@jensiii said in New damage models are horrendously broken:
If you think run and gun gameplay that places emphasis on twitch reflexes is a good time insurgency isn't the franchise for you
1-hit kills put a HUGE emphasis on reflexes.
As I've said in a different post:
From the way it looks in game, light armor seems to reflect Type II or Type IIA body armor. This armor stops 9mm, .40, .45 ACP, .357 Magnum rounds (i.e. most sidearms, UZI, knife stabs).
The heavy armor seems to reflect Type III or Type IIIA armor. This armor stops .45 Magnum and 7.62 rounds (i.e. every sidearm, a lot of rifles).
If we were to reflect realism, shots to the chest of an armored target with the above-mentioned calibers would not penetrate. They may stagger the target, cause bruising, or even break ribs, but repeated shots would generally not kill them. Furthermore, shots to targets armored with a lower tier armor than the caliber your firearm is using would go right through the armor. So irl a 5.56 would virtually ignore both of the above-mentioned armors.
AP rounds would also go right through. Some of the weapons in game are specifically designed for special AP rounds (such as the MP7) and would shred through most armors.
Overall, I think armor should actually enhance the survivability of the user against torso shots and that the points price of weapons should reflect their caliber's increased lethality vs armor.