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frostshazzy

question about platecarrier

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every one knows that in arma2 no matter the diference texture of the platecarrier , the ammunition are 12 mags maxium

but in arma3, change to another way to caulate the ammunition which is ''weight''。(a little diiferent than ace2)

so does it refer that player are able to carry more ammunition for long battle mssion?(someone might said that i could put some ammunition crate on the way but that makes me feel ''awkward'':(

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Hi, i guess that it gonna be as IRL or on the A2:OA, you can/have to carry your backup ammo on the backpack or have spare magazines or ammo belts and rockets on the vehicle of yours; is not common to carry RPGLs on vehicles such as Light Helicopters or Utility Helicopers, but on fat ones this use to be a more common practice. Let's C ya

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It certainly looks like it's using weight instead of a slot count system, going this picture.

arma3e3gearai.jpg

Middle segment seems to be pointing to the idea that there are 3 things on your person that is able to store items: Your uniform, your vest and the last slot is probably for a backpack.

White bars below seem to indicate how much "weight" you currently have in that slot. Basically think of it as ACE backpack system applied to your uniform and vest in addition to the backpack itself.

The right bit seems pretty self explanatory, as it looks like the 3 out of the top 4 slots are for the headgear, NVG's and binoculars, and I've no clue what the unoccupied slot is supposed to be.

Below are 3 weapon slots, with their attachments and the current loaded magazine. What seems interesting about this bit, is that the loaded magazine, compared to the A2 inventory management, no longer seems to count as a part of your "inventory", but more like weapon attachment.

What's puzzling me currently, is the fact that the middle weapon slot, for which I assumed was the equivalent to the launcher slot currently in A2, has the same attachment slots as your pistol and main weapon.

This might be hinting that the two weapon slots will be interchangeable and that it will be able to hold another rifle?

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The right bit seems pretty self explanatory, as it looks like the 3 out of the top 4 slots are for the headgear, NVG's and binoculars, and I've no clue what the unoccupied slot is supposed to be.

Eyewear?

This system remind me of the Jagged Alliance 2 inventory, which is good.

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Eyewear?

This system remind me of the Jagged Alliance 2 inventory, which is good.

Yeah the empty one is for eyewear.

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It certainly looks like it's using weight instead of a slot count system, going this picture.

...

Middle segment seems to be pointing to the idea that there are 3 things on your person that is able to store items: Your uniform, your vest and the last slot is probably for a backpack.

White bars below seem to indicate how much "weight" you currently have in that slot. Basically think of it as ACE backpack system applied to your uniform and vest in addition to the backpack itself.

The right bit seems pretty self explanatory, as it looks like the 3 out of the top 4 slots are for the headgear, NVG's and binoculars, and I've no clue what the unoccupied slot is supposed to be.

Below are 3 weapon slots, with their attachments and the current loaded magazine. What seems interesting about this bit, is that the loaded magazine, compared to the A2 inventory management, no longer seems to count as a part of your "inventory", but more like weapon attachment.

What's puzzling me currently, is the fact that the middle weapon slot, for which I assumed was the equivalent to the launcher slot currently in A2, has the same attachment slots as your pistol and main weapon.

This might be hinting that the two weapon slots will be interchangeable and that it will be able to hold another rifle?

I seem to remember that clothing items also had slot limitations, though I don´t remember how they worked. I know when I tried to gather up gear when I tried the thing at gamescom, I had the uniform selected and could only put one item into it. I doubt that the vests would be unlimited, though I suspect that every vest will have a different amount of slots available for equipment, on top of your characters innate abillity to carry only a certain weight.

I think the other big thing to keep in mind is that BI are trying to implement actual working bodyarmour this time, so the vest not only is for lugging gear around, but also will offer protection depending on the type of armour used. I at least hope that they are able to offer different types of armour, maybe as part of a special RVMAT setting or something, so you can model pistol-safe type police vests to fully decked out military bodyarmour.

The unoccupied slot is for eyewear, such as swim goggles, gas masks, ballistic goggles and if the modders so desire, fancy HUD goggles or something. Eyewear only offers a degree of protection right now, or is very specialized in its protection. Without swim goggles, swimming in the ocean will cause your vision to go blurry because of the salt water burning in your characters eyes. Obviously you will also need some sort of oxygen bottle/rebreather for diving, this is also already implemented.

Edited by InstaGoat

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The unoccupied slot is for eyewear, such as swim goggles, gas masks, ballistic goggles and if the modders so desire, fancy HUD goggles or something. Eyewear only offers a degree of protection right now, or is very specialized in its protection. Without swim goggles, swimming in the ocean will cause your vision to go blurry because of the salt water burning in your characters eyes. Obviously you will also need some sort of oxygen bottle/rebreather for diving, this is also already implemented.

Yes, makes sense since that row is head related, I didn't consider it as I was still thinking with my A2 hat on, where you pick your eyewear in your profile.

I think the other big thing to keep in mind is that BI are trying to implement actual working bodyarmour this time, so the vest not only is for lugging gear around, but also will offer protection depending on the type of armour used. I at least hope that they are able to offer different types of armour, maybe as part of a special RVMAT setting or something, so you can model pistol-safe type police vests to fully decked out military bodyarmour.

Yep, I'm aware of that, I was going more at it from the inventory perspective.

I seem to remember that clothing items also had slot limitations, though I don´t remember how they worked. I know when I tried to gather up gear when I tried the thing at gamescom, I had the uniform selected and could only put one item into it. I doubt that the vests would be unlimited, though I suspect that every vest will have a different amount of slots available for equipment, on top of your characters innate abillity to carry only a certain weight.

It would make sense that you can't put your rifle in your pants or your vest, but that it can be put in the backpack.

While there might be some hidden limitations coded into it to prohibit certain items from certain containers, the current UI implementation would be kinda be confusing if it was also slot limited in addition to the weight limit, as it doesn't convey that. On that picture, there seem to be numbers to the right of the items, that suggest that for example, items are grouped, so for example, if you have 3 grenades in your vest, you wouldn't see it 3 times, but once with the number 3 to the right.

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It certainly looks like it's using weight instead of a slot count system, going this picture.

http://img401.imageshack.us/img401/3903/arma3e3gearai.jpg

Middle segment seems to be pointing to the idea that there are 3 things on your person that is able to store items: Your uniform, your vest and the last slot is probably for a backpack.

White bars below seem to indicate how much "weight" you currently have in that slot. Basically think of it as ACE backpack system applied to your uniform and vest in addition to the backpack itself.

The right bit seems pretty self explanatory, as it looks like the 3 out of the top 4 slots are for the headgear, NVG's and binoculars, and I've no clue what the unoccupied slot is supposed to be.

Below are 3 weapon slots, with their attachments and the current loaded magazine. What seems interesting about this bit, is that the loaded magazine, compared to the A2 inventory management, no longer seems to count as a part of your "inventory", but more like weapon attachment.

What's puzzling me currently, is the fact that the middle weapon slot, for which I assumed was the equivalent to the launcher slot currently in A2, has the same attachment slots as your pistol and main weapon.

This might be hinting that the two weapon slots will be interchangeable and that it will be able to hold another rifle?

Well, i think the four slot for RPGs are like the different ammo type such as HEDP, HE, AP, so i think that make more sense than carrying two rifles.

Eventhough i hope that in arma3 i could carry two rifle in the game instead of rifle+pistol. But in the preview(Gamescom,E3,blablabla...) videoes there are no info for carrying two rifles.

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