Add Bullet Ricochet
When bullets hit a wall, they should ricochet in another direction and still deal reduced damage. Additionally, spall/debris generated from the wall impact should also inflict minor damage to characters.
When bullets hit a wall, they should ricochet in another direction and still deal reduced damage. Additionally, spall/debris generated from the wall impact should also inflict minor damage to characters.
Would be cool if it was added a debri's system or ricochet system like if someone shoots through the wall or throws a grenade at you you can get hit with debri's like pieces of the wall that is ricocheting into the room you are in but dealing low damage
"Add debris system" (suggested by <Hidden> on 2026-09-02), including upvotes (1) and comments (0), was merged into this suggestion.
Brother, are u trying to kill my pc?
And of course see through shot holes, just for realism. Wouldn't it be cool to have swiss cheese on a wooden wall, while god rays shine through it?
The team killing allegations will be hard to explain.
Buckshot reaching it's full potential? Yes, please.
Add proper bullet ricochet mechanics based on the surface, angle of impact, ammunition, and caliber. Bullets hitting hard surfaces such as concrete, metal, or other suitable materials at shallow angles should have a chance to ricochet rather than simply disappearing on impact. This could also introduce a new PHD focused on ricochet behavior, allowing players to learn or identify how different ammunition types and surfaces affect bullet deflection. Ricochets should remain somewhat unpredictable so they cannot be abused too easily, but they could add another layer of realism and tactical depth to firefights.
only on certain material, otherwise people would jsut be holding left click and killing everybody
Horrible idea. Players shoot all over the place as it is. Now you want to have those bullets potentially hit you?? No way!!
Ricochets do not behave like you are suggesting. Take a concrete wall for example. You shoot it at a 30 degree angle and the ricochet will follow the path of the wall NOT bounce off at the angle of incident. This is why you are trained to stay away from walls in corridors during a gun fight. Ballistic High Speed Video on Ricochets: https://www.youtube.com/watch?v=AKhT4QDSqKw
The problem would be that we wouldn't know from where he was killed
I would like to see some element of this in the game however there has to be a big balance regarding it to not feel as too unfair, altho irl recoil is unfair, in a game that could piss people off a lot if someone who shot with no accuracy killed you LOL. But Overall I do want to see this idea in some capacity
This would be nice but it would have to be made really well or else something like backrooms would just be who can fire off more rounds towards the enemies before dying to ricochet
As long as it is kept realistic. "For rough concrete and cement, forensic ballistic studies show that the critical angle where a bullet will consistently skip/ricochet rather than disintegrate or embed itself is typically around 10.8 to 13.2 degrees." And "If a bullet impacts at 15 to 20 degrees, it will almost always exit at a much lower angle—frequently compressed down to a tiny 1 to 5 degrees off the surface. The bullet doesn't bounce away from the wall; it skims tightly along the wall." And "Extremely Low Reflection Angles: When buckshot bounces, it doesn't reflect cleanly like a billiard ball. If it hits a concrete floor or wall at a 10 to 30-degree angle, the ricochet departure angle is often compressed down to just 1 or 2 degrees off the surface. They practically skim right along the wall." And "A bullet typically loses around 30% to 35% of its raw forward velocity on the first impact alone."
Killing with an angle
"Add richochette" (suggested by <Hidden> on 2026-10-13), including upvotes (1) and comments (0), was merged into this suggestion.