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Thread: Small suggestions

  1. #1
    Staff Sergeant
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    Small suggestions

    Hello, I want to see these things in next betapatch/patch -
    1) Civilians won't have transmitter (or at least a lot of them). Reason: They are civilians, I'm also civilian and I don't have transmitter.
    2) Give policeman M9. Also this guy can have transmitter.
    I know that I can use scripting but why they cannot have this by default? I don't want to add weapon to every officer...

    This is for next big patch...
    3) Add melee battle or at least possiblity to hit enemy with rifle (when out of ammo). I saw that It's possible (mod invasion 1944 2.5) where you can use bayonet.
    4) Possiblity to put on/off silencer. It's stupid that you can't. It's in all games I know. I want to see in arma. (again it's possible in mod invasion 1944 where you can put on/off the bayonet)
    5) Dog tags like in ACE mod
    6) Put on/off helmet

    Thank you.

  2. #2
    Master Gunnery Sergeant ArmAriffic's Avatar
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    1. Transmitter = radio?
    if yes they need it for side/global/ect chat

    2. Maybe

    3. hand to hand/knife battles are pretty rare

    4. In real life you dont put on or take off a suppressor in the middle of a battle, you have one if you need on but you won't go round changing it

    5. Fair enough, good for MP

    6. Same as 4
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  3. #3
    Quote Originally Posted by danny96 View Post
    4) Possiblity to put on/off silencer. It's stupid that you can't. It's in all games I know. I want to see in arma.
    I want to extend ArmAriffic's answer on this one, and that is that all other games are doing it wrong, because changing suppressor on/off in absolutely most cases other than ease-to-carry is stupid.

    By using a suppressor the weapon's zero shifts compared to not mounting a suppressor, so you won't even hit in the same place anymore. For close quarters it won't make a difference, but for long range you won't even be able to hit the same person.

    Also just using a suppressor doesn't make a weapon silent. It's still really bloody loud. The only difference is that it's a different kind of loud that makes it hard to pinpoint the shooter over range, or even to identify that loud noise as a shot when at long distance.

    To mount a suppressor to be silent in CQB is thus complete nonsense. The only benefit it'd give is less of a disorienting echo and headache when fighting in buildings, and ArmA doesn't model that.
    Last edited by Inkompetent; Apr 23 2011 at 22:38.

  4. #4
    I don't really see the point of removing helmets. They would need to model hair for every single soldier then, and where would the helmet go in the meantime?

    Also, cops could carry guns (but Chernarussians wouldn't have M9s), but then you would need to tweak the AI so they weren't running around brandishing them all the time.

    So the suggestions aren't as small as they sound.

  5. #5
    Staff Sergeant
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    With the point 6 I don't exactly mean that you will can put on/off. The main point is that the helmet will fall off when someone will hit you head. Like in one mod for Operation Flashpoint.

  6. #6
    Warrant Officer Laqueesha's Avatar
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    Chernarussian police should have either a Makarov pistol rather than a Beretta 92FS as they are an Eastern Bloc country. Maybe a Glock 17, maybe.

    Helmets are integrated into the unit model, so it's not possible to take them off, would only be good for aesthetics anyway.
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  7. #7
    Quote Originally Posted by Laqueesha View Post
    Helmets are integrated into the unit model, so it's not possible to take them off, would only be good for aesthetics anyway.
    It would be very easily implemented if the helmet was added through a proxy like the weapon, or simply added to a hiddenselection like in the OFP mod. I guess that would add to immersion.

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  8. #8
    The main point is that the helmet will fall off when someone will hit you head.
    In the unlikely case where the bullet hits the strap of the helmet, releasing it from your head, you'd probably be too dead to pick it up.

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