Jump to content
Sign in to follow this  
guiltyspark

Fix the miniguns

Recommended Posts

The rate of fire on the miniguns are astoundingly slow , and so is the sound for them.

if im not mistaken

Share this post


Link to post
Share on other sites

BIS have said alot of the sounds are placeholders so that isnt much of an issue, little touches like the minigun ROF will most likely come in later patches.

Share this post


Link to post
Share on other sites

Lol.

Placeholders for what? Arma3? Aren't placeholders placeholders for a reason? Were they planning to put them in when they finished the game?

Share this post


Link to post
Share on other sites

Placeholders for better sounds, what else?

It was either that or delay the game until they have all the sounds ready to be implemented, it was a pretty good choice in my eyes. ARMA sounds holding the place of the new sounds until they go in isn't exactly gamebreaking.

Share this post


Link to post
Share on other sites

I'd imagine that BI will continue to improve the game for years to come, like they did for OFP and are doing for ArmA.

Share this post


Link to post
Share on other sites
BIS have said alot of the sounds are placeholders so that isnt much of an issue, little touches like the minigun ROF will most likely come in later patches.

i dont know , its pretty easy to change the ROF for a weapon , and i think a group making a military simulator would know a thing or two about how fast a minigun fires.

Its not the case in the game

Share this post


Link to post
Share on other sites

It has been stated by a developer that there is a engine limitation on rate of fire (here about Shilka):

Original Shilka/Tunguska do fire from one place because ArmA engine cannot fire more than 1 bullet per frame from a single weapon. Real guns have very fast rate of fire that with average 20-25fps cannot be simulated. Therefore we have set that single simulated bullets represents 2x-3x strength of one bullet fired in correct FPS. Modmakers should revise ammo definition in case they try to fire more bullets in time otherwise those weapons will be overpowered.

http://forums.bistudio.com/showpost.php?p=1307149&postcount=15

Share this post


Link to post
Share on other sites

Why not treat the minigun as several guns than? To clarify, all but one of those guns (the minigun itself) would be invisible, and the bullet would originate from the miniguns barrel.

Share this post


Link to post
Share on other sites

Well, feel free to code a better one. I bet everyone here would appreciate it. :rolleyes:

Share this post


Link to post
Share on other sites
Well, feel free to code a better one. I bet everyone here would appreciate it. :rolleyes:

why are you defending this?

Share this post


Link to post
Share on other sites

Ok, I just realized you opened the thread "realistic carnage".

I cease my discussion with you since this seems not to be the right game and community for you.

Share this post


Link to post
Share on other sites
Ok, I just realized you opened the thread "realistic carnage".

I cease my discussion with you since this seems not to be the right game and community for you.

"I hate improvements to my favorite games so much, that i should use other peoples threads that have no topic here as an argument"

reported

Share this post


Link to post
Share on other sites

Closing - this belongs in the ArmA2 impressions thread.

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.
Sign in to follow this  

×