chortles 263 Posted March 17, 2015 Gotcha, so FIA and AAF each have a (similar in function) 7.62 mm DMR, while NATO now has a three-caliber DMR spread (with inversely correlating rounds counts for the DMRs) with their .338 Norma Magnum MMG giving them a more noticeable edge over FIA/AAF (which previously may have had a firepower advantage over NATO in the team/squad automatic weapon role :eek: ), and CSAT retains its position atop the caliber hierarchy with DMR/MMG pairs in 7.62 x 54 mm (upcoming revision) and 9.3 x 64 mm respectively, plus the specialist ten-rounder in 12.7 x 54 mm... I wonder if we can see corresponding revisions of the existing CfgGroups to account for these DLC weapons-armed and supporting classes? Share this post Link to post Share on other sites
the_demongod 31 Posted March 17, 2015 The Nato MXM: Yes, more bullets, but lower ranged damage than *any* of the other true 'DMR' marksman weapons. True, but its ability to use STANAGs and fire quickly without being too affected by recoil makes it easier to throw accurate fire downrange. It is pretty accurate too (significantly more so than the MX; accurate enough to use with the MOS). Share this post Link to post Share on other sites
Imperator[TFD] 444 Posted March 17, 2015 True, but its ability to use STANAGs and fire quickly without being too affected by recoil makes it easier to throw accurate fire downrange. It is pretty accurate too (significantly more so than the MX; accurate enough to use with the MOS). NATO's advantage is that their infantry squads have calibre commonality. A CSAT/AAF squad has at minimum 3 different types of magazines to worry about. I know personally I'll be employing the MXM and MXSW a lot more with the bipod and deployment functionality. Share this post Link to post Share on other sites
chortles 263 Posted March 17, 2015 While I doubt that it was planned that way, the over-a-year-old official determination for CSAT chest harnesses to sacrifice chest protection for capacity-to-weight ratio meshes nicely with their tending tending towards the big guns moreso than NATO's leaning towards greater but heavier chest protection ("with moderate capacity for equipment") while having used the 6.5 mm MX series for all three main roles (service rifle/DMR/LMG), as Imperator_Pete noted (though how about MX/MXM/MX SW magazine commonality?) though the DLC will enable heavier squads for them but not as heavy as what CSAT gained. Share this post Link to post Share on other sites
da12thMonkey 1943 Posted March 17, 2015 There's a missing face creating a hole in the bottom of the Mk200's front sight post mesh: http://i.imgur.com/Ufa8Hjv.jpg It's only visible when the weapon is fitted with optics and the sight post folds down under the hasOptics animation source. Anyone know if it was always there, or whether it's an error that occurred when the changes were made to the model for Marksmen DLC content (such as removing the Grip-pod legs and adding the UNDERBARREL proxy)? Share this post Link to post Share on other sites
Sniperwolf572 758 Posted March 17, 2015 There's a missing face creating a hole in the bottom of the Mk200's front sight post mesh:http://i.imgur.com/Ufa8Hjv.jpg It's only visible when the weapon is fitted with optics and the sight post folds down under the hasOptics animation source. Anyone know if it was always there, or whether it's an error that occurred when the changes were made to the model for Marksmen DLC content (such as removing the Grip-pod legs and adding the UNDERBARREL proxy)? Not only that, what's up with the tip of the muzzle in that picture? Share this post Link to post Share on other sites
roberthammer 582 Posted March 17, 2015 (edited) Yep , also the GM6 Lynx has a bugged folding animation for its iron sights too http://feedback.arma3.com/view.php?id=23154 Edited March 17, 2015 by RobertHammer Share this post Link to post Share on other sites
da12thMonkey 1943 Posted March 17, 2015 Not only that, what's up with the tip of the muzzle in that picture? It's just the weird, helical flash-hider that the Mk200 has - looks strange from the front Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted March 17, 2015 It's just the weird, helical flash-hider that the Mk200 has - looks strange from the front Low Rez models maybe? That picture looks as if the graphics aren't up enough. That or the model isn't as good as others. Share this post Link to post Share on other sites
13islucky 10 Posted March 17, 2015 On the topic of the Mk200, how the hell did it take me this long to see that they're something wrong with the bolt carrier. It clips through the receiver Normal Then, when you fire this happens. Share this post Link to post Share on other sites
da12thMonkey 1943 Posted March 17, 2015 Low Rez models maybe? That picture looks as if the graphics aren't up enough. That or the model isn't as good as others. Nope, it's definitely the top LOD - the front part of the handguard that connects to the barrel isn't as round on the lower LODs. Like I said, the muzzle model just looks like balls from certain angles. Either there's a face missing in the bottom of the front sight post or it's been split from the main topology and not included in the "foresight" selection so it doesn't rotate with the rest of the sight. That's literally all that's wrong with the model in the picture. Share this post Link to post Share on other sites
graemeshute 218 Posted March 17, 2015 With almost all my mods disabled. With the exception of CBA, MCC and 101_editor. Which in my opinion could not effect the weapons. As soon as I click on an MXC 6.5. my game crashes-both black and tan versions. The default BIS made Mk200 is missing. So are the new heavier MG's. Is anyone having this issue? Dev build updated to latest version as of last night the 16th March. Share this post Link to post Share on other sites
da12thMonkey 1943 Posted March 17, 2015 I said earlier in this thread thread that I've experienced crashes when running CBA. CBA doesn't directly effect things, no - but it does have a bunch of things like custom Event Handlers that monitor various aspects of the game so that third party scripts can be triggered by those events. Share this post Link to post Share on other sites
five_seven5-7 56 Posted March 17, 2015 Kir and Mk14 dont apear in Zeus module when selecting weapons for the crates and the dls weapons don't are in the respective classes Share this post Link to post Share on other sites
roberthammer 582 Posted March 17, 2015 Few suggestions: Navid needs a Black variant as well like the SPMG have + remove or switch the Burst mode to Semi auto mode Mk-1 EMR in Black - still has a green toned upper receiver , it would been better if that was the same color as the lower receiver Mar-10 could be a little faster , it has a slow semi-auto reload time (0.5) - it should be at least 0.3 and maybe adding a Ghillie variants of the new scopes + suppressors Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted March 17, 2015 Few suggestions:Navid needs a Black variant as well like the SPMG have + remove or switch the Burst mode to Semi auto mode Mk-1 EMR in Black - still has a green toned upper receiver , it would been better if that was the same color as the lower receiver Mar-10 could be a little faster , it has a slow semi-auto reload time (0.5) - it should be at least 0.3 and maybe adding a Ghilie variants of the new scopes + suppressors Considering the AAF use the MK-1 EMR i think it looks perfect with their uniforms, and the rest of their gear. I actually like the dark greenish black. It's not the same as the Sage toned version, but it looks standardized. idk, maybe it's just me. The 7.62 suppressors though, there definitely needs to be a khaki version to fit the Sage coloured Mk-1 like the scope it has, and a tan one for the other weapons. I also wouldn't be against adding in different coloured versions of the ARCO/MRCO's. BIS, the Mar-10 needs an updated sound. For a .338 rifle it sounds extremely weak. Breaks immersion. (Genaric Example of the same gun being fired. Generic as in Youtube video, but even with non-professional mic's, it sounds better on youtube than in game... ) Share this post Link to post Share on other sites
roberthammer 582 Posted March 17, 2015 Considering the AAF use the MK-1 EMR i think it looks perfect with their uniforms, and the rest of their gear. I actually like the dark greenish black. It's not the same as the Sage toned version, but it looks standardized. idk, maybe it's just me. Well if the MK-1 EMR was used by AAF that would make a sense but it is used by NATO atm - so thats why the black variant looks odd to me Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted March 17, 2015 (edited) Well if the MK-1 EMR was used by AAF that would make a sense but it is used by NATO atm - so thats why the black variant looks odd to me Is it used by Nato? Hmm... Good point, i agree then, as long as they don't make it as shiny as the MX series black variants. EDIT: Also something else i picked up while doing research. Since the Kir is based on the VKS and uses the same round, the special other kinds of ammo that kind of gun uses should also be added. Also, the 12.7x54 can punch through steel at 200m, yet in game, the most it punches through at close range... is wood. This needs to be fixed. No sense in adding in a round if it's not represented realistically in game. Edited March 17, 2015 by DarkSideSixOfficial Share this post Link to post Share on other sites
Dwarden 1125 Posted March 17, 2015 available again on todays DEV branch : Infantry KOTH , 1st person only 94.23.112.9:2202 Share this post Link to post Share on other sites
Imperator[TFD] 444 Posted March 18, 2015 Considering the AAF use the MK-1 EMR i think it looks perfect with their uniforms, and the rest of their gear. I actually like the dark greenish black. It's not the same as the Sage toned version, but it looks standardized. idk, maybe it's just me. The 7.62 suppressors though, there definitely needs to be a khaki version to fit the Sage coloured Mk-1 like the scope it has, and a tan one for the other weapons. I also wouldn't be against adding in different coloured versions of the ARCO/MRCO's. The livestream indicated that several of the new weapons have alternative camo so that mission makers can have some flexibility in weapons for non-standard factions. An example would be a scenario where FIA soldiers are delivered some NATO weapons (eg black MXs and EMRs.) As I'm at work at the moment and cannot confirm, is anyone able to check if the class name for optic_sos has changed now that the optic is refered to as the MOS? I have some missions that will require updating if that is the case. Share this post Link to post Share on other sites
probad 44 Posted March 18, 2015 (edited) LWMMG is supposed to be very controllable while its SPMG incarnation has to settle for 2 round bursts to have any semblance of accuracy at 1000m. What gives? The LWMMG expressly gives up a higher cyclic rate for recoil reduction, that's the whole point of it. Meanwhile the Navid can be easily held down full auto at 1000m while having both superior cyclic rate and lethality (ironically its far more effective as a marksman weapon than the mar10). MAR10 remains an atrociously useless weapon. Horribly slow firing rate, massive dispersion past 1000m and stopping power nowhere close to what the caliber would suggest (2 shots to the face and then a shot to the chest to drop a guy? No thanks). Why even have this gun in the game? Edited March 18, 2015 by Probad Share this post Link to post Share on other sites
oggoeg 3 Posted March 18, 2015 Like said above, MAR-10 doensn't have enough punch, let alone the sound doesn't really represent the big round and huge gun. Also it has way too slow rate of fire for semi automatic weapon, I would never see myself using this weapon at this state. Cyrus has kind of pointless fire modes. I'd reckon no one would use the semi-auto firemode because the cyclic rate gets much slower than firing one shots with full auto mode. This gun should be semi-automatic and keep the rate of fire from full auto mode. Lastly I'm not sure if this is intended or not, but ASP Kyr has very drastic ballistic curve and doesn't go well with most of optics in game, mainly ACO (smg) and scopes like DMS that can be zeroed to 100m (also you have to constantly re-zero it if you use backup sights, because the zeroing resets). If it has MRCO or such attached the ballistic curve becomes almost impossible to hit anywhere. Mainly exactly where it is zeroed (300m) or really close, and we can't adjust these scopes. Again, I'm not sure if it's intended behaviour of massive subsonic ammo, just saying it is has no use with most optics in game and that's something that might not be intended. Might not hurt to have "sniper" ammo with flatter trajectory and more bullet velocity, but less damage. Share this post Link to post Share on other sites
razor6014 35 Posted March 18, 2015 (edited) Well actually sniper ammo would have more powder + more weight in bullets as with more mass the more it keeps its velocity downrange and from what i gather they chose the 250 gr .338 bullet instead of 300 gr. the bullet which if you are shooting past 1K is just not good. More to the point, long range bullets you choose based on their ballistic coefficient , not based on speed or weight . Speed only helps you if you make en error in distance judging. Edit : If you are purely talking about the 12.7X54 i believe not only wold it need more speed but a lighter bullet as well. Edited March 18, 2015 by Razor6014 Share this post Link to post Share on other sites
oggoeg 3 Posted March 18, 2015 Well actually sniper ammo would have more powder + more weight in bullets as with more mass the more it keeps its velocity downrange and from what i gather they chose the 250 gr .338 bullet instead of 300 gr. the bullet which if you are shooting past 1K is just not good. More to the point, long range bullets you choose based on their ballistic coefficient , not based on speed or weight . Speed only helps you if you make en error in distance judging. Edit : If you are purely talking about the 12.7X54 i believe not only wold it need more speed but a lighter bullet as well. Yes I was purely talking Kyr's ammo 12.7x54. And you're right, lighter ammo as an option wouldn't hurt. Share this post Link to post Share on other sites
roberthammer 582 Posted March 18, 2015 It seems the latest dev update fixed the Mar-10's slow rate of fire Share this post Link to post Share on other sites