Baron von Beer 0 Posted July 3, 2010 (edited) First, the M136 LAW & RPG-18. They really need a change. Currently in OA, as in Arma 2, there is absolutely no reason to take these if given a choice between them and the Carl Gustav/RPG-7. The ammunition takes 6 slots, the others are more effective, and take 2 slots per round. I assume the idea was limit to one round to poorly emulate the disposable system, but the result removes any utility of these weapons. The bulkier, heavier weapon ends up being "lighter" on your inventory, as you could take the reloadable launcher, 2 rockets, and 2 magazines in the same inventory space as the single LAW tube/round. Also, with the current system, change the default loadout for the Rifleman AT class. Swap the 2 frags to magazines as they currently only carry 4 mags for their rifle. These guys thus run out of ammunition VERY quickly. Second, would be nice to make the M203/GP25 "round" contain several shots. (Count=X) Currently the grenadier can only take 8 rounds. If you set the reload time of the weapon you can get the same delay between shots as currently occurs, but the grenadier can carry a more meaningful load. (Grenadiers often carry 1 1/2 -2 dozen rounds or more for the M203). To balance it out if needed, make them take primary mag slots, or have magazines that will fit both pistol & primary slots. I've done a config like this to test, 3 rounds each, increased reload time of the launchers so they aren't semi auto ;), and it works out very well. Makes the grenadier the asset he truly is to a squads firepower. Edited July 3, 2010 by Baron von Beer Share this post Link to post Share on other sites
Inkompetent 0 Posted July 3, 2010 Agreed. Exactly why I and zGuba have developed two slightly differing versions of addons to manage disposable launchers (something BIS is welcome to copy btw, instead of the current less than satisfying system). As for M203/GP-25/30 grenades it is sort'a remedied in OA with the official introduction of rucksacks, since the secondary magazine slots will be 'ready grenades' in the rifle grenade pouches, while those in the rucksack will be the hard-to-reach extras that's in the soldier's butt-pack, rucksack, or wherever else he's put them. Since that system exists in OA I dunno if we'll see an official 'fix' for ArmA2. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted July 3, 2010 Second, would be nice to make the M203/GP25 "round" contain several shots. (Count=X) Currently the grenadier can only take 8 rounds. If you set the reload time of the weapon you can get the same delay between shots as currently occurs, but the grenadier can carry a more meaningful load. (Grenadiers often carry 1 1/2 -2 dozen rounds or more for the M203) No. I was never a fan of this technique in OFP, and I still don't like it. Mostly because it "autoreloads", meaning you don't have to leave sights and you can even switch to your rifle and fire off a few rounds while it's reloading. It's already possible to carry up to 18 grenades in OA, so we don't need it anyway. Share this post Link to post Share on other sites
Baron von Beer 0 Posted July 3, 2010 (edited) Trouble is, AI doesn't use the packs. If they're in your squad you can baby sit them (in the middle of a firefight...) and have them drop the pack, open it, pick the items, pick up pack. If it's an AI squad, they get 8, and only 8. If the pack's on the ground they will grab ammo, but they will not drop 'em, nor access the pack of another soldier. Sighting issue is a compromise. Ideally we could set animations between shots (M24 etc). Edited July 3, 2010 by Baron von Beer Share this post Link to post Share on other sites
HyperU2 11 Posted July 3, 2010 Technically you could fire off some rifle shots while reloading a 203. IRL I mean. Share this post Link to post Share on other sites
no use for a name 0 Posted July 3, 2010 Technically you could fire off some rifle shots while reloading a 203. IRL I mean. I think he means that with the grenade "packs", between each m203 shot you can shoot the rifle while it automatically reloads another 203 round which isn't realistic Share this post Link to post Share on other sites
Big Dawg KS 6 Posted July 4, 2010 Technically you could fire off some rifle shots while reloading a 203. IRL I mean. Yea, into the air (or nearby teamate) maybe while you're fumbling with putting a new round in your M203, but it won't reload automatically IRL. Share this post Link to post Share on other sites
HyperU2 11 Posted July 4, 2010 Yea, into the air (or nearby teamate) maybe while you're fumbling with putting a new round in your M203, but it won't reload automatically IRL. Downrange, easily. If you hit R in the game and switch to semi while the 203 is reloading and pop off a few shots that's something you could easily do irl. You only need your left hand to load it. It's a lot like reloading a shotgun while staying on target. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted July 4, 2010 Grenadiers also have the option of using that M32 MGL thing. There was a similar 6G30 MGL thing for east in Arma1 QG addon, did this one make it to OA? If not, then... Hint hint :D Share this post Link to post Share on other sites
HyperU2 11 Posted July 4, 2010 Grenadiers also have the option of using that M32 MGL thing. There was a similar 6G30 MGL thing for east in Arma1 QG addon, did this one make it to OA?If not, then... Hint hint :D Battle tested, and the Marines didn't care for it much. But I find it fun in ACE. :) Share this post Link to post Share on other sites
DiFool 0 Posted July 4, 2010 First, the M136 LAW & RPG-18. They really need a change. Currently in OA, as in Arma 2, there is absolutely no reason to take these if given a choice between them and the Carl Gustav/RPG-7. The ammunition takes 6 slots, the others are more effective, and take 2 slots per round. 100% agrred. 6 slots is too much. I vote for 3 slots! Share this post Link to post Share on other sites
HyperU2 11 Posted July 4, 2010 100% agrred. 6 slots is too much. I vote for 3 slots! I vote for none, it's perfect in ACE. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted July 4, 2010 No, 6 slots are needed if slots are used in the first place, to prevent M136 spamming rendering the MAAWS teams pretty much out of a job. But yes, completely slot free and working as disposable would be far better. The poor dude getting to carry the M136 gets limited space due to the round, and can not carry a backpack. If everyone in a mission gets to get CG/RPG7, I'd consider it a serious flaw in the mission. Share this post Link to post Share on other sites
Inkompetent 0 Posted July 4, 2010 Well, the M136 is strictly a HEAT weapon. the MAAWS can carry HE, HEAT, tandem HEAT, smoke, illumination, and more (not sure what rounds are on OA since I don't have it yet), and it is reloadable. I'd say there's quite a difference right there. And well, IRL that *is* the case with the M136 when there's a threat of enemy armour; lots of soldiers do carry them. Feels like it'd be more worth carrying M72s for anti-cover weapons though, against fortified enemy soldiers. Indeed though easy balance is that one can't carry a rucksack. Then it's a choice between ammo of all kinds, and an AT weapon. The RPG-18 and M136 really, really, really needs fixing =/ Share this post Link to post Share on other sites
giorgygr 61 Posted July 4, 2010 I vote for none, it's perfect in ACE. Yep..it is (+1) Share this post Link to post Share on other sites