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yamachinu
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    about 3 hours ago

  • yamachinu
    created issueabout 3 hours ago
    AREXP-373·Command truck functionality.
  • about 21 hours ago

  • yamachinucommented on [AREXP-372]
    about 21 hours ago

    From the light research I did you would be correct that PBS-4 was not issued to the AK-74. However it was physically able to be attached to an AK-74. Importantly using sub sonic ammo presented the serious issue of 'squibs' when used with a longer barrel like that of a full size 74 or RPK . We don't have 7U1 in the game currently, so this is not a concern presently. That said, could you imagine a player loading a mag of 7U1 into a full size AK-74 getting a squib and blowing up the gun in his hands? As far as I know no other game has simulated this.


    The bigger issues presently would be baffle strikes due to the Non-Concentric threads creating a ‘high risk’ for a strike. Suppressor damage or even wear is also not factored into Reforger's current weapon systems (unfortunately). We would also have to deal with the fact that we have a 'sonic boom' while using super sonic rounds, and would also have severe accuracy concerns as the iron sights are not properly set up for any of these combinations. None of this is really factored into Reforger.


    Ultimately I would agree that use of the PBS-4 on a AK-74 IRL would present too many concerns to be not worth the trouble even if you had the luck, availability, to try and even make it work. However, these very serious and very real concerns if presented to the average player might make them... question reality.

    I would honestly love to have the PBS-1 and AKM family. I think it’s a shame we don’t already have them to fill this role. I would also love to see ‘Wipes’ utilized ingame. Wipes are something rarely shown in a video games accurately, especially for the era.

    I am all for this level of detail. But I don't know if this is within the scale of Reforger, but it would be really really cool if they did.

  • 1 day ago

  • yamachinucommented on [AREXP-339]
    1 day ago

    Can confirm as well. Recoil is also all over the place when scoped in and makes the gun diffecult to use effectivly.

  • yamachinucommented on [AREXP-355]
    1 day ago

    This applies for pretty much all repair truck functions. Repairs need to be positioned just right, decommisioning needs to be just right. It's a rather small but annoying QoL issue. I would go so far as to say this applies to other fuctions as well. Supply transer from a depot for instance needs the driver to be right "on the spot" near the sign to get a transfer from in the cab, same with gear transfer from an armory to vic.

  • yamachinucommented on [AREXP-364](edited)
    1 day ago

    Interesting just tested it ingame and yes that is how it works, i never knew you needed to place it directly on the mine with a prompt. The actual function is not well explained ingame.

    I also attmepted to use them for both 'false flags', or to mark a freindly side of the road while the potential hostile side is unaware, and just assumed they didn't work right or got cleaned up on garbage cleanup.

    Edit: So you can still do 'false flags' and marking roads before hand, but it requires extra steps. You have to place and arm a mine first, place a flag, then disarm the mine and pick it back up. The flag will stick around if done this way.