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ACE Medical Explained

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Posted: Mon Aug 03, 2015 1:09 pm     Super secret spam barrier
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Could I suggest something along the lines of a med system changelog. I think a majority of the issues experienced, particularly in the op were due to changes in ace medical?

Murphy's Law of Combat Operations # 8: If at first you don't succeed... call in an airstrike.
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Posted: Mon Aug 03, 2015 1:18 pm     Super secret spam barrier
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LessThanDave wrote:
Could I suggest something along the lines of a med system changelog. I think a majority of the issues experienced, particularly in the op were due to changes in ace medical?

A lot of people complained about a very high ammount of wounds, resulting in long (or impossible) time to fix people. The source of the issue is that at the moment we use settings which lets us survive things we should not (direct mortar hits etc) survive in the first place. The other issue is that you now can only use the PAK on somebody, if that person is no longer bleeding.

I liked the way it was before better. You could use the PAK but it does take longer to use it depending on the ammount and level of the wounds. Right now the time is pretty much 2x. YOu have to stop the wounds from bleeding (which takes time) and aftert hat you still have the to use the PAK in a lot of situations and it will still take longer because they wounds are not healed, they are just not bleeding anymore.


Posted: Mon Aug 03, 2015 1:20 pm     Super secret spam barrier
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Well aware if this. But most of the complaints last night came from people who weren't aware of the ace medical update. So a separate thread seems like a good idea to keep everyone up to date on exactly how the system works at a given time

Murphy's Law of Combat Operations # 8: If at first you don't succeed... call in an airstrike.
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Posted: Sat Jan 23, 2016 8:07 pm     Super secret spam barrier
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After being encouraged by N0FG I'll post my handy chart for the ACE3.4.2 medical system. It was made with the official ACE3 Wiki and I think it makes it clearer which bandage to use on which wound.
All those bandages with "very high" efficiency close "partial" wounds. 

The Sheet


Posted: Sun Jan 24, 2016 6:39 pm     Super secret spam barrier
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Costo wrote:
After being encouraged by N0FG I'll post my handy chart for the ACE3.4.2 medical system. It was made with the official ACE3 Wiki and I think it makes it clearer which bandage to use on which wound.
All those bandages with "very high" efficiency close "partial" wounds. 

The Sheet

Basic rule of thumb:

If the wound type contains the letter V, use packing. if not use elastic.


Posted: Sat Apr 09, 2016 9:35 am     Super secret spam barrier
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I`ve done some tests with Moeses few days ago. Here are some bugs.
Current public server settings: Player Damage – 3 // the damage a player can take before being killed.
 
Range: Point blank
Weapon: Zastava M70 AK
A player in BAF apparel can sustain 4-5 shots to the  torso. 5-6 shots will kill the player. But if you take 4 shots and then bandage them it will only take 1-2 shots to kill the player.
As for the head it takes 1-2 shots to kill the player.
 
If you PAK the player, he can again take 5-6 shots to the torso before being killed.
 
So I assume the received damage stacks, even been bandaged and when threshold is reached the player dies.
 
Something to think about:
In ACE mod  inside fnc_handleDamage.sqf there is check if the damage is fatal. And inside the fnc_determineIfFatal.sqf there is a code:
// Check if damage to body part is higher as damage torso      
        if (_part == 1) exitWith {      
       _chanceFatal = CHANGE_FATAL_TORSO + ((INCREASE_CHANCE_TORSO * (_damageBodyPart - _thresholdTorso)) * 10);      
       (_damageBodyPart >= _thresholdTorso && {(_chanceFatal >= random(1))});      
        };
The main concern is: random(1)
If I understood correctly, the RNG sometimes will screw you over and you will die from 1 shot.

P.S.
Weapon: RHSAK-74M
To kill:Torso -  7-8 hits, Head – 2 hits


Last edited by Mastero on Sat Apr 09, 2016 10:30 am, edited 1 time in total.

Posted: Sat Apr 09, 2016 9:40 am     Super secret spam barrier
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I dont think its that terrible that there is a chance that a single hit to the torso from a 7.62 caliber can kill you.

Otherwise I think there is a setting in the modules that makes bandaging a wounded body part will partially heal it.

There is no war to end all wars.


Posted: Sat Apr 09, 2016 9:49 am     Super secret spam barrier
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To die you have to BOTH take a certain level of damage to a body part AND for the shot to be considered fatal.  Fatal is just a % measure.  All the random(1) does is roll the dice for you.

An interesting piece of research, thanks.


Posted: Sat Apr 09, 2016 9:55 am     Super secret spam barrier
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Plz nerf fatal%

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Posted: Sat Apr 09, 2016 9:59 am     Super secret spam barrier
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Its a necessary evil.  Otherwise players will realize that they can take N shots before they can be killed, and start taking unrealistic risks.  

In reality a single bullet can kill you ...


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