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The LAW shouldn't replace the PCML, but it should be prevalent. The reason why it has persisted is because it's cheap rocket launcher firepower.

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Thanks for the suggestions, I'll leave loadouts as is and probably just make a Light AT unit for NATO special forces with the LAW.

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Could you show us a pic of what you're talking about (or direct us to a video), I'm browsing through arma 3 pre-alpha pic on google images and not seeing anything

 

Honestly with the MAAWS coming along, the PCML could use a buff in general. If the LAW is an unguided weapon system, then it should slot below the MAAWS but lighter, if it is guided like NLAW or SRAW (real one not battlefield), firstly that's a bit idiosynchronous since NLAW = MBT LAW = PCML, second if it really is light then it should be where PCML is at currently and move PCML to that somewhat heavier role, slotting in below titan

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3 hours ago, Hvymtal said:

Could you show us a pic of what you're talking about (or direct us to a video), I'm browsing through arma 3 pre-alpha pic on google images and not seeing anything

 

Honestly with the MAAWS coming along, the PCML could use a buff in general. If the LAW is an unguided weapon system, then it should slot below the MAAWS but lighter, if it is guided like NLAW or SRAW (real one not battlefield), firstly that's a bit idiosynchronous since NLAW = MBT LAW = PCML, second if it really is light then it should be where PCML is at currently and move PCML to that somewhat heavier role, slotting in below titan

 

lighting_4_4.jpg

 

Contrast boosted:

 

unknown.png

 

Also, damage wise, the current launchers rank as follows:

 

RPG-7 -> Titan AT -> MAAWS / RPG-42 -> Vorona -> PCML

 

The MAAWS and RPG-42 seem to have the exact same stats. Meanwhile, the Titan AT has the most range, and I believe the RPG-7 is the lightest.

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IME, the RPG-42 is consistently more powerful than the MAAWS, but has slower and requires more skill to use right especially at long range. The MAAWS is the lighter hitting but easier to use system in both guises (though yo do need to know what you're doing to be effective with the rifle scope)

 

I think the PCML's problem has to do with its flight profile, and its tendency to hit low. It also stems from CSAT vehicles generally having very well-sloped armor and low shilouettes. It's not that it isn't powerful enough; on the contrary, when you do get a good connection (overskight BTR-K from the front, for instance) it hits like a freight train loaded with concrete, it just for some reason does not like making those good connections, leading to very inconsistent results, some swear by it, some despise the thing. Overflight has restricted its raw power but made it more consistent, though being lock-only is still a limitation. If I were to change anything, I'd give it automatic proximity detonation against vehicles when not locked.

 

Also, I'm consistently able to do much more damage with the Titan. As for RPG, you trade light weight for being a peashooter; it's really, really crap in actual damage against anything heavier than a Marid. It could do with having

 

Here's my damage ranks from experience:

 

PCML on a bad day -->> RPG-7 --(big leap)>> MAAWS -->> PCML average/top down -->> RPG-42 -->> Titan -->> PCML money shot -->> Vorona

 

The LAW should slot in higher than RPG but below the MAAWS. Ironsights or a simple optical sight would work best IMO. If you want to get fancy with Arma 3's alternate names for stuff, call it ILAW, "Infantry/Improved Light Antitank Weapon" ;)

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I think PCML Remove the NATO, MAAWS and LAW must be there

 

NATO Recon and CTRG Equip LAW

 

FIA uses AAF equipment(MAAWS Mod 0 and PCML)

 

All CSAT AT Specialist given Vorona

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If anything, M72s should be given to regular troops. It was for this reason that the M72 was created, to space out the AT power within a rifle squad. At the time of its creation it was not the principle tank killer. It was never meant to be. The M67 Recoilless Rifle was. It has continued to exist in this matter. The M47 Dragon and later Dragon II replaced the M67. Then the M47 Dragon was of course replaced by the FGM-148 Javelin. Since we tried to replace the M72 with the M136, we ended up doubling back to the M72 because an infantryman could carry two of them and the M136's firepower was too much for urban combat. At least, the additional power didn't overpower the need to be able to carry more than one.

 

Why am I going into this in so much depth? Well I guess if we want to pertain to authenticity, we have to know why these weapons exist and why they're deployed like they are. As is, the M72 is deployed like an overpowered grenade launcher, useful for light bunker busting, urban combat, and destroying technicals and damaging armored cars/MRAPs and in this regard it would best be used in the hands of infantry regulars. The MAAWS on the other hand, or the Carl Gustav, has had a very speckled past in the US Army. It's essentially been pulled into service when it was needed. Mostly as a reloadable bunker buster, but with new ammunitions, also a potential anti-tank weapon. The most recent reintroduction of the Carl Gustav is for special forces teams in Afghanistan who get jumped by insurgents with RPG-7s who engage at 1000 meters, out of range of small arms, and use the rocket's self destruction feature to make improvised airburst munitions.

 

Long story short, my advice is to just make an infantryman for each anti-tank weapon. Basically Rifleman - LAW, Rifleman - PCML, Rifleman - MAAWS, etc. etc. All these weapons can coexist with each other, and if we go into the Marine Corps arsenal, the list only gets longer, so having seemingly redundant weapon systems isn't necessarily a bad thing.

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23 minutes ago, Jagdgeschwader said:

If anything, M72s should be given to regular troops. It was for this reason that the M72 was created, to space out the AT power within a rifle squad. At the time of its creation it was not the principle tank killer. It was never meant to be. The M67 Recoilless Rifle was. It has continued to exist in this matter. The M47 Dragon and later Dragon II replaced the M67. Then the M47 Dragon was of course replaced by the FGM-148 Javelin. Since we tried to replace the M72 with the M136, we ended up doubling back to the M72 because an infantryman could carry two of them and the M136's firepower was too much for urban combat. At least, the additional power didn't overpower the need to be able to carry more than one.

 

Why am I going into this in so much depth? Well I guess if we want to pertain to authenticity, we have to know why these weapons exist and why they're deployed like they are. As is, the M72 is deployed like an overpowered grenade launcher, useful for light bunker busting, urban combat, and destroying technicals and damaging armored cars/MRAPs and in this regard it would best be used in the hands of infantry regulars. The MAAWS on the other hand, or the Carl Gustav, has had a very speckled past in the US Army. It's essentially been pulled into service when it was needed. Mostly as a reloadable bunker buster, but with new ammunitions, also a potential anti-tank weapon. The most recent reintroduction of the Carl Gustav is for special forces teams in Afghanistan who get jumped by insurgents with RPG-7s who engage at 1000 meters, out of range of small arms, and use the rocket's self destruction feature to make improvised airburst munitions.

 

Long story short, my advice is to just make an infantryman for each anti-tank weapon. Basically Rifleman - LAW, Rifleman - PCML, Rifleman - MAAWS, etc. etc. All these weapons can coexist with each other, and if we go into the Marine Corps arsenal, the list only gets longer, so having seemingly redundant weapon systems isn't necessarily a bad thing.

 

Thanks for the insight! This has changed my mind a bit, I'm going to replace the PCML with the MAAWS (as an equivalent to the RPG-42), give the LAT class a LAW, and move the PCML to a HAT role.

 

Like so:

• Rifleman (AT) -> MAAWS

• Rifleman (Heavy AT) -> PCML

• Rifleman (Light AT) -> LAW

 

I'll probably do the same for the AAF.

 

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I think that definitely catches the spirit of the PCML without having it subjected to the duties of cheaper, but none the less efficient AT weapons. It always felt like a hole in NATO's arsenal which was odd given that 20 years earlier, it didn't exist.

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Heya, quick update. We're considering releasing an update to address newly-learned issues caused by Tanks DLC. Keep in mind that this will not add any new major equipment, with things like the Russians and such coming later. :)

 

What do y'all think?

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2 minutes ago, Night515 said:

Heya, quick update. We're considering releasing an update to address newly-learned issues caused by Tanks DLC. Keep in mind that this will not add any new major equipment, with things like the Russians and such coming later. :)

 

What do y'all think?


I'm all for it

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Please do the AFV-7 Gorgon does not seem to have any ammo for its 7.62 MG.

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Hello. Quick situation report. 

 

We're currently in the process of polishing content and fixing bugs. I've spent the last few days overhauling groups, loadouts, and improving things like the SPAR textures. I've also overwritten ammo counts for certain magazines, so they will use vanilla classnames but have different names, ammo count, mass, et cetera. This affects the 4-five, CAR-95-1, CMR-76, Navid, SPAR-16S and SPMG, and should improve compatibility with things like ACE. RIP my OCD tho.

 

For starters, I've darkened NATO's t-shirt so it isn't as blindingly bright:

 

20180428180458_1.jpg

 

There are new textures for the NATO British Forces too (new textures for DDPM and DPM pants aren't finished yet):

 

20180429155838_1.jpg

20180429155852_1.jpg

20180429155858_1.jpg

 

VISCOSITY is currently in the process of texturing the LAW:

Db8F__HVAAAqchN.png

 

Headset in the facewear slot:

20180424174333_1.jpg

 

A new facewear item allowing you to display your edginess and lack of concern for your and others' health. Cancer feature pending:

20180424175646_1.jpg

 

A new magazine for the RPK-107:

20180407120457_1.jpg

 

Urban infantry for the Russian army:

20180420180834_1.jpg

 

Check out the development branch version of Aegis (it does not require the actual dev branch) which has almost all of these changes in effect. You can see change notes on the Steam page or on our discord. Bye for now!

 

PS: opinions on tweaking all faces to slightly change skin tones and replace the bloodshot eyes?

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Hey there! I've revamped the Discord, now known as the A3 Hub! Come drop by and hang out for news related to Aegis and other mods. :)

 

https://discord.gg/dyXnZ8u

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Hello again. We are going to try and push an update tonight or sometime during the weekend to address issues since Tanks DLC.

 

A lot has changed so beware, missions or saves may be broken. NATO (European) related stuff will be in a separate addon (missions using these should be fine).

 

Our CBA compatibility patch unfortunately requires a little more time as for some reason we can't get any Apex weapons to accept suppressors.

 

Lastly, a teaser for our "facelift":

20180502212555_1.jpg

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Hello. Update. :)

 

Russians are also going to dev version.

 

Big boi changelog coming through BEEP BEEP

Spoiler

Note: The project has been reevaluated and we're planning on heading in a new direction. As a result, a lot of the content has changed. Do not worry, most of the removed content will be moved into their own packages.

 

Known issues:
 • Missing UI icons and editor previews
 • AAF Mk.7 helmet uses wrong model, this is a temporary placeholder
 • Ammoboxes have incorrect or missing items
 • F-38 Widowmaker is slightly nose-heavy
 • F-38 Widowmaker (Stealth)'s pylons don't hide
 • F-38 Widowmaker & C-192 Samson PhysX is currently off

 

Hotfix is due soon for most of these issues.

 

 • Added: G17 9 mm (variants)
 • Added: L22 5.56 mm (variants)
 • Added: MAAWS Mk4 Mod 0 & Mod 1 (Black)
 • Added: Flare Tripwire
 • Added: Bergen Backpack (Black)
 • Added: Bergen Backpack (Sage)
 • Added: Hunting Backpack
 • Added: Cap (Khaki)
 • Added: Cap (MTP)
 • Added: Cigarette
 • Added: Shades (Yellow-Red)
 • Added: EOD Specialists & SF Machine Gunners
 • Added: Zamak MRL for CSAT, CSAT (African), & CSAT (Pacific)
 • Added: Zamak support variants for CSAT (African)
 • Added: AH-99 Blackfoot & CH-67 Huron for NATO (British)
 • Added: Utility drone liveries for CSAT (Pacific), NATO (British), & NATO (Pacific)
 • Added: RHIBs for AAF, CSAT, and NATO, along with new AAF and OPFOR  liveries
 • Added: Unarmed variants of the AMV-7 Marshall, MSE-3 Marid, & AFV-4 Gorgon
 • Added: New suppressed sounds for the Zafir & M320 LRR
 • Added: New sounds for the L85
 • Added: New sounds for the Small Boat
 • Added: Artwork for Arma 3 Aegis by Greenfist
 • Tweaked: Main menu music was changed
 • Tweaked: The loadouts of the CTRG faction were adjusted
 • Tweaked: The loadouts of the NATO, NATO (British), & NATO (Pacific) were adjusted
 • Tweaked: The loadouts of the AAF Special Forces were adjusted
 • Tweaked: The loadouts of the ION faction were adjusted
 • Tweaked: The loadouts of the CSAT & CSAT (Pacific) were adjusted
 • Tweaked: The loadouts of the Viper faction were adjusted
 • Tweaked: Special forces are issued sound suppressors
 • Tweaked: Spotters are issued TWS sniper sights
 • Tweaked: GMG ammo was increased from 48 rounds to 64 rounds; HMG ammo was increased from 100 rounds to 200 rounds
 • Tweaked: The F-38's flight model was adjusted slightly
 • Tweaked: The F-38's engine nozzle animates according to set throttle
 • Tweaked: The F-38's model was optimized
 • Tweaked: The F-38's cabin mesh and animations were altered to better resemble its real-life counterpart
 • Tweaked: CSAT's Buzzards can carry R73s and R77s; the F-38 can carry Mk82 bombs
 • Tweaked: Overhauled weapons for armored vehicles with the release of Tanks DLC
 • Tweaked: Groups were overhauled
 • Tweaked: Ammoboxes were overhauled
 • Tweaked: The Wipeout's gatling cannon ammunition count was increased from 1000 rounds to 1350 rounds
 • Tweaked: The Cheetah/Tigris's autocannons' fire-rate was reduced to a more realistic 550 rounds-per-minute
 • Tweaked: Range, accuracy, and weight values were tweaked for all weapons
 • Tweaked: Overhauled proxies, positioning, and configuration for all weapons
 • Tweaked: The AK-12 can now attach flash suppressors
 • Tweaked: The SPAR-16, SPAR-16S, SPAR-17, & LIM-85's textures were adjusted
 • Tweaked: Tweaked number of rounds, mass, names, and descriptions for several magazines
 • Fixed: Missing name for CTRG's urban marksman
 • Fixed: AAF special forces' weapons were missing
 • Fixed: Missing editor-placeable versions of the Mk20 olive variants
 • Fixed: F-38 dynamic loadout drop-down lists were out of order
 • Fixed: Several pistols appeared under primary weapons in the Eden/Zeus interface
 • Fixed: Shotguns's range was reduced
 • Fixed: The Mk17 Sniper's muzzle flash was incorrect in the 4th and 5th LOD
 • Fixed: Graphical error in 2nd LOD of the Warfare-50
 • Fixed: Off centered optics for the Warfare-50, Mk16, and Mk17
 • Fixed: Textures were missing for various weapons
 • Fixed: CSAT (African) faction's Grenadier was missing their weapon
 • Fixed: The Remote Designator for the NATO (British) faction had incorrect textures
 • Fixed: CTRG Sharpshooter had incompatible magazines
 • Fixed: Incorrect magazines for the MSE-3 Marid and UGV Saif
 • Fixed: Hole in the SA80 GL's tube mesh
 • Fixed: Hole in the SA80's receiver mesh
 • Fixed: SA80 GL's grenade was off-centered
 • Fixed: The F-38's entering and exiting sounds didn't play properly
 • Fixed: The F-38's gear indicator flickered while stowing the aircraft's gear
 • Fixed: The F-38's cluster loadout was missing its cluster bombs
 • Fixed: Incorrect display names for NATO (British) ammo boxes and cargo nets
 • Fixed: Pop-up error relating to a missing weapon when placing the CSAT (African) supply box
 • Fixed: Faulty CH-67 and UH-80 miniguns were replaced
 • Removed: PiP display in the C-192/I-150's cockpit; it is replaced with a static map
 • Removed: P99 9 mm (variants)
 • Removed: Model and configuration changes to the P07
 • Removed: Temporary sounds for the MX for testing purposes
 • Removed: Some content which has been moved into their own respective packages to keep the mod more concise and focused

 

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Oh my fucking god! This looks awsome!

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Heads up: Argo factions and the European forces are being moved into their own packages. These will take a small amount of time to finish up, please be patient.

 

 

Russians live!

Spoiler

 • Added: Paramilitary faction
 • Added: Raven faction
 • Added: Russia faction
 • Added: AK-105 5.45 mm
 • Added: AK-107 5.45 mm (variants)
 • Added: PP-19 9 mm
 • Added: RPK-107 5.45 mm
 • Added: New apparel and equipment for Paramilitary, Raven, and Russian forces
 • Added: Honestly I didn't keep track of the rest so have fun exploring

 

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Epic work, will definitely have to publish my missions as a thank you for all your hard work!

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On 5/6/2018 at 9:03 PM, Night515 said:

 

 

  Hide contents

 • Added: Zamak MRL for CSAT, CSAT (African), & CSAT (Pacific)
...
 • Tweaked: The F-38's model was optimized
 • Tweaked: The F-38's cabin mesh and animations were altered to better resemble its real-life counterpart
 • Tweaked: CSAT's Buzzards can carry R73s and R77s; the F-38 can carry Mk82 bombs
 • Tweaked: Overhauled weapons for armored vehicles with the release of Tanks DLC
 ...
 • Tweaked: The Wipeout's gatling cannon ammunition count was increased from 1000 rounds to 1350 rounds

Awww yishh...

I was thinking about asking about the possibility of adjusting the cockpit of the F-38, and had taken some pics of it relative to the F-181 for use when making suggestions. I'll take a look at the new cockpit now....

So, I was thinking that it is too short, it would be nice to be able to move one's head back more and still be able to look behind. Look how much closer the instrument panel is to the pilot compared to the F-181. Any chance of lengthening the cockpit?

Spoiler

B7904CE8F672A25DE3372178B13BFCD30A14E53B

 

I was also thinking that CSAT could use the new Zamak, although it was easy enough to do in the editor with the set texture command, this didn't really help for the rear section.

 

Also, a NATO Pacific Nyx seems like it could go in right away.

Spoiler

578202395E629984AE382261B95C8C8412D09E5F

 

Here you also see my mockup of a pacific NATO Gorgon, good enough for missions

2B2B61286D81814F1A64917198FAA1D67CCD84B3

 

3231FA36EA459353812A0924E57F341C253610A0

A Nyx with Nato sand camo netting doesn't look too bad, but without the camo net, it doesn't really fit

Spoiler

note, all these pics are done without aegis installed, just to see the combos possible in vanilla when using set texture

7D93F7E6E67DA9C773196C66FA2EFE91012E7887

 

I tried various CSAT textures on the Nyx for something that would look good... didn't really find anything satisfactory. It seems the best stand is for CSAT pacific.. olive skin + a CSAT camo net texture

Spoiler

2BFF69A0999F288EAEC8CC92A8109F33BB526F02

 

Sidenote: I'm wondering if you have any plans to tweak the Nyx autocannon, the 20mm cannon doesn't seem to be able to do much that an HMG/GMG can't do, so its not feeling much more powerful than the MRAPs (but AAF can't airlift its MRAPs, but it can airlift the Nyx, so that seems fine I guess)

 

Any plans for a pacific Gorgon skin? The Gorgon is preferable to the marshal in many ways, particularly since I learned how vulnerable the Marshal crew is to SAF from certain angles (7.62 and up from straight ahead can kill the driver, and from the turret sides can kill the gunner/commander)

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1 hour ago, Ex3B said:

Awww yishh...

I was thinking about asking about the possibility of adjusting the cockpit of the F-38, and had taken some pics of it relative to the F-181 for use when making suggestions. I'll take a look at the new cockpit now....

So, I was thinking that it is too short, it would be nice to be able to move one's head back more and still be able to look behind. Look how much closer the instrument panel is to the pilot compared to the F-181. Any chance of lengthening the cockpit?

 

I was also thinking that CSAT could use the new Zamak, although it was easy enough to do in the editor with the set texture command, this didn't really help for the rear section.

 

Also, a NATO Pacific Nyx seems like it could go in right away.

A Nyx with Nato sand camo netting doesn't look too bad, but without the camo net, it doesn't really fit

 

I tried various CSAT textures on the Nyx for something that would look good... didn't really find anything satisfactory. It seems the best stand is for CSAT pacific.. olive skin + a CSAT camo net texture

 

Sidenote: I'm wondering if you have any plans to tweak the Nyx autocannon, the 20mm cannon doesn't seem to be able to do much that an HMG/GMG can't do, so its not feeling much more powerful than the MRAPs (but AAF can't airlift its MRAPs, but it can airlift the Nyx, so that seems fine I guess)

 

Any plans for a pacific Gorgon skin? The Gorgon is preferable to the marshal in many ways, particularly since I learned how vulnerable the Marshal crew is to SAF from certain angles (7.62 and up from straight ahead can kill the driver, and from the turret sides can kill the gunner/commander)

 

The F-38 cockpit bothers me somewhat too, but I'm not sure what I can do to change that. CSAT should have Zamak MRLs, too. Also, I probably won't change the Nyx's autocannon. Lastly, a olive camo Gorgon (along with a Mora, Strider, Nyx, and Kuma) will be part of the NATO European forces addon.

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Did the colour of the SCAR series rifles change?

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53 minutes ago, broduz said:

Did the colour of the SCAR series rifles change?

 

Yes, WIP.

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More Gorgon skins, you can not go wrong with options! Will my Coaxial work now or do I still need to shoot Zombies with the 30mm?

 

I'd like to see a Gorgon with cage and net all matched to something fitting for Chernarus Redux =)

 

 

BTW thank you so much for all the added assets, truly is a must have mod IMO.

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5 minutes ago, Zakuaz said:

More Gorgon skins, you can not go wrong with options! Will my Coaxial work now or do I still need to shoot Zombies with the 30mm?

 

I'd like to see a Gorgon with cage and net all matched to something fitting for Chernarus Redux =)

 

The coaxial should work.

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