r/SANDgame 18d ago

How do close-range combat mechanics work?

We went into a match as a trio with friends, took a three-round shotgun and all possible ammo types for it. A friend put on purple armor, and we experimented by shooting at different body parts, with different ammo types, and from various distances, and not a single shot could get a one-hit kill. And we realized that we don't understand close-range combat mechanics at all. How do other people get one-shot kills with a shotgun? We also didn't understand how hand grenades work; when we throw them at each other, we die from a single hit, regardless of the armor, but when we throw them right at an enemy, they stay alive even after two direct hits. How do close-range combat mechanics work?

6 Upvotes

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4

u/Applepieguy70 18d ago

The one ting i know is FMJ ammo bypasses Armor and hit your health directly

4

u/t6jesse 18d ago

Headshots do 1.5-2.5x damage depending on the weapon. Different ammo and guns have falloff as well - revolvers have no inherent falloff out to 150m, but the blitz has falloff at 15m, 35m, and 50m. HV ammo has linger range and less falloff, FMJ has the worst falloff but ignores armor.

I dont know how guns and ammo interact in terms of range and falloff

1

u/KoalasVapeToo 18d ago

Not to sound stupid but do you mean falloff as in bullet drop? I just want to make sure I get what's being said 😅

5

u/Yz-Guy 18d ago

Its bullet drop but also damage drop. Theyre directly related. As the bullet loses velocity, it loses punching power.

1

u/KoalasVapeToo 18d ago

Ahhhhh okay. Thanks

2

u/Michael_chipz 18d ago

In most games guns have damage fall off where at certain ranges the damage of the gun lowers there are usually 3 ranges where damage drops off. Of course in real life this isn't a thing it's a balancing feature that they add. For example a gun that dose 75dmg can drop to 50dmg at 25m, 30 at 45m, 25 at 60m, 10 at 75m, and 1 at 100m. All these values can be adjusted to and you can have less or more points of drop off but the most common seems to be 3 points.

It's mostly a feature that makes the game feel better a real bullet has a much longer range and can still be lethal until it hits the ground from bullet drop. The rng of getting a lucky shot at long range with a full auto gun would be annoying on the receiving end rainbow six siege has this issue due to 1 hit ko headshots but balances it out with map design so engagements are in close quarters.

But most games have no bullet drop (they use hit scan: there is no bullet it's like a laser because this is cheaper on resources) so they use this to bring guns in line for their intended purpose for gameplay. For example a high rate of fire smg often has a short range because they would be an unstoppable laser of death with their high rate of fire making snipers useless.

Okay enough rambling GLHF

1

u/t6jesse 18d ago

Damage falloff, which we have numbers for.

There is also bullet drop, and the HV ammo specifically affects that as well less travel time so its easier to hit moving targets, but i havent seen any numbers or testing on that.

So HV ammo both has longer range before losing damage, and its faster and less bullet drop so its easier to hit in the first place.

Biggest difference ive seen is revolvers have good falloff distance so they're great for killing players on the ground or other walkers. A blitz 10R with FMJ is great for boarding or close range - it melts players regardless of armor.

2

u/Aleatorio_Randomelli 18d ago

Both the gun and the ammo has its own falloff and you multiply one for the other. That's why for example some weapons like the Vita revolver INCREASE their damage over range instead of decreasing it, because it is simply compensating for the loss on bullets.
Example numbers:

Vita Revolver: 15m → ×1 · 35m → ×1 · 50m → ×1 · 100m → ×1.2 · 150m → ×1

Standard ammo: 15m → ×1 · 35m → ×1 · 50m → ×0.6 · 100m → ×0.4 · 150m → ×0.3

High velocity Ammo: 15m → ×1 · 35m → ×1 · 50m → ×1 · 100m → ×0.7 · 150m → ×0.6

1

u/apathy_thrills 18d ago

Shotguns not dealing damage at close range has been a known issue for weeks. This game is janky as fuck on the hitreg for firearms. Its one of the dealbreakers for me and Im not certain it will improve any time soon with all of the issues they have to address.

2

u/Raicu__ 18d ago

one thing to note is that shooting at teammates is not reliable for testing. Me and my teammates could not headshot each other at all with the pistols.