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Suggestions / Re: hit angle and armor side
« on: November 09, 2021, 08:42:55 pm »
I should note IRL there are alot of caveats to armor protection. For example with real life hard plates 'edge hits' are considered less reliable than hits closer towards the center with ceramic armor so the chances of perforation could go up (or the round ricochets off the edge and perhaps hits your limb or an area NOT covered by armor.) - RL side armor panels also tend to be lower protection than front or back plates to reduce bulk and range of motion (front and back plates ARE of roughly equal mass though IIRC - that is intended to balance the load, although you could assume that if other things are worn on the back they could substitute and offer *different* protection.)
FWIW IRL 'angle' impacts have a harder time penetrating armor than perpendicular hits (same principle as sloped armor) but this is balanced out by the fact that 'real' armor also has far less coverage than in game (rifle plates just protect the upper chest and mostly the vitals) - also until relatively recently helmets usually offer somewhat less protection than torso plates to boot - meaning that head shots could almost always be considered dangerous (by blunt trauma even if the round doesn't perforate.) - so I tend to think things balance out when abstraction comes into play. I'll take weakened side armor over 'reality' I think.
FWIW IRL 'angle' impacts have a harder time penetrating armor than perpendicular hits (same principle as sloped armor) but this is balanced out by the fact that 'real' armor also has far less coverage than in game (rifle plates just protect the upper chest and mostly the vitals) - also until relatively recently helmets usually offer somewhat less protection than torso plates to boot - meaning that head shots could almost always be considered dangerous (by blunt trauma even if the round doesn't perforate.) - so I tend to think things balance out when abstraction comes into play. I'll take weakened side armor over 'reality' I think.