Quote:
Originally Posted by Nightshade
The problem is that you don't have a lot of spread to work with, and lack of hit locations acerbates the issue. If you make the handguns too weak, they can't kill people; if you make the rifles too strong, they kill too reliably.
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One reason why I liked a bleeding rules, major wounds, critical's hits & impales.
The thing I don't like about the CoC chart is that there is too much spread between the handguns, and not that much between the high powered pistols, rifles and heavy weapons.
For instance the difference between a .30-06 and a +45 ACP is actually much more significant that the difference between the .45ACP and a .32ACP, but in the game the difference is about the same.
Go back to 1st edtion CoC damages with the .45 down to the D8 level and it solves most of the problems.
Another idea would be to say the firearms can't impale vehicles and other objects. That would make AP much more useful.
Or maybe change the impale effect to double damage that gets past the target's AP. That would make a lot of sense. If a round can't penetrate a certain level of ballistic vest it shouldn't do so 20% of the time due to an impale.