Damage Mechanics

Damage is a significant component of gameplay in Ravenfield.

## Overview

Damage may be dealt by a wide range of weapons and hazards, and affects all Units on the battlefield. The terms that dictate the amount of damage dealt vary based on source and recipient, but all follow a set of rules.

## Types of Incoming Damage

Damage to a Unit's Health (HP) can be dealt by a varietey of sources, and is not limited to bullets or weapons. Generally, damage can be incurred by Direct Projectile strikes, Explosions, Direct Melee strikes, Collisions with moving objects, and by Environmental Hazards.

### Projectile Damage

All weapon projectiles deal damage based on their inherent damage statistic. Projectile damage is applied to the struck unit's health statistic, and may be modified based on which section it strikes.

Projectiles are destroyed after hitting a target, rendering it impossible for them to hit multiple targets in succession.

### Explosive Damage

Explosive damage is dealt based on the target's distance from the blast epicentre. Targets will usually take 100% Damage from a point-blank explosion, and 0 damage from outside the blast radius, but depending on the weapon in question, the damage may not scale linearly between those two points.

### Melee Damage

Damage from Melee attacks acts similarly to damage from projectiles, but does not deal damage based on independent body sections. Melee Damage may or may not pass through solid obstacles, depending on the weapon. A Melee attack generally is only capable of striking one target at a time, regardless of attack range.

### Damage from Collisions

Collisions with moving objects affects the health statistic directly. Only certain objects are capable of inflicting collision damage; vehicles will generally inflict collisions whilst Infantry units will never do so. If a portion of a map's landscape is in motion, it is possible for damage to not be applied properly.

If a unit is moving quickly enough and experiences a sudden deceleration, it will experience colision damage as well.

### Damage from Environmental Hazards

This type of a damage affects a unit's health directly. If a unit enters a zone designated as a "damage zone" by the map's author, they will take continuous damage, the speed and amount of which can vary. Damage zones may include visible hazards such as the rotating drill bit found on Glacier.

## Weapon Damage Attributes

Supplementing the above-mentioned damage types, wepons have several subtle attributes that dynamically modify how they deal damage in the field.

### Explosive Projectile Damage Combo

Some projectiles explode on collision, and can therefore deal extra damage compared to a regular pojectile. An example of this is the MG's explosive projectile type:

* The MG deals **20 projectile damage** and **35 explosive damage** per round. An infantry unit struck by such a projectile will be dealt **55 damag**e with a basic drect hit.
* However, Infantry units may take differering amounts of damage based on where the shot lands (for elaboration, see "Damage to Infantry" section below, or visit the Infantry page). If a footman is struck in the head, the projectile damage component will be multiplied by 4x, as is the case with all headshots. The explosive damage will stay the same, meanwile. So now the new damage figure for an MG round headshotting a bot will come out to exactly (20\*4) + 35, or **115 total damage**.
* If the round misses the bot, the explosion may still deal up to 35 damage depending on how far away it detonated.

### Damage Falloff

All projectiles posess a damage falloff curve, which causes the bullet to deal altered damage the longer it flies.

* The SL-Defender, for example, deals preciseley 103 projectile damage at point blank.
* For roughly every 100m that the bullet flies, it loses 1 point of damage. Past 300m, it will no longer be able to kill a bot at ful health, barring headshots.

### Penetration

Penetration is an added statistic that is found on such weapons as the SL-Defender, Condor and MG. It does not alter projectile behavoiur or damage, but permits the projectile to penetrate windshield and canopy glass.

The action of "penetration" is less straightforward than it may seem, as the projectile is still technically not passing trhough the glass. Instead, upon being destroyed, the "penetrating" projectile will spawn a hitscan-based line vector that matches its direction and damage properties. The line vector has only a very short reach, but will instantly strike through any penetrable surface, and with no travel time.

UNCONFIRMED: If the penetrating projectile is an explosive MG round, the explosion damage will be carried over into the vehicle occupant, despite the projectile already detonating on the vehicle's canopy.

### Effective Versus

Different weapons deal differing damage to different tagets. This statistic is the counterpart to vehicle Armor types (see "Damage to Vehicles" below). A weapon's projectile, explosive, and Melee damage components can all be configured individually to deal damage based on target type.

* **Effective Versus Infantry:** The weapon will deal full damage to infantry, and reduced damage to Light vehicles.
* **Effective Versus Light Armor:** The weapon will damage infantry and light armor normally.
* **Effective Versus Medium Armor:** Damages Infantry, Light, and Medium Armor.
* **Effective Versus Heavy Armor:** Damages all targets.

The Damage % dealt to each category can also be altred individually; such is the case with the Buzzard MGs, which deal 22 projectile / 15 explosive damage to light and medium vehicles, but deal 22 / 30 to bots.

### Impact Force

All projectiles have weight, and can push around a ragdolled infantry unit or vehicle. Explosions have considerably grater force behind them, and can send certain units flying. Impact force may result in fall or collision damage, but does not factor into damage calculations.

### "Balance Damage"

A entirely separate statistic from health, the balance health bar applies only to infantry and dictates when they trip and fall over. All weapons can deal balance or tripping damage, and do so independantly of the amount of actual damage they dish out.

## Damage to Infantry

Bots and players take damage based on what section of the body is struck, how hard they were struck, and based on falling.