Suppression is more about concealing the whereabouts of the shooter than the presence of one, even so the AI will be on you in half a second. I don't mind them being alerted, it's their response I'd like to see worked on.
Suppression is more about concealing the whereabouts of the shooter than the presence of one, even so the AI will be on you in half a second. I don't mind them being alerted, it's their response I'd like to see worked on.
Mass and velocity are also a huge factor in suppressing a weapon. A suppressor is only part of the equation if you are still firing full load rounds. If you load sub-sonic rounds with less gunpowder, a suppressor is much more effective. There is a drawback though, that smaller rounds that rely on velocity to begin with (5.56 for example) lack the mass to remain effective at longer ranges when fired at sub-sonic speeds. The Russian 9x39mm type rounds are all sub-sonic rounds, but rely on weight and brute force (as well as a hardened steel tip/core) to deal damage at a slower velocity.
It is possible with the right suppressor, firearm, and round to get results similar to the Hollywood James Bond suppressor sound. To go through the trouble of doing so is not practical on a large-scale military level, and as such military suppressors attempt to simply reduce the signature of firing a weapon. The suppressor that is now available for the Barrett M107A1 does a good job of masking the shooters exact location, and makes it harder to positively identify the tell-tale .50 cal firing signature. However the weapon is far from quiet (obviously).
Cool stuff there. Well as an untrained soldier I certainly wouldn't think the second suppression shot was a gunshot if just heard at random while i'd be pretty sure of the first.In M4 : if you have a good silencer , which are very expensive it is alot silenced than in your video
As most Arma denizens are soldiers, it'd be nice to see varying levels of response from the curious to the startled but unsure, to the certain -in animation aspects at least.
~The bearly literate pugilist~
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By the way, shouldn't the MP5SD6 be a much more powerful weapon than the suppressed M4 and AKS-74U when they're using subsonic ammunition (9mm vs. 5.45-5.56mm at same velocity)? Right now the suppressed AKS-74U is horrifyingly powerful and the MP5 is weak as shit.
Yes it's weak as piss but it's a pistol round. The only annoyance I get with it is sometimes having to give multiple headshots, it's all about shot placement not veloccity, it isn't mentioned a lot in wound ballistics, maybe for fragmenting, barrier penetration and weight retention but that's it, mainly due to the fact that velocity drops violently upon impact and sectional density steps in.
It's about the anatomical structure you hit and then what damage happens off that.. in Arma with the hitdetection and wounding this clearly shows it needs to be improved. The beta helps.
For pistol calibres you are looking for good penetration of around 12 to 18 inches of more to obviously reach the vitals from all angles.
P.S. 9mm is still a subsonic pistol round, though higher MV than a pistol... not very damaging to body tissue.
Last edited by Rye; Oct 20 2011 at 10:29.
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What would be nice if the AI was realistic enough to allow you to get away with stealth kills. The number of times I've taken some one out with a head shot with a suppressed weapon from range and in the split second of him dying his mate, who's 50m from him facing away, dives to the ground like he's in contact.
I don't need to see animated stealth kills as such, it just would be nice to be able to get away with using stealthier methods past the first shot fired.
How is it realistic to kill one and his mate won't hear falling him down, rattling sound of his weapon/gear or not even sense that something is wrong? Only stupid bots don't sense their environment....
Of course, in the actual game the enemies start looking for you when a light breaks near them.
Fix AI in ArmA3
AI knows enemy position at all times, no matter what (incl. video) || AI reflexes are extremely bad in CQB (incl. video) || AI can't see enemies being lit by light at night
Fix realism issues with ArmA3
Sprinting is too fast and instantaneous || It takes 0.1 sec to pull a pin and throw a grenade || The sun is not dangerous (this is NOT for A2 HDR, it's for A1/A2 sun visual) || floating camera when rolling and aiming