Jump to content

radek

Community Member
  • Posts

    54
  • Joined

  • Last visited

  • Donations

    0.00 GBP 

Reputation Activity

  1. Like
    radek got a reaction from Xwatt in Invade & Annex 4 Alpha Test Feedback   
    (not a bug)report/rant
     
    today's experience probably more showed the direction of IA4 as such - much more dynamic, natural and organic. and in the current test setup, much much much harder. if you don't move, you die. id you don't coop, you die.
     
    increasing the AI skill, or it's ability to return fire at 500m, move fast and randomly should provide enough havoc. There seems to be far less 'static' troops which just wait to get dropped.
    But they also seem to have too big balls of steel, as suppression is not really working on them, which makes them feel like a robot army again.
    hm, i wonder whether humans of EU1 look the same way to the AI though...
     
    AI will always have bugs, I had some ambients appear in breathing range, just step me over and continue moving.
     
    speaking of ambients... it will be devastating for players having to cover their asses when AO is done, much more than the present danger of "AO spawnkill". especially of troops at range can have a very tough time exfiling, when a squad suddenly rises near. anyway, whole shiploads of smokes will have to be added and used in loadouts.
     
    My fav, sniping, finally will have some challenge, even without full ace ballistics. As mentioned, at shorter range, when counter-detected, the AI will mercilessly hammer your position. At greater distances, ~1000, the more lively movement patterns will make the job harder. Also the risk of being just stepped on by ambients from all directions around the AOs adds a beautiful concern and could generate demand for spotters which would be fantastic
     
    one deployment had me paradrop across katalaki bay. after being shot at in the air, i broke contact on landing. patrols across the bay were still looking for me and when I took some out, they went crazy, suppressing really good, pinning me down in hard cover. And then they just sent a gorgon all the way around the bay to finish me. That was oddly satisfying.
     
    btw, the automatic "paradrop" feature is nice, it's basically teleport to any location, and solves the issue with parachute-vs-backpack vanilla problem, which is convenient. my concern would be that it might steal pilots' jobs, being priced only at 10 kills.
     
    Lonewolfing will get more difficult, but the ability to revive "for all" could help create/favor small, buddy teams. Here the squad system might get a bit in the way, as for now, dynamically creating/changing squads is limited as such and outright not possible in field. Otoh, it's a result of the complex (and great) features that come with it, like rewards, locking, budgets and all that stuff.
     
    I agree with what almost all in the test felt - the potential is great. And I hope a nice balance of difficulty, scaling and user satisfaction can be found to keep reasonable number of EU1 population interested and engaged (sic).  Also the idea of having a second server "turned up a notch" sounded really good if that would be practicable.
     
    Again, at this level, the gameplay was less casual than current EU1, you need to watch out, move and beware of mistakes. It does not allow you the same level of "reckless" style, which is an advantage and risk at the same time.
     
    I hope after the current bug fixes, the fun of large-scale balancing will start soon, because I like IA4 already.
  2. Like
    radek got a reaction from Amentes in Invade & Annex 4 Alpha Test Feedback   
    (not a bug)report/rant
     
    today's experience probably more showed the direction of IA4 as such - much more dynamic, natural and organic. and in the current test setup, much much much harder. if you don't move, you die. id you don't coop, you die.
     
    increasing the AI skill, or it's ability to return fire at 500m, move fast and randomly should provide enough havoc. There seems to be far less 'static' troops which just wait to get dropped.
    But they also seem to have too big balls of steel, as suppression is not really working on them, which makes them feel like a robot army again.
    hm, i wonder whether humans of EU1 look the same way to the AI though...
     
    AI will always have bugs, I had some ambients appear in breathing range, just step me over and continue moving.
     
    speaking of ambients... it will be devastating for players having to cover their asses when AO is done, much more than the present danger of "AO spawnkill". especially of troops at range can have a very tough time exfiling, when a squad suddenly rises near. anyway, whole shiploads of smokes will have to be added and used in loadouts.
     
    My fav, sniping, finally will have some challenge, even without full ace ballistics. As mentioned, at shorter range, when counter-detected, the AI will mercilessly hammer your position. At greater distances, ~1000, the more lively movement patterns will make the job harder. Also the risk of being just stepped on by ambients from all directions around the AOs adds a beautiful concern and could generate demand for spotters which would be fantastic
     
    one deployment had me paradrop across katalaki bay. after being shot at in the air, i broke contact on landing. patrols across the bay were still looking for me and when I took some out, they went crazy, suppressing really good, pinning me down in hard cover. And then they just sent a gorgon all the way around the bay to finish me. That was oddly satisfying.
     
    btw, the automatic "paradrop" feature is nice, it's basically teleport to any location, and solves the issue with parachute-vs-backpack vanilla problem, which is convenient. my concern would be that it might steal pilots' jobs, being priced only at 10 kills.
     
    Lonewolfing will get more difficult, but the ability to revive "for all" could help create/favor small, buddy teams. Here the squad system might get a bit in the way, as for now, dynamically creating/changing squads is limited as such and outright not possible in field. Otoh, it's a result of the complex (and great) features that come with it, like rewards, locking, budgets and all that stuff.
     
    I agree with what almost all in the test felt - the potential is great. And I hope a nice balance of difficulty, scaling and user satisfaction can be found to keep reasonable number of EU1 population interested and engaged (sic).  Also the idea of having a second server "turned up a notch" sounded really good if that would be practicable.
     
    Again, at this level, the gameplay was less casual than current EU1, you need to watch out, move and beware of mistakes. It does not allow you the same level of "reckless" style, which is an advantage and risk at the same time.
     
    I hope after the current bug fixes, the fun of large-scale balancing will start soon, because I like IA4 already.
  3. Like
    radek got a reaction from Mark T in Invade & Annex 4 Alpha Test Feedback   
    (not a bug)report/rant
     
    today's experience probably more showed the direction of IA4 as such - much more dynamic, natural and organic. and in the current test setup, much much much harder. if you don't move, you die. id you don't coop, you die.
     
    increasing the AI skill, or it's ability to return fire at 500m, move fast and randomly should provide enough havoc. There seems to be far less 'static' troops which just wait to get dropped.
    But they also seem to have too big balls of steel, as suppression is not really working on them, which makes them feel like a robot army again.
    hm, i wonder whether humans of EU1 look the same way to the AI though...
     
    AI will always have bugs, I had some ambients appear in breathing range, just step me over and continue moving.
     
    speaking of ambients... it will be devastating for players having to cover their asses when AO is done, much more than the present danger of "AO spawnkill". especially of troops at range can have a very tough time exfiling, when a squad suddenly rises near. anyway, whole shiploads of smokes will have to be added and used in loadouts.
     
    My fav, sniping, finally will have some challenge, even without full ace ballistics. As mentioned, at shorter range, when counter-detected, the AI will mercilessly hammer your position. At greater distances, ~1000, the more lively movement patterns will make the job harder. Also the risk of being just stepped on by ambients from all directions around the AOs adds a beautiful concern and could generate demand for spotters which would be fantastic
     
    one deployment had me paradrop across katalaki bay. after being shot at in the air, i broke contact on landing. patrols across the bay were still looking for me and when I took some out, they went crazy, suppressing really good, pinning me down in hard cover. And then they just sent a gorgon all the way around the bay to finish me. That was oddly satisfying.
     
    btw, the automatic "paradrop" feature is nice, it's basically teleport to any location, and solves the issue with parachute-vs-backpack vanilla problem, which is convenient. my concern would be that it might steal pilots' jobs, being priced only at 10 kills.
     
    Lonewolfing will get more difficult, but the ability to revive "for all" could help create/favor small, buddy teams. Here the squad system might get a bit in the way, as for now, dynamically creating/changing squads is limited as such and outright not possible in field. Otoh, it's a result of the complex (and great) features that come with it, like rewards, locking, budgets and all that stuff.
     
    I agree with what almost all in the test felt - the potential is great. And I hope a nice balance of difficulty, scaling and user satisfaction can be found to keep reasonable number of EU1 population interested and engaged (sic).  Also the idea of having a second server "turned up a notch" sounded really good if that would be practicable.
     
    Again, at this level, the gameplay was less casual than current EU1, you need to watch out, move and beware of mistakes. It does not allow you the same level of "reckless" style, which is an advantage and risk at the same time.
     
    I hope after the current bug fixes, the fun of large-scale balancing will start soon, because I like IA4 already.
  4. Like
    radek got a reaction from Ryko in Invade & Annex 4 Alpha Test Feedback   
    (not a bug)report/rant
     
    today's experience probably more showed the direction of IA4 as such - much more dynamic, natural and organic. and in the current test setup, much much much harder. if you don't move, you die. id you don't coop, you die.
     
    increasing the AI skill, or it's ability to return fire at 500m, move fast and randomly should provide enough havoc. There seems to be far less 'static' troops which just wait to get dropped.
    But they also seem to have too big balls of steel, as suppression is not really working on them, which makes them feel like a robot army again.
    hm, i wonder whether humans of EU1 look the same way to the AI though...
     
    AI will always have bugs, I had some ambients appear in breathing range, just step me over and continue moving.
     
    speaking of ambients... it will be devastating for players having to cover their asses when AO is done, much more than the present danger of "AO spawnkill". especially of troops at range can have a very tough time exfiling, when a squad suddenly rises near. anyway, whole shiploads of smokes will have to be added and used in loadouts.
     
    My fav, sniping, finally will have some challenge, even without full ace ballistics. As mentioned, at shorter range, when counter-detected, the AI will mercilessly hammer your position. At greater distances, ~1000, the more lively movement patterns will make the job harder. Also the risk of being just stepped on by ambients from all directions around the AOs adds a beautiful concern and could generate demand for spotters which would be fantastic
     
    one deployment had me paradrop across katalaki bay. after being shot at in the air, i broke contact on landing. patrols across the bay were still looking for me and when I took some out, they went crazy, suppressing really good, pinning me down in hard cover. And then they just sent a gorgon all the way around the bay to finish me. That was oddly satisfying.
     
    btw, the automatic "paradrop" feature is nice, it's basically teleport to any location, and solves the issue with parachute-vs-backpack vanilla problem, which is convenient. my concern would be that it might steal pilots' jobs, being priced only at 10 kills.
     
    Lonewolfing will get more difficult, but the ability to revive "for all" could help create/favor small, buddy teams. Here the squad system might get a bit in the way, as for now, dynamically creating/changing squads is limited as such and outright not possible in field. Otoh, it's a result of the complex (and great) features that come with it, like rewards, locking, budgets and all that stuff.
     
    I agree with what almost all in the test felt - the potential is great. And I hope a nice balance of difficulty, scaling and user satisfaction can be found to keep reasonable number of EU1 population interested and engaged (sic).  Also the idea of having a second server "turned up a notch" sounded really good if that would be practicable.
     
    Again, at this level, the gameplay was less casual than current EU1, you need to watch out, move and beware of mistakes. It does not allow you the same level of "reckless" style, which is an advantage and risk at the same time.
     
    I hope after the current bug fixes, the fun of large-scale balancing will start soon, because I like IA4 already.
  5. Like
    radek got a reaction from Amentes in [HOW TO] Tank   
    some IA/Arma specific hints for tankers
    You are not invulnerable in a tank. it certainly feels so when you hop in, but just flooring it into the battle is dumb and will result in a loss of the valuable asset. The tank is not a street fighter, but an anti-armor sniper. Most of successful sniper tactics can be applied to tanks, just scaled up. Keep your distance (check your draw distance in vehicles, 2000+ is recommended). the tank is very effective at range and there is really no need to go closer than 1000m. This will vastly reduce counter-fire chances. Use the high ground, "hull down" and other advantageous tactics described by @Jochem here. Shoot big targets first. Your biggest concern are of course enemy MBTs (be selfish here), then AA assets. Then come other armored vehicles which are a threat to infantry. If you got time and spare HE, start taking out Ifrits and such. Yes, this will result in idle periods after you "soften up" an AO and wait for it to end, but that's how it's supposed to be. In the meantime, you can do recon, monitor and be aware of friendly vehicles in the area, relocate to different overwatch spots and plan your next moves. Don't go into urban environment. you are pretty much useless there - you can't manouver reasonably, guns will bottom out at close angles, you will hinder or run over friendlies and you will be easily picked out by enemy AT. Save your ammo. The load is quite limited and rearming is time consuming. You should be able to last 3 AOs before running out of AP rounds. Think about your shots to learn from them, how aiming and tracking behaves. Learn to detect/work with unreliable distance measurements (e.g. when target is obscured), use manual ranging. Don't snipe infantry. The tank is meant as an infantry support vehicle, you will run out of ammo quickly and take away the fun for other players. It's tempting, but resisting it will make you look more professional MGs are meant for self-defense, taking out close AT troops which ARE an imminent threat. If you need to shoot, do short bursts only, strafes and observe the tracers (note the co-axial gun is not aiming into the reticule center). Be aware of enemy CAS - attack choppers and jets can and will hunt you down and are the biggest threat to you, as you cannot really defend against it. Relocate often, shut down the engine when disengaged to reduce the thermal footprint, hide in vegetation or behind hard cover, etc. Get a repair specialist in the crew. You will get hit (eventually) and your tracks will go out first, which will leave you stranded and then dead. Be nice, offer to switch positions in the tank, especially when doing a re-arm run. Communicate. Preferably with voice, as quick adjustments of position and aims are crucial for being effective. The commander should be responsible for tactical awareness, picking spots, planning routes, moves and keeping track of friendlies and scan for targets. The driver should be responsible for the actual route and adjusting/covering the tank when reaching a firing position (i.e. staying in cover while being able for the main gun to aim at targets). Check the situation on the map when not driving and scan for counter-fire to be able to get out of it quickly (reversing is the key here, even when it's the most dangerous under arma physics) gl, hf
  6. Like
    radek got a reaction from Dragonghost in tip - put safety on your keyboard   
    1) GG grenades, not OMG
    Switch throwing 'nades from simple G to G+G (double tap). it's a dangerous toy. And it happened to everyone.
     
    2) check CAPS
    actually, nevermind caps lock state. but change it from 'transmit on current channel' to 'group chat' (which is the one you actually want to use) and assign '4' for vehicle and '5' for direct. that way you never gonna spam side/command again.
     
    3) Y u mad?
    Unmap Y (Zeus). Simple. You don't need it ever and it only will get you into troubles.
     
  7. Like
    radek got a reaction from THE PUNISHER in Vehicle Theft Prevention   
    "base protection" zone could be applied, where user locks cannot be engaged
  8. Like
    radek got a reaction from Doc in Incentive to be revived?   
    the mission parameter allows for gradual adjustment of lethal damage (in factors of "vanilla death damages") currently it's 3.
    another tweakable value is the respawn delay which has been set to 10 seconds (i think it was 3). although that applies in both cases of death and manual respawn.
     
    further variations:
    respawn could be inhibited in the first minute of inconsciousness linking the bleedout timer with the respawn delay (the respawn delay would be i.e. 30% of the remaining bleedout time) so the longer you wait the faster you respawn but rewarding people for staying dead, or punishing them for respawns could cause collateral effects to playerbase/style.
     
    interestingly, medic slots are still pretty high in demand and get picked out among the first.
     
    PS sometimes i got a bug where the timer runs faster than normal (around 3 times), leaving no real option of waiting for help. plus i get the feeling the bug when you cannot move after respawning occurs more often when the timer runs out.
  9. Like
    radek got a reaction from Noodle in ARMA3 Mechanics: Silence the silencers argument   
    tl;dr - Silencers don't degrade the gun's performance, they improve it.
     
    In Arma3, this was not implemented correctly, different mods tried to rectify it (e.g. ACE3.0.0+). Meanwhile the mechanic was corrected in arma itself.
     
    The barrel is made physically longer. The explosive charge has more time to propel the projectile and the trajectory becomes a bit more stable. The projectile does not meet any objects or interactions in the silencer/suppressor. It only affects the hot gases (flash) and shockwave (sound) leaving the barrel through the muzzle (which happens after the projectile is gone).
     
    A silencer does not make the shot itself silent. The bullet still travels supersonic (Mach 3 at muzzle) and makes a loud whiplash bang. The difference is that this is hard to locate and relate to the origin of the shot. Special use of sub-sonic ammunition (usually marked "U" or "SD") can result in a pretty stealth shot - it makes just a silent "whoosh" sound passing by/in.
     
    These effects are currently (1.6+) applied to ballistic parameters in ARMA3 (RHS weapons changes noted separately):
     
    + no change in projectile "hit" power

    + Reduces audible detection to 3 or 4% of normal
    that sounds A LOT. If it means 3% of the detection distance, which makes -30dB, which would be a good market value. There seems to be some confusion in the documentation (audibleFire parameter).  If it means 3% of the original sound pressure - it is reduction of -15dB, which seems to be a entry stock value.
    A normal shot is anywhere between 100-150dB, depending on it's power/charge. The mechanical part of guns can be pretty loud on their own (the "clicking", 60-100dB) - these are not affected and still can give away our position.
    RHS reduce to only 40% (-8dB)
    ACE applies 10% on stock items (-20dB)
     
    + Increases muzzle velocity by 5%
    5% increase in speed is not insignificant. it amounts for a 10.25% increase in kinetic energy (i.e. effective range and/or penetration). The "marksman dlc" suppressors for .338 and 9.3x64 are even better, given their length, they add 10% to muzzle velocity (21% energy increase). This affects your scope zeroing quite a bit! - aim low.
    RHS add only 1% (2% eff.range).
    ACE removes velocity change of stock items.
     
    + Reduces dispersion by 20%
    For a sniper rifle standard of 1 MOA (minute of angle = 0.29 milrad, or 0.00029 rad) a suppressor reduces your "bullseye" at 1000m from 29cm radius, to 23cm -- Or, you will hit the same target size at 1250m. Which can be pretty significant; accounting for the faster bullet; in dealing damage with the mid-caliber guns (7.62, .338, ...)
    RHS also use this value.
    ACE re-balances stock weapons to arbitrary MOA values + defines a 5% accuracy bonus on suppressors.
     
    + Reduces visible detection to 30% of normal
    + Halves visible and audible detection times
    these parameters are not really documented what they actually mean... but if you see the monster flash size at night, on NVG, it makes you think.
    RHS reduces flash to 20% and 50% visible time, does not apply audible time reduction.
    ACE leaves defaults here.

    - Increases weight, reduces dexterity
    the gun is apparently longer, making it more difficult to manouver (the crosshair reacts to mouse movement a bit more sluggish).
    The length can be a factor especially in CQB, but since it does not collide with anything in arma, this is only a "roleplay" limitation. But then again, the flash and echoing suppression can be considered beneficial.
    ACE applies a 5% reduction in recoil of stock components, which is also a real effect, due to a more controlled gas ejection
     
    Yes, it sounds less cool. But get over it. Even on a MG
     

  10. Like
    radek got a reaction from BenjaminHL in ARMA3 Mechanics: Ammo Types, part II - Explosives (preview)   
    Top explosive forces of ARMA
    4. GBU12/Mk82 bombs - these are the most powerful direct hit weapons (hit level 5000). Plus they have a splash radius (kills all unprotected live force) of 45m.
    3. 155mm artillery shell - no hiding from the enormous splash of 120m and a kill zone (w/plate vests) of 84m.
    2. "Grad" (122mm rockets) - each of these 40 totally ruthless katushas will splash to 100m and wipe out soldiers up to 80m. (RHS only)
    1. MLRS (230mm rockets) - this packs a salvo of 12 deadly rockets with a splash radius of 120m and a kill zone of 106m.
     
    Special mention - Claymore mine. Compared to the heavyweight weapons, this little thing fits in a small backpack, but once exploded, it evaporates troops 50m away and its kill arch reaches 100m. so pls do note the "front toward enemy" label...
     
    As a reference, the 82mm mortar round has a splash of 64m and kill zone of 32m.
     
    more data to come...
  11. Like
    radek got a reaction from Stanhope in AHOYworld Picture & Gif thread   
  12. Like
    radek got a reaction from Minipily in [Eu#3][Gamenight] Operation Blue Falcon   
    yes, it works like this. but you can only get this stuff from the arsenal. trying to pick up these items from the ground is not possible. also "executive" slots on vehicles (pilot/driver/gunner) are unavailable.
  13. Like
    radek got a reaction from kman in [PSA] AFV "Armor" Recognition 101   
    AFV - armored fighting vehicle - is the general class for all motorized, small rifle resistant, vehicles.
    If you don't know/not sure what type you are facing, and it's not a car, call out an AFV, or "armor"
     
    common sub-classes encountered in AWE theaters
     
    APC - armored personnel carrier 
    Role: fast, safe movement of forces in the rear, reconnaissance tasks, NBC troop protection.
    Generally armed with medium caliber MGs. usually carry 8-14 dismounts (squad).
    Protects from MG fire. 12.7/.50 AP and all RPGs are a threat.
     
    Opfor include soviet BTR (8-wheeled transporter), BRDM (4-wheeled recon). Note, russian APCs have an advanced tire pressure control system, which allows them to move with flat tires, until the wheel is completely destroyed (simulated by RHS mod)
    Blufor counterparts are M113, AAV, LAV, MRAP
     

     
     
    IFV - infantry fighting vehicle
    Role: enables infantry to keep up with MBT movement, carry/fire heavy armament and/or AA/AT rockets.
    Armored front-line vehicles for mechanized infantry teams (6-8). Tracked, for true all-terrain movement. generally armed with large caliber MGs.
    Resistant to 12.7, partially to 20mm. 30/40 AP and small RPGs will usually deliver a kill.
     
    opfor: BMP (infantry - "pekhota") or the smaller BMD (paratroopers - "dessant" ) families.
    blufor: M2 bradley
     
     
     
     
    MBT - main battle tanks
    Role: fast flanking attack of AT forces, support infantry by fighting enemy tanks. Note, since ww2 there are no real tank classes, so "tank" means MBT.
    It has tracks and a big cannon. Also armed with coaxial MG, optionally independent medium MG.
    Completely resistant to 12.7 and even 20mm. 30/40 AP may cause damage to engine from side/rear and tracks/MGs. only large RPGs are a real threat.
     
    This is the soviet/russian "T" line (ww2 T-34/85, slow T-55, decent T-64 and T-72. top of the line are T-80 and T-90)
    Blufor: 105mm Merkava and 120mm M1/Leopard2 lines.
     

     
     
    You may also encounter the AA gun ZSU "Shilka", which boasts a nasty quad 23mm cannon (4000 rounds per minute which can and will be pointed at infantry). Or if Zeus really hates you a MRLS (multiple rocket launch system) BM-21 "Grad", which brings a battery of 40(!) 122mm rockets launched at once, designed to purge large areas. These are 'vintage' models designed more than 50 years ago, having very light to none armor, but their brute destruction force is not to be neglected.
     

     
  14. Like
    radek got a reaction from Kirk76 in [PSA] AFV "Armor" Recognition 101   
    AFV - armored fighting vehicle - is the general class for all motorized, small rifle resistant, vehicles.
    If you don't know/not sure what type you are facing, and it's not a car, call out an AFV, or "armor"
     
    common sub-classes encountered in AWE theaters
     
    APC - armored personnel carrier 
    Role: fast, safe movement of forces in the rear, reconnaissance tasks, NBC troop protection.
    Generally armed with medium caliber MGs. usually carry 8-14 dismounts (squad).
    Protects from MG fire. 12.7/.50 AP and all RPGs are a threat.
     
    Opfor include soviet BTR (8-wheeled transporter), BRDM (4-wheeled recon). Note, russian APCs have an advanced tire pressure control system, which allows them to move with flat tires, until the wheel is completely destroyed (simulated by RHS mod)
    Blufor counterparts are M113, AAV, LAV, MRAP
     

     
     
    IFV - infantry fighting vehicle
    Role: enables infantry to keep up with MBT movement, carry/fire heavy armament and/or AA/AT rockets.
    Armored front-line vehicles for mechanized infantry teams (6-8). Tracked, for true all-terrain movement. generally armed with large caliber MGs.
    Resistant to 12.7, partially to 20mm. 30/40 AP and small RPGs will usually deliver a kill.
     
    opfor: BMP (infantry - "pekhota") or the smaller BMD (paratroopers - "dessant" ) families.
    blufor: M2 bradley
     
     
     
     
    MBT - main battle tanks
    Role: fast flanking attack of AT forces, support infantry by fighting enemy tanks. Note, since ww2 there are no real tank classes, so "tank" means MBT.
    It has tracks and a big cannon. Also armed with coaxial MG, optionally independent medium MG.
    Completely resistant to 12.7 and even 20mm. 30/40 AP may cause damage to engine from side/rear and tracks/MGs. only large RPGs are a real threat.
     
    This is the soviet/russian "T" line (ww2 T-34/85, slow T-55, decent T-64 and T-72. top of the line are T-80 and T-90)
    Blufor: 105mm Merkava and 120mm M1/Leopard2 lines.
     

     
     
    You may also encounter the AA gun ZSU "Shilka", which boasts a nasty quad 23mm cannon (4000 rounds per minute which can and will be pointed at infantry). Or if Zeus really hates you a MRLS (multiple rocket launch system) BM-21 "Grad", which brings a battery of 40(!) 122mm rockets launched at once, designed to purge large areas. These are 'vintage' models designed more than 50 years ago, having very light to none armor, but their brute destruction force is not to be neglected.
     

     
  15. Like
    radek got a reaction from GhostDragon in [PSA] AFV "Armor" Recognition 101   
    AFV - armored fighting vehicle - is the general class for all motorized, small rifle resistant, vehicles.
    If you don't know/not sure what type you are facing, and it's not a car, call out an AFV, or "armor"
     
    common sub-classes encountered in AWE theaters
     
    APC - armored personnel carrier 
    Role: fast, safe movement of forces in the rear, reconnaissance tasks, NBC troop protection.
    Generally armed with medium caliber MGs. usually carry 8-14 dismounts (squad).
    Protects from MG fire. 12.7/.50 AP and all RPGs are a threat.
     
    Opfor include soviet BTR (8-wheeled transporter), BRDM (4-wheeled recon). Note, russian APCs have an advanced tire pressure control system, which allows them to move with flat tires, until the wheel is completely destroyed (simulated by RHS mod)
    Blufor counterparts are M113, AAV, LAV, MRAP
     

     
     
    IFV - infantry fighting vehicle
    Role: enables infantry to keep up with MBT movement, carry/fire heavy armament and/or AA/AT rockets.
    Armored front-line vehicles for mechanized infantry teams (6-8). Tracked, for true all-terrain movement. generally armed with large caliber MGs.
    Resistant to 12.7, partially to 20mm. 30/40 AP and small RPGs will usually deliver a kill.
     
    opfor: BMP (infantry - "pekhota") or the smaller BMD (paratroopers - "dessant" ) families.
    blufor: M2 bradley
     
     
     
     
    MBT - main battle tanks
    Role: fast flanking attack of AT forces, support infantry by fighting enemy tanks. Note, since ww2 there are no real tank classes, so "tank" means MBT.
    It has tracks and a big cannon. Also armed with coaxial MG, optionally independent medium MG.
    Completely resistant to 12.7 and even 20mm. 30/40 AP may cause damage to engine from side/rear and tracks/MGs. only large RPGs are a real threat.
     
    This is the soviet/russian "T" line (ww2 T-34/85, slow T-55, decent T-64 and T-72. top of the line are T-80 and T-90)
    Blufor: 105mm Merkava and 120mm M1/Leopard2 lines.
     

     
     
    You may also encounter the AA gun ZSU "Shilka", which boasts a nasty quad 23mm cannon (4000 rounds per minute which can and will be pointed at infantry). Or if Zeus really hates you a MRLS (multiple rocket launch system) BM-21 "Grad", which brings a battery of 40(!) 122mm rockets launched at once, designed to purge large areas. These are 'vintage' models designed more than 50 years ago, having very light to none armor, but their brute destruction force is not to be neglected.
     

     
  16. Like
    radek got a reaction from SkullCollector in [PSA] AFV "Armor" Recognition 101   
    AFV - armored fighting vehicle - is the general class for all motorized, small rifle resistant, vehicles.
    If you don't know/not sure what type you are facing, and it's not a car, call out an AFV, or "armor"
     
    common sub-classes encountered in AWE theaters
     
    APC - armored personnel carrier 
    Role: fast, safe movement of forces in the rear, reconnaissance tasks, NBC troop protection.
    Generally armed with medium caliber MGs. usually carry 8-14 dismounts (squad).
    Protects from MG fire. 12.7/.50 AP and all RPGs are a threat.
     
    Opfor include soviet BTR (8-wheeled transporter), BRDM (4-wheeled recon). Note, russian APCs have an advanced tire pressure control system, which allows them to move with flat tires, until the wheel is completely destroyed (simulated by RHS mod)
    Blufor counterparts are M113, AAV, LAV, MRAP
     

     
     
    IFV - infantry fighting vehicle
    Role: enables infantry to keep up with MBT movement, carry/fire heavy armament and/or AA/AT rockets.
    Armored front-line vehicles for mechanized infantry teams (6-8). Tracked, for true all-terrain movement. generally armed with large caliber MGs.
    Resistant to 12.7, partially to 20mm. 30/40 AP and small RPGs will usually deliver a kill.
     
    opfor: BMP (infantry - "pekhota") or the smaller BMD (paratroopers - "dessant" ) families.
    blufor: M2 bradley
     
     
     
     
    MBT - main battle tanks
    Role: fast flanking attack of AT forces, support infantry by fighting enemy tanks. Note, since ww2 there are no real tank classes, so "tank" means MBT.
    It has tracks and a big cannon. Also armed with coaxial MG, optionally independent medium MG.
    Completely resistant to 12.7 and even 20mm. 30/40 AP may cause damage to engine from side/rear and tracks/MGs. only large RPGs are a real threat.
     
    This is the soviet/russian "T" line (ww2 T-34/85, slow T-55, decent T-64 and T-72. top of the line are T-80 and T-90)
    Blufor: 105mm Merkava and 120mm M1/Leopard2 lines.
     

     
     
    You may also encounter the AA gun ZSU "Shilka", which boasts a nasty quad 23mm cannon (4000 rounds per minute which can and will be pointed at infantry). Or if Zeus really hates you a MRLS (multiple rocket launch system) BM-21 "Grad", which brings a battery of 40(!) 122mm rockets launched at once, designed to purge large areas. These are 'vintage' models designed more than 50 years ago, having very light to none armor, but their brute destruction force is not to be neglected.
     

     
  17. Like
    radek got a reaction from S0zi0p4th in [PSA] AFV "Armor" Recognition 101   
    AFV - armored fighting vehicle - is the general class for all motorized, small rifle resistant, vehicles.
    If you don't know/not sure what type you are facing, and it's not a car, call out an AFV, or "armor"
     
    common sub-classes encountered in AWE theaters
     
    APC - armored personnel carrier 
    Role: fast, safe movement of forces in the rear, reconnaissance tasks, NBC troop protection.
    Generally armed with medium caliber MGs. usually carry 8-14 dismounts (squad).
    Protects from MG fire. 12.7/.50 AP and all RPGs are a threat.
     
    Opfor include soviet BTR (8-wheeled transporter), BRDM (4-wheeled recon). Note, russian APCs have an advanced tire pressure control system, which allows them to move with flat tires, until the wheel is completely destroyed (simulated by RHS mod)
    Blufor counterparts are M113, AAV, LAV, MRAP
     

     
     
    IFV - infantry fighting vehicle
    Role: enables infantry to keep up with MBT movement, carry/fire heavy armament and/or AA/AT rockets.
    Armored front-line vehicles for mechanized infantry teams (6-8). Tracked, for true all-terrain movement. generally armed with large caliber MGs.
    Resistant to 12.7, partially to 20mm. 30/40 AP and small RPGs will usually deliver a kill.
     
    opfor: BMP (infantry - "pekhota") or the smaller BMD (paratroopers - "dessant" ) families.
    blufor: M2 bradley
     
     
     
     
    MBT - main battle tanks
    Role: fast flanking attack of AT forces, support infantry by fighting enemy tanks. Note, since ww2 there are no real tank classes, so "tank" means MBT.
    It has tracks and a big cannon. Also armed with coaxial MG, optionally independent medium MG.
    Completely resistant to 12.7 and even 20mm. 30/40 AP may cause damage to engine from side/rear and tracks/MGs. only large RPGs are a real threat.
     
    This is the soviet/russian "T" line (ww2 T-34/85, slow T-55, decent T-64 and T-72. top of the line are T-80 and T-90)
    Blufor: 105mm Merkava and 120mm M1/Leopard2 lines.
     

     
     
    You may also encounter the AA gun ZSU "Shilka", which boasts a nasty quad 23mm cannon (4000 rounds per minute which can and will be pointed at infantry). Or if Zeus really hates you a MRLS (multiple rocket launch system) BM-21 "Grad", which brings a battery of 40(!) 122mm rockets launched at once, designed to purge large areas. These are 'vintage' models designed more than 50 years ago, having very light to none armor, but their brute destruction force is not to be neglected.
     

     
  18. Like
    radek got a reaction from Ryko in [PSA] AFV "Armor" Recognition 101   
    AFV - armored fighting vehicle - is the general class for all motorized, small rifle resistant, vehicles.
    If you don't know/not sure what type you are facing, and it's not a car, call out an AFV, or "armor"
     
    common sub-classes encountered in AWE theaters
     
    APC - armored personnel carrier 
    Role: fast, safe movement of forces in the rear, reconnaissance tasks, NBC troop protection.
    Generally armed with medium caliber MGs. usually carry 8-14 dismounts (squad).
    Protects from MG fire. 12.7/.50 AP and all RPGs are a threat.
     
    Opfor include soviet BTR (8-wheeled transporter), BRDM (4-wheeled recon). Note, russian APCs have an advanced tire pressure control system, which allows them to move with flat tires, until the wheel is completely destroyed (simulated by RHS mod)
    Blufor counterparts are M113, AAV, LAV, MRAP
     

     
     
    IFV - infantry fighting vehicle
    Role: enables infantry to keep up with MBT movement, carry/fire heavy armament and/or AA/AT rockets.
    Armored front-line vehicles for mechanized infantry teams (6-8). Tracked, for true all-terrain movement. generally armed with large caliber MGs.
    Resistant to 12.7, partially to 20mm. 30/40 AP and small RPGs will usually deliver a kill.
     
    opfor: BMP (infantry - "pekhota") or the smaller BMD (paratroopers - "dessant" ) families.
    blufor: M2 bradley
     
     
     
     
    MBT - main battle tanks
    Role: fast flanking attack of AT forces, support infantry by fighting enemy tanks. Note, since ww2 there are no real tank classes, so "tank" means MBT.
    It has tracks and a big cannon. Also armed with coaxial MG, optionally independent medium MG.
    Completely resistant to 12.7 and even 20mm. 30/40 AP may cause damage to engine from side/rear and tracks/MGs. only large RPGs are a real threat.
     
    This is the soviet/russian "T" line (ww2 T-34/85, slow T-55, decent T-64 and T-72. top of the line are T-80 and T-90)
    Blufor: 105mm Merkava and 120mm M1/Leopard2 lines.
     

     
     
    You may also encounter the AA gun ZSU "Shilka", which boasts a nasty quad 23mm cannon (4000 rounds per minute which can and will be pointed at infantry). Or if Zeus really hates you a MRLS (multiple rocket launch system) BM-21 "Grad", which brings a battery of 40(!) 122mm rockets launched at once, designed to purge large areas. These are 'vintage' models designed more than 50 years ago, having very light to none armor, but their brute destruction force is not to be neglected.
     

     
  19. Like
    radek got a reaction from Stanhope in [PSA] AFV "Armor" Recognition 101   
    AFV - armored fighting vehicle - is the general class for all motorized, small rifle resistant, vehicles.
    If you don't know/not sure what type you are facing, and it's not a car, call out an AFV, or "armor"
     
    common sub-classes encountered in AWE theaters
     
    APC - armored personnel carrier 
    Role: fast, safe movement of forces in the rear, reconnaissance tasks, NBC troop protection.
    Generally armed with medium caliber MGs. usually carry 8-14 dismounts (squad).
    Protects from MG fire. 12.7/.50 AP and all RPGs are a threat.
     
    Opfor include soviet BTR (8-wheeled transporter), BRDM (4-wheeled recon). Note, russian APCs have an advanced tire pressure control system, which allows them to move with flat tires, until the wheel is completely destroyed (simulated by RHS mod)
    Blufor counterparts are M113, AAV, LAV, MRAP
     

     
     
    IFV - infantry fighting vehicle
    Role: enables infantry to keep up with MBT movement, carry/fire heavy armament and/or AA/AT rockets.
    Armored front-line vehicles for mechanized infantry teams (6-8). Tracked, for true all-terrain movement. generally armed with large caliber MGs.
    Resistant to 12.7, partially to 20mm. 30/40 AP and small RPGs will usually deliver a kill.
     
    opfor: BMP (infantry - "pekhota") or the smaller BMD (paratroopers - "dessant" ) families.
    blufor: M2 bradley
     
     
     
     
    MBT - main battle tanks
    Role: fast flanking attack of AT forces, support infantry by fighting enemy tanks. Note, since ww2 there are no real tank classes, so "tank" means MBT.
    It has tracks and a big cannon. Also armed with coaxial MG, optionally independent medium MG.
    Completely resistant to 12.7 and even 20mm. 30/40 AP may cause damage to engine from side/rear and tracks/MGs. only large RPGs are a real threat.
     
    This is the soviet/russian "T" line (ww2 T-34/85, slow T-55, decent T-64 and T-72. top of the line are T-80 and T-90)
    Blufor: 105mm Merkava and 120mm M1/Leopard2 lines.
     

     
     
    You may also encounter the AA gun ZSU "Shilka", which boasts a nasty quad 23mm cannon (4000 rounds per minute which can and will be pointed at infantry). Or if Zeus really hates you a MRLS (multiple rocket launch system) BM-21 "Grad", which brings a battery of 40(!) 122mm rockets launched at once, designed to purge large areas. These are 'vintage' models designed more than 50 years ago, having very light to none armor, but their brute destruction force is not to be neglected.
     

     
  20. Like
    radek got a reaction from PiranhA in [PSA] AFV "Armor" Recognition 101   
    AFV - armored fighting vehicle - is the general class for all motorized, small rifle resistant, vehicles.
    If you don't know/not sure what type you are facing, and it's not a car, call out an AFV, or "armor"
     
    common sub-classes encountered in AWE theaters
     
    APC - armored personnel carrier 
    Role: fast, safe movement of forces in the rear, reconnaissance tasks, NBC troop protection.
    Generally armed with medium caliber MGs. usually carry 8-14 dismounts (squad).
    Protects from MG fire. 12.7/.50 AP and all RPGs are a threat.
     
    Opfor include soviet BTR (8-wheeled transporter), BRDM (4-wheeled recon). Note, russian APCs have an advanced tire pressure control system, which allows them to move with flat tires, until the wheel is completely destroyed (simulated by RHS mod)
    Blufor counterparts are M113, AAV, LAV, MRAP
     

     
     
    IFV - infantry fighting vehicle
    Role: enables infantry to keep up with MBT movement, carry/fire heavy armament and/or AA/AT rockets.
    Armored front-line vehicles for mechanized infantry teams (6-8). Tracked, for true all-terrain movement. generally armed with large caliber MGs.
    Resistant to 12.7, partially to 20mm. 30/40 AP and small RPGs will usually deliver a kill.
     
    opfor: BMP (infantry - "pekhota") or the smaller BMD (paratroopers - "dessant" ) families.
    blufor: M2 bradley
     
     
     
     
    MBT - main battle tanks
    Role: fast flanking attack of AT forces, support infantry by fighting enemy tanks. Note, since ww2 there are no real tank classes, so "tank" means MBT.
    It has tracks and a big cannon. Also armed with coaxial MG, optionally independent medium MG.
    Completely resistant to 12.7 and even 20mm. 30/40 AP may cause damage to engine from side/rear and tracks/MGs. only large RPGs are a real threat.
     
    This is the soviet/russian "T" line (ww2 T-34/85, slow T-55, decent T-64 and T-72. top of the line are T-80 and T-90)
    Blufor: 105mm Merkava and 120mm M1/Leopard2 lines.
     

     
     
    You may also encounter the AA gun ZSU "Shilka", which boasts a nasty quad 23mm cannon (4000 rounds per minute which can and will be pointed at infantry). Or if Zeus really hates you a MRLS (multiple rocket launch system) BM-21 "Grad", which brings a battery of 40(!) 122mm rockets launched at once, designed to purge large areas. These are 'vintage' models designed more than 50 years ago, having very light to none armor, but their brute destruction force is not to be neglected.
     

     
  21. Like
    radek got a reaction from Cebi in ARMA3 Mechanics: Ammo Types, part I   
    Part I, covering the most common 5.56x45 and 7.62x51.
    ACE3 modifies some parameters and adds own definitions of ammunition.
    Note that ACE advanced ballistics is disabled in AWE.
     
     
    5.56x45
    general use primary ammo for the M4/M16 family
     
    Arma3 "Stanag" - hit 8 / pene 0.7 - probably modeled after M855, steel tip with lead core
    M855A1 - hit 9 / pene 0.65  - cost effective. mainstream and lead-free, steel tip with copper alloy core
    Both come in STANAG 30-mags (last 4 are red tracers) and full colored mags (yellow,red,green,orange).
    A 'no tracer' mag is available for M855A1.
      only M855A1 is available for the M249 LMG: 100/200 "mixed" Pouch - tracer every 4 rounds + last 10 "5.56mm M855A1 200rnd Belt" - no tracers 200 "tracer" Belt - 4 color variants.  
    Mk318 - hit 9.55 / pene 0.64 - designed to retain stability/lethality after penetrating light barriers, made as open-tip match Mk262 - 10.3 / 0.677  - precision ammo, lead core, less hot burning charge (reduces flash/report), open-tip match, expensive (4x M855) Mags for both end with 4 red tracers.   ACE adds these subtypes for Arma rifles TRG20 (TAR-21), Mk20C (F2000 Tac), SDAR: 5.56mm 30Rnd Mag (Mk262) - ace version (11/0.8) 5.56mm 30Rnd Mag (Mk318) - ace version (9/0.8) 5.56mm 30Rnd Mag (M995 AP) - (6/1.6) -  tungsten core, black tip. These are not compatible with RHS rifles.    
    7.62x51
    Assault rifle, MG and Marksmen ammo
      M80 - hit 11.55 / pene 0.45  -  Semi-Armor-Piercing iron or mild steel core and a gilded steel jacket  (9.5g bullet weight)  M80A1EPR, - 9.98/0.55 - advanced 2014 model, "lead free" (7.4g) M61 AP - 16/0.45 - Armor piercing, (9.8g, black tip) M62 tracer - 11/0.45 - Tracer ammo (9.2g, orange tip) M118 Special Ball - 11.55/0.42  - Heavy, Long Range ammo. Full Metal Jacket Boat Tail; old factory - degrading batches (11g) M993 AP - 11.55/0.72 -  sniper armor-piercing round, tungsten core penetrator, (8.2g black cartridge tip)   Most sub-types are used in the M240 MMG, which is not present in AWE.   RHS variants (M14 EBR-RI, Mk11, M110) accept these magazines: 7.62mm M118 20Rnd Mag 7.62mm M993 20Rnd Mag 7.62mm M62 Tracer 20rnd Mag   M24 sniper rifle accepts: 7.62mm M118 5 Rnd Mag 7.62mm M993 5 Rnd Mag  
    Arma3 rifles Mk14 ("M14") , Mk18 ABR ("Mk14 Mod 1 EBR") , SPAR17 ("HK417A2 D20"), Mk-I EBR ("SIG-556") use ARMA 7.62 STANAG (12/1.6, ACE 9/1.6), which come in 20rnd no tracers mags - these are compatible with RHS weapons. ACE adds custom ammo/magazines to these weapons, which are not compatible with RHS: 7.62mm 20rnd Tracer Mag - colors 7.62mm 20rnd Tracer IR-DIM Mag - visible in NVG only 7.62mm 20Rnd Mag (M118LR) - Evolution of the M118 Special, with new production technology MatchKing Hollow Point (non-expanding), and less hot charge, designated "sniper" ammo. (16/1.8) 7.62mm 20Rnd Mag (Mk316 Mod 0) - (16/1.8) - utilized advances from M118LR, due to lowered weapon report, called "SpecOps ammo" (11g) 7.62mm 20Rnd Mag (Mk319 Mod 0) - (14/1.5) - high speed for lethality after light barriers, also usable for carbines and shorter barrel rifles (8g) 7.62mm 20Rnd Mag (M993 AP) - ACE version (11/2.2) 7.62mm 20Rnd SD Mag - subsonic round (6/1) - note the effective range and bullet drop are greatly changed
     
  22. Like
    radek got a reaction from PiranhA in ARMA3 Mechanics: Ammo Types, part I   
    Part I, covering the most common 5.56x45 and 7.62x51.
    ACE3 modifies some parameters and adds own definitions of ammunition.
    Note that ACE advanced ballistics is disabled in AWE.
     
     
    5.56x45
    general use primary ammo for the M4/M16 family
     
    Arma3 "Stanag" - hit 8 / pene 0.7 - probably modeled after M855, steel tip with lead core
    M855A1 - hit 9 / pene 0.65  - cost effective. mainstream and lead-free, steel tip with copper alloy core
    Both come in STANAG 30-mags (last 4 are red tracers) and full colored mags (yellow,red,green,orange).
    A 'no tracer' mag is available for M855A1.
      only M855A1 is available for the M249 LMG: 100/200 "mixed" Pouch - tracer every 4 rounds + last 10 "5.56mm M855A1 200rnd Belt" - no tracers 200 "tracer" Belt - 4 color variants.  
    Mk318 - hit 9.55 / pene 0.64 - designed to retain stability/lethality after penetrating light barriers, made as open-tip match Mk262 - 10.3 / 0.677  - precision ammo, lead core, less hot burning charge (reduces flash/report), open-tip match, expensive (4x M855) Mags for both end with 4 red tracers.   ACE adds these subtypes for Arma rifles TRG20 (TAR-21), Mk20C (F2000 Tac), SDAR: 5.56mm 30Rnd Mag (Mk262) - ace version (11/0.8) 5.56mm 30Rnd Mag (Mk318) - ace version (9/0.8) 5.56mm 30Rnd Mag (M995 AP) - (6/1.6) -  tungsten core, black tip. These are not compatible with RHS rifles.    
    7.62x51
    Assault rifle, MG and Marksmen ammo
      M80 - hit 11.55 / pene 0.45  -  Semi-Armor-Piercing iron or mild steel core and a gilded steel jacket  (9.5g bullet weight)  M80A1EPR, - 9.98/0.55 - advanced 2014 model, "lead free" (7.4g) M61 AP - 16/0.45 - Armor piercing, (9.8g, black tip) M62 tracer - 11/0.45 - Tracer ammo (9.2g, orange tip) M118 Special Ball - 11.55/0.42  - Heavy, Long Range ammo. Full Metal Jacket Boat Tail; old factory - degrading batches (11g) M993 AP - 11.55/0.72 -  sniper armor-piercing round, tungsten core penetrator, (8.2g black cartridge tip)   Most sub-types are used in the M240 MMG, which is not present in AWE.   RHS variants (M14 EBR-RI, Mk11, M110) accept these magazines: 7.62mm M118 20Rnd Mag 7.62mm M993 20Rnd Mag 7.62mm M62 Tracer 20rnd Mag   M24 sniper rifle accepts: 7.62mm M118 5 Rnd Mag 7.62mm M993 5 Rnd Mag  
    Arma3 rifles Mk14 ("M14") , Mk18 ABR ("Mk14 Mod 1 EBR") , SPAR17 ("HK417A2 D20"), Mk-I EBR ("SIG-556") use ARMA 7.62 STANAG (12/1.6, ACE 9/1.6), which come in 20rnd no tracers mags - these are compatible with RHS weapons. ACE adds custom ammo/magazines to these weapons, which are not compatible with RHS: 7.62mm 20rnd Tracer Mag - colors 7.62mm 20rnd Tracer IR-DIM Mag - visible in NVG only 7.62mm 20Rnd Mag (M118LR) - Evolution of the M118 Special, with new production technology MatchKing Hollow Point (non-expanding), and less hot charge, designated "sniper" ammo. (16/1.8) 7.62mm 20Rnd Mag (Mk316 Mod 0) - (16/1.8) - utilized advances from M118LR, due to lowered weapon report, called "SpecOps ammo" (11g) 7.62mm 20Rnd Mag (Mk319 Mod 0) - (14/1.5) - high speed for lethality after light barriers, also usable for carbines and shorter barrel rifles (8g) 7.62mm 20Rnd Mag (M993 AP) - ACE version (11/2.2) 7.62mm 20Rnd SD Mag - subsonic round (6/1) - note the effective range and bullet drop are greatly changed
     
  23. Like
    radek got a reaction from GhostDragon in [GAMENIGHT] [AWE] Operation Whiskey Delta   
    some quotes from this remarkable night, thanks @Copey
     
     
    happy halloween
     
  24. Like
    radek reacted to Phillipo Blendvigski in EU#3 Media topic   
    @Snogers Kowalski tried out his new selfie stick before going to war


  25. Like
    radek got a reaction from SkullCollector in ARMA3 Mechanics: Silence the silencers argument   
    what would be those negative effects? what version/year did you test that in? 
     
    Again, neither ACE nor RHS attachments touch the "hit" value of the bullet (which relates to the shape, nature and composition of the core/penetrator), or change other ballistic damage properties (mainly caliber). and that's the correct way to do it.
     
    anyway, a real suppressor does deliver around -30dB of sound pressure. if you can pick up an assault rifle 150dB shot being fired in your direction from, let's say, 20'000m, when it drops to ~60dB and starts to "blend in", a "silenced" 120dB shot will reach the same level only at 750m = 4%. That being said, we are still talking marksmen ranges and 120dB, which is painfully loud. That does not mean it works the same for actually locating the origin (which has much more to do with echoes, bounces and weather - and Arma AI logic itself) but that's how dBs work.
     
    for the budget savvy, there are more simpler flash suppressors and muzzle brakes in the arsenal, which provide only some visual stealth bonus
     
    a condom is also a boring special purpose gadget, and it too improves your combat performance. so you should use it, when available and leave it off only when doing fun practice and/or on safe fire ranges...
×
×
  • Create New...