RobertJ 10 Posted September 14, 2010 (edited) In ARMA 2 if you fired a tanks main gun with a SABOT round the tank would recoil a small amount if fired directly ahead, and a large amount if fired to the side. I liked it as it added some weight to the tanks firing, however in Operation Arrowhead the recoil is totally missing. There's something a bit disconcerning about seeing a huge cannon fire with absolutely no recoil effect whatsoever, the tank doesn't move an inch. Here's an abrams firing with clear recoil, I'm assuming it's firing a high-ex shell as the recoil isn't massive and that's generally what I see them firing when testing, I could easily be wrong but I'd imagine a SABOT round would induce even more recoil due to the higher momentum of the projectile. Even then the tank rocks. http://www.youtube.com/watch?v=r-25BjbKm-8 In the T-90 it's even more clear even in frontal firing the tank has a large recoil. Anyway if the recoil is just my client being bugged that's fine, but if it's a game change that I haven't seen in the patch notes I'd like to see it return. The recoil really gave you a feel of firing a 120-125mm tank cannon. Edited September 14, 2010 by RobertJ Share this post Link to post Share on other sites
Ulanthorn 10 Posted September 14, 2010 No its not just you..the recoil is missing since OA on the reworked tanks...along with the dust cloud tanks made in A2 when firing. The T-34 and T-55 have this effects...so that makes it even more strange that it is missing on Abrams and T-72 etc. Share this post Link to post Share on other sites
NeoHazard 10 Posted September 14, 2010 Yea, I mentioned this in regards to the Stryker awhile back. I went to fire that big ass cannon hoping to see it buck. What a let down to my miniature dream. I wish the the recoil anims were there. It looks sad otherwise. Share this post Link to post Share on other sites
RobertJ 10 Posted September 14, 2010 My best guess is that it is to do with the new APFSDS rounds the force has been massively reduced (seeing as they explode, rather than being a bullet with massive force/damage) Personally I'd rather see the old APFSDS rounds back, with the ridiculous force, as they were far more realistic. You could penetrate through several cars, or shoot a tank through a small building. With the curret rounds the shell is stopped by any surface and it's not particularly realistic, sure with the old one if you shot a troop with it they flew off hundreds of metres into the sky but the same happens if you use RPG'S/GBU's/Satchels. So yeah, bring back the old sabot round! Share this post Link to post Share on other sites
HamishUK 0 Posted September 14, 2010 My best guess is that it is to do with the new APFSDS rounds the force has been massively reduced (seeing as they explode, rather than being a bullet with massive force/damage) Personally I'd rather see the old APFSDS rounds back, with the ridiculous force, as they were far more realistic. You could penetrate through several cars, or shoot a tank through a small building. With the curret rounds the shell is stopped by any surface and it's not particularly realistic, sure with the old one if you shot a troop with it they flew off hundreds of metres into the sky but the same happens if you use RPG'S/GBU's/Satchels. So yeah, bring back the old sabot round! New APFSDS rounds? Never heard of an exploding APFSDS round as they are solid tungsten penetrators. Share this post Link to post Share on other sites
RobertJ 10 Posted September 14, 2010 In Arrowhead they don't impact or act like the projectile/bullet they were in ARMA 2. They have an exploding decal when they hit a surface and don't seem to penetrate anything. Share this post Link to post Share on other sites
maturin 12 Posted September 14, 2010 They exploded in Arma 2 as well. ACE changed them to (visually) large-caliber tracer rounds that could pass through cars and aircraft with minimal damage. Share this post Link to post Share on other sites
SPC.Spets 21 Posted September 14, 2010 (edited) Yeah, what happen with the recoil animation? putRj-2hP2Q Edited September 14, 2010 by SpetS15 Share this post Link to post Share on other sites
NeoHazard 10 Posted September 14, 2010 Yeah, what happen with the recoil animation? putRj-2hP2Q yea they need to loosen it up just a little in-game so it did that :cool: Share this post Link to post Share on other sites
SPC.Spets 21 Posted September 16, 2010 Seriosuly, why did they remove the recoil animation of the tanks? also I dont see the blast on the ground... why? :( Share this post Link to post Share on other sites
cossack8559 10 Posted September 16, 2010 I thinks its a bug as i saw it reported a while ago... but probably is way down on the priority list of things to fix... but i agree i hate how the tanks stay perfectly still when firing it just looks wrong... what makes it worse for me is i always play as the tanker :( Share this post Link to post Share on other sites
SPC.Spets 21 Posted September 16, 2010 (edited) They also remove the blast on the gorund? it looks really bad now, and poor, and sad, and unrealistic :( I understand its not a priority but... why? umBBDxqoNQI Edited September 18, 2010 by SpetS15 Share this post Link to post Share on other sites
RobertJ 10 Posted September 16, 2010 Do any BI people have any hints on what's gone on here? Playing around in editor I noticed that old A2 units sometimes still had their recoil on playermade shells (such as the HEAT warheads on some of the P85 T80's) so I'm gonna assume it's something to do with the way the new SABOT rounds are handled. It's weird that the firing dust has gone though, any comment on a fix? Share this post Link to post Share on other sites
puzzola 10 Posted September 18, 2010 (edited) I asked the same thing in 1.07 patch tread. It's strange that no response come yet. I returned to 1.05 for this reason and don't know what I'm missing so. Do you know if there are very good reasons to upgrade to 1.07. My specs: ArmA2 stand alone retail CPU: Intel E6400 2,13 GHz (overclocked 5% to 2,25) Ati Radeon HD5670 1Ghz Win XP pro 32bit 4 GB Ram 800 MHz I Play well whit 2500 wiew distance, all very high except terrain detail (low), post process (low with okt noblur), Anisotropic philter high and AA normal. Great boost (expecially in LOD switch) defragging and alphabetically ordering my HDD which's not the system disk and placing some base addons in a fast pendrive. Please help if you can Edited September 18, 2010 by puzzola Share this post Link to post Share on other sites