Back to the main page

Mailing List Logs for ShadowRN

Message no. 1
From: Adi Marcus <s1685736@********.TECHNION.AC.IL>
Subject: ammo questions
Date: Thu, 6 Oct 1994 18:16:40 +0200
speaking about ammo kinds: i have a few questions
1-what's the game effect of mercury tiped bullets? (they exist in our world
i.e 1994. - I've used them in my army service and let me tell U the
effect is very impresive)
2-what's the game effect of teflon coated rounds (a cheaper , and less rare
then APDS)
3-I think this has been asked before but whats the stats effect of
combining ammo types in burst fire or full auto mode?
(something like 1 APDS+2 mercury tipped for burst fire)

----------------------------------------------------------------------------
Cerbarus - the phantasmal hound of the wardog company
E-mail s1685736@********.technion.ac.il
----------------------------------------------------------------------------
Message no. 2
From: Stainless Steel Rat <ratinox@***.NEU.EDU>
Subject: Re: ammo questions
Date: Thu, 6 Oct 1994 12:55:26 -0400
>>>>> "Adi" == Adi Marcus
<s1685736@********.TECHNION.AC.IL> writes:

Adi> 1-what's the game effect of mercury tiped bullets? (they exist in our
Adi> world i.e 1994. - I've used them in my army service and let me tell U
Adi> the effect is very impresive)

But against living targets they're mostly useless, and dangerous to carry.
Solid lead or steel is better overall.

Adi> 2-what's the game effect of teflon coated rounds (a cheaper , and less
Adi> rare then APDS)

None. Actually, reduced armor penetration. Teflon is used on steel or steel
jacketed rounds (by definition light armor piercing) to reduce barrel wear.
The teflon coating actually reduces penetration against ballistic fabrics
like Kevlar 129 by a tiny percentage. I'm supprised that you claim to have
had military experience, but don't know these facts.

Adi> 3-I think this has been asked before but whats the stats effect of
Adi> combining ammo types in burst fire or full auto mode? (something like
Adi> 1 APDS+2 mercury tipped for burst fire)

None. The game mechanics don't deal with it.

--
Rat <ratinox@***.neu.edu> |Happy Fun Ball may stick to certain types
http://www.ccs.neu.edu/home/ratinox|of skin.
PGP Public Key: Ask for one today! |
Message no. 3
From: Marc A Renouf <jormung@*****.UMICH.EDU>
Subject: Re: ammo questions
Date: Thu, 6 Oct 1994 15:04:39 -0400
Adi Marcus writes: [what about mixing ammo types in the same burst?]

I once had a character who thought it was much fun to alternate
the ammo in his clips ingroups of 3 so that each burst would fire a
different ammo than the one before. But if I capped off a 10-round
full-auto burst, my scheme was screwed. So for burst fire, we just use
the damage code of what the majority of the rounds are. So for 2
explosive, 1 flechette, the damage is as explosive. 2 APDS, 1 needle,
damage is as APDS. Kind of oversimplified, but it makes things easier
than having to calculate the damage any other way.

Marc

Further Reading

If you enjoyed reading about ammo questions, you may also be interested in:

Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.