Armor penetration tests on new weapons...

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Kyle Kellahshehskee

[^..^]Kyle
Mar 3, 2004
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Metro Detroit, Michigan
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Hello All,


Recently, I was curious as to whether the benefits of the 

type 3 armor outweighed its drawback of its heavier weight.  

During my research, I came across this most useful forum 

thread on weapons' penetration capabilities: 

[url]http://forums.beyondunreal.com/showthread.php?t=123079&highl

ight=penetration+plates[/url].  


I decided to follow through on what I read by experimenting 

on my own and then tabulating the results.  In particular, I 

decided to focus the majority of my experimentation on the 

latest weapons that were added to INF.  


For those of you who aren't familiar with the map that 

allows testing for weapons' penetration, it's a simple room 

with two rows of nine plates.  The left row is thin, and the 

right row is thick.  I fired several rounds into each row of plates, and then 

counted up the number of plates that were COMPLETELY 

penetrated.  


After this initial set of experiments were concluded, I 

started up a match with a single friendly bot whom I 

carefully took aim at to be my test target for armor vests 

Type 3a and Type 2, and also on a Kevlar Helmet.  Each shot 

was made at point blank range, with special attention to 

keep the spread tight for the shotguns.  Extra care was also 

given to shoot as directly as possible the front and backs 

of each type of armor vest.  The numbers that are listed for 

the vests and helmet indicate the number of rounds that were 

required to completely neutralize the target.   
 

My results are as below.  Please note that data was not 

entered under column "TYPE 2" if there was no change in 

results between wearing the Type 3a vest and the Type 2 

vest.




============================================================

                               TYPE 3A            TYPE 2
WEAPON:    THIN:    THICK:    Front/Back-Helmet   F/B


--=Assault=--
G3A3       9        5         2/2-1                          
G36K       9        4         3/3-1
FAMAS      9        4         3/3-1
M16A4      9        4         3/3-1
SG 551     9        4         3/3-1
SOPMOD M4  9        4         3/3-1
XM8        9        4         3/3-1

--=Submachine=--
AKMSU      9        5         3/3-1
P90        4        2        *4/4-1
MP5K PDW   4        2        13/10-1              5/5
Mini Uzi   4        1        18/8-1               5/5
Micro Uzi  4        1        18/18-1              8/8 

--=Machinegun=--
Minimi     9        4        *3.5/3.5-1          *2.5/2.5   

--=Sniper=--
RC50       9        9         1/1-1
PSG1       9        6         2/1-1               1/1 

--=Shotgun=--
MAG-7      4        1         5/2-2               4/4   
M1S90      4        1         4/2-2               1/1

--=Pistols=--
5-7        4        2         5/4-1               4/4
Ber. M93R  3        2       *35/16-2              8/8



*=APPARENT ANOMALIES
   P90: It was amazing to me how often a one shot kill was 

obtained with this weapon, even when the shot was aimed 

precisely at the same spot as on another attempt when it 

didn't kill. I chalk this up to UT's hit zones.   

   Minimi: It was extremely difficult for me to get just one 

round off with this weapon.  As a result, an average number 

was given of the spent cartridges I counted on the floor 

after the target dropped.  

   Ber. M93R: "Yes," the average number of times I had to 

hit the front of the Type 3a vest in order to drop the 

target WAS indeed 35 times.  After the third time of 

obtaining approximately 35 hits on the respawned bot, I gave 

up on experimenting anymore with this pistol.  It takes a 

LOT of time to hit a target 35 times on the first try alone, 

let alone another two more attempts.  Anyone who doubts this 

figure is more than welcome to give this extremely boring 

process a go him/herself. 


============================================================


MY MAJOR CONCLUSIONS:

In regards to protecting oneself from assault rifles the 

type of vest one wears  matters little.  It might matter 

more if one's behind some cover, and said cover's thickness 

is folded into the protection from penetration equation.
  

In regards to protection from sniper rifles, the Type 3a 

vest makes it more likely that an extra round from a PSG1 

will be needed to drop the target if he's being hit from the 

front.  Without question the RC50 is the King of the 

Battlefield when it comes to inflicting damage.
   

Submachine guns are, in general, at a more severe 

disadvantage against those targets wearing the Type 3a 

armor.     


The effectiveness of shotguns is also greatly reduced when 

one's target is wearing the heavier vest.  I was pretty 

surprised at how poorly the MAG-7 performs in comparison to 

the M1S90.  


It's difficult for me to come to a general consensus about 

pistols, as I only tested two of them out.  Without 

question, I'm going to stick with a 5-7 in future matches, 

unless someone else goes through the trouble of testing out 

the rest of the pistols that are available in game, and can 

demonstrate even better results for other handguns. 
 
   
Helmets seem to lend protection primarily against shotguns 

and certain pistols.  When being struck by any of the 

assault rifles, one's just as dead with the helmet on as 

without it.  




I hope all of you find this information useful when it comes 

to building and refining your future loadouts.  It's 

definately going to affect how I put mine together.  

YOURS!

Kyle
Dec. 22, 2004

:)
 
Last edited:

- Lich -

New Member
Jul 1, 2004
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Comments:

I tested this on the microuzi not long ago...it were 36 hits to kill the guy (on lv3a armor plate), 34 rounds of damage 1, 2 rounds of damage 37 (cause the armor was destroyed by now). This value should be the correct one for all 9mm weapons (Uzis,Mp5K, M92f, M93R) as far as I know. When you want better values for this, I recommend you do it with a user (at least my bot starts running off at about 60 damage and does not care my orders).

Lv3a vs Lv2: You are right, the difference is not too much when it comes to assault rifles.
Pro Lv3a:
Side protection, lv2 has none (Side protection works like a lv2 armor with more health (the armor)), this has some very useful effects when it comes to shotguns or, a lot more important, grenades.

Less damage dealt when Lv3a is used (=> less stamina loss), can be important when you fall down somewhere, you were hit by other weapons or in unarmored locations before (i.e one m16 bullet to legs, one on the vest: it is a lv2 west, you are *out of order* (105 damage), lv3a, you can fight on (99 damage))

p90 is a difference on lv2 armor (should be 6 / 5 (with sup/without) on lv3a and 5 / 4 on lv2)

To the walls it would be useful how thick they are in unreal units.
 
Last edited:
Apr 2, 2001
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On close range I feel the new Beretta with burst is more powerfull than the 5-7. With a little luck you manage you hit either the head or other unprotected regions.

So in average you take down the enemy quicker IMO...
 

Kyle Kellahshehskee

[^..^]Kyle
Mar 3, 2004
228
0
0
Metro Detroit, Michigan
The Beretta M93R pistol anomoly was something that repeated itself fairly consistently. After the third try, I gave up on any more attempts, as there were simply other things to do.

The penetration results that I gathered only go "so far" in regards to application in the game. A really good player with an MP5K can still wreak havok on a map simply because he/she is phenomenal at making head or leg shots. Just shoot where the armor isn't.

A lot of players complain about the Beretta being used since they consider its semi-automatic firing rate a trait that "nullifies" it as being a viable or "fair" pistol to use in a pistols only match. I've played such matches with the M93R and I've dropped a lot of foes with it, and in spite of how poorly it penetrates armor. I guess I was just hitting them in their vulnerable spots, and the semi-auto mode makes that a more likely feat.

Generally, when it came to conducting these experiments, I stood on the left side of the friendly bot, and aimed towards its center/front and its center/back. If it moved, I realigned myself so that my positioning was as consistent as possible.

I too wish I knew what the wall thicknesses were in regards to UT units. The ability to clearly see some of what's going on in regards to ballistics though, is a real boon.

Your advice regarding having a human player acting as a willing target instead of a bot is wisely given. I just didn't think anyone wanted to stand around so long doing little more than soaking up lead. :lol:

I'd like to think that the above table is accurate enough to prove useful to others. Doubtless, with more feedback like yours this thread could prove to be a most applicable tool. I've certainly learned TONS by making it.

And Geo, when it comes to handling the Minimi, I am the ULTIMATE amateur. I just don't know how you do it. And as long as you're on my team, I don't care. lol

:)
 
Last edited:

- Lich -

New Member
Jul 1, 2004
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Ask me next year, we get a server and do these tests. And then we update your list ( Ill be back on about 6th of january).
 

zeep

:(
Feb 16, 2001
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ecale3 said:
No one walks infront of a GD.
.. and lives.
:)

Interesting post Kyle. I'm happy that my sidearm is, and has always been, 5-7. I will change some of my loadouts to LVL 2 instead of 3a, see how it works. I'm not sure if your found values hold up with geo's BS project tho..