zapat 56 Posted April 1, 2013 I am a bit confused about weapons. Let's take the MX series. What is the difference in them? MX 3GL has a grenade launcher, MX SW has bipods, thats okay. But other than that? What is MX, MXC, and MXM, (and even MX SW can take all MX munitions so what is MX SW). As you can switch accessories I don't see a reason for MXM for example. Or adding a tracer 100 mag to a MX turns it basically into an MX SW. Apart from these looking at configs, we have a LOT of variants too, eg. arifle_MX_Hamr_point_grip_F, arifle_MXC_ACOg_point_grip_mzls_F, etc. Are those premade accessoried weapons? In A2 it made sense, since you didn't have any other way to customize your weapons. But is there a difference in A3 between a pre-made one and a custom-built one? The reason I am asking this is easy: I would like my spawned units to have custom weapons which matches their skills and type, and I am confused how should I approach. Give them MX-es and eg. add a scope to the marksman? Or should I use the pre-made weapons? Share this post Link to post Share on other sites
taltsinth 1 Posted April 1, 2013 I am a bit confused about weapons.Let's take the MX series. What is the difference in them? MX 3GL has a grenade launcher, MX SW has bipods, thats okay. But other than that? What is MX, MXC, and MXM, (and even MX SW can take all MX munitions so what is MX SW). As you can switch accessories I don't see a reason for MXM for example. Or adding a tracer 100 mag to a MX turns it basically into an MX SW. Apart from these looking at configs, we have a LOT of variants too, eg. arifle_MX_Hamr_point_grip_F, arifle_MXC_ACOg_point_grip_mzls_F, etc. Are those premade accessoried weapons? In A2 it made sense, since you didn't have any other way to customize your weapons. But is there a difference in A3 between a pre-made one and a custom-built one? The reason I am asking this is easy: I would like my spawned units to have custom weapons which matches their skills and type, and I am confused how should I approach. Give them MX-es and eg. add a scope to the marksman? Or should I use the pre-made weapons? MX 3GL is equipped with a 3GL grenade launcher. MXM is a designated marksman rifle for engaging targets from a larger distance compared to assault rifles. MX SW is a light support weapon providing light machinegun support. MXC is a carabine version with shorter barrel, better suited for close quarters combat. The other's such as the arife_MX_Hamr_point_grip_F are, as you mentioned, variants of the rifle's with accessories already equipped. As to equipping squads, it's entirely up to you how you approach this task. I personally assign each weapon, then each accessory in turn. This way I have complete control over what, if anything, they have as accessories. Share this post Link to post Share on other sites
zapat 56 Posted April 1, 2013 Thank you for the answer. I understand their role. But what makes the difference? What makes an MXM a marksman rifle? Why can't an MX equipped with Marksman optics be a Marksman rifle? What makes an MX SW a machinegun if an MX can be loaded with a 100 round tracer magazine? See, I am used to nowaday weapons (I've never benn a solider, I am only interested in the topic a bit) In A2's contemporary weapons it was separated, but these new weapons (although they are highly customizable) I don't see the deifference. Maybe this is an advantage for a weapon. Share this post Link to post Share on other sites
cobra4v320 27 Posted April 1, 2013 Different barrel lengths has a role in it, the MXM has a magpul PRS stock which is normally used on sniper/DMR rifles. Its like the difference between an RPK and an AK-47 when comparing some of the others. We are also obviously limited in scopes right now. The scopes we currently have can be used on a variety of weapons. ---------- Post added at 17:39 ---------- Previous post was at 17:34 ---------- Another comparison, I own a surefire 60 round magazine, they also make a 100 rounder which is used in game. I can use that magazine in a variety of weapons that accept a standard 5.56 magazine. Share this post Link to post Share on other sites
chortles 263 Posted April 1, 2013 The closest US military comparison to a modern weapon for the MX SW might well be the M27 IAR, though my understanding is that officially only issued thirty-rounders are supported. The MXM is also in higher caliber (7.62 x 45 mm Czech) than the MX/MXC/MX SW (6.5 x 39 mm caseless). Share this post Link to post Share on other sites
max power 21 Posted April 1, 2013 Pragmatically the difference is that weapons with a bipod are more stable when firing prone. I think the MXM is also chambered for a different intermediate round: 7.62x45mm. This is probably a reference to a round developed by Czechoslovakia and in service from 1952 to 1957. Share this post Link to post Share on other sites
cobra4v320 27 Posted April 1, 2013 Another comparison is the G36 and its different variants. G36K, G36C, MG36. Similar to the MX series. ---------- Post added at 22:44 ---------- Previous post was at 22:43 ---------- This is probably a reference to a round developed by Czechoslovakia and in service from 1952 to 1957. My issue with this is they also made this the same round for the M14 SAGE EBR when it should actually be 7.62x51 NATO. Share this post Link to post Share on other sites
chortles 263 Posted April 2, 2013 (edited) Let me note that the MX 3GL is only in the game as a separate weapon because Arma 3 (read: the BI devs) did not implement "simulating" the underbarrel attachments as was implemented with muzzle-mounted suppressors, side-mounted lights/lasers and top-mounted optics. Apart from these looking at configs, we have a LOT of variants too, eg. arifle_MX_Hamr_point_grip_F, arifle_MXC_ACOg_point_grip_mzls_F, etc.Are those premade accessoried weapons? In A2 it made sense, since you didn't have any other way to customize your weapons. But is there a difference in A3 between a pre-made one and a custom-built one? I can answer this: the variant classnames are for premade weapon/accessory combinations, though "grip" isn't actually representative of an attachment (for the aforementioned reason that "underbarrel" isn't simulated so except for the grenade launcher the rest such as the basic rifle and carbine's Magpul AFG or the MX SW's bipod and foregrip -- the user holds it by the foregrip, by the way -- are basically cosmetic). You can use these "premade combo" classnames to add/remove those combos instead of having to name the base weapon and then each specific accessory, thus saving you a line or two in the unit init if the desired combination has its own specific classname. For example:removeAllWeapons this; this addMagazines ["30Rnd_65x39_caseless_mag", 5]; this addWeapon "arifle_MX_ACO_point_grip_f"; this addPrimaryWeaponItem "muzzle_snds_h"; This unit init replaces your unit's default weapons and magazines with five 6.5 mm STANAG thirty-round magazines (the ones used for the MX/C/3GL, though the game erroneously lists them as also being compatible with the MXM while omitting the MX SW) followed by the pre-made "basic MX with ACO and IR Laser Pointer" while the line after that also adds a Sound Suppressor (6.5 mm) to the compatible primary weapon. (Putting the weapon before the ammo results in the weapon being unloaded while that magazine goes into your character's uniform/carry rig/backpack as if it were a spare.) Note, any 'conflict' between such "premade" classnames and subsequently-added accessories is resolved in 'favor' of the accessory, which replaces whatever was on the "premade". For example, if all you want to do to a basic BLUFOR Rifleman is replace the default optic, you can simply add the desired optic to the Rifleman's unit init as in this example: this addPrimaryWeaponItem "optic_ACO_grn"; This example replaces that particular Rifleman's default optic (a "RCO") with the green-reticled ACO (the one with a dot atop the tip of a chevron); using "optic_ACO" instead would result in the red-reticled ACO (the one with a dot within a circle). The reason I am asking this is easy: I would like my spawned units to have custom weapons which matches their skills and type, and I am confused how should I approach. Give them MX-es and eg. add a scope to the marksman? Or should I use the pre-made weapons?As the above examples show, if the unit already has a desired weapon then you may simply add to or replace the unit's accessories.For what it's worth, here's the classnames for the BLUFOR infantry units' default weapon/accessory combos: Automatic Rifleman: "arifle_MX_SW_Hamr_point_gripod_F" Explosive Specialist: "arifle_MXC_ACO_flash_grip_mzls_F" Grenadier: "arifle_MX_GL_ACO_point_F" Helicopter Pilot: "arifle_MXC_Holo_F" Marksman: "arifle_MXM_Hamr_point_gripod_F" Medic: "arifle_MX_ACO_point_grip_F" Repair Specialist: "arifle_MXC_ACO_flash_grip_mzls_F" Rifleman: "arifle_MX_Hamr_point_grip_F" Rifleman (AT): "arifle_MX_ACO_point_grip_F" Rifleman (Light): "arifle_MXC_F" Squad Leader: "arifle_MX_GL_Hamr_point_mzls_F" Team Leader: "arifle_MX_GL_Hamr_point_mzls_F" For adding suppressors, here's the corresponding init lines to add: this addPrimaryWeaponItem "muzzle_snds_B"; this addPrimaryWeaponItem "muzzle_snds_H"; this addPrimaryWeaponItem "muzzle_snds_H_MG"; this addHandgunItem "muzzle_snds_L" The first line is for the 7.62 mm rifles such as the MXM and the EBR, the second line is for the other MX rifles (MX/C/SW/3GL) and the third line is for the Mk 200 LMG (only OPFOR Autorifleman has this by default) while the fourth line will work for both of the 9 mm pistols in the alpha. My issue with this is they also made this the same round for the M14 SAGE EBR when it should actually be 7.62x51 NATO.*shrug* "Iranian copy"? Edited April 2, 2013 by Chortles Share this post Link to post Share on other sites
roberthammer 582 Posted April 2, 2013 Nah , EBR in the game is a US made weapon - no cheap iran copy :p (i guess Iran will get own marksman rifle) Maybe NATO updated old czech 7.62x45mm and made it better than 7.62x51mm NATO but in our reality the 7.62x51 NATO still will be used for a long time - later maybe with polymer cases or caseless Share this post Link to post Share on other sites
cobra4v320 27 Posted April 2, 2013 Nah , EBR in the game is a US made weapon - no cheap iran copy :p (i guess Iran will get own marksman rifle)Maybe NATO updated old czech 7.62x45mm and made it better than 7.62x51mm NATO but in our reality the 7.62x51 NATO still will be used for a long time - later maybe with polymer cases or caseless All true and I did put a ticket in a while ago to change the magazines and rounds back to 7.62x51, the M14 will be around for a while, just like the AK and the M4/M16. Share this post Link to post Share on other sites
chortles 263 Posted April 2, 2013 I thought that the whole point of the future setting was so that our reality would be irrelevant in deciding what content would be in the game as opposed to "whatever Jay Crowe wants"? :p Share this post Link to post Share on other sites
cobra4v320 27 Posted April 2, 2013 (edited) So 20 years from now what weapons do you see us or our enemies using? Edited August 22, 2013 by cobra4v320 Share this post Link to post Share on other sites
chortles 263 Posted April 2, 2013 ... you're still thinking of the Takistani Army and insurgents and mistake them for the Chinese-backed (at least insofar as the Katiba design) Iranians making their Arma debut and whose capabilities/"level" have never been seen before in the fifty-three year history of the Armaverse timeline (starting from Resistance). Share this post Link to post Share on other sites