I know there were many disputes about the sound supressor in the game.
And what do we have now?
We have a silencer, which hears and immediately detects AI (example here: http://www.youtube.com/watch?v=NZH2dAK57wQ&feature=youtu.be) and silencer which increases the damage effect (example here: http://www.youtube.com/watch?v=MeMg0ecJto8&feature=youtu.be).
I think this not normal, because purpose of the sound suppressor, is other!
It should not be increase the force of the bullets and this should not hear enemies!
Today (v1.36), the player will no longer need to think, when to use the silencer, because the silencer in the game no has flaws, it only gives a bonuses! Now, the sound supressor only increases the damage effect of the bullet, hide muzzle flash and anyway reduce the sound (vs human player).
In this case, the game is a lost element of the strategy. A player not have a tactical choice, because the player's advantage to use the silencer always!
I think what need:
- Add to the game special subsonic ammunition.
- Not increase damage, when shooting with a silencer and standard ammo.
- Standard bullets to make a some quieter than without the silencer. (leave standard damage effect)
- Subsonic bullets to make almost not heard and without clicking of bullets. (make less damage effect)
- To teach the AI to react to shots with a silencer. If the enemy uses standard ammunition and silencer, then the AI should hear the shots on the middle distance (may be < 30-40m).
If the enemy uses subsonic ammo and silencer, then, without visual contact the AI should not hear such shot even on close distances!
Then it will be realistic and more interesting!
I remember "Operation Flashpoint", where if you used a weapon with Sound Suppressor, then the enemy bots were not able to immediately detect player!
They ran, shouted, looking around. It was adequate reaction and it was very realistic!
Why do we not see this in ArmA3?