- User Since
- Apr 13 2013, 9:31 AM (518 w, 5 d)
May 10 2016
3-4 shots to torso are simply too many without vest at close range. Low penetration against body armor and inaccuracy should be the weaknesses of pistols, not their lack of stopping power at close range.
Discounting body armour pistol should at least as much damage as rifle at close range. Both 9mm and .45 ACP are both too weak. This weakness also extends to SMGs. Head shots without helmet should always be fatal and 1-2 rounds to torso.
Just noticed, tripwire mines are lethal only on veteran difficulty settings and not on recruit. Maybe there's a way to keep them less lethal on veteran as well. ArmA 3 could use a small mine that would injure legs and make you crawl. On recruit you can step over mines and just get hurt tiny bit.
I've tried tripwire mines & other AP mines and stepping on them causes instant death every time (latest beta), so I don't know what you are doing different?
Anyway, the main point is to have both lethal and non-lethal mines in the game letting the mission designer decide which to use. IRL, the purpose of non-lethal AP mines is to cause injuries, since a wounded man is a burden while a dead man isn't.
removeUniform does not seem to in multiplayer.
May 9 2016
I agree, many military boats have crash stop feature. This should be menu option however if possible and make normal reverse stop possible (which is also way quicker IRL than in ArmA 3).
Let me also add that when you switch engine off the resistance from water should also stop the boat pretty quickly, now in it seems to drift way too long.