AgentRev 22 Posted November 8, 2014 Just wanted to bring everyone's attention to this issue: http://feedback.arma3.com/view.php?id=21613 Share this post Link to post Share on other sites
Greenfist 1863 Posted November 8, 2014 I think the game performance could not handle the real life volume of bullets. And now the ammo counter matches the real fire rate. Also, isn't there a splash damage effect to compensate the lack of bullets? It's not a scam, it's a compromise. Share this post Link to post Share on other sites
AgentRev 22 Posted November 8, 2014 There is no splash damage. Just plain ammo. The ammo counter matches the real fire rate but it's all smokes and mirrors, the minigun doesn't fire at that rate. EDIT: There seems to be a mix of splash and non-splash Share this post Link to post Share on other sites
eggbeast 3673 Posted November 9, 2014 yeah we tweaked the damage a lot and the dispersion and added a little splash and it works a treat (in A2) normal arma miniguns - really poor admittedly this is simulating a triple minigun we developed for the AC47, but it uses the same ammo boost we gave the double ones Share this post Link to post Share on other sites
kireta21 13 Posted November 9, 2014 Engine cannot support rate of fire highier than framerate. If you have serious perfomance driop, and try fire a machinegun, you will notice lowered fire rate, and different recoil due to that. Back in ArmA2 every shot of mnigun would consume 4 rounds and deal 4x damage of 7.62mm, I didn't look at ArmA3 configs, but I guess there's some workaround there for it too. Share this post Link to post Share on other sites
AgentRev 22 Posted November 9, 2014 According to config, current direct damage of 6.5mm minigun ammo is equal to its rifle counterpart. It has a splash damage equivalent to 15% its direct damage, with a 1m area of effect. It's okay for firing at infantry from above, but the 67% reduction in fired bullets per mag makes them a lot less effective against vehicles. Share this post Link to post Share on other sites
eggbeast 3673 Posted November 9, 2014 yep they did same in A2 for the yakB and twin m134. added in multiplier to empty mags faster but only ramped the damage by a fraction, meaning that the yakB was something like 8x underpowered (as it actually fires two bullets with each cartridge 1SLT ammo) and the twin m134's were acting at at least half damage i did a table somewhere - will see if i can dig it out Share this post Link to post Share on other sites
AgentRev 22 Posted November 9, 2014 Looks like BIS are not open to discuss this, so I guess the only logical solution is to manually triple the ammo of all the miniguns in my mission. Share this post Link to post Share on other sites
twilightrealm@shaw.ca 10 Posted December 20, 2014 I am suprised that BIS has not opted to swap to a lower fire rate/increaded fire power armerment, As a thought. Share this post Link to post Share on other sites