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Ballistics

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Set what the target is wearing and where you are hitting them. The table shows how many rounds each weapon needs and how long that takes, and the chart shows where range starts costing you an extra shot.

Engagement

Body armour
Helmet
Round
50 m
Where you hit

Level 2 Armor covers this and blocks 40%

Weapons

4 of 5 picked
Assault Rifle
Light Machine Gun
Marksman Rifle
Pistol
Shotgun
Sniper Rifle
Submachine Gun

Rounds on target

100 hp target, Level 2 Armor in the way
Relative
SVD 762x54mm480 rpm42.9 3250ms
M4 556mm800 rpm16.8 6375ms
MP5 9mm800 rpm13.9 8525ms
AK74 545mm650 rpm15.6 7554ms

Time to kill across range

Each step up is where falloff costs you another shot.

02505007501k1.25k0100200300400500600RANGE IN METRESKILL TIME IN MSMP5AK74M4SVD

Ammo chart

These are per calibre, so every weapon that takes the same round gets the same numbers
Chambered by
.50Cal107 900 m/s51.0 g13.0 mmAMR 50
.308 Win60 840–894 m/s12.0 g7.8 mmBMR-308, FAL, MK22
7.62x54mm55 800–865 m/s11.7 g7.9 mmMosin Nagant, SV98, SVD
50AE49 470 m/s19.0 g12.7 mmDeagle
7.62mm42 735 m/s8.0 g7.9 mmSKS
.45 Colt35 335 m/s10.0 g11.4 mmJudge
.45 ACP30 253–375 m/s15.0 g11.5 mmM1911, Super-45
5.56mm28 715–975 m/s4.1 g5.7 mmA-91, Bushmaster M17S, Galil, KH-2002, M249 SAW, M4, Scout Rifle TD, T-21
5.45mm26 880 m/s3.4 g5.6 mmAK74
12g Buckshot25 391–480 m/s4.0 g8.3 mmM500, MP43
9mm22 375–400 m/s7.0 g9.0 mmAMP-9, GGX 18, MP5, PP-19 Vityaz

Ballistics logic (Beta):

Damage starts with the round you are firing. Where you hit changes it, distance changes it again, and armour takes a cut if it covers that spot. Divide what is left into the target's health and round up, and that is your shots to kill. Time to kill is the gap between those shots, so a one shot kill is instant.

Armour only helps where it actually sits. Every vest covers the torso. Level 4 also covers the pelvis and upper arms, and helmets start covering the neck at Level 3. Hit anywhere else and it may as well not be there. How much a piece blocks goes 30%, 40%, 55%, 65% from Level 1 to Level 4. Armour piercing gets more through it, hollow point gets less.

A few things worth knowing. We assume 100 health. Armour is applied before the round type, and doing it the other way round would shift some numbers a little.

Shotgun numbers are per pellet, so a real hit lands somewhere between one pellet and the full spread. Burst weapons do not count the pause between bursts. Armour wear is not a factor, because a beaten up plate blocks the same as a fresh one. A couple of weapons are not listed yet.

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