Any gun enthusiasts here?

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15 comments, last by Armantium 6 years, 7 months ago

Hi, as you know I'm developing a game, but there is some area in which I am completely clueless.

In my European, socialist, shitty country(filled with submissive socialist zombies) weapons are completely forbidden, so I never held a firearm of any kind in my life. I have a very shallow knowledge about them.

So, a question for the lucky Americans who still have enough freedom for this basic human right, which kind of ammo would fall into these 3 categories of ammo: light, medium, heavy?

Remember, this is for a game, not real-life, but be as realistic as possible.

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12 minutes ago, Armantium said:

light, medium, heavy

Ammo doesn't really fall into such nice categories in the real world. Weight of ammo isn't necessarily as important as how fast it is travelling, or how it behaves when it hits something. Hollow point or armour piercing bullets, for example, cause damage significantly greater than a standard bullet of a larger calibre...

Tristam MacDonald. Ex-BigTech Software Engineer. Future farmer. [https://trist.am]

Swift is correct -- ammo doesn't really fall "into" categories.  However, with that being said, if I had to categorize ammo,

I would estimate .22 is light, 9mm is medium and .50 is heavy.  

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You either already know that and you are wise, or you don’t realize it for many years and you are an idiot. Either way, your learning code is objectively shit." - L. Spiro

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4 minutes ago, swiftcoder said:

Ammo doesn't really fall into such nice categories in the real world. Weight of ammo isn't necessarily as important as how fast it is travelling, or how it behaves when it hits something. 

No, I mean it in a completely different way, not weight but their destructive power.

2 minutes ago, ByteTroll said:

I would estimate .22 is light, 9mm is medium and .50 is heavy.  

Yes, that's what I was looking for.

What other kinds of ammo would fall into the 3 categories. I need at least 3 per category.

3 minutes ago, Armantium said:

No, I mean it in a completely different way, not weight but their destructive power.

Yes, that's what I was looking for.

What other kinds of ammo would fall into the 3 categories. I need at least 3 per category.

That is about as diverse as that spectrum is going to get for the reasons provided by Swift.  My advice for you is to add types.  For example, .22 is light and does little damage.  .22 hollow point is still light, but does far more impact damage that standard .22.  

"The code you write when you learn a new language is shit.
You either already know that and you are wise, or you don’t realize it for many years and you are an idiot. Either way, your learning code is objectively shit." - L. Spiro

"This is called programming. The art of typing shit into an editor/IDE is not programming, it's basically data entry. The part that makes a programmer a programmer is their problem solving skills." - Serapth

"The 'friend' relationship in c++ is the tightest coupling you can give two objects. Friends can reach out and touch your privates." - frob

1 minute ago, ByteTroll said:

For example, .22 is light and does little damage.  .22 hollow point is still light, but does far more impact damage that standard .22.  

Hm, but wouldn't such type have overall decreased range and velocity, which would be sufficient to put it into a category of light?

5 minutes ago, Armantium said:

Hm, but wouldn't such type have overall decreased range and velocity, which would be sufficient to put it into a category of light?

Not necessarily.  For example, take .22.  The difference between .22 and .22 hollow point is the actual bullet -- not the powder load of the bullet.  The one exception to this is magnum rounds.  A .22 magnum round has a bigger powder load, but still is no where close to something like a .50 cal.  A .22 will go a few hundred feet give or take a thousand depending on conditions.  A .50 will go for miles. 

"The code you write when you learn a new language is shit.
You either already know that and you are wise, or you don’t realize it for many years and you are an idiot. Either way, your learning code is objectively shit." - L. Spiro

"This is called programming. The art of typing shit into an editor/IDE is not programming, it's basically data entry. The part that makes a programmer a programmer is their problem solving skills." - Serapth

"The 'friend' relationship in c++ is the tightest coupling you can give two objects. Friends can reach out and touch your privates." - frob

Look up the weight of the projectiles and the muzzle velocity o different weapons that use them. Different weapons will achieve different velocities with the same ammo.

Velocity and mass tell you momentum, which tell you impact force.

Then there's projectile types though. Military ammo (FMJ) is designed to punch nice clean holes in humans. Hunting ammo (hollow point) is designed to start expanding on impact to create as much trauma as possible, resulting in massive exit wounds (this is a war crime for the military to use against people). Other rounds are designed to be used against vehicles, so are legal within the laws of war, but would do horrendous things if fired at a human.

8 minutes ago, Hodgman said:

Velocity and mass tell you momentum, which tell you impact force.

Can one extrapolate this value from barrel length and caliber of the projectile alone?

3 hours ago, Armantium said:

Hm, but wouldn't such type have overall decreased range and velocity, which would be sufficient to put it into a category of light?

You're thinking in terms of videogame tradeoffs ("If it's more powerful, it must travel a shorter distance"). But it's more often just a real-life money tradeoff ("Just doing target practice? Don't waste the expensive bullets.").

This can also have interesting gameplay ramifications - if different types of bullets cost more in-game, players might want to reserve their more powerful ones. Or, if players find ammo instead of buying it, provide less of the more powerful ammo, so players conserve those more. That reminds me of the gameplay of the N64 Turok game, where you got shotgun shells and explosive shotgun shells. Explosive shotgun shells were always better, you just didn't find them as often and so had to conserve them more.

At some point though - varying per game - reality needs to take a backseat to gameplay. If you want different bullets to have genuine tradeoffs unrelated to cost, that's so common in games that I doubt it'll break immersion, even for gun experts.

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