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Arma 2 does not have fully dynamic bullets?

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Hey fellas,

I was playing arma 2 today when i came across this bug/glitch? I used to think the bullet ricochet in arma 2 was completely real, and that every bullet could bounce of walls randomly. But this does not apear to be the case.

Only every 7th bullet of any given magazine seems to have dynamic ricochet. For example, fire 6 rounds at a wall and they will all just absorb into the wall.

But the 7th one will always ricochet off the wall.

Here is a video demonstrating:

<object width="560" height="340"><param name="movie" value="http://www.youtube.com/watch?v=LrCWjNpY9c0&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=LrCWjNpY9c0&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"></embed></object>

I know this is not a major bug at all, and i wouldn't even discredit the game a fraction because of this. Just thought that as i noticed it i would point it out, and maybe it can be adressed in a later patch.

Regards,

Rich.

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No. That is present since OFP. It has got nothing to do with bullet richoting,

but that if you fire your gun on the ground, it makes damage in a certain radius (but way smaller than from a grenade).

If you try that with other guns, such as pistols, it'll take longer until you are dead

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No. That is present since OFP. It has got nothing to do with bullet richoting,

but that if you fire your gun on the ground, it makes damage in a certain radius (but way smaller than from a grenade).

If you try that with other guns, such as pistols, it'll take longer until you are dead

You sure? Sureley if that was true i would see blood apear on my screen, and he would make sounds of pain etc.

It was a completely instant and unexpected death all 3 times.

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I have no idea what real-world figures would be regarding ricochet probability, but I would think it would be heavily tied into angle of impact.

But you're right, if it's to be modeled, lets give it some amount of randomisation :)

Say: random number between 1 & 7?

I've actually played about with the ricochet, to see if I can use it for advantage. You can sometimes hit a unit just out of sight. (And by sometimes, apparently that means one out of seven ;))

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No. That is present since OFP. It has got nothing to do with bullet richoting

This is true, as there was no bullet ricochet in OFP.

I used this many a time online in no respawn missions when I was the last one alive and wanted to end the mission, too much pressure, everyone watching your every move.

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Yup, you are dying of 'area damage', bullets wont ricochet of such angles anyway. (At least in ArmA1/2)

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I didn't notice it so much in ArmA, but in OFP, bullets had a certain splash damage, I think to simulate high speed particles and debris.

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Maybe it is random, but the random seed is being reset on game start :P

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The .50 cal does minimal splash damage.

class B_127x99_Ball : BulletBase {

hit = 26;

indirectHit = 3;

indirectHitRange = 0.01;

What you are seeing is taking that splash damage until you die after the 7th round.

Try it with an AK or M4 and watch what happens

class B_762x51_Ball : BulletBase {

hit = 12;

indirectHit = 0;

indirectHitRange = 0;

;)

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The way it appears to me is that rounds aren't ricocheting as much as they did in OFP:E and ArmA 1 and that probability of deflection doesn't seem to be dependent on surface/material type.

You watch videos of the minigun firing at parked cars from the side-door of a Huey or Blackhawk and it looks like 100 % of the rounds are ricocheting and flying in every direction and almost reaching the elevation of the bird.

As for angle of deflection, surely you've seen the video of the man firing a .50 BMG rifle at some kind of metallic object, with the result that the round flies directly back at him over a significant distance and almost shatters his head like a watermelon?

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Yeah, that .50 video happened because they were firing at soft steel targets, which catch the bullet, deform, then snap back into shape and propel the bullet back. If they were using hard steel targets, the bullet would shatter. Also, the sun, moon and stars were in alignment for a perfect ricochet... the molecules were all lined up into neat rows and the butterfly effect was in full force. There are all kinds of weird factors that come into play when you have stuff hitting other stuff at such speeds.

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I think you should try it again with a smaller gun because the 50cal has locational damage. You can here when you start firing for the last section that the first round hurts you because he goes "Ah!" a little bit.

:)

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Yeah, back in OFP pretty much every single rifle/gun had some splash damage that was often mistakenly taken for a ricochet.

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It's not ricochet in the video. Ricochet happens at lower angles and would deflect the bullet the other way, not back to you. Take a static minigun and shoot at a distance with tracers on a flat surface at low angles (runway, water), you will see real ricochet. And it's not every 7 rounds.

I think you suffer from splash damage as others are pointing out.

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It's not ricochet in the video. Ricochet happens at lower angles and would deflect the bullet the other way, not back to you. Take a static minigun and shoot at a distance with tracers on a flat surface at low angles (runway, water), you will see real ricochet. And it's not every 7 rounds.

I think you suffer from splash damage as others are pointing out.

I agree :bounce3:

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