Some fun facts i discovered from the game files
While there are lots of useful information on the wiki, i was wondering about some things that the wiki didn't tell me, so i decided to discover it myself by investigating the game scripts.
About the damage system
This applies differently for player->AI damage and AI->player damage.
When the player hits AI, damage will apply by the following rules:
Head->100 damage(insta-kill except for punisher), Torso->the exact damage described on the weapon's tooltip, Legs->half of the weapon's damage
Plus, all weapon will deal 100 damage on head, so the karov and the vsd will both take 3 headshots to take down the punisher(the punisher's hp is 300)
When AI hits the player, the system is quite different;
When AI successfully 'hits' the player, the game will roll a random value between 1~3, and this decides which part you get hit.
1: Head 2: Torso 3: Limbs (The chances are all the same; all parts has a 1/3 chance of getting hit)
All three parts have the same damage range, the damage will always be a random value between (Weapon damage/2) and (Weapon damage/4). The punisher deals twice.
The only difference is the medical debuff roll. When the player gets shot, the game will roll a random value between 0~100 (101 in total), and the result varies depending on the part.
Head: 0/1/2(≈2.97%) gives Headshot, 3/4/5(≈2.97%) gives Bleeding, 6/7/8/9/10(≈4.95%) gives Fracture, the rest gives nothing.
Torso: Same as head, just changes Headshot to Rupture.
Limbs: 1/2/3/4/5(≈4.95%) gives Bleeding, 6/7/8/9/10(≈4.95%) gives Fracture.
You can still get shot in the torso/limbs even if you are peeking only your head out. Whether a shot hits you or not will be determined by actual hitscan raycasts, but after you are determined as 'hit', the body part will be chosen random, not by the actual part the raycast hits you.
Armor system
This is pretty simple. Lets say a part with protection level m helmet/plate gets hit by a weapon with penetration level n.
When m>n:
The bullet will be ignored completely(no damage/medical roll), and the durability of the helmet/plate will decrease by a random value between 15~20.
When m=n:
The bullet will be ignored too, but the durability decrease is slightly higher(25~35)
When m<n:
This time, the Helmet/Plate will be ignored completely. Damage and Medical roll will BOTH happen as if you had no Helmet/Plate at all, without ANY Damage reduction. The debuff won't be prevented as well. Also the Helmet/Plate will be destroyed instantly.
So when you go to the apartments, it's pointless to have a helmet on; since the KA-12 of the soldiers has penetration level 3, and both helmets currently existing on this game will do nothing and get destroyed by a single shot. Plate level III and over will help; III+ takes more shots than III, IV and III+ makes no difference(in the apartments).
Ambushers and clearing rooms
You only need to care about these in Area 05. Border zone and Vostok maps does not have any hide points(AI can only ambush in these areas), making it impossible for AI to ambush. Yes, you don't have to check every single corner like in the village while looting the apartments. You might meet a wandering soldier in a building, but you'll probably be able to hear them before you enter it.
Energy vs Hydration
I always felt like Hydration drains faster, and it actually did.
The drain rate of both energy and hydration is a fixed value; energy drains every 30 seconds, for hydration it's 22. Take a bit of more water than food.
These are the facts i discovered from the game scripts. I didn't include things that are on the wiki, so i recommend you take a look at it if you haven't yet.
If you leave a comment of what you're wondering about the game system that nobody tells you, i'll try to find it out from the scripts.