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Marksman DLC (Picture of a new gun inside!)

Sovereign

Well-known member
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Read red below for short version.

"Let's kick off with Arma 3 Marksmen DLC: an opportunity to add interesting new firearms and scenarios, and refine weapon handling more broadly. Looking first at the content, we plan to introduce 7 new weapons: 5 rifles and 2 machine guns. Our goal is to expand the diversity of the sandbox; we've selected weapons with distinctive roles and aesthetics, which we intend to unveil closer to launch. Alongside these, new attachments and ghillie suits form the backbone of the sandbox content. In terms of scenarios, new showcase missions will be supported by additional VR training topics, plus, a brand new MP mode (about which we'll share more information soon™). Furthermore, the Virtual Arsenal will be extended to include vehicles; here, players will be able to try out all (owned and unowned) game content without restrictions or notifications.

Turning our attention to the 'platform updates', we're happy to officially confirm our work on 'Weapon Stabilization'. Previously, we've talked about this in more abstract terms, so - while we plan to offer more concrete details (and Dev-Branch progress!) over the next few months - let's dig into some specifics. We've approached this work in 2 ways: 'resting' and 'deployment'. Weapon Resting describes the 'passive' benefit of a player's weapon above a stable surface. Propped up on a low wall; leaning against the bonnet of a vehicle; lying prone, etc. Building upon that basis, Weapon Deployment describes an 'active' choice. Using attachments like bipods, players create a dynamic pivot point, around which their weapon is aimed and discharged, within an arc of fire.

Of course, we're only scratching the surface of Marksmen's development. Under the sage stewardship of Sandbox Design, there are a number of other features and more content in development, but we'd like to share these once we're more confident that they'll fit into the Marksmen development schedule. In brief, we're looking at making improvements to certain aspects of audio, AI, and the handling of recoil more broadly. Aside from this, our scenario designers are focusing upon basic MP gameplay systems. The goals of this work will be shared in detail along with the aforementioned 'MP mode'; in short, our intention is to experiment with new scripted solutions to common multiplayer needs, such as incapacitation and revival, with a view to building on this work with engine implementation in the long term."

Short version-5 rifles,2 machine guns,working bipods,improved sound, and recoil changes.

 
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Would not like to be on the other end of that gun...

Have you been a good buy Grannez?

 
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looking forward for UNMC to getting some great new guns to fill people full of holes with

 
Was just reading that on BIs website, I am interested to see how the Bi-Pods work. Looks like your gun will be attached to the ground once the bipod is deployed... Not too sure I'd like that, but then again I've never really got to grips with sniping in arma 

 
Would not like to be on the other end of that gun...

Have you been a good buy Grannez?
I have tried my best, even played with new players picking peaches on a quad bike. I hope that cuts it.

(sorry dainmk)

 
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I am very much looking forward to the weapon recoil and general control part. Should be a lot of fun.

 
The gun in the picture is some sort of an .50, from what I can see on the picture.

The bullet shorter than the bullet used in a Lynx and .408

I am not that in to the weapons used today or in 2030 for that matter, but it could look like some sort of an DMR, so I am very interested in seeing the weapons.

 
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The gun in the picture is some sort of an .50, from what I can see on the picture.

The bullet shorter than the bullet used in a Lynx and .408

I am not that in to the weapons used today or in 2030 for that matter, but it could look like some sort of an DMR, so I am very interested in seeing the weapons.
12.7mm x 54

 
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