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Why do guns do so much damage?
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<blockquote data-quote="Grendel_Khan" data-source="post: 8293953" data-attributes="member: 7028554"><p>This truly isn't true. Bullets are rarely like stabbing someone. They deposit <em>tons</em> of energy into the target, when that target is a squishy organism, rather than a piece of wood or whatever. They do all sorts of weird and pretty specific-to-speeding-bullets things to bodies, including creating hydrostatic shock, hitting bones and breaking them much more easily than a blade would, or the bullet breaks into multiple fragments that ricochet. I'm not saying this because of something I imagine to be true based on the physics. Look at forensics data and what medics and surgeons deal with, compared to other kinds of wounds. </p><p></p><p>I'm also not saying this as some sort of gun-humping weirdo. Blades are totally scary too. But I think it makes sense for bullets to be uniquely horrifying.</p><p></p><p>That said, if this was about "realism," I think the right move would be for most guns to have a really wide damage range, simulating the fact that some rounds do very little to a person, and some are totally devastating, based on where they hit and all sorts of random factors. That swinginess is one of the reasons guns are so frightening in real life--a single stray shot can end everything for someone, whereas you're unlikely to lose your grip on your sword and cut a bystander's head clear off. But since it's pretty unsatisfying to shoot someone in a game and nothing really happen, I get why a lot of systems just amp up their damage overall.</p></blockquote><p></p>
[QUOTE="Grendel_Khan, post: 8293953, member: 7028554"] This truly isn't true. Bullets are rarely like stabbing someone. They deposit [I]tons[/I] of energy into the target, when that target is a squishy organism, rather than a piece of wood or whatever. They do all sorts of weird and pretty specific-to-speeding-bullets things to bodies, including creating hydrostatic shock, hitting bones and breaking them much more easily than a blade would, or the bullet breaks into multiple fragments that ricochet. I'm not saying this because of something I imagine to be true based on the physics. Look at forensics data and what medics and surgeons deal with, compared to other kinds of wounds. I'm also not saying this as some sort of gun-humping weirdo. Blades are totally scary too. But I think it makes sense for bullets to be uniquely horrifying. That said, if this was about "realism," I think the right move would be for most guns to have a really wide damage range, simulating the fact that some rounds do very little to a person, and some are totally devastating, based on where they hit and all sorts of random factors. That swinginess is one of the reasons guns are so frightening in real life--a single stray shot can end everything for someone, whereas you're unlikely to lose your grip on your sword and cut a bystander's head clear off. But since it's pretty unsatisfying to shoot someone in a game and nothing really happen, I get why a lot of systems just amp up their damage overall. [/QUOTE]
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Why do guns do so much damage?
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