Not likely as it has proven to be inferior to pretty much every other round type against 6b23 body armor (for some reason).any chance we can get the 5.56 x 45 M995 ammo put back in the arsenal?
Any noticeable difference between 318 and 262 in terms of damage? Since the 318 has better velocity, if there's no damage difference that'll probably be the go-to round.Not likely as it has proven to be inferior to pretty much every other round type against 6b23 body armor (for some reason).
In testing on tac2 we found that mk262 and mk318 mod 0 performed nearly twice as well in terms of time-to-kill against a russian soldier equipped with 6b23 body armor which is the standard for russian troops, even at point blank range. mk318 mod 0 took 2-3 rounds to kill, where m995 I think actually took more than 10.
We could not measure any difference between the two.Any noticeable difference between 318 and 262 in terms of damage? Since the 318 has better velocity, if there's no damage difference that'll probably be the go-to round.
m995Not likely as it has proven to be inferior to pretty much every other round type against 6b23 body armor (for some reason).
In testing on tac2 we found that mk262 and mk318 mod 0 performed nearly twice as well in terms of time-to-kill against a russian soldier equipped with 6b23 body armor which is the standard for russian troops, even at point blank range. mk318 mod 0 took 2-3 rounds to kill, where m995 I think actually took more than 10.
Under the SOP in SAC for kicking players we find this, under "kicking" example #2Zlobin.N where is the new SOP for enforcing players to play their chosen role it's been quoted but am unable to find
Cheers did not know it was updated again 👌Under the SOP in SAC for kicking players we find this, under "kicking" example #2
Player is active and refusing to use an important slot (i.e. pilot, medic, SL) -> check if the player is able/willing to use their role in the current situation first; if not, warn the player before kicking.
So, if you aren't playing your role, we kick you.
Not likely as it has proven to be inferior to pretty much every other round type against 6b23 body armor (for some reason).
In testing on tac2 we found that mk262 and mk318 mod 0 performed nearly twice as well in terms of time-to-kill against a russian soldier equipped with 6b23 body armor which is the standard for russian troops, even at point blank range. mk318 mod 0 took 2-3 rounds to kill, where m995 I think actually took more than 10.
1.3 Armor piercing ammunition
Armor piercing rounds have higher penetration values against light armored targets and other obstacles on the battlefield. Their drawback is a slightly decreased man-stopping power. AP rounds are available in multiple calibers including 5.56mm and 7.62mm.
I'll back Skeith here. The ability to shoot through barriers such as the Tigr's bullet resistant windshields, BTR-XX's Driver/Commander plates, etc. Is a far more valuable ability to have.
I'll back Skeith here. The ability to shoot through barriers such as the Tigr's bullet resistant windshields, BTR-XX's Driver/Commander plates, etc. Is a far more valuable ability to have.
Reasoning aside, why are we restricting the ammo type anyway? It should be my individual choice to sacrifice stopping power for the ability to shoot through certain materials.
I'll back Skeith here. The ability to shoot through barriers such as the Tigr's bullet resistant windshields, BTR-XX's Driver/Commander plates, etc. Is a far more valuable ability to have.
Reasoning aside, why are we restricting the ammo type anyway? It should be my individual choice to sacrifice stopping power for the ability to shoot through certain materials.
I've seen what you show in the video. In fact, all Russians took a full 30 rnd mag at full auto so I went by wounds and priorities based on severity of the bleed which will be an accurate representation of time to kill.When we tested it we went by one simple metric that everyone can care about: How many rounds to the chest plate it takes to down a russian.
Because people figured that high velocity AP = better and then complain to us about russians being too tanky when it takes half their mag to kill a russian.
For example here is a test for m995 AP: https://i.gyazo.com/5bc9b70f99ea0c2d50e1e484f3be4cd7.mp4
EDIT: After testing this on our most recent mission file it seems m995 is working properly, so we can add it back in.
If I remember correctly there was no difference between the ACE and RHS versions of the same ammo type, so it would just be clutter.I've seen what you show in the video. In fact, all Russians took a full 30 rnd mag at full auto so I went by wounds and priorities based on severity of the bleed which will be an accurate representation of time to kill.
That being said, would you mind adding the ace versions of the 262, 318 and the rhs m193 also?
This sounds more like a mod specific bug, I suggest reporting it to the mod team.I don't know if its specifically a bug with ACRE2 or something else but if you place a Ground Spike Antenna and connect a 152 to it, you're unable to then ever disconnect it. If you pick the antenna up and move it somewhere else if you attempt to connect your 152 to it again it will not connect. Also if you remove the mast but not the antenna you get only the mast in your inventory and the antenna disappears, essentially rendering it useless.
Schmidt and Bender (scope from the Canadian mod, I believe) seems to have been removed from Longshot arsenal. Was this intentional? It's definitely one of my favourite scopes, and one of the very few available that have primary integrated night vision.