The current state of ammunition

The reason we don’t have .357 Magnum is because most (if not all) of the .38 Special guns already in the game can’t chamber .357, whereas most .357 guns we could likely add WOULD work with either, save for the oddball semi-auto things like old-school Desert Eagles.

Add that to the list of things we need ammo type overlap for.

Finished and ready to merge. I don’t think I missed any this time.

Awesome. I’m really glad to see that the powerful handgun cartridges like the .500 S&W magnum now have legit hand-cannon strength like they’ve got are in real life.

After the rework:

Some ammunition in cata has nonsensical stats, strange descriptions and even stranger applications. An example is the damage difference between 9x19mm JHP and .45 ACP JHP. There is only -1 difference (26 vs 25), yet the .45 ACP round has disadvantages to compensate for a larger difference. These stats are also unrealistic.

Some ammunition in cata has nonsensical stats, strange descriptions and even stranger applications. An example is the damage difference between 10mm Auto and .40 S&W FMJ. There is only 0 difference (24 vs 24), yet the 10mm Auto round has disadvantages (higher dispersion AND recoil, how does that work?) to compensate for a larger difference. These stats are also unrealistic.

Inb4 “well YOU fix it then.” How about revert the whole thing? Was there anything wrong with the previous stats, short of “7.62 only 10% stronger than 5.56”? Cuz now we have .45 ACP only -4% stronger than 9mm, and 10mm Auto only 0% stronger than .40 S&W (short and weak).

To the best of my knowledge, this was never actually the case. The dispersion values might be arbitrary, but AFAIK they are not adjusted to try to equalize the ammunition types in any way. The damage and dispersion values were simply set to what seemed right to the person setting them.

The new damage and pierce values at least have a rationale (muzzle energy) for why they are set where they are now, which I’ll take over “this round feels like it should do more/less damage” any day.

If you have some problem with the rationale of “higher kinetic energy means more damage” or how it’s applied, feel free to make a case, but “I think it was better before” doesn’t cut it.

If you have a problem with the new values fix them. Standardize values for dispersion, recoil, and terminal performance. You won’t do this because you are only here to whine.

Well this is gonna hurt. ._.

Or maybe because he doesn’t know how to do that.

So long as this remark was directed Ejesto and not Kevin… >_>

Well, since it is ejseto being not happy about new ammo stats, yes, I presume it is directed towards him and not towards Kevin. Also because I am pretty sure Kevin can change those values, since he is, you know, a developer.

@Agoelia ejseto clearly has sufficient knowledge of both ammunition and json to fix the problems he is complaining about. Instead of making any useful contribution he tries to get everything reverted.