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Originally Posted by Atgxtg
One reason why I liked a bleeding rules, major wounds, critical's hits & impales.
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Those help, but they still only give you so much range to work with.
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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.
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That's probably an issue of them deciding what you'd see in play more often.
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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.
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Most likely it should work that way anyway.
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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.
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Not sure I agree; impaling is in some respects a reflection of an attack that hits dead on rather than slightly at an angle, and those _do_ tend to penetrate better.