User Details
- User Since
- Mar 10 2013, 5:21 PM (609 w, 6 d)
May 10 2016
Most gas operated semi auto rifles don't use subsonic ammo because there's not enough gas with a suppressor installed to even cycle the bolt. Maybe with a badly designed suppressor, you would get gas fluctuation and reduced velocity in regard to supersonic ammo and reduced velocity. Generally though, suppressor's are made to work with both supersonic and subsonic ammo.
http://www.youtube.com/watch?v=PEoh-MmpJNM for example.
In regards to the comment above me, how would a suppressor slow a bullet down? For example, even if a suppressor expanded and trapped all the gas from a shot, it would be as though the bullet had simply left the barrel and was then traveling with it's own momentum. The Suppressor doesn't grab on or create friction on the traveling bullet in any way, it only creates a chamber for the gasses to expand in at a controlled rate so they create less noise. So how would a suppressor slow the bullet down?
I've tested this even walking across a flat road. They still walk much slower than the player.
What should I rename it to? Animation to Ragdoll is bugged? Since it's been reviewed I'm pretty sure they will be fixing it shortly, so it shouldn't need to be voted up or anything.
This also seems to affect any type of animation, for instance going prone. If you shoot a soldier as he is going prone, he won't "die" or ragdoll until the prone animation is complete.
This is also an issue with Ragdoll deaths from bullets. It seems that there is a very small gap between a bullet hitting, killing, and then triggering the ragdoll.
There's another Issue here on the tracker that states that ragdolls are too heavy and not random enough ( http://feedback.arma3.com/view.php?id=114 ). I believe the issue is because of the gap, and there being no impulse from the bullet to affect the rogdoll, Hence they all fall the same way when standing still.
May 9 2016
If the developers can't implement it, at least make it so that modders can implement it with render to texture, I.E. not hardcoded or anything.
It needs to be toned down, but not removed completely. I understand the concept behind the feature, but it's a bit exaggerated and should really effect more of the horizontal plane rather than the vertical plane.
Same as with ArmA 2 and Operation Arrowhead. Low utilization leads to low performance.