>>6103096>>6103109The wound system in Tarkov and Arena Breakout clone extraction shooter games is based on 4 limbs legs arms etc, stomach (lower torso) upper torso and head.
You die instantly if the hp of your head or upper torso is "blacked out" ie reduced to zero. If you are shot in the limbs or stomach, you start limping or shaking and bleeding (graphics visuals and audio is very unpleasant) reloading takes longer etc (stomach also affects stamina, it affects eating food and ability to sprint / dehydration fatigue things etc). Once your limb or lower torso is reduced to zero / blacked out, any subsequent damage is transferred to head / upper torso (simulates blood loss) etc but in general it happens so fast you die pretty quickly afterwards. Occasionally you do survive a gunfight with all 4 limbs shot out and stomach too etc but it is pretty rare.
Ballistic vests, armour, convert damage to blunt trauma (like contusions) if you have the right vest and are shot with 9mm etc, virtually no damage goes through (armour degrades though. This can also be disturbing as someone can shoot you in the head and if you didn't hear or are distracted from the ping / dink helmet sound by other environmental things/threats, you are unaware of how serious the situation is lol) I think in Tarkov they added plate carriers and things, for more location damage eg underside of arms etc Arena Breakout does not have that though. There is a meta of using low tier cheap ammunition / low penetration shotgun rounds specifically to bleed out high geared armour players by aiming specifically for limbs / legs at close range to kill via rapid blood loss.
The final mechanic is painkillers / combat stimulants, generally in a serious ranked raid you want to nonstop consume painkillers and combat drugs all the time (even if it dehydrates / fatigues you rapidly, just drink water as well) because painkillers temporarily negates the very unpleasant combat wound blood / obscured vision effects, ie in a gunfight if you are shot temporarily the painkillers negate the shaking / shuddering pain blood animations, so you can carry on shooting / running reloading even with broken legs etc (though running jumping still adds to the blood loss damage). Healing takes SO LONG and fights are incredibly lethal, if you can see an enemy it is likely you are already dead, the best gunfight is flanking and manoeuveing to ambush and shoot an unaware enemy in the back etc. I think the punishing healing mechanics definitely contribute to slower and more thoughtful / tense, tactical gameplay
Anyway, pic related shows another way, you get this megahealth from Quake 3, yay