At this point it is just based on assumptions, because I didn’t in a room and be banged 9 times.
We can see in various SFG and RG battle drill and UK police videos that they are clearing the room while deploying 9banger.
So I set 9banger in game to have almost no effect on the player to ensure that we can do the same dynamic weapon flow as real operators(unless you drop them at your feet).
In fact, its noise and smoke are enough to have a sufficient impact on the players themselves.And this is actually why modern flashbangs and similar devices are called NFDDs (Noise Flash Diversionary Devices).
Here are some reference videos that can be found on public social media platforms:
SFG videos:
(00:00)
(00:19)
UK police opeartion:
(00:17)
The FOG has more clear view:
Sure, they usually use the lower charge training variant in training, but I don't think they would have any different procedures in actual combat.
From the product manuals of Rheinmetall and CTS, we can learn that 9bang always has much smaller illumination and noise than 1bang.
For example, 1bang usually has 175db of noise, while 9bang is usually 165db. The former is close to the unsuppressed .308 rifle shot, while the latter is close to the unsuppressed .223. This is actually a big difference, or in other words, the effect of 9banger single bang is much smaller. Of course, this is understandable. And that is why I keep a very short effect range of 9banger.
I have read the books like《Path Analysis of Human Effects of Flashbang Grenades》 (IDA Document D-9270) edited by Poornima Madhavan and Christian Dobbins, combined with the experience of many veterans were in overseas combat deployments (from various forums), so I have a certain understanding of the effects of flashbangs. In summary, when an object is ready for NFDD, there is a possibility of "failure" in use.
Therefore, for SWAT/SOF operators, as the offensive party, they are both in the "NFDD Ready" state and wearing smart headsets such as Comtac.It is reasonable that the impact they receive is significantly weakened.
(But at the same time, we must pay tribute to these warriors who made sacrifices to protect others. The weakened impact does not mean it does not exist. Their actions are still detrimental to their health, but they choose to do so.)
Combined with the usage style of SOF in reality, 9banger is more suitable for distracting and diverting the opponent's attention while "scare" the unsuspecting target, so as to confuse the defender's judgment of the attacker's attack route.This is fundamentally different from "stunning" a suspect to the point of incapacity.
I can't make it happen in RON, because it's not about 9banger itself, its a complex AI system problem, which requires multiple talented devs of void to do so,def not a mod can change.
(I believe that Ali and other programmers have put in a lot of effort since the birth of the RON project,thanks to them!)
So be it,at least we can be cool lmao.
5 comments
They skip around and kick up dust more, and stepping on them is a real risk in real life. But they're fine as is in-game, I wouldn't worry about it.
Exactly right,therefore, in the game, I will always add damage to players on these devices to simulate this aspect.It's just we still can't simulate real trauma in the game, and after all it's not the focus of the game, so I would say leave it as it is.
I wouldn't worry about it too much, too.