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Noah_Hero

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Everything posted by Noah_Hero

  1. Opened it via scroll-wheel-action. I loaded a loadout from that I knew had a scope on it when I saved it outside the server but upon loading it on the server the scope was gone. I then saved it again with the scope on top on the server, left the arsenal, went back into the arsenal, loaded a different loadout, loaded the previously saved loadout and the scope was gone again. It is. But still the option should not be available when you haven´t equipped any ammo that supports that...and more important shouldn´t it just spawn you ammo in that case.
  2. Lythium 44 ACE - Arsenal: Takes away Chemlights out of Chemlight-shields. Also the ACE - Arsenal takes away Scopes and radios aswell. (Before everyone asks why would you take them: because with a Chemlight inside they have the same weight as the Maglight or Fuilton while offering a bigger lighted circle. And no they don´t run out like a chemlight without the shield would do) Self Interaction: Sometimes under equipment you get the option "split belt" even though you don`t have an AR equipped or any AR ammo that would support this feature. When doing that action it will spawn you a belt. Also an AR was nearby who was using the spawned in ammo. Also we couldn´t really figure out how to reproduce the bug reliable.
  3. Tembelean 43 MAP: There is no map light like the maglite, fuilton or chemlight(+chemlight shield) required when it is dark. The map is not affected by darkness.
  4. Malden 043 Destroy Cache November: There were no enemies at all and also no crate at the AO. Shrinking the AO by collecting Intel actually shrunk the AO but unfortunately away from the the actual location (as we found out later). We then completed the Retrieve Intel from UAV mission what caused the destroy Cache mission to shrink to the exact location wich was on the 0,0 coordiante. But there wasn´t even a temporary-spawn-platform anymore and instead just a bugged out Nationalist-Troops-MBT-flag standing in the water. Zeus also couldn´t locate the cash near that 0,0 marker but instead somewhere in the AO area from the very beginning. Destroy enemy armor: There was one MBT left that couldn´t be destroyed. It seemed to get mobility-killed since the crew dismounted after detonating one satchel but even more satchels only slightely moved the tank while seemingly not doing any damage. Artillery, etc. also did nothing. Mission Control: Both tasks also could not be canceled. It said "Task aborted" but the task just wasn´t canceled (Tried as PC and ASL aswell). Mission Control: The end mission button was grayed out even though all players where in the HQ-building and we tried it as PC as well as ASL. Exploit: The medical-box from the medical HQ can be loaded into vehicle and used in the field to always reset you. (=> maybe change that back to the magical building that just heals you?)
  5. No, they´ve got a bit different stats. Like stated above: different RPM, accuracy, impact and weight. (Just make sure to check them in the virtual arsenal and not on the server because most of the stats on the server are incorrect due to the "fixed arsenal" mod) No idea about that one but I`d still say that thing should kick more than it does in Arma. Not only is hipfiring that one pretty much without it kicking all nosense but hitting accurate at 600m+ while beeing deployed and going full auto seems a bit extreme aswell
  6. True IRL but the problem in game is that the other MGs do kick way more wich is not only completely stupid but also causes balancing issues without a lot of gear-restrictions. *EDIT*: Just think of the FN Minimi SPW from APEX that we have blacklisted because it it is a laserbeam. The M249 kicks nearly exactly the same! The only difference is that the FN Minimi SPW has got lower RPM, more weight and a lower impact. So to be totally honest the OP FN Minimi SPW is actually better balanced than the M249...
  7. hmm, I would say that RHS did a poor job at balancing in general. The M249 is just way too accurate (especially when not deployed since you can easily kill people at 600m and more!). A LMG that seems to be more balanced would be the L110A2 from BAF. It looks very similar, also uses 5.56mm but kicks way more will not kicking comletely insane. This would then make the M27 a more viable choice because even though the L110A2 has got better accuracy it comes with a lot of weight. This would then balance the M27 in a way that it is more viable when it comes to weight and still to bullet-volume in general but the L110A2 would still be viable if it comes to more accurate fire over greater distances. But more of a problem would be that the M27 got better accuracy than MOST other assault-rifles but is for example outclassed by the HK416 D10 wich got equal stats in general but lower weight... So yeah if you are looking for ways to make the M27 really a viable option I don´t really see any if you want to use all of the RHS gear. You could only force it into the AWE-meta if you blacklist a ton of stuff
  8. Exactly. My text only referred to Arma not to RL.
  9. Keep in mind that RHS only offers 30rnd mags for the M27 instead of the 50rnd mags it should have! But mainly the M249 is just straigt up the better choice. You want to know why? Good thing I like stats and can tell you why: First of all: personally I prefer the M249 PIP (Short/VFG) because all the M249 have equal stats in general but different stats when it comes to weight because they differ in what you can attach to them and if they already come with a bipod or not and this one is the lightes of them (not including the "M249" on which you can´t attach anything). This is because it is the short version (=> shorter barrel but that doesn´t effects us on AWE since we haven´t enabled the advanced ballistics for ARs) and the VFG version wich means it hasn´t got a bipod. But you can put on a Grippod wich hase the exact same effect as the default bipod of the other M249s while keeping the rilfe with that one still lighter than the other ones are! So for the weight comparison I will use this since it is just the best M249 you can get on AWE and the closes to the M27 because of the attachement options and the size. Now to the comparison: Rate of fire (how many rounds you can put down range per minute): is equal so no winner here Accuracy (how much the weapon kicks <=> how good you can connect shots): The M249 is way better! when deployed that thing shoots a laser-beam while the M27 sprays way too much to connect shots on long ranges. But the worst thing is that the M249 is also more accurate when it isn´t deployed wich means that the M27 just can´t compete on this very point where it should outclass the M249. Range (how far you can shoot until you become more of a mortar): equal so no winner here. Impact (how hard you bullets are hitting): equal so no winner here. Weight (how heavy your weapon is): Clear winner is the M27 with 3,59kg empty and 4,02kg with one Mag loaded whereas the M249 PIP (Short/VFG) s weight is 7,23kg empty and 8,94kg with one 200rnd belt loaded (empty difference: 3,64kg; loaded difference: 4,92kg). This also means that one 30rnd M27 mag has a weight of 0,43kg and one 200rnd M249 belt has a weight of 1,71kg. If you calculate the weight of the ammo in aswell, the M27 gunner would need to take more than 6mags with him (including the loaded one) to have the same amount of ammo as the M249 PIP (Short/VFG) has with only one belt loaded. With this in mind the equal-bullet-volume-weight of the M27 would be 3,01kg of mags(7x because he would need 6,6 mags) + 3,59kg(empty gun) wich summs up to 6,6kg wich would actually make him 0,63kg lighter. summary: Yes the M27 would be the lighter choice but the main problem however still stands wich is the way worse accuracy and the issue that the M27 gunner has to reload a lot because of the 30rnd mags. With this in mind there are actually assault-rifles in the arsenal that would do the job better than the M27! So long story short: Replacing the M249 with the M27 makes no sense because you would eliminate the massive killing-potential of the AR who is pretty much supposed to be the top-fragger on AWE because of his insance accuracy that allows him to easily kill enemies at very long distances while basically not having to worry about ammo and reloads wich allows him to lay down a lot of suppressive fire.
  10. Definitly but how often is it so bad that you can´t hear ANYTHING? Also you still got the text-messaging-feature
  11. That´s why you should use the AN/PRC-210 LW radio with a range of 40km (that´s 10km more than vehicles have!) instead of the small radios with only 20km range
  12. There is no reason whatsoever for the UAV Op to die at all. Your job is to sit in base and control UAVs. Also there isn´t really any reason for your UAV to die since if you operate it correct the AI isn´t able to see it => it won´t get shot down. Also if the UAV OP would be able to just keep spawning UAVs in it would most likely lead to people operating them more aggressively since there would be no real problem if they get shot down since you don´t even die with them.
  13. Why would that be needed? The UAV Operator isn´t allowed to use drones without the consent of PC or ASL anyways => there will always be someone who can spawn them. Also they usually aren´t getting destroyed since they operate at like 2km wich means that they don´t have to get spawned in mid-mission
  14. Noah_Hero

    hostiletown.jpeg

    What have I started?!
  15. makes him stationary and that still shouldn´t happen since he is a member of a fireteam since that is what ASL-team is in Stiletto ever heard of HuntIR? That is exactly what it does. why would you ever start deciding stuff on your own when you aren´t even a FTL? Seems to be the oppostite of "Obey the Chain of Command" (rule nr. 1) We already have a UAV OP and he should be used the same way as it should be on EU1: By staying in base and using big drones. And the rest of the time they are just useless while even taking away a player from infantry. so pretty much what LOGI and Vortex is for but without beeing effective
  16. Noah_Hero

    Faces

    I just wanted to make sure everyone knows what they mean! @Ryko can we have this as a feature? I would also draw them again for you!
  17. Definitly correct! If I would want to go for body-shots I would always take the G17 because it got the highest impact across all pistols that we have but since russians tend to kill you faster then you can kill them with pistol-body-shots I switched to only go for headshots since I am most likely last man standing without any backup anyways if I am down to my sidearm. Therefore I just try to only go for one-shot kills to at least survive long enough until I can get a reload of my primary done.
  18. List of pretty much the best(=most effective) gear you can pick: Weapon: Assaultrifle: SCAR L CQC if you are a guy who goes full auto and still wants to hit something because the recoil as well as the bullet-spray are extremely low on that one. If you want to go lighter with more precise shots over range I would use the Mk 18 Mod 1. And if you are TL or SL I would recommend the GL versions (because of HEDP for TLs and because of HuntIR for SLs) Scope: SU-230/PVS because this one got a higher magnification than all the other RCOs/ACOGs while also having the option to switch to a good 1x. Rail: definitly the LLM Mk3 because you can switch between light and laser but without having anything on top of your weapon that obstructs your vision. But even more important that thing is even lighter than every other laser/light. Muzzle: If you want to get a jammed weapong more often feel free to use a supressor and be "totally tacticool" Bipod: Grip Pod. Everything else is just cosmetic nonsense. Ammo: 262 rounds if you want precision, anything with tracers if you have problems spotting where you are hitting LMG: M249 PIP (Short/VFG) because that one is lighter than the other M249s because there is no bipod BUT even with grip pod attached it is still ighter. Also don´t take MMGs if not ordered to because they all just kick way too much even though they are extremely heavy Scope: SU-260/P (MDO) at day because it has got 6x and even without beeing deployed it is still absolutely managable to hit with that one. And when deployed you don´t have a single problem hitting at 600m+. But as the name says it is not NVG-compatible. So at night use the SU-230/PVS again. Rail: LLM Mk3 Muzzle: / Bipod: Grip Pod Ammo: Tracer 200rnd Belt DMR: L129A1 because it just outclasses the other DMRs. Scope: AMS because you can switch between 1x, 3x and 10x. Rail: LLM Mk3 Muzzle: / Bipod: Harris Bipod Ammo: M993AP or Tracer Launcher: LAT: HEDP because for everything else we have the AT and taking HEAT just makes you useless against lighter vehicles AT: SMAW because I am bad with AT and need the spotting scope Handgun: Pistol: Take the FNX-45 Tactical because you will need to go for headshots anyways if you are fighting enemys with plates and it doesn´t matters if your enemies don´t have plates. scope: MRD because it makes it really easy to line up headshots. Rail: Nothing because we´ve got NVGs and don´t need tacticool bs. Muzzle: / Uniform: check this post (just look at the stats on top of each list and wether or not they got removed (the colorfull-remarks): Diver: Diving gear or Survival fatigues because they both offer flippers and you don´t really want to swim super slow for one or more km. Vest: As also stated in the above post: SPC IAR, SPC Machinegunner, SPC light, SPC Crewman or SPC Patcheless because they offer the maximum available ballistic protection and also a very high explosive protection. The only difference are the looks and the loading capacities and with them the weights. So if you spent a bit of time in the virtual arsenal you will be able to make your loadouts extremely light without loosing any protection (especially together with MNP). Diver: Respirator if you don´t want to drown Backpack: SL: I prefer the AN/PRC-210 because it´s range is 40km, while all the other LW-backpacls only have 20km range. Anyone else: just take whatever space you need but do note that BAF definitly offers some nice backpacks that fill in some niche-spots. Headgear: Protection: For maximum available protection take the Enhanced Combat Helmet weight: For lowest weight any of the Fast Ballistic or the Fast Maritime helmets because they offer the same protection as every MICH, or ACH or just every "second most protective" helmet we have but they are for some reason just lighter. Also they have the same hitbox even without ear protectors. Facewear: if you want to go for low weight take nothing because there is just real advantage that would justify it if you want to be a tacticool looking guy than go on and take whatever you want. Diver: Diving Goggles if you want to be able to see stuff. NVGs: maximum FOV: NV Goggles (wide) lowest weight: Head-mounted NV System [BAF] because for some reason that one is also straigth up lighter than all the other ones Binocular: PC/SL: SOFLAM is nice because of the high magnification and maybe you will actually designate stuff but most likely Vortex can do that themselfes. TL: Lerca if you want to go for magnification (but hasn´t got NV), Vector 21 Nite if you want to have NV and know how to use all it´s potential. If not than watch this video: Map: only one choice...: Map Comms: always take the one with the biggest range: AN/PRC-152 = 5km (also make sure you know how to set up additional channels, etc; if you don´t then please make sure you know before taking TL/SL), RF-7800S-TR = 2km Navigation: only one choice...: Compass Watch: If you are running the RF-7800S-TR take the Radio Programmer If not than: No need to take anything then supplies: medical: 2x Epi, 2x Morphine, 5x quick-clot, 3x packing bandage, 2x basic bandage. Just personal preference but just don´t take too many packings because even though a lot of people still waste them on Avulsions quick clots usually the better choice if you want to seal wounds and not just cover them up with a super high chance of reopening but more about than can be found here: Nades: 2x L50A1 White Smoke Grenade because the BAF smokes just create way more smoke than the others. others: Maptools + Micro-DAGR if TL/SL, 5x Cable Ties, Earplugs, Chemlight shield with white Chemlight inside because it has the same weight as any torch but the lighted radius on the map is bigger List of gear that I am currently using: Weapon: Assaultrifle: Mk 18 Mod 1 Scope: SU-230/PVS Rail: definitly the LLM Mk3 Bipod: Grip Pod Ammo: Tracer LMG: M249 PIP (Short/VFG) Scope: SU-260/P (MDO) at day and SU-230/PVS at night Rail: LLM Mk3 Bipod: Grip Pod Ammo: Tracer 200rnd Belt DMR: L129A1 Scope: AMS Rail: LLM Mk3 Bipod: Harris Bipod Ammo: M993AP Launcher: LAT: HEDP AT: SMAW Handgun: RSP-30 (red) Uniform: woodland: G3 Uniform (M81) desert: G3 Uniform (Tan) Diver: Survival Fatigues Vest: SPC IAR, SPC Machinegunner, SPC light, SPC Crewman or SPC Patcheless Diver: Respirator (Nato) Backpack: SL: AN/PRC-210 Medic, Engineer, sometimes AR: Eagle A-III Coyote Headgear: Fast Maritime (Urban Tan/Headset) Facewear: Diver: Diving Goggles (NATO) NVGs: Head-mounted NV System [BAF] Binocular: PC, SL: SOFLAM TL, AR, LAT, AT: Vector 21 Nite Map: Map Comms: PC, SL, TL: AN/PRC-152 else: RF-7800S-TR Navigation: Compass Watch: PC, SL, TL: nothing else: Radio Programmer supplies: medical: 2x Basic Bandage, 3x Packing Bandage, 5x Quick Clot, 2x Morph. 2x Epinephrine, 4x CAT other: Earplugs, 4x cable ties, Chemlight Shield (white), Map Tools throwables: 2x L50A1 White Smoke Grenade, 1x M127A1 Hand Held Signal (Red), 2x M84 Stun Grenade Mags: AR, Marksman: depending on weight limit else: 6x 5.56mm 30rnd M856A1 Red Tracer Engineer: 4x M112 Demolition Block, Entrenching Tool, Mine Detector, Wirecutter, Toolkit, M152 Firing Device, 2x 1.9V Battery, Defusal Kit, Black spray paint Medic: 10x Basic Bandage, 15x Packing Bandage, 15x Elastic Bandage, 30x Quick Clot, 6x CAT, 8x Morphine, 8x Epinephrine, 2x Adenosine, 2x Plasma IV (1000ml), 2x Saline IV (1000ml), 4x Plasma IV (500ml), 4x Saline IV (500ml), 4x Plasma IV (250ml), 4x Saline IV (250ml), Surgical Kit TL, SL, LAT, AT, AR: MicroDAGR GPS Also if you want a list with all the whitelisted stuff: feel free to do it yourself because that is a lot of work and more important it is wasted time because the whitelisting changes quite often. So if you want to build loadouts: play on the server and get to know what is whitelisted, then, as you said, go into the virtual arsenal outside the server and build your preferred loadout. Because for other people it is annyoing if someone plays dressup-simulator on the server but more important are a lot of the stats that are shown on the server just completely wrong because of the Fixed Arsenal mod. -Noah
  19. Thanks Well actually all Uniforms provide a bit of ballistic as well as explosive protection but it is so less that it`ll just allow for like one 9mm shot more until you die. That is the problem. As I pointed out with an easy example you are not if you combine MNP with RHS: As said this lets you decrease your weight without any disadvantage. Armor is the same, load can be the same but weight is less. If you don´t believe me just try it out. How about going about it like @Amentes said and removing them entirely for players and only using them for enemies to prevent people "abusing" the above mentioned exploit?
  20. Well but I‘d argue that we already have 4x RHS that can easily be used to create enemies aswell. So in my opinion the benefit the mod offers is redundant when used for enemies and just straight up unbalanced when usable by players. Also I think it is quite hard to balance us using RHS vs enemies using MNP because of the very different and inconsistent stats whereas the RHS mods offer gear that has way more equal stats. For example is it easier to balance the RHS USAF SPC-Vests with the RHS AFRF gear than with the MNP-gear because AFRF comes with vests that have similar-stats, while MNP does not. Also the Uniforms have the same stats.
  21. Also another note: Whoever made this mod isn´t even consistent at all. For example depending on what is printed on your T-Shirt you actually have some weight differences of nearly 3kg aswell
  22. @Ryko here you got a few lists of what items beeing OP when compared to the default Combat Fatigues or EVERY other RHS USAF uniform (they all have the same values). Also some feedback about the mod and balancing down at the end of the post. NOTES: the default Combat Fatigues have a load-capazity of 40 x 9V-Batterys (These are the smallest selectable items) and have a weight of 1.81kg. I grouped these uniforms by values of how much more they can carry and how much less their weight is. The lists are sorted by how good/OP they are in a descending order. Also an example of how the lists are structured: Lists: 250% load capacity, 25% weight, same protection These ones got removed! (100 x 9V, 0,45kg) MNP: 3 Color Desert Fatigues [MNP_CombatUniform_US3Co_A] MNP: 3 Color Desert Fatigues [MNP_CombatUniform_US3Co_B] MNP: 6-Color Desert Fatigues [MNP_CombatUniform_US6co_B] MNP: 6-Color Desert Fatigues [MNP_CombatUniform_US6co_A] MNP: ACU Fatigues [MNP_CombatUniform_Ranger_E] MNP: ACU Fatigues [MNP_CombatUniform_Ranger_C] MNP: Irregular Fatigues (DMC) [MNP_CombatUniform_ASA_GC2_B] MNP: Irregular Fatigues (DMC) [MNP_CombatUniform_ASA_GC2] MNP: Irregular Fatigues (M81) [MNP_CombatUniform_ASA_GC] MNP: Irregular Fatigues (M81) [MNP_CombatUniform_ASA_GC_B] MNP: Multicam Fatigues [MNP_CombatUniform_DS_A] MNP: Multicam Fatigues [MNP_CombatUniform_DS_B] MNP: Multicam Fatigues (Dark) [MNP_CombatUniform_TS_A] MNP: Multicam Fatigues (Dark) [MNP_CombatUniform_TS_B] MNP: Scorpion Combat Fatigues [MNP_CombatUniform_Scorpion_A] MNP: Scorpion Combat Fatigues [MNP_CombatUniform_Scorpion_B] MNP: Scorpion Combat Fatigues (Ranger) [MNP_CombatUniform_Ranger_A] MNP: Scorpion Combat Fatigues (Ranger) [MNP_CombatUniform_Ranger_B] 250% load, 50% weigt, same protection These ones got removed! (100 x 9V, 0.91kg) MNP: Irregular Fatigues (A-TACS) [MNP_CombatUniform_ASA_GC3] MNP: Irregular Fatigues (A-TACS) [MNP_CombatUniform_ASA_GC3_B] MNP: Revolutionary Jumper [MNP_CombatUniform_Rebel_A] MNP: Revolutionary Officer [MNP_CombatUniform_Rebel_B] 150% load, 50% weight, same protection still overpowered because still a lot more load while maintaining a lighter weight (60 x 9V, 0.91kg) MNP: 'Duck' Uniform [MNP_CombatUniform_Amerc_6] MNP: 'Duck' Uniform [MNP_CombatUniform_Amerc_3] MNP: 3 Color Desert BDU [MNP_CombatUniform_US3Co_Rg] MNP: 3 Color Desert Uniform [MNP_CombatUniform_US3Co] MNP: 6-Color Desert BDU [MNP_CombatUniform_6CO] MNP: 6 Color Desert Uniform [MNP_CombatUniform_US6co] MNP: AUSCAM Fatigues [MNP_CombatUniform_Australia] MNP: AUSCAM Fatigues [MNP_CombatUniform_Australia_S] MNP: Bush Uniform [MNP_CombatUniform_Amerc_1] MNP: Bush Uniform + Lizard [MNP_CombatUniform_Amerc_2] MNP: DPM Uniform [MNP_CombatUniform_DPMR] MNP: DPM Uniform(Desert) [MNP_CombatUniform_DDPMR] MNP: DPR (Spekter-S - Autumn) [MNP_CombatUniform_DPR_A] MNP: DPR (Spekter-S - Summer) [MNP_CombatUniform_DPR_B] MNP: GRANITE-B Fatigues(ROK) [MNP_CombatUniform_ROK_A] MNP: GRANITE-B Fatigues(ROK) [MNP_CombatUniform_ROK_B] MNP: IRGC Basij Fatigues [MNP_CombatUniform_IR_BSJ_Med_B] MNP: IRGC Basij Fatigues [MNP_CombatUniform_IR_BSJ_Med] MNP: IRGC Basij Uniform [MNP_CombatUniform_IR_BSJ_A] MNP: IRGC Fatigues [MNP_CombatUniform_IR_IRGC_Med_B] MNP: IRGC Fatigues [MNP_CombatUniform_IR_IRGC_Med] MNP: IRGC Uniform [MNP_CombatUniform_IR_IRGC_A] MNP: Israeli Drab Uniform [MNP_CombatUniform_ISR] MNP: KPA Camouflage Uniform [MNP_CombatUniform_NKC_Rg] MNP: KPA Uniform [MNP_CombatUniform_NKR_Rg] MNP: Lizard Uniform [MNP_CombatUniform_Amerc_4] MNP: M81 Woodland BDU [MNP_CombatUniform_M81_Rg] MNP: M81 Woodland Fatigues [MNP_CombatUniform_Wood_B] MNP: M81 Woodland Fatigues [MNP_CombatUniform_Wood_A] MNP: M81 Woodland Uniform [MNP_CombatUniform_USW] MNP: Olive Drab BDU [MNP_CombatUniform_OD_Rg] MNP: Police Uniform [MNP_CombatUniform_Police] MNP: ROKMC Digital Tiger Uniform [MNP_CombatUniform_ROKMC] MNP: Russian Uniform (Airborne) [MNP_CombatUniform_RO3_Rg] MNP: Russian Uniform (Desert Digital) [MNP_CombatUniform_RU_Med_D] MNP: Russian Uniform (Desert Digital) [MNP_CombatUniform_RU_Med_DB] MNP: Russian Uniform (Digital) [MNP_CombatUniform_RU_Med_B] MNP: Russian Uniform (Digital) [MNP_CombatUniform_RU_Med] MNP: Russian Uniform (Flora) [MNP_CombatUniform_RO_Rg] MNP: Russian Uniform (Reed) [MNP_CombatUniform_RO4_Rg] MNP: Russian Uniform (TTsKO) [MNP_CombatUniform_RO2_Rg] MNP: Splinter Uniform [MNP_CombatUniform_Amerc_5] MNP: T-Pattern Uniform [MNP_CombatUniform_USMC_Xtreme] MNP: Tiger Stripe Uniform [MNP_CombatUniform_TIG] MNP: Type 07 (Artillery) [MNP_CombatUniform_China_J] MNP: Type 07 (Desert) [MNP_CombatUniform_China_D] MNP: Type 07 (Naval) [MNP_CombatUniform_CMAR] MNP: Type 07 (Police Special Forces) [MNP_CombatUniform_China_SF] MNP: Type 07 (Universal) [MNP_CombatUniform_China] MNP: Ukrainian TTskO Uniform [MNP_CombatUniform_Ukrainian] MNP: Winter MARPAT Uniform [MNP_CombatUniform_USMC_arctic] MNP: Winter MARPAT Uniform [MNP_CombatUniform_USMC_arctic_B] 125% load, 50% weight, same protection also still OP because you still can carry more while beeing lighter (50 x 9V, 0.91kg) MNP: AMCU Uniform [MNP_CombatUniform_Ranger_E] MNP: AMCU Uniform [MNP_CombatUniform_Ranger_C] MNP: CADPAT Combat Fatigues [MNP_CombatUniform_Canada] MNP: CADPAT Combat Fatigues [MNP_CombatUniform_Canada_S] MNP: Flecktarn Combat Fatigues [MNP_CombatUniform_Germany_S] MNP: Flecktarn Combat Fatigues [MNP_CombatUniform_Germany] MNP: Flecktarn Combat Fatigues (Desert) [MNP_CombatUniform_Germany_D] MNP: Flecktarn Combat Fatigues (Desert) [MNP_CombatUniform_Germany_SD] MNP: Irish DPM Fatigues [MNP_CombatUniform_Ireland] MNP: Irish DPM Fatigues [MNP_CombatUniform_Ireland_S] MNP: Irish DPM Fatigues (Desert) [MNP_CombatUniform_Ireland_D] MNP: Irish DPM Fatigues (Desert) [MNP_CombatUniform_Ireland_DS] MNP: MARPAT Combat Fatigues [MNP_CombatUniform_USMC_ST] MNP: MARPAT Combat Fatigues [MNP_CombatUniform_USMC_T] MNP: MARPAT Combat Fatigues (Desert) [MNP_CombatUniform_USMC_D] MNP: MARPAT Combat Fatigues(Desert) [MNP_CombatUniform_USMC_SD] Same load, 50% weight, same protection and still way too good because you still have no downsite. You can carry the same amount but you are still just straight up lighter. Please remove (40 x 9V, 0.91kg) MNP: Rebel Gear (3 Color Desert, Iranian DPM) [MNP_CombatUniform_Militia_DC] MNP: Rebel Gear (Desert DPM) [MNP_CombatUniform_Militia_DB] MNP: Rebel Gear (Desert Jigsaw) [MNP_CombatUniform_Militia_DA] MNP: Russian Heavy (Desert Digital) [MNP_CombatUniform_Russia_Heavy_D] MNP: Russian Heavy (T) [MNP_CombatUniform_Russia_Heavy] MNP: Type 07 Heavy [MNP_CombatUniform_China_Heavy_T] MNP: Type 07 Heavy (Desert) [MNP_CombatUniform_China_Heavy_D] 175% load, same weight, same protection you have the same weight and can carry more but this will then increase your weight so it is balanced now, right? No! Just no, because if you tweak your loadout correct, you can put enough in your uniform so you can change to a vest with lesser weight, lesser loading-capacity, that still has the same protection-values. You think it´s not possible? Then look right here: (70 x 9V, 1.81kg) MNP: CADPAT Combat Fatigues (Desert) [MNP_CombatUniform_Canada_D] MNP: CADPAT Combat Fatigues (Desert) [MNP_CombatUniform_Canada_DS] 150% load, same weight, same protection same as above. Please remove. (60 x 9V, 1.81kg) MNP: 3 Color Desert BDU (Shemag) [MNP_CombatUniform_US3Co_Sh] MNP: 6-Color Desert BDU (Shemag) [MNP_CombatUniform_6CO_B] MNP: Czech Fatigues [MNP_CombatUniform_CZ_A] MNP: Czech Fatigues [MNP_CombatUniform_CZ_B] MNP: Finnish Fatigues [MNP_CombatUniform_Fin_B] MNP: Finnish Fatigues [MNP_CombatUniform_Fin_A] MNP: Finnish Fatigues (arctic) [MNP_CombatUniform_Finarctic_B] MNP: Irregular Fatigues ( White ) [MNP_CombatUniform_WW_B] MNP: Irregular Fatigues ( Winter Digital ) [MNP_CombatUniform_WW_C] MNP: Irregular Fatigues ( Winter M81 ) [MNP_CombatUniform_WW_A] MNP: KPA Camouflage Uniform (Shemagh) [MNP_CombatUniform_NKC_Sh] MNP: KPA Uniform (Shemagh) [MNP_CombatUniform_NKR_Sh] MNP: M81 Woodland BDU (Shemagh) [MNP_CombatUniform_M81_Sh] MNP: Norwegian Fatigues [MNP_CombatUniform_NOR_A] MNP: Norwegian Fatigues (Desert) [MNP_CombatUniform_NOR_D_A] MNP: Norwegian Fatigues [MNP_CombatUniform_NOR_B] MNP: Norwegian Fatigues (Desert) [MNP_CombatUniform_NOR_D_B] MNP: NZMCU Fatigues [MNP_CombatUniform_NZ_B] MNP: NZMCU Fatigues [MNP_CombatUniform_NZ_A] MNP: Olive Drab BDU [MNP_CombatUniform_OD_Sh] MNP: Russian Uniform (Airborne - Shemagh) [MNP_CombatUniform_RO3_Sh] MNP: Russian Uniform (Flora - Shemagh) [MNP_CombatUniform_RO_Sh] MNP: Russian Uniform (Reed - Shemagh) [MNP_CombatUniform_RO4_Sh] MNP: Russian Uniform (TTsKO - Shemagh) [MNP_CombatUniform_RO2_Sh] MNP: Urban Digital fatigues [MNP_CombatUniform_PPU_A] MNP: Urban Digital Fatigues [MNP_CombatUniform_PPU_B] 150% load, 142,4% weight, same protection now it get´s finally better! Not enitrely balanced but I would actually not complain about this one since it is arctic anyways <=> no one uses stuff like that since we don´t have arctic maps (60 x 9V, 2.72kg) MNP: Finnish Fatigues (arctic) [MNP_CombatUniform_Finarctic_A] 50% load, 50% weight, same protection balanced! Can stay! (20 x 9V, 0.91kg) MNP: Rebel Gear (3 Color Desert, T-Shirt) [MNP_CombatUniform_Militia_DE] MNP: Rebel Gear (Desert T-Shirt) [MNP_CombatUniform_Militia_DF] 50% load, 190% weight, same protection unbalanced but in a bad way for the user. So it can stay aswell and if people want to wear them then have fun with these ones. Can stay. (20 x 9V, 3.63kg) MNP: Rebel Gear (ATACS) [MNP_CombatUniform_Militia_C] MNP: Rebel Gear (DPM, T-Shirt) [MNP_CombatUniform_Militia_F] MNP: Rebel Gear (ERDL, T-Shirt) [MNP_CombatUniform_Militia_E] MNP: Rebel Gear (Tigerstripe) [MNP_CombatUniform_Militia_A] MNP: Rebel Gear (Woodland) [MNP_CombatUniform_Militia_B] Same load, 238% weight, same protection completely unbalanced again but still in a (very) bad way for the user. Can stay. (40 x 9V, 4.54kg) MNP: Russian Heavy (arctic) [MNP_CombatUniform_Russia_arctic] Feedback on the mod: So long story short: This mod contains only ONE (1!) balaced uniform, 8 uniforms that are just straight up bad and then a ton of uniforms that are simply OP. The vests are also kind of OP since they mostly offer the protection of the Plate Carrier while having the weight of the Light Plate Carrier but I can oversee that since there are vests that are way better anyways. So yeah I would actually just recommend removing the entire mod since it is obvious that it is fairly unbalanced when used together with RHS because it is so easy to create OP-loadouts when doing crossovers between the mods and this requires a LOT of blacklisting. And like I showed earlier: it is extremely easy to create a medic that carrys more than 10 liters of fluids, etc. while only using an assault-pack and having the best possible protection-values, an Assault-rifle with 6+1 mags, sidearm, etc, while having a weight of only about 26kg... Best regards Noah
  23. Happened to me a few days ago on Stiletto...don´t know why but there were two doors in the same frame that could be opened
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