PR:ArmA2 - Fegyverek

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From cfgAmmoMagWepVehCOBAF (i don't know if the damage are the same in PR)

rpg18 : 300 dmg gp7-v : 208 pg7-vl : 320 pg7-vr : 510 og7 : 75 from direct hit, 20 from blast damage (*large* blast damage)

The pg7v is outclassed in every way by the vl version : same speed / range, more damage, same 2 slots taken in the inventory. The "vl" is a perfect anti-light vehicule ammo, and you can still disable heavy tanks tracks with one or two good shots.

The "vr" is made to take down tanks, lot of punch but... it's slow, heavy (the rocket "fall" a lot) and take 3 slots in the inventory.

The og7 is an antipersonnel ammunition : it's light, got a really predictible flight pattern and a large kill zone. Perfect to clear buildings, mg nest or to "disable" a full squad 500m away.

For chopper, use the og7. Vehicule have hitpoints in arma2 and AT round seems to have no effect at all if you when you shoot a chopper and don't hit the engine / tail / kill the pilote (it prevent insta-killed chopper by a sabot round hitting an empty area) HE rockets hit multiple hitpoints and are really effective. I'm a 100% sure a single og7 round take down a merlin in PR, haven't try against the ah64... but it should do the work.

The real problem with the og7 is the tk / self kill. You can't use this ammo against that jeep passing you 10m away, it will probably kill you and your friends. Don't under estimate the blast area, this thing hurt a lot.

In PR, in think the best is to use a mix between "vl" and "og7" rockets. You mostly face humans on foot, sometime a jeep... and F510 are not a problem if you heavy AT guy do what he have to do. (still, you can deal some good damage if you aim at the right place)




e: [PR:ARMA2] Mortars Quote: Originally Posted by [R-DEV]Deadfast View Post

   Join a squad
   Get a combat engineer kit
   Enter a mortar
   Open map
   Left click
   Select Artillery
   Select Calc firing solution (map)
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