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Weapon list addition
Closed, ResolvedPublic

Description

Hello.

The sides small arms weaponary pretty much balanced,but I think game needs a bit elder types of weapons,that was in ArmA2.

-Small unguided AT launcher(like M72/RPG22) the reason is - Guided missiles are to expencive IRL,thats why in squad level uses this launchers.The launcher effective at around 200 meters as anti infantry in structures and may stop(Not fully destroy in one shoot) light vehicle.Only one shoot,then you need new launcher.I saw XM25 in weapon list,but you can't use other small arms,if you carry it.

-Medium Machine Gun.General-purpose machine gun.Currently IRL they uses 7.62mm ammunition mostly(exept china,but they do't like it much).Need change only one thing - 7.62 round became old for these times.Better to use .338 Norma Magnum in Medium Machine Guns and DMRs.As well as use it as mounted on vehicles and tripods.I think will be good LWMMG for BLUFOR and MG3(Heavy Modification) or PKM/PKP(Heavy modification too) for OPFOR.

Well that most nessesary weapons,that needs in squad/team level,rest of them are exist.Thats not important,but in ArmA and ArmA2 was diffirence,between Machingunner and Automatic Rifleman.And in generic infantry squads always have an Rifleman-AT with light rocket.

Details

Legacy ID
3992485090
Severity
None
Resolution
Not A Bug
Reproducibility
Have Not Tried
Category
Gameplay

Event Timeline

samogon edited Steps To Reproduce. (Show Details)Apr 14 2013, 11:42 AM
samogon edited Additional Information. (Show Details)
samogon set Category to Gameplay.
samogon set Reproducibility to Have Not Tried.
samogon set Severity to None.
samogon set Resolution to Not A Bug.
samogon set Legacy ID to 3992485090.May 7 2016, 1:36 PM

As you can still read on arma3.com there will be hundreds of weapons (and vehicles) present in the final version, so do not worry about weapon balance before we got a fully featured beta.