 6. Personally I think all handgun damage needs to be doubled if not tripled. It's rediculous when a raider can take over 5 10mm shots to an unprotected head. In fact I would like to see all weapon powers doubled.

I have drawn up a spreadsheet of most weapons since 1900 (that fall within the bounds of what we are talking here) and I would say that looking at statistics alone is not the right way. Sure for realism purposes it is in no doubt that even a lowly 9mm ought to take out a raider in the head with one bullet at short range. The issue is balance. If you want to enable a 10mm to do that, how do you scale the rest of the enemies? From my point of view the strongest enemy should be able to die easily via the weakest enemy whilst the strongest should be very difficult to kill with the weakest weapon. However, how do you incorporate weapon skill into this? I have yet to wrap my head around this.

Looking at my list I notice a LOT of similarities between many weapons that are purely statistical, but experience and common sense tells me there are huge differences. It is a well known fact for instance that an M-16 was far more accurate than an AK-47 which was in turn trumped by an FN FAL in terms of stopping power at longer ranges. All three though have their own pros and cons (and therefore uses in different situations) IRL. All these variations are impossible to incorporate due to a lack of variables ingame, but I am sure it can be made to work with range, damage and accuracy alone (not sure whether there are other differentiating variables). Incidentally, does anyone know whether different weapon degradation can be done for different weapons?

That is part of the reason why I reason that a FIXED weapon list is a priority. The whole list needs to be balanced holistically. Take the current in game list; obviously not balanced since the .32 pistol and chinese pistol have virtually no use, and once you discover the chinese assualt rifle there is no point in using the regular AR (the biggest problem here is them using the same cartridge I reckon).

I am toying with the idea of using .280 cal (7x43mm) rounds for the FAL. This round was developed in '49 by the british for their EM2 rifle but Belgians used it for FN-FAL. Wink

In reality the round failed because US were too stubborn and pushed their .308 cal which NATO ultimately accepted. In the game universe however US acknowledged the importance of this intermediate round and used it for their main Assault Rifle. The FN-FAL being supperior to both M14 and M16 (with that particular round) became the main rifle.
Just my personal opinion, but if real life weapon names are used then real life matching ammo should be used (as far as possible). I understand the "alternate reality" principle, but to me it would feel a little off. He he..I guess it would just have to be difficult for me to unlearn what I already know about weapons. Nevertheless, looking at my list, the FN cartridge (whatever it ends up being) is actually used in very few viable weapons. Some sniper rifles, similar assault rifles (G3) and a few light machine guns.

Nothing to do with this discussion FO3 feels a LOT more alternate reality than FO2 did. Err...come to think of it I never even noticed it AT ALL in FO2. To me it was just a futuristic post-apocalyptic reality (not alternate) beyond the CURRENT present (i.e. what it was in the late 90s to be exact). So even if the original designers say so, I was never aware of it since it was never evident (to me at least). Must be something to do with graphics then since in FO3 it is very clear, what with the 50s looking cars and the green monochrome consoles and all. (Can't now think of anything else really).
 
Mikael Grizzly said:
Fallout is an alternate reality, and really, the modders are talented and could do something more creative than just another M16 mod. Seriously.

For instance, implement the M1989 NATO Assault Rifle from Wasteland, which basically can be a modified M16, making use of what we know about weapons in the Fallout universe (wood still used for furniture on weapons, ruggedness and reliability) or the AK-97 Assault Rifle (<3 it), the MAC-17 or UZI Mk. 27 from Trans-Palestine.


Now that's what I'd like to see... some of the Wasteland guns in the game!

Now all we need is a mesh/texture for a Proton Ax...


I have an OBJ file for an M-4 w/ scope if anybody would like to take a crack at making it into a Fallout 3 compatible weapon... just PM me and I can send it to you.
 
Regarding the FN FAL, if you can fire a minigun you can fire an FN FAL on full auto no problem. I'd just give it a strength requirment of 6 as I'm not sure if we can make the accuracy on auto proportional to strenght.
 
Murchadh said:
Incidentally, does anyone know whether different weapon degradation can be done for different weapons?

Yes that is possible. Weapons have health points. Less HP faster degradation...

As far as accuracy in Full Auto... I don't know what can be done about it. Weapons have a wobble effect which is depended on skill, maybe it can be modded to wobble on full auto. Giving it a strength requirement is not realistic.
 
Any potential accuracy issues with sniper rounds if aiming for realism are null and void in this case since just about all firefights in FO3 within 50m, which is well within the effective range of just about any firearm (barring pistols or shotguns). If the GECK were to allow us to introduce a recoil system instead of an accuracy system, however, that would provide an effective compromise. Even something like an expanding crosshair for firing auto would be a lot better than the random deviation we have now.
 
An expanding crosshair is not possible with the gamebryo engine... but with FOSE, it might be possible to swap out the crosshair file in real-time based on the weapon you're using.
 
Pistols or any other arms can be make to kill with 1 head shot
U can add a script that head shot to unprotected head with some % of chance can do 1000% dmg or instant kill
 
mrowa said:
Pistols or any other arms can be make to kill with 1 head shot
U can add a script that head shot to unprotected head with some % of chance can do 1000% dmg or instant kill

Yes, pistols definately need to be made useful again.
 
chipk said:
mrowa said:
Pistols or any other arms can be make to kill with 1 head shot
U can add a script that head shot to unprotected head with some % of chance can do 1000% dmg or instant kill

Yes, pistols definitely need to be made useful again.


sure on Raiders or any other Human Stock ..... I would think Muties along with gross body distortion would have thicker skulls allowing for further damage reduction or nullification ... like a Grizley Bear will only be pissed of by a 9mm not killed
 
RadioPatrol said:
chipk said:
mrowa said:
Pistols or any other arms can be make to kill with 1 head shot
U can add a script that head shot to unprotected head with some % of chance can do 1000% dmg or instant kill

Yes, pistols definitely need to be made useful again.


sure on Raiders or any other Human Stock ..... I would think Muties along with gross body distortion would have thicker skulls allowing for further damage reduction or nullification ... like a Grizley Bear will only be pissed of by a 9mm not killed

Except for the .44 magnum. :D. .44 magnums take out bears. I agree with keeping pistols weaker on things larger than humans. I just get pissed off when I blast a raider's bald, unprotected head and he just gets pissed off and runs at me. Then I unload the remaining clip of 10mm rounds on his head and still have to reload :roll:
 
I'm not sure the benefit of all this real-world analyzing.. the first two fallouts definitely didn't have it.

I think approaching the issue from a more game balance / mechanics point of view would have a much better payoff. Otherwise, everything except a .22 shot to the head with an angle of incidence greater than 20 degrees is going to be insta-kill. But hey, maybe this is the realism mod!
 
madcaddie said:
Doesn't matter whether a gun is a pistol or rifle simply balance it on its muzzle energy.

Ding ding ding, correct! ;)

Which is exactly what's been done for F3C release 12. I'm a little past halfway in updating it.
 
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