SuAside said:
There is endless debate about this. There is no perfect way to measure it.
There's a lot of factors to keep in mind as far as I'm concerned, but everything is purely situational.
For me personally:
- A gun you're skilled with is better than a bigger/better/harderhitting gun you're not skilled with.
- A gun with which you can do quick & accurate follow up shots is better than a bigger/better/harderhitting gun you cannot do that with.
- The gun must be reasonably safe to use for its intended purpose. For home defense, that means being aware of which ammo goes through walls and which doesn't. All my interior walls are brick, so I can fire pretty much anything indoor without too much danger of hitting a family member that's behind a wall. This is often not true for american homes.
If your concerns are related to 9x19mm vs .40s&w vs .45ACP, I'd suggest you spend more time practising rather than worrying about that. Shot placement is likely a more important factor than anything else.
Obviously if your concern is .22LR vs .25ACP vs .380ACP vs .38Spl vs 9x18, then you might want to re-evaluate your choices. I'd discourage using .22LR & .25ACP, but having those is obviously better than having nothing at all.
Yeah, I no there is no perfect way SuAside, obvious when there are so many variants of the same caliber of ammunition that all have different specifications and even more differences in performance when used with different firearms...
Mind-boggling!...
This is why my question is should I use joules as a way of averaging each caliber??? But to be honest I'm not sure whether it matters all that much as this will be for a game which I am creating where the players proberbly won't give a damn how realistic or accurate I try to make it. Call it O.C.D. I'm gonna use the list anyway.
I have a little experience with actual firearms yet not compared to some of you gun-nuts!
So I thought it would be a good idea to ask you guys. I literally will be making a list of what caliber is better than what, even though it will be impossible to create it based on utter realism. But as a guide for my game project, it is important.
WillisPDunlevey said:
I agree 100% with what suaside said.
His advice is way better than most you will find online.
Most of the time, gun advice is a backhanded way of bragging about the expensive crap the speaker owns.
I agree too, yet thinking more of the virtual sense rather than the literal. Maybe I should have explained better that this is for a game? Does'nt matter, the outcome will be the same.
Geech said:
It sounds like you're using this for a videogame, correct? If so, then muzzle energy is probably an acceptable proxy metric for round effectiveness. I don't think there's any need to dive into endless firearms debates simply to make your game.
After you finish putting the chart together, though, you might run your stats by a gun guy, just to make sure there's nothing that's glaringly strange.
Bingo!...
You are completely right, I have written a small chart-like thing so I will be posting it to get some opinions. It will need a bit of explaining though... you'lle see.
SuAside said:
Compiling lists such as this is horribly hard, since real world effects can not be put into numbers.
Even the same type of ammo with a different style bullet will give you considerable changes. Like 7.62x51mm NATO ball ammo behaves entirely different from german fragmenting ammo, while being the same caliber, weight and both being FMJ.
LOL!
HARD??? You ever tried? It is impossible. This is why 'averaging' is the only option. I have tried using caliber ratings like hornadys hits rating (
http://www.hornady.com/hits/calculator ) and some system based off some guys name I forgot... but ratings are definately a poor way to go when faced with extremely large calibers that can not be calculated. However, all forms of ammunition have a recorded impact energy (somewhere). So finding those and looking more into the basic and most common variants of ammunition available for each caliber will give you a minimal / average impact energy value for said caliber. I THINK? Not sure, you will have to correct me but so far this seems to be the be system I have found.
I will post my chart thing with a brief explanation to see what you all think...