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Psychokinetix
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User Since
Aug 18 2013, 4:53 PM (591 w, 6 d)

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May 10 2016

Psychokinetix added a comment to T71092: Secondary handguns are unusable.

Ok so lets not forget about how suppressors affect handguns in this game. Particularly the ACP-C2 which fires a .45 APC round. Honestly I would say that two to three hits with a 9mm to a non-armored person would be correct with a 9mm as long as it is in the chest because honestly shooting someone in the chest with a handgun doesn't always prevent them from living on for a little while. But an enemy with a hard plate and flak jacket? I would say maybe add one more shot and they should go down. Now as for putting a suppressor on the ACP-C2 and shooting someone I know that there are still bugs in the game but to be honest a suppressed 45 and any 9mm round impacting in someones face should usually be a kill shot. There is no way that you should have to shoot someone in the head twice or more to kill them. Also most handguns are only accurate up to 100 feet and at that distance should do relatively good damage. there is a lot wrong with these handguns and they are extremely under powered.

May 10 2016, 5:35 AM · Arma 3
Psychokinetix added a comment to T69896: "ACP-C2" 1911 handgun too many rounds in the magazine and no bullet in chamber accounting.

Just to point something out, there are weapons like the H&K USP .45 that holds 10 rounds, the FN FNX .45 which holds 15 rounds and so on so having 9 rounds is not a problem in my eyes. I wish they would use the FN FNX as a model instead.

May 10 2016, 4:52 AM · Arma 3
Psychokinetix added a comment to T69167: silenced sniper rifle.

Once again they should just simply allow you to choose your ammunition. Create a subsonic or supersonic ammo for the rifle itself. It should not matter if the rifle is suppressed or not whether said ammo could be used. A Suppressed .50 is still going to be heard because after all that is a loud pop in the chamber of the weapon. Granted it is going to be nothing like it would be if if the weapon was unsuppressed. I agree with Suppressed Sniper Rifles. This is a simulation game and if you can use them in real life with supersonic Ammo or Subsonic Ammo why not give the players their realistic options. Also Make sure that the suppressors don't reduce damage or anything like that. There are suppressors that can even make weapon systems more accurate and not reduce their muzzle velocity. All a Suppressor does is absorbs the gases released at the end of a barrel to help reduce the sound waves sent out by their release. That doesn't mean that they reduce anything on the round though, they do reduce weapon signature.

May 10 2016, 4:25 AM · Arma 3
Psychokinetix added a comment to T64666: Suppressors have an unrealistic deleterious effect on bullets.

In battlefield 3 they did the same thing which was that if you suppressed a weapon it automatically gave you different ammo. I would rather this game give you the choice of two different types of ammo for a weapon. Supersonic and Subsonic are ok. Also when it comes to the .45 round its subsonic anyways. There should be no change what-so-ever in the damage it deals when equipped with a suppressor. If you have not tried it take a .45 ACP-C2 and shoot someone in the head unsuppressed and then suppress it and it will take 2-3 shots. That is unrealistic. Personally I don't care how far away someone is. if you shoot them in the face, preferably the brain box, they would die instantly. There are considerably unrealistic effects with the Suppressors in this game.

May 10 2016, 1:32 AM · Arma 3

May 9 2016

Psychokinetix added a comment to T58799: Deploying a weapon / proper use of bipods.

Granted Wallside a Bipod weapon is not completely lacking the sway, however it is drastically reduced in comparison to holding your rifle. Even resting your weapon drastically decreases sway. I am just saying that while not entirely eliminated it would be very low in comparison unless you just don't know how to use the thing.

May 9 2016, 3:48 PM · Arma 3