daman3 19 Posted September 2, 2012 Hello, I was wondering if it is possible to take out static defense positions like the M2 or even the search light with handgrenades now? Because people in cars (even if they don't have a top) or anything where they can get in, seem to be unaffected by hangrenades or explosives. Share this post Link to post Share on other sites
-=Grunt=- 10 Posted September 2, 2012 It could work if PhysX/ArmA 3 simulates shrapnel. The shrapnel would just act like 'bullets'... I don't know of BI is planning on adding shrapnel simulation though. Share this post Link to post Share on other sites
mathiask1 1 Posted September 3, 2012 i believe this should be in the ArmA 3: Community wishes & ideas|NO DISCUSSION thread Share this post Link to post Share on other sites
rye1 22 Posted September 3, 2012 That's a good idea. Share this post Link to post Share on other sites
dmarkwick 261 Posted September 3, 2012 Yes, I see this a lot on turned-out units when I try to grenade them. No apparent effect, unless I shoot them. Share this post Link to post Share on other sites
maturin 12 Posted September 3, 2012 The fact that putting your hand on the handle of an M2 makes you immune to artillery is downright shameful. A shell has to physically impale a static defense gunner in order to harm him, although a 120mm HE shell a meter away will force him to abandon the weapon. This is an engine limitation an order of power more important than any ragdoll. It's doubtful that physx will allow full shrapnel limitation, because it would still require tons of MP sync. Noubers' ACE method is the best; I hope BIS was paying attention. Share this post Link to post Share on other sites
Guess Who 10 Posted September 4, 2012 The fact that putting your hand on the handle of an M2 makes you immune to artillery is downright shameful. A shell has to physically impale a static defense gunner in order to harm him, although a 120mm HE shell a meter away will force him to abandon the weapon.This is an engine limitation an order of power more important than any ragdoll. It's doubtful that physx will allow full shrapnel limitation, because it would still require tons of MP sync. Noubers' ACE method is the best; I hope BIS was paying attention. To hit a guy in an AGS-30 is even harder ... :butbut: Share this post Link to post Share on other sites
maturin 12 Posted September 4, 2012 Luckily static gunner AI is also useless, so they tend to only open fire at 50m or so, even if their weapon is good out to 1000+ Share this post Link to post Share on other sites
dragon01 903 Posted September 5, 2012 Speak for yourself. I've been blasted to pieces by an AI manned MG more than once, sometimes with my whole squad. Static launchers and AA cannons also work rather well. ZU-23s are especially frustrating to deal with. Share this post Link to post Share on other sites
maturin 12 Posted September 5, 2012 Heavy weapons are never anything to sniff at. In ArmA they are just blind 95% of the time. They aren't reliable without spotters or AI mods, and machinegun nests are the worst offenders. Spotting and engagement range of a turtle playing paintball. Share this post Link to post Share on other sites
wipman 1 Posted September 5, 2012 Hi, on the ArmA2 i'd seen many times GS-30 & DShK gunners unaffected by the AAVP-7A1 Mk. 19 rapid and accurate fire and they didn't die until the static weapon catched damage enough so they'd "bailed out" from it and then they'd die under the fire that was directed AT, the static weapon; they never were affected, wounded or dead by the direct fire of 40mm grenades or bombs explosions on a deadly radious. The direct MBT AP shells kill the gunner but after make him/her get out from the static weapon and then, he/she performs the dead anim and then die; i'd always wanted an improvement on this, maybe the ArmA3 has already improved this thing. Let's C ya Share this post Link to post Share on other sites