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sweguy96

Secondary Weapons

Do you think this should be added to ArmA2/OA/CO  

74 members have voted

  1. 1. Do you think this should be added to ArmA2/OA/CO

    • Yes
      47
    • No
      25
    • I don't know
      2


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One thing i think BIS have missed is the secondary weapons. And yes I know you can have M16A4 + AT4 ect but what I want is this weapons that is in the primary slot which I think should be in the secondary. And those weapons is M32 Grenade launcher, M79 Grenade launcher, M1014 Shotgun, just to name a few. So the command which could be when you add a secondary weapon could be this addprimaryweapon/ this addsecondaryweapon or something like that. Also vote on what you think about this request.

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Personally I think rather not have it. With that much of weight on you, you might just pass out due to tiredness (In ACE or Project Reality).

Don't forget, you still carrys a certain amount of equipment that includes ammo for your main, your secondary weapon.

(Unless you are going for a spec ops mission, then would be a light gear).

Or made this available for Special Forces only not infantry units

Edited by avengerzx

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Yes, it'd be great to carry around a Saiga and an AK-74. Then for CQB I'd be able to pull out the saiga with pellets.

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it depends on how realism driven you are

in the real world, factor in the wieght that an infantry soldier carries on him, and add more weapons, and magazines for said weapons and you start to increase his fatigue due to having more gear..

in ACE/project reality, he'd be more suseptible to tiredness/fatigue

in game terms it's a trade off between mobility and firepower

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Voted no, as A2/OA can't provide a good penalty for doing so. For now, if you need it, use scripted weapon on back systems instead. That allows mission makers to be in full control. If everyone can carry multiple weapons, there is no stopping them in the name of having a realistic mission where others dictate the rules (some platoon leader clearly saying "no, this is your weapon, now go do your job" - as real military life is typically about).

For any Arma3 game, maybe, as long as it's better thought through (penalty such as weight/stamina/encumbrance/movement restrictions) than simply giving it. I'd also prefer if we could during mission creation setup who gets to do what (medic, engineer, special forces etc, those abilities), by the means of overriding any class based attribute. And without it being carried over to the next mission played, like the abandoned mergeConfigFile command.

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You can put weapons into the standard BIS backpacks, kids ;)

Not quite the same as being able to switch to one like you do with a launcher.

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Would definitely be nice to carry around an M1014 or M79 as a secondary. Right now I never use weapons like them because they're not very practical as a primary.

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hmm... nice topic, i try, maybe it is good idea (Enad idea on MP5 + sniper rifle)

i will try how it will work :]

maybe i will manage to do it

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Probably not in this iteration of ArmA, but if ArmA 3 ever comes out I'd love to see an overhauled inventory setup. Something like the GRAW 2 setup would work for the most part, just a little more customizable.

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Only with a proper weight/stamina and animation system + AI should use these weapons in a proper way too. ;)

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Only with a proper weight/stamina and animation system + AI should use these weapons in a proper way too. ;)

yes, and most sense would than be PDW + sniper combination only

i get this idea nice, cause maybe such PDW (UZIs, MP5K, MP7) could be used under pistol slot or heavy sniper rifle as 12.7mm under slot of launcher

than such heavy sniper would have MP5(w/wo SD) and 12.7 sniper rifle

idea sounds good for me , i will do some weapons in 2 slots configuration

only problem is AI

i remember situations in Arma 1 and 2 when sniper equipped in pistol - instead of using sniper rifle , was approaching enemy with handgun in hand and rifle on back

it was silly than in mission cause snipers were dying with rifle on back

some time ago because of AI i even took away from my snipers any secondary weapon they had

but maybe for player it would be nice to have 12.7 mm heavy sniper rifle on back and MP5/UZI/MiniUzi/MP7/PM98 in hands

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Well what I meant was not that a Rifleman could carry an M16 + FN FAL but M4A1 + M1014 for CQB ect. And what Enad said MP5 + M107, thats what I mean. Not this COD style RPD + Javelin + Ammo.

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IF proper balance is used, as you outlined with the 107, then I would say yes. But perhaps, as with the sniper, not in all classes. I could invision a shotgun as a secondary to an M4. Least wise this wasn't uncommon in Viet Nam.

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well what I want to this is that you get tired much faster and that you cant RUN just SPRINT (RUN= Wx2).

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@ChiefRedCloud:

Sniper doesn't carry an MP5. He carries his sniping platform. The spotter is supposed to take care of local protection using an M4/M16 with M203. If attached to a unit, a sniper team may carry normal rifles before separation, but the sniping platform will then be in hiding (not to reveal he is a sniper). Upon separation, the sniper team suits up and gets their equipment, but he don't carry two guns. If you find you need an MP5, you're not a very good sniper.

Ref:

The observer carries the M16A1/A2 rifle with the M203 grenade launcher. The sniper, carrying the M24 SWS, lacks the firepower required to break contact with enemy forces-that is, ambush or chance contact. The rapid-fire ability of the M16A1/A2 rifle, combined with the destructive abilities of the M203 40-mm grenade launcher (Figure 2-25), gives the sniper team a lightweight, easily operated way to deliver the firepower required to break contact. (See FM 23-9 and FM 23-31, respectively, for the technical characteristics of these weapons.)

Although I do see the purpose in the event of some shotgun based CQB, especially now with pellets, many of the real life reasons for carrying one doesn't exist in the game. There is no breeching we can do, there is no hinges to be blown off (hell we can't even have locked doors :p), and there is no penetration reasons for not using 5.56 instead.

So although you (and me) don't want the COD gameplay, rest assured that's exactly what we're going to get. Again, it's fairly easy to script when you need it (it won't be visible though, and your buddies can't pick it up, but it's a fair price). But having it as default I still consider problematic.

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Having a second weapon in the backpack and switching to it is fast enough. Even faster than scripted secondaries.

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i tried to do this with sniper rifle - booo, muzzle flash bug when secondary weapon is on back

i will try to check "slots" next time

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i had a crack at this with the M79 -

http://i162.photobucket.com/albums/t247/eggbeast/m79_sec.jpg

but had to class it as a launcher so it would go on the lfet shoulder, meaning it would not animate back off the shoulder...

the mod is in here (GLmod)

go for it vilas!

http://91.192.210.5/gits/Arma/@BlazesWeapons.zip

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Having a second weapon in the backpack and switching to it is fast enough. Even faster than scripted secondaries.

I think this is way cool. I like to run around with an unscoped M16, and then every once in awhile pull out a sniper rifle from my back pack. I use the large back pack with custom loadout to achieve this.

But I'm have problems with it working right when my friend hosts me on his listen server. Does anyone else see problems with this? It's not always there when I initially spawn, and when we played today it wasn't there even after respawn (we use norrins revive/respawn).

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If it is added, it should be in a way that it isn't possible to have a sidearm when you have a shotgun as your secondary weapon. ;)

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