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- Mar 5 2013, 11:50 PM (615 w, 4 d)
May 10 2016
Every soldier has a first aid kit which is used to prevent someone from bleeding out for example. It just contains some bandages and other things to dress someone's wound, so the wound doesn't get infected. While the medkit, used from a medic, contains much much more things.
That's also the case in ArmAIII. If you use a first aid kit, it won't heal you, it just stops the bleeding and prevents you from bleeding out but your health stays the same. A medkit stops the bleeding and heals you back to 100% health.
Also with ArmAIII's new inventory system it makes sense that they've given these two special classes a seperate toolkit. Because they both weight something and need to be carried in a backpack which reduces their fatigue. Else you could magically heal someone when you've got nothing but your underwear.
No, it should stay the way it is.
Medics and Repair Specialists spawn with their corresponding tools by default. If not then it's the intention of the mission maker.
Besides, just because you have all the necessary tools doesn't mean that you can make use of them. You'll lack the required knowledge to treat someone's injury from a bullet, for example.
May 9 2016
It probably means that the devs have seen this ticket and are now looking into that matter
If you're a BLUFOR/OPFOR soldier you can only take uniforms from one of your own and not from your enemy or civilian. As civilian though, you can wear every piece of cloth.
The reasoning behind this is because it goes against Geneve Convention, and it would cause some problems with the AI.
Got the exact same problem
@SGTIce, the bullet definately travels faster than 300 m/s. In case of the Steyr AUG (which I used in military) the bullet travels at 990 m/s
The recoil is fine (imo) because you don't have a pinpoint accuracy like in ArmAII and thus the firefights last longer, which is definately a plus!