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radek

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  1. 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
     

  2. Like
    radek got a reaction from Kyle Clements in EU1, my first impressions ramble   
    Ahoy
     
    After playing a couple of days and nights and nights, I decided to share my thoughts on EU1 gameplay I'm pretty new to arma multiplayer, so this just my feedback.
    I have played many nice missions on AW, and have met remarkable soldiers, leaders, or just role-playing folks. I enjoy AW, as it has this casual feel, is open to everyone (the server is full for most of prime time!)
    Any criticism here, is just my rational opinion on the gameplay and how I see it. Even if nothing would change (now I'm really looking forward to the upcoming IA3 release), AW is where i spend my arma-time.
     
    The IA mission system
    It's a wonderful baseline set of features (what else to say in it's birthplace, right?). What I miss is the "annex - and defend/hold" phase, which I understand is in the system, but is switched off at least on EU1. As all of this is probably going to mix/change a lot this weekend in IA3, up to the more general topics next...
     
    Command/Comms
    I really miss TFAR - or generally TS usage. I hate the ingame VON, which can't be split from the sound effects, into a headset. You cannot opt-out of channels, you cannot opt-in. That led to muting the side chat...
    Either way, it seems everyone just became allergic to the VON usage, even for useful info. But the text chat is so lame. it's too small, too short, too distracting, cluttered and inefficient. Relaying important information about coordination, enemy positions or imminent threats is very cumbersome.
    Also the discrete separation of map layers is annoying - see the chaos in LZ designation/in-vehicle picking, random marking deletion/spam or just missing info because you switched to the wrong layer by mistake comma dot comma dot dot dot damn...
     
    Classes, weapons, difficulty
    The AI is dumb. (although it might have improved a bit in the N>O update?). Yes, it's lethal at close range, but it's recce and reaction to engagement are a joke and long range ops are non-existent. It might be a feature, it might be a bug. But it has profound effects on the BLUFOR ops. Especially some classes.
    A MBT can wipe out all enemy armor in 2 minutes just by camping on a hill, at comfortable 1500-2000m away (haven't really seen enemy armor retaliating at more than ~1.2km).
    A sniper can have a picnic 1200m away for a whole day and shoot infantry with all the ammo he can carry (enemy snipers are pretty clueless even at marksman ranges of 800m). even marksmen/spotters with the large caliber guns can wreck havoc from 1000m, limited only by the Kahlia scope zoom.
    The issue becomes ridiculous using the 7.62's, when you can slowly chip away squads and garrisons, delivering the needed 2-3 hits at long range. Enemy squads just keep standing there after being hit, or they run for a bit, treat themselves and resume patrolling as if it never happened.
    When a reasonable player/team uses these assets, it's way too op and there is a lack of challenge to them. The effect is a little downplayed by rambo-mode tank drivers and snipers getting wasted...
    I see it can be related to balance and general accessibility of the gameplay, but these roles have it more difficult to get into the battle before it's over, than surviving/winning it.
    And more on "thermal imaging" later...
     
    Population, co-op and Tactical skillset
    Most of the time my impression of the mission flow is like this - never ending stream of helis hurling respawning random infantry into the AO. You are afraid to board one, because you don't know where it will go, or if it's a geronimo flight (my longest shot-down streak is like 7 flights). once successfully landed, people get out and the sprinting starts, to the action. If you stop or slow down you risk the route will be swept clean or you will be alone because everyone else just got wiped out. Increasing the enemy AA to press more squads into vehicle transport, or recon and LZ securing, seems unfeasible because of the quick respawning and revival of the "nas mnogo" tactics.
    People don't seem to really use the "technological" edge over OPFOR - a lot of times a quick scan of the AO with the range/laser will "light up" a lot of enemy troops on the map, somehow unseen by previous waves of invaders. The IR channel is also op in this regard, especially at night.
     
    Anyway, see you in battle
  3. Like
    radek got a reaction from Liru the Lcpl. in EU1, my first impressions ramble   
    thanks for the feedback guys. yes I'm aware of EU3. I got it running some time ago, but the server seems empty most of the time, among other things. i'll check it out more closely after the IA3 hype settles
  4. Like
    radek got a reaction from Liru the Lcpl. in EU1, my first impressions ramble   
    Ahoy
     
    After playing a couple of days and nights and nights, I decided to share my thoughts on EU1 gameplay I'm pretty new to arma multiplayer, so this just my feedback.
    I have played many nice missions on AW, and have met remarkable soldiers, leaders, or just role-playing folks. I enjoy AW, as it has this casual feel, is open to everyone (the server is full for most of prime time!)
    Any criticism here, is just my rational opinion on the gameplay and how I see it. Even if nothing would change (now I'm really looking forward to the upcoming IA3 release), AW is where i spend my arma-time.
     
    The IA mission system
    It's a wonderful baseline set of features (what else to say in it's birthplace, right?). What I miss is the "annex - and defend/hold" phase, which I understand is in the system, but is switched off at least on EU1. As all of this is probably going to mix/change a lot this weekend in IA3, up to the more general topics next...
     
    Command/Comms
    I really miss TFAR - or generally TS usage. I hate the ingame VON, which can't be split from the sound effects, into a headset. You cannot opt-out of channels, you cannot opt-in. That led to muting the side chat...
    Either way, it seems everyone just became allergic to the VON usage, even for useful info. But the text chat is so lame. it's too small, too short, too distracting, cluttered and inefficient. Relaying important information about coordination, enemy positions or imminent threats is very cumbersome.
    Also the discrete separation of map layers is annoying - see the chaos in LZ designation/in-vehicle picking, random marking deletion/spam or just missing info because you switched to the wrong layer by mistake comma dot comma dot dot dot damn...
     
    Classes, weapons, difficulty
    The AI is dumb. (although it might have improved a bit in the N>O update?). Yes, it's lethal at close range, but it's recce and reaction to engagement are a joke and long range ops are non-existent. It might be a feature, it might be a bug. But it has profound effects on the BLUFOR ops. Especially some classes.
    A MBT can wipe out all enemy armor in 2 minutes just by camping on a hill, at comfortable 1500-2000m away (haven't really seen enemy armor retaliating at more than ~1.2km).
    A sniper can have a picnic 1200m away for a whole day and shoot infantry with all the ammo he can carry (enemy snipers are pretty clueless even at marksman ranges of 800m). even marksmen/spotters with the large caliber guns can wreck havoc from 1000m, limited only by the Kahlia scope zoom.
    The issue becomes ridiculous using the 7.62's, when you can slowly chip away squads and garrisons, delivering the needed 2-3 hits at long range. Enemy squads just keep standing there after being hit, or they run for a bit, treat themselves and resume patrolling as if it never happened.
    When a reasonable player/team uses these assets, it's way too op and there is a lack of challenge to them. The effect is a little downplayed by rambo-mode tank drivers and snipers getting wasted...
    I see it can be related to balance and general accessibility of the gameplay, but these roles have it more difficult to get into the battle before it's over, than surviving/winning it.
    And more on "thermal imaging" later...
     
    Population, co-op and Tactical skillset
    Most of the time my impression of the mission flow is like this - never ending stream of helis hurling respawning random infantry into the AO. You are afraid to board one, because you don't know where it will go, or if it's a geronimo flight (my longest shot-down streak is like 7 flights). once successfully landed, people get out and the sprinting starts, to the action. If you stop or slow down you risk the route will be swept clean or you will be alone because everyone else just got wiped out. Increasing the enemy AA to press more squads into vehicle transport, or recon and LZ securing, seems unfeasible because of the quick respawning and revival of the "nas mnogo" tactics.
    People don't seem to really use the "technological" edge over OPFOR - a lot of times a quick scan of the AO with the range/laser will "light up" a lot of enemy troops on the map, somehow unseen by previous waves of invaders. The IR channel is also op in this regard, especially at night.
     
    Anyway, see you in battle
  5. Like
    radek got a reaction from PiranhA in EU1, my first impressions ramble   
    Ahoy
     
    After playing a couple of days and nights and nights, I decided to share my thoughts on EU1 gameplay I'm pretty new to arma multiplayer, so this just my feedback.
    I have played many nice missions on AW, and have met remarkable soldiers, leaders, or just role-playing folks. I enjoy AW, as it has this casual feel, is open to everyone (the server is full for most of prime time!)
    Any criticism here, is just my rational opinion on the gameplay and how I see it. Even if nothing would change (now I'm really looking forward to the upcoming IA3 release), AW is where i spend my arma-time.
     
    The IA mission system
    It's a wonderful baseline set of features (what else to say in it's birthplace, right?). What I miss is the "annex - and defend/hold" phase, which I understand is in the system, but is switched off at least on EU1. As all of this is probably going to mix/change a lot this weekend in IA3, up to the more general topics next...
     
    Command/Comms
    I really miss TFAR - or generally TS usage. I hate the ingame VON, which can't be split from the sound effects, into a headset. You cannot opt-out of channels, you cannot opt-in. That led to muting the side chat...
    Either way, it seems everyone just became allergic to the VON usage, even for useful info. But the text chat is so lame. it's too small, too short, too distracting, cluttered and inefficient. Relaying important information about coordination, enemy positions or imminent threats is very cumbersome.
    Also the discrete separation of map layers is annoying - see the chaos in LZ designation/in-vehicle picking, random marking deletion/spam or just missing info because you switched to the wrong layer by mistake comma dot comma dot dot dot damn...
     
    Classes, weapons, difficulty
    The AI is dumb. (although it might have improved a bit in the N>O update?). Yes, it's lethal at close range, but it's recce and reaction to engagement are a joke and long range ops are non-existent. It might be a feature, it might be a bug. But it has profound effects on the BLUFOR ops. Especially some classes.
    A MBT can wipe out all enemy armor in 2 minutes just by camping on a hill, at comfortable 1500-2000m away (haven't really seen enemy armor retaliating at more than ~1.2km).
    A sniper can have a picnic 1200m away for a whole day and shoot infantry with all the ammo he can carry (enemy snipers are pretty clueless even at marksman ranges of 800m). even marksmen/spotters with the large caliber guns can wreck havoc from 1000m, limited only by the Kahlia scope zoom.
    The issue becomes ridiculous using the 7.62's, when you can slowly chip away squads and garrisons, delivering the needed 2-3 hits at long range. Enemy squads just keep standing there after being hit, or they run for a bit, treat themselves and resume patrolling as if it never happened.
    When a reasonable player/team uses these assets, it's way too op and there is a lack of challenge to them. The effect is a little downplayed by rambo-mode tank drivers and snipers getting wasted...
    I see it can be related to balance and general accessibility of the gameplay, but these roles have it more difficult to get into the battle before it's over, than surviving/winning it.
    And more on "thermal imaging" later...
     
    Population, co-op and Tactical skillset
    Most of the time my impression of the mission flow is like this - never ending stream of helis hurling respawning random infantry into the AO. You are afraid to board one, because you don't know where it will go, or if it's a geronimo flight (my longest shot-down streak is like 7 flights). once successfully landed, people get out and the sprinting starts, to the action. If you stop or slow down you risk the route will be swept clean or you will be alone because everyone else just got wiped out. Increasing the enemy AA to press more squads into vehicle transport, or recon and LZ securing, seems unfeasible because of the quick respawning and revival of the "nas mnogo" tactics.
    People don't seem to really use the "technological" edge over OPFOR - a lot of times a quick scan of the AO with the range/laser will "light up" a lot of enemy troops on the map, somehow unseen by previous waves of invaders. The IR channel is also op in this regard, especially at night.
     
    Anyway, see you in battle
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