Red Panda 0 Posted June 14, 2012 Would the M4A1 CCO still make a good bit of noise if you were using SD ammo? Or would the subsonic bullets make it quite a bit quieter?I'm using an MP5SD right now but the bullets are just too scarce and I'd like a multi-purpose gun. Share this post Link to post Share on other sites
exigo 2 Posted June 14, 2012 It won't work!!In RL it would produce less sound but the kinetic energy and muzzle velocity would be low and it would be counter productive.The game engine won't allow SD ammo in non SD weapons Share this post Link to post Share on other sites
andb52 12 Posted June 14, 2012 The game DOES allow you to use SD STANAG magazines in a non-sd weapon. But it is no different sound-wise than using normal STANAG. Share this post Link to post Share on other sites
Kobra (DayZ) 0 Posted June 14, 2012 gg exigo ignorant or arrogant id say 50/50 Share this post Link to post Share on other sites
exigo 2 Posted June 14, 2012 Huh, it actually allows you too SD mags in normal weapons??Heh, been playing ArmA since OFP and never knew that. I guess my military background just made me never try as its wortlhless Share this post Link to post Share on other sites
CrossShade 4 Posted June 14, 2012 Huh' date=' it actually allows you too SD mags in normal weapons??Heh, been playing ArmA since OFP and never knew that. I guess my military background just made me never try as its wortlhless[/quote']Using Ammo against targets that move slowly or forcing someone to either give up their position or DC is worthless? (may even pull a kill).Don't apply a military background to this mod, it's far from a military experience. Share this post Link to post Share on other sites
Red Panda 0 Posted June 14, 2012 Alright...thanks for the answer guys.What do you guys recommend for low-sound kills while sweeping military areas? (To avoid player detection for our outfit) Share this post Link to post Share on other sites
duddbudda 33 Posted June 14, 2012 the MP5 SD6 is the only option if you want to remain undetected by players: the M4 SD can be pinpointed from 100 yards, the MP5 SD6 is only audible from 20 yards or lessthe M9SD is a good choice, but is too inaccurate to warrant such rare ammo, imoideally you want to not kill any zeds and if your overwatch spots anyone they can be dispatched without aggroing any Share this post Link to post Share on other sites
Red Panda 0 Posted June 14, 2012 the MP5 SD6 is the only option if you want to remain undetected by players: the M4 SD can be pinpointed from 100 yards' date=' the MP5 SD6 is only audible from 20 yards or lessthe M9SD is a good choice, but is too inaccurate to warrant such rare ammo, imoideally you want to not kill any zeds and if your overwatch spots anyone they can be dispatched without aggroing any[/quote']I can see what you're saying. I'm just trying to find a happy balance between long range and close range. I currently don't have enough space to carry a 2nd weapon. Share this post Link to post Share on other sites
spuddels 12 Posted June 14, 2012 So can i not use normal stanag mags in my M4SD? Share this post Link to post Share on other sites
wolfgang784 13 Posted June 14, 2012 You can use SD rounds in non SD weapons, but SD weapons require SD rounds. Kind of annoying since I had to drop my M4A1 CCO SD due to lack of SD stanag, but oh well. Share this post Link to post Share on other sites
Hawk24 94 Posted June 14, 2012 If you use SD ammo in an unsuppressed weapon your weapon won't pull aggro from zeds since the ammo determines the sound for the AISD ammo is noiseless for AI, no matter which weapon you fire it fromOther players still hear your weapon though, and I don't know if SD ammo deals less damage because of the lack of velocityAlso some unsuppressed weapons change their zero when using SD ammo, so you should fire some test rounds to make sure your weapons isn't magically zeroing in on 1km because you put in a STANAG SD mag Share this post Link to post Share on other sites
Deathstruck 0 Posted June 14, 2012 If you use SD ammo in an unsuppressed weapon your weapon won't pull aggro from zeds since the ammo determines the sound for the AISD ammo is noiseless for AI' date=' no matter which weapon you fire it fromOther players still hear your weapon though, and I don't know if SD ammo deals less damage because of the lack of velocityAlso some unsuppressed weapons change their zero when using SD ammo, so you should fire some test rounds to make sure your weapons isn't magically zeroing in on 1km because you put in a STANAG SD mag[/quote']Wait, is this for real?So let me get this straight, the Zombie AI won't bother with ANY weapon filled with SD mags? Cool :D Share this post Link to post Share on other sites
Castle (DayZ) 23 Posted June 14, 2012 Wait' date=' is this for real?So let me get this straight, the Zombie AI won't bother with ANY weapon filled with SD mags?[/quote']Yes, that's correct. The AI is not very smart about it.I don't know if it was a bug, but a friend of mine fired his M4A3 CCO with an SD mag in from ~300 meters away from me two days ago and it made no sound. It was very clear from closer, and I swear you can usually hear guns from farther away. I was scoped on him and could see the gun flare. Share this post Link to post Share on other sites
eldritch (DayZ) 17 Posted June 14, 2012 Just tested this out with M4A3 CCO and SD mags. It's silent to zoms but definitely not silent to players. SD rounds in the M4A3 CCO do not follow the same trajectory of the regular ammunition.They don't seem to be less accurate, they just fire consistently higher. Seem to remember being able to zero the M4A3 CCO in the past, but page up/down had no effect this time around. Share this post Link to post Share on other sites