Ironsight Armor Piercing Vs Soft Point

Ironsight Armor Piercing Vs Soft Point 6,3/10 8706 votes

And i mean exactly, from the descriptions i can assume it means soft point does more damage against infantry and armour piercing does more against the robot ai/scorestreaks, but what exactly do they do statwise? How much extra damage do they do? Is it absolutely necessary to replenish them everyday? Or does it not make that much of a difference? Ironsight - Armor-Piercing Bullet Vs. Soft-Point Bullet - Updated Version. I liked a @YouTube video Unity vs Unreal Graphics. Ironsight - Armor-Piercing Bullet Vs. Soft-Point Bullet - Updated Version.

Looking through some weapon rules recently, got me wondering how accurate they are. In the real world armour-piercing bullets do almost as much damage to living targets as ball does - the only difference is that AP rounds tend to be more stable, so they don't yaw as much inside the target, and thus have a smaller wound channel. 'Hollow Point' rounds (which is generally taken in RPGs to include all expansive bullets, which are usually hollow point for pistol loads and simply have an exposed tip for rifle loads), on the other hand, have considerably larger wound channels.When it comes to penetration, how much better an AP round is than ball is highly variable, depending on the round, the type of armour, and how sophisticated the AP bullet is, among other things.

Ironsight

How much worse a HP bullet is at penetration than ball is similarly variable. Add in the variability in what constitutes 'ball', and making an accurate and finely grained simulation is a nightmare, hence why pretty much nobody bothers.Generally, 'HP does somewhat more damage, but has worse penetration', and 'AP has better penetration, but a bit less damage' is close enough (but 'Good AP has an pen bonus, the same damage, and costs more' is also reasonable). HP should do enough more damage to a target in leather/hide or worse that you'd always want to use it (it's the standard self-defence load, and has been the standard hunting choice for decades now for most game). It also should cost the same as ball, require no special effort to obtain for most calibres, no special skill, etc., etc. the only reason we still use 'ball' as the default in RPGs is that it's still the standard issue for military use, due to treaties. AP should offer more penetration, but also costs more for good designs (hence why it's not standard issue for most militaries most of the time), and if it doesn't cost more, the performance benefits should be fairly marginal.

It should probably be largely a waste of time for pistols (but possibly worthwhile in SMGs), but worthwhile for rifles and machineguns faced with good body armour or lightly armoured vehicles (armoured Humvees and such). Also, AP ammo is often not readily available to civilians, or to soliders unless their employer thinks it necessary and worth the cost. I'm not expert, but I think the general RPG approach (in say GURPS or Cyberpunk 2020) is kinda right.What it often fails to take in to account is that dead is dead. So a hit from a hollowpoint round will kill someone four times over and a hit from an AP round will kill someone a once over (even under armour). But really, how many times over do you actually need to kill someone?Of course, baring a direct hit to the vitals, death is from shock and bleeding so the hollowpoint will probably take them from zero to dead much faster than the AP, which means them not shooting back at you so much, which is a bonus. The tissue damage difference between hollow points and armor piercing is a lot smaller than people think.

It is true that hollow points leave a noticeably larger permanent wound cavity (the actual hole left behind) than target ammunition or armor piercing rounds, but the other two retain greater velocity as they travel through the target resulting in a larger temporary wound cavity (displacement of the target's flesh due to something moving through it resulting in broader damage.)While hollow points are better for shooting unarmored targets, like most criminals, it is for the most part a small enough difference that it isn't worth statting out in an rpg. The reason law enforcement and other professionals use hollow points is that there is a drastically reduced chance of over penetration. You don't really use hollow points for the stopping power but to make sure you don't hit some bystander behind the guy you wanted to hit. That's not so.

Expansive Bullets de-accelerate faster, so they transfer their energy to the target faster, and as rapid energy and momentum transfer is what causes large temporary cavities, they create bigger ones. The temporary cavity from a nice stable AP bullet that drills a clean hole through someone without slowing down much is tiny compared to one from a expansive bullet of the same velocity, mass, and calibre that comes to a stop halfway through the target's body.That said, the value of temporary cavities is arguable anyway. It is a lot more complicated than most RPGs even attempt. The standard AP trades off penetration for damage and hollow points trade damage for penetration, with ball being the middle ground default is a decent compromise for gaming use.In reality hollow points often actually penetrate soft body armor better than ball because they are lighter weight and have a higher velocity. Velocity is important for penetration (velocity squares, weight is linear in muzzle energy production).

Look at soft body armor charts and you will see this with 9mm Parabellum and.357 Magnum hollow points frequently being stopped by the next higher level body armor than the heavier ball loadings.Against harder armor, hollow points will often fragment and fail to penetrate, as will ball although to a lesser degree. AP on the other hand is also often lighter weight than ball (so higher velocity) with a hard core (usually steel) so a portion of the round will remain intact to punch a hole through the armor.

Large caliber AP rounds (.50 cal +) may use a harder tungsten penetrator.Against large animals, bullet weight can be more important than velocity as weight contributes to momentum. A fast light bullet will slow down faster (penetrate less deeply) than a big slow bullet which is why most big game rifles use a large bore (.375 H&H,.444 Marlin,.600 Nitro) round, not a high velocity small bore.Way more complex than most games need, but I highly recommend Understanding Ballistics if you are interested in the subject.Wow if those Amazon prices are right, I'm glad I bought my copy several years ago. Not being an expert, I also think it depends if you make a normal round armor piercing by using tungsten or if you have a projectile that has been designed to be armor piercing in the first place, since the latter are often slimmer.Also there's the odd flechette round that actually doesn't perform as one might expect. The round basically fires a really fast (i.e. Much faster than a normal rifle projectile) small arrow that is capable of penetrating steel.

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But once it hits a soft target it changes course and thus causes a much bigger wound channel. If I was to super simplify it in rpg terms. The best way to put it is:Ball: Average.Hollowpoint +1 to Damage, -1 PenetrationArmor Piercing +1 Penetration.You do get more damage from HP than Ball or AP but the difference is not that big. You do get a loss in penetration to the point that street thugs wont use hollow points because they dont go through car doors or the can in general as they call it.The primary users of HP are people concerned with over penetration causing collateral damage. IE cops.The primary users of AP are people who are concerned with penetrating armor or cover in order to do damage. I think criminals.Militaries dont use HP because they are banned by treaties, they dont use AP because they dont engage armored target with small arms (I mean they do, but they have designated weapons to engage armored targets).

Ironsight Precision Barrel Vs Modified Rifling

Actually, ballistically good small arms flechettes (i.e. Ones that are stable so they retain energy and are accurate) tend to have very poor wounding because they tend to go right through people before they have a chance to break up or start yawing. Once they slow enough to do these things they're also generally slow enough that they stay in one piece. This is one reason that they've never been actually used as issue ammunition (they're also expensive and offer marginal extra utility over conventional bullets).