Hello! I hear alot of talk about people asking about weapon damage, stats, etc. So I thought it was about time to make one big thread about weapons. I'll be posting, answering and hopefully shedding some light onto what the hell's going on with the weapons in the mod. I'm not an experienced modder for ArmA 2/CO, so some answers might be a straight "I don't know". Posts of the past; My stance on high caliber weapons; This includes machine guns that use 7.62x51 or above. This is my thoughts about it, not the entire teams. If Tansien wants them in, I would gladly add them for him, they are ready to go into the mod at anytime. Most weapons that can one-shot kill are hard to find and a lucky headshot means the death of anyone, so thats a given. Add more weapons! MORE!; It's pretty hard to come by weapons of great quality for ArmA 2/CO. By 'great quality' I mean in terms of sound, models, weapon textures... Aswell as the weapons are part of a pack (RH), single with multiple variants (c1987 G3) or just as a single weapon. Adding weapons from other mods though, requires permission from that dev team, so we can pick out the assets and use them. Most of the work I do is config based, NOT model/sound/asset based. This means I just tweak and edit the older version of the existing config file to be on par with the others used in the mod. "Wouldn't that require original authors permission though?" No, not really as the edited version would look the same from scratch and it also helps 're-branding' the classnames of the weapons as I do not tolerate overwriting the original makers configs (SHOCFG_ to RH_), which is why the files go over extensive editing and re-branding. I would also like to note that we are also working towards adding everyone from the credits of the weapons used in the mods to a credit list. "Couldn't of Tansien do all this?" Yes, he could of. Weapon Damage Charts; Weapons don't do damage per weapon, they do it per bullet. This might confuse some people, as the Hatchet and Crossbow don't actually shoot bullets! (but they do) I've updated the Damage table slightly, with some BIS and DZero hit values. Q&A; Question: Medium Machine Guns; Where are the MMG/GPMG class of weapons such as the Mk48 and PKM? Are they going to be reintroduced at a later stage or are they gone forever? Answer; The MMG's have been removed for the time being as they are very powerful primary weapons. Although they will be nerfed down in terms of firepower and accessibility. If you currently look at the 'stats' for a weapon, you can clearly see that they are pretty overpowered from the other weapons, with about 100 round magazines that do 8K. The only weapon that currently fills this role is the RPK-47 that has a 75 round magazine, which does 4.5K damage per bullet. Although I don't speak for Tansien on this but I feel that they should be kept as a supportive roll and would be mainly used with-in clans that like abit of fire power and less focused with lone survivors. They aren't gone for good and are being worked on very carefully. Some (you know who you are) people may argue that nerfing such a weapon should also nerf snipers rifles, this isn't the case, as they don't have the amount of suppressive fire (I lie, sniper rifles are the most suppressive), rate of fire or bullets in the magazine as the MMG's do. // THIS HAS BEEN DISABLED FOR THE TIME BEING // Question: I can't shoot SD ammo out of normal guns now! I can't seem to find any SD ammo around and I can't shoot it out of my gun, wat do? Answer; I've added a 'Convert to SD/Normal' for most magazines now. Allowing people to freely convert their magazines to suit silenced weapons. I've even created some new magazines aswell, such as the 20Rnd. STANAG SD which isn't in the game. "Why was this introduced? It's not realistic!" Says the guy playing a zombie apocalypse mod. The change was because of Zombie aggro and damage issues, aswell as SD bugs (which are fixed with the new set weapon zeroing). When people were using SD ammo it didn't attract zombies and, them being a huge part of the mod, defeated this purpose. Along with the damage as most SD ammunition types do 1 less hit damage. The good thing about this, is that if you have you have a 20 round mag and a 10 round mag left you can do a double convert (SD > Normal > SD) and it'll make a 30 round magazine so you can free up space. Question: Whats with all the new *Rnd. <Weapon name> Mag.? I see there's alot of new *Rnd's infront of the magazine name. What gives? Answer; Some people might not know how many bullets come in a magazine when it's at max capacity. This also works along with the green bar next to the magazine icon in the inventory. At a glimpse you can see that how many bullets you have left (Works already like with STANAG's and AK mags). Question: NATO rounds are so powerful, why aren't there more weapons that use NATO rounds? Haha... NATO rounds. Answer; 'North Atlantic Treaty Organization' rounds aren't made of space magic or voodoo. They are standardized rounds used in the NATO countries. Bullets such as the 5.56x45 and 7.62x51 are NATO standard because they are used in so many weapon platforms. Question: In this video, it says at around 12 minutes onwards that you don't actually have permission to use these weapons in your mod, is that true? Well, is it? Answer; Anything posted or uploaded onto ArmAholic or any community addon site we should be able to use in the mod aslong as we give them credit where its due, we are working on a massive thankyou readme credits for 1.0 that has every single name(hopefully) of anyones assets we use. On the subject of 'are we allow to modify' anything in these addons is a big fat no-no. "But then what are you doing?" I'm using the assets (models, sounds, textures) to create our own configs, using their configs as references. This way we can iron out any bugs theirs might have, while not actually touching their configs. "So you don't need permission to do that then?" Not really, at the end of the day it's just a text file that gets turn into variables, unless someone trademarks every written word in existence then it'll be illegal. Good luck with that though. Question: Can I use your configs (SHOCFG_*) in my mod? Hi I'm <NAME> form DayZ <NAMEOFMOD> we would like to use your configuration files for our mod. Answer; No. These configs aren't final and are/should be a DayZero exclusive. Using these in your mod without my permission is not tolerated.