As a player we have different options for the gear we can have our guy wear such as uniforms, vests and backpacks. It appears to me as though some of those gear store more or less objects in them. Example: some back packs can store more stuff then others and some vests can store more or less stuff then others.
In the campaign or player made missions if my player can get ahold of an enemy uniform and wear it, will it help me get near/closer to the enemy without/before they attack me verses wearing my factions uniform?
I don't know very much about the different ammo sizes and there strengths vs each other. Could some list them in order from strongest to weakest or vice versa for me? (Talking about ammo for infantry guns, not launchers or other weapons)
For #1 and #3 you can go into 'Learn' > 'Virtual Arsenal' from the main menu, and looking through the gear in there will show you various statistics about how much space the various backpacks hold, and what the stats are of the different rifles. I think that should answer all your questions if you take a look through there.
For #2, sadly no, as switching uniforms is something that is not supposed to be ever happening in RL (against the Geneva convention I think?). There are various hacky ways around it though if you are still interested; some mods let you access all uniforms from arsenal/boxes (Unlocked Uniforms is the first one that comes to mind), but even with that, enemies will not recognize that you are wearing their uniforms. You'd have to either use a mod, or edit a mission (or use Zeus, which is what I do) to set the players to 'captive' (ignored by enemies) until they should be discovered.
Virtual Arsenal is the place the learn about it. There is a little bar graph below the item you selected. The armour and stuff you can carry corresponds well with my experience in the campaign. The virtual soilders will wear the same loadout as you do so you can test out how protective a certain vest or uniform is.
When it comes damages done by bullets, it is complicated in real life. It depends on the energy of the bullet and how it's transfered to the target. The first part is basically it's kinetic energy: 1/2*m*v^2.
The speed matters - the slower it travels, the less damage it does. But then again, even a ricochet or over-penetrated bullet, if they hit the unlucky target, can hurt and kill. In ArmA, bullet slows due to air resistance, and ricochetting or penetrating materials slows it down a whole lot. The barrel length also affect the bullet speed now, longer barrel gives a faster bullet speed. Attaching suppressor also increase the speed a bit. Whether these effect can give a noticable effect, however, is another thing.
Mass of the bullet also matters but that is not something readily available for us to see. Generally, larger caliber gives a greater mass as the bullet is larger. Generally, I said, as bullets can vary in length, and thus giving a higher mass even with the same caliber. Case in point would be the VSS Vintores, having a longer bullet compared to the 9mm pistol round, is said to be able to penetrate some body armour at 400m, despite actually being subsonic.
I hope those may help you get a sense of the bullet's energy in the game. I can't really give an absolute answer about their energy without digging into the config files. But if a generalisation is really needed, I'd say within the same category (ie, between pistols, or between assalt rifles for example), a larger caliber means more energy.
Terrorists do it all the time (wear enemy uniforms to infiltrate the opposing side). It happened in ww1, ww2, and most major cpnflicts since. So to me that should be part of the game. USA, Russia, Vietnamese, Alqueda (not sure on spelling lol), ISIS and many other countries/factions have all employed this strategy in wars.
Listing the rounds from strogest to weakest or vice versa. That way I know which weapon in general is more powerful then the next etc. That way I can choose the right weapon for each mission etc. I have no idea which is stronger except 50 cal being one of the strongest except for the new marksmen weapon that shoots a subsonic 50cal round.
That's pretty much your list right there, within each calibre I have no idea but very much doubt it makes much difference in an actual mission. .45 pistols are pretty powerful, the 9mm pistols are weak. The 9mm SMGs make up for the weak round with a high rate of firepower.
As for the uniforms the stated reason is "Geneva Convention"-the most likely reason is AI problems, at the moment AI do not have sophisticated rules of engagement, they know if someone is friendly or enemy, they can only check if they're supposed to fire or not (there is a fire when fired upon setting as well). For example if you introduce wearing enemy uniforms you have to consider what point the AI realise you're enemy, when you're not in the right area? When they get close to you? If your face is from a different type to theirs (e.g. white guys compared to persian faces, opens up a whole new can of worms when you want a mixture of people on each side)? Then you need to consider the fact that it's ridiculously easy to nab a uniform in game (if they were unlocked), I very much doubt you'd stop in a firefight in real life, take off your helmet, vest and boots, switch clothes, put that stuff back on, while in game a right click and suddenly any new enemy have no idea if you're friendly or enemy.
I'm pretty sure that the enemy would be really suspicious of a random guy dressed as one of them who isn't on their comms net, isn't in a known friendly location, and doesn't speak their language. Of course, for less organized forces such as the FIA or ISIS or whatever it has sort of worked in the past (SF dressed as insurgents), but only because no one saw them or if they did they were dead shortly after.
US special forces and most other countries DO use enemy uniforms in conflict and its been happening since ww1, ww2 and most other conflicts including Afghanistan, Iraq, and currently in the Ukraine by Russia. As far as people noticing faces, come on guys. In war you don't know everyone and like I said its proven fact they all do this, only uninformed and naive people don't know or believe this!
Countries like Nazi Germany and Japan under Hirohito did and Russia may still do this and violated or violate the international laws of war. However, soldiers applying these tactics aren't protected by the laws they violate and therefore risk execution. US special forces in Afghanistan and Iraq can't use enemy uniforms because their enemy is an irregular armed force who do not use uniforms in the first place. If they did they were a regular army and easy to distinguish from the local civilian population.
Do you mean .338 instead of .308? 9,3mm is stronger than .338 but less precise. I made a list for vests and uniforms and put it on the steam forums but not everything is up to date. I'll wait for the next main branch update because it will most likely change a lot of mass values. You can find it here:
21 years after its PC debut, Team17's Worms Armageddon is getting a huge update that makes it playable on modern machines. The Worms franchise has been running since 1995, primarily as turn-based tactics games. It's a traditional turn-based artillery game, albeit with slimy creatures instead of tanks. Known for its collection of wacky weapons and its dry British humor, fans have returned again and again as the series continues to grow, even in modern times. However, there are some that say the franchise hit its peak in 1999 with the release of Worms Armageddon. Originally an expansion pack for Worms 2, this quickly brought the series to explosive new heights.
After its PC success, the game eventually made its way to everything from the Dreamcast to the Game Boy Color, with varying degrees of success. Despite multiple new titles releasing in the intervening decades, many still hold up Worms Armageddon as the prime example of the series. Team17 acknowledges this as well, widely advertising during the development of Worms WMD that the sequel was created on the back of the source code for Worms Armageddon. Unofficially, fans have continued to work on keeping Armageddon alive and that's where today's big update comes into play.
As explained on the Steam page for Worms Armageddon, the big update was created largely thanks to work done on the game by fans in the years since its release. The biggest feature includes full compatibility with Windows 10, something the game has struggled with in the past. There's also now support for a windowed mode, which fixes compatibility with older machines that can't run modern resolutions. Other features include support for seven different languages, the ability to play a new round on terrain devastated by a previous match, a streamer mode that hides IP addresses in-game, and bot support for online matchups.
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