Arma 3
Difference between silencers?
Whats the difference between the 6.5mm suppressor and the 6.5mm stealth suppressor?
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Showing 1-5 of 5 comments
UBE Chief Feb 24, 2017 @ 9:13am 
The standard 6.5 suppressor is attached to the MX (MXM, MX SW, etc.) and Katiba line of weapons, as well as the Mk200 LMG.

The 6.5 Stealth Suppressor is for the Type-115 from Apex. It will not work with any other weapon.

The Stealth Suppressors (6.5 and 5.8) also suppress heat for a while, so when the weapon is fired, it doesn't give off as large of a heat signature, when opponents are using Thermal Sights (TWS scopes, ENVG-II, Nighstalker scopes, etc.).

Give them a shot in Virtual Arsenal and see for yourself :D
Oh cool. Thanks for letting me know! :)
Donoghu Feb 26, 2017 @ 4:56pm 
On top of the heat signature, there's also a slight difference on the shots.

6.5mm suppressor :
- A bit louder*. Usually, you got 2 shots 20m around an enemy before they can guess your position.
- Reduce the speed of the bullet by approx. 0.5%-5% depending on the difficulty
- Flash/Heat signature can be seen by the enemy.

6.5mm stealth suppressor :
- Less louder* You got 3 to 4 shots 20m around the enemy before they can guess your position.
- Reduce the speed of the bullet by approx. 2%-10% depending on the difficulty
- Flash/Heat signature is reduced and hardly seen by the enemy unless they're <250m.

The speed of the bullet mostly means that you got a slight additional adjustment to take into consideration when taking a shot AND that the bullet will deal less damage if it hit from long range. (Especially against armored ground units which can take 3-4 shots from >900 while they take 1-2 shots without silencers.)

* Silencers aren't 100% sound proof. Every time you shoot at an enemy (or an enemy close to another enemy), it can pin point your location. Silencer allows more shot before the enemy pinpoint the shooter's location. I mentioned 20m around an enemy as if you shoot further (30m-40m) while the enemy might get alerted if he "sees" the shot hit the ground, he won't gain much from the ballistic localisation and, at worse, he'll start running around alerting all the enemies around. Any shot within 20m from the enemy will give it a kind of "awareness" of your direction which raise each time you shoot after unless you move around whenever you have shot a couple of times. (The enemies will then run to your "last" known area.)
Last edited by Donoghu; Feb 26, 2017 @ 4:57pm
Reticuli Aug 28, 2021 @ 6:37pm 
This doesn't make sense.

The smaller "stealth" cans with the built-in heat-sinks and externally-vented baffles should be louder, though it makes sense they'd release heat faster and not show up on thermal scopes for as long with a single shot or as quickly build up a substantial IR signature with extended shooting. I'm fine with the smaller stealth cans also having less flash than quieter and heavier non-stealth cans since they're a hybrid flash suppressor and noise suppressor with sinks and vents, but the standard big simple cans should be quieter even if they get hotter faster and longer and have more flash. Sound damping is directly proportional to the size of a can and the number and complexity of its baffles, with higher-maintenance fluid-filled cans being even more effective than what's available in Arma 3.

The first shot out of all cans should also be louder than subsequent shots.

I have read online, but cannot confirm, that only the ASP Kir with integrated suppressor is using subsonic ammo in stock Arma 3, and therefore is the only one that is completely quiet to the AI, though it appears to be slightly skewed as under-powered in impact than it should be. Also sounds too much like an air compressor spurt right now for my taste. It should just sound like the mechanism action. I believe any semi-auto that runs 45 should be capable of firing subsonic ammo fairly reliably, with revolvers being jam-free. I don't think there are 22 revolvers in the game or any mod, though that would also be silent. Any non-revolver firing subsonic rounds should have a higher probability of jam per round.
Last edited by Reticuli; Aug 28, 2021 @ 7:53pm
ASP Kir uses subsonic .50 calibre ammunition. It has a much greater trajectory than a supersonic. 50 calibre. It is only effective to 200m in rl but it can penetrate armour. The VSSK is the real life version.

https://en.m.wikipedia.org/wiki/VKS_sniper_rifle
Last edited by опытный стрелок; Aug 29, 2021 @ 2:41am
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Date Posted: Feb 24, 2017 @ 9:03am
Posts: 5