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DAGR rocket needs to be adjusted for authenticity
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Description

The DAGR rockets are far too powerful compared to the real life weapon they are based on. They hit far too hard are F&F and are too maneuverable. They are basically a Hellfire Longbow in a 2.75 inch rocket housing.

I suggest;

  1. Reduce damage. 1 to destroy a soft vehicle, 1-2 to disable/destroy an MRAP, 2-3 to disable/destroy and APC, 3-4 to disable/destroy heavy armor.

Another option could be to introduce different types of DAGR rockets with different warheads, like HEDP and HEAT.

  1. Close in off-boresight locking range (the real thing is +/- 8 degrees). Maybe +/- 16 degrees for the sake of extra development in the 2035 setting.
  1. Require lock/paint till impact, allow lock on after launch (to any valid laser).

Details

Legacy ID
389916544
Severity
None
Resolution
Open
Reproducibility
Always
Category
Balancing
Additional Information

Event Timeline

Traumaau edited Steps To Reproduce. (Show Details)Jul 31 2013, 9:24 AM
Traumaau edited Additional Information. (Show Details)
Traumaau set Category to Balancing.
Traumaau set Reproducibility to Always.
Traumaau set Severity to None.
Traumaau set Resolution to Open.
Traumaau set Legacy ID to 389916544.May 7 2016, 3:46 PM

I did a keyword search for DAGR, the word DAGR is not in that ticket once so I missed it. Also that only addresses targeting in regards to the DAGR.

The ticket is perfectly valid (it addresses the specific problem), the linked one is too broad.

I respect your opinion but please no artificial balance in Arma other than for the AI.

You can script this feature you want or create an addon.

Bohemia added a subscriber: Bohemia.May 7 2016, 3:46 PM

It may not be artificial..DAGR is essentially a guided FFAR or Hydra rocket (rockets being the least accurate weapon on aircraft today), it should in no way possibly compare to a hellfire missile as it does not have the room for explosives or the penetrating head.

http://defense-update.com/images_new/dagr_292_9247.jpg
http://www.barking-moonbat.com/images/uploads/ORD_LOGIR_and_APKWS_lg.jpg

http://www.lockheedmartin.com/content/dam/lockheed/data/mfc/photo/reduced-range-practice-rocket-rrpr/mfc-rrpr-photo-01-h.jpg
http://imageshack.us/a/img706/3567/agm11421.gif

At best high explosive would destroy a soft vehicle, it wouldn't be capable of destroying actual armor because it's not designed to and weakening the damage output would in fact be more authentic as opposed to "balance".

Then the title, category and description should be edited to reflect he only wants them adjusted to be more realistic.

The tags: "nerf and op" are also a problem.

The wording choices say "BIS plz nerf" while the actual message says make them more realistic.

They are OP compared to their real life counter part (as linked in additional info), nerf is a common term used to describe making a feature/weapon/skill etc. weaker. I chose balance as it is a balance issue and also the most accurate of the available category's.

ProGamer, Your last comment makes no sense? What exactly are you trying to say?

OP has put it as simply as he possibly could of, the DAGR is too powerful in it's current form and is unrealistic?

I agree with the OP they are too powerful for what they are suppose to be.

I haven't voted on it yet.

Lol, that's what I get for posting at 1:00am in the morning.
But seriously though, some of the wording is misleading.
The title should say something like "DAGR needs to adjusted"

Feel free to vote as you like, but you claim to be wanting realism with no 'artificial' balance. Yet are all over me for suggesting a more authentic DAGR. I don't get you.

Edit: So is it just the wording? You hate the word balance? If so I think you're a bit stuck on that word. I'm not looking for a perfectly balanced game where both sides are basically the same. If I did I would argue for 8 hellfires in place of the DAGR's to be on par with the 8 skalpals of the Kajman.

I just want it to be believable, and right now the DAGR is a joke.

I am still waiting to vote, I agree but I find this somewhat misleading. That's all there is too it.

Completely agree with this except for the 3-4 missiles to kill heavy armor. They could damage the tracks but not kill it. Though for balance reasons they might to be able to kill it, but maybe it closer to 8-10 missiles.

It might also be nice, if possible, to make it dependent on continuous target lock, as it is a laser guided weapon, not an active fire and forget missile.