mcbain99
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Just noticed there is a big disadvantage when using a suppressor with the NATO autorifleman weapon; it only fires single shot. Is that as intended? If so why? Seems odd. Many people in this thread infer that I was asking for arbitrary balancing to make it more even. I am not. I just want accurate modelling of both unsuppressed and suppressed fire, with super/subsonic rounds. I defer to those with first-hand knowledge on the subject, but at least the cqb encumbrance would be an interesting factor to consider while on mission. (Although if this was to be the case, I think unsuppressed weapons should have their hitboxes shortened, as it's already a real pain to move around in tight confines.)
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I am not proposing arbitrary balancing, just accurate modelling. But yes, increased sound when using supersonics would be a start.
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If there are none, then why would you ever have any reason not to take one?
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Thinking about it, the best way to make it stand out may be to increase the time taken for the crosshairs to contract when you move, but at the same time increase accuracy once your gun has settled. That way a weapon would be noticeably less mobile/fast when moving around a lot, but more accurate from a stable position.
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Good point, I had forgotten about that. I still think making them more likely to catch against walls would be fair, but if there's no disadvantages then why not have everyone with one? Seems odd that it would even be removeable if there's no point in taking it off.
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Supersonics, as there's no subsonics currently. Oh and the question is what is the current disadvantage modelled in the game, if any.
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As I understand it in real life suppressors do not reduce the velocity of the bullet, so a damage decrease would not make sense. A more accurate disadvantage would be to make a weapon with suppressor attach slightly less accurate at standing, and more likely to catch on doors, as it will be a little more unwieldy/front heavy. As it stands I haven't noticed any difference, anyone know how it works out now?
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REQUEST: Fire mode select separate from UGL
mcbain99 replied to mcbain99's topic in ARMA 3 - BETA DISCUSSION
Thanks SmallBlackSheep, didn't see that one. -
I was disappointed to find that this wasn't a feature already, but it would be a simple thing to have fire mode select as ctrl+f. Considering cqb is more likely with the improved controls of A3, I find myself switching between semi auto and auto more often. Anyway, it was a feature of ACE A2 and I would love to see it in the vanilla game. It definitely helps now that we have dedicated grenade button, but fire mode select could even just be a separate and optional control for those want it. Anyone else agree? There's a feature request on devheaven for those interested.
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Mando Missile ArmA for ArmA 2
mcbain99 replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I really love this mod, but I also use ACE, and the two are becoming increasingly incompatible; the most damaging thing has been the breaking of the laser designator system. It worked fine a few months ago when I was playing in ARMA 2, but now the ACE designation system seems completely incompatible with the MMA one. I would really hate to stop using MMA as the navigation system alone works wonders for pilots. Does anyone know of a way to disable the laser-related part of MMA? Thanks. -
SOM with NO airsupport on mission completion?
mcbain99 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey guys, I want to set up Secops so that on completing a mission you won't get SOM controlled CAS (I have CAS controlled through Mando airstrike mod). I have searched extensively but the question doesn't even seem to have come up, all I can find is how to activate CAS without random missions. I need the opposite. Any ideas?