Dreahack 10 Posted July 24, 2011 I saw that in the game the launcher has a maximum range of 1500 m last week in a training(real army :)), we shot a target 2200m far . 2000 m should be good. Share this post Link to post Share on other sites
Beagle 684 Posted July 24, 2011 I saw that in the game the launcher has a maximum range of 1500 mlast week in a training(real army :)), we shot a target 2200m far . 2000 m should be good. If you refer to static launchers...they are ALL buggy, including TOW...missiles goes straight into "low earth orbit" after 1500m manual guidance. Just one of the hundreds of tiny gamebreaking qirks in Arma for the last three years. Share this post Link to post Share on other sites
gossamersolid 155 Posted July 24, 2011 Try it out in Mando Missile Mod, I think it should work properly. I know, not a replacement for vanilla not working, but at least you can try it. Share this post Link to post Share on other sites
-=seany=- 5 Posted July 24, 2011 Yeah, for love of all that is holy when can we get these easily fixed content bugs fixed? I want one patch where we get nothing but loads of these stupid, over looked content bugs fixed. Share this post Link to post Share on other sites
ryguy 10 Posted July 24, 2011 Well you should also be able to lock and fire a maverick missile from one end of chernarus to the other, but nobody would want that now would they? Share this post Link to post Share on other sites
Beagle 684 Posted July 24, 2011 Well you should also be able to lock and fire a maverick missile from one end of chernarus to the other, but nobody would want that now would they?ATGMs are designed to be fired BEYOND the usual range of a MBT cannon (2000m in ArmA)....as they are usually soft mounted targets.Firing in range of MBT gun in open terraÃn is suicide. Share this post Link to post Share on other sites
gossamersolid 155 Posted July 25, 2011 ATGMs are designed to be fired BEYOND the usual range of a MBT cannon (2000m in ArmA)....as they are usually soft mounted targets.Firing in range of MBT gun in open terraÃn is suicide. Right, I observed this last night. I'm attacking Zelenogorsk with 2x BRDM2 ATGM. The BRDM2s are perched up on the hill south east of Zeleno. They proceed to fire 1 missile each, disabling a couple of T-72s, but then two T-34s 1 hit them because they were only firing within range. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted July 25, 2011 HMMWV TOW tactics, adjusted for Arma: * Use solid ground cover as much as possible. Building cover makes you easy target for splash damage. * For two man team, have one man outside on observation to inform vehicle operator when tank gun/other gun is pointing in a favorable direction. * Should you attack a group of tanks (only one actually fired upon), have escape route that a tank can't follow. * HMMWV operator should adjust the TOW in the general direction of the tank before making the vehicle visible. * If you think you're made, just get out of there. No need to stay put as a sitting duck. * Hopefully AI magic respotting has been fixed, but I haven't tried it out. Share this post Link to post Share on other sites
Beagle 684 Posted July 25, 2011 HMMWV TOW tactics, adjusted for Arma:* Use solid ground cover as much as possible. Building cover makes you easy target for splash damage. * For two man team, have one man outside on observation to inform vehicle operator when tank gun/other gun is pointing in a favorable direction. * Should you attack a group of tanks (only one actually fired upon), have escape route that a tank can't follow. * HMMWV operator should adjust the TOW in the general direction of the tank before making the vehicle visible. * If you think you're made, just get out of there. No need to stay put as a sitting duck. * Hopefully AI magic respotting has been fixed, but I haven't tried it out. Or simply wait for a fix for this obvious and three year old BUG! Share this post Link to post Share on other sites
DaveP 66 Posted August 1, 2011 One possibility is it's simply a matter of balance, as it's a game In real life, there is not any kind of striving for a balance, you want your kit to be as totally overpowered as possible compared to the enemy. This is why you can have a jeep that can cart along at fast-o-clock or a position so well camouflaged you can't see it from 20m away and from either of those fire a precision guided missile that can take out a tank in one shot from well outside the reaction envelope of any of the crew in that vehicle beyond a whispered/shouted "oh balls" But that's not fun if you're in the tank very much For pure realism, there are modifications like Mando, ACE tailored to this sorta stuff. Share this post Link to post Share on other sites
max power 21 Posted August 2, 2011 Or simply wait for a fix for this obvious and three year old BUG! It was the same in OFP v1.9. It's older than that! One possibility is it's simply a matter of balance, as it's a game If that was true you would not be able to tab lock them on the easier difficulties. Share this post Link to post Share on other sites