Closed freghar closed 2 years ago
Honestly, ACE_30Rnd_556x45_Stanag_M995_AP_mag
might seem OP on paper, but they aren't really that much better, so I'd propose:
ACE_30Rnd_556x45_Stanag_M995_AP_mag
as a replacement for rhs_mag_30Rnd_556x45_M855A1_Stanag
30Rnd_556x45_Stanag_Tracer_Red
as a replacement for rhs_mag_30Rnd_556x45_M855A1_Stanag_Tracer_Red
rhs_mag_
The only disadvantage is that you'd have to use these for both US and TFN, losing the STANAG vs PMAG variety.
I hard agree with a change to stronger bullets.
What about the 5.45 ammo for our Russian faction?
I'm happy to do this change as the best way to do it is a find and replace in the composition sqm
What about the 5.45 ammo for our Russian faction?
Well, this is what we have:
rhs_30Rnd_545x39_7N22_plum_AK:
- mass: 9.09
- initSpeed: 890
- ammo: rhs_B_545x39_7N22_Ball
- typicalSpeed: 890
- airFriction: -0.00085
- caliber: 0.939794
- hit: 10.1
rhs_30Rnd_545x39_AK_plum_green:
- mass: 9.09
- initSpeed: 883
- ammo: rhs_B_545x39_Ball_Tracer_Green
- typicalSpeed: 915
- airFriction: -0.0016564
- caliber: 0.216216
- hit: 9
and this is what's available:
rhs_30Rnd_545x39_7N10_AK:
- mass: 9.09
- initSpeed: 880
- ammo: rhs_B_545x39_7N10_Ball
- typicalSpeed: 880
- airFriction: -0.001139
- caliber: 0.618357
- hit: 9.5
rhs_30Rnd_545x39_7N22_AK:
- mass: 9.09
- initSpeed: 890
- ammo: rhs_B_545x39_7N22_Ball
- typicalSpeed: 890
- airFriction: -0.00085
- caliber: 0.939794
- hit: 10.1
rhs_30Rnd_545x39_7N6_green_AK:
- mass: 9.09
- initSpeed: 915
- ammo: rhs_B_545x39_Ball
- typicalSpeed: 915
- airFriction: -0.0016564
- caliber: 0.216216
- hit: 9
rhs_30Rnd_545x39_7N6M_green_AK:
- mass: 9.09
- initSpeed: 880
- ammo: rhs_B_545x39_7N6_Ball
- typicalSpeed: 880
- airFriction: -0.001139
- caliber: 0.231884
- hit: 9.3
30Rnd_545x39_Mag_F:
- mass: 8
- initSpeed: 735
- ammo: B_545x39_Ball_F
- typicalSpeed: 880
- airFriction: -0.001195
- caliber: 0.6
- hit: 8
30Rnd_545x39_Mag_Tracer_F:
- mass: 8
- initSpeed: 735
- ammo: B_545x39_Ball_F
- typicalSpeed: 880
- airFriction: -0.001195
- caliber: 0.6
- hit: 8
hlc_30Rnd_545x39_B_AK:
- mass: 11.63
- initSpeed: 879.9
- ammo: FH_545x39_Ball
- typicalSpeed: 879.9
- airFriction: -0.0012003
- caliber: 0.543
- hit: 8.1
hlc_30Rnd_545x39_t_ak:
- mass: 11.33
- initSpeed: 879.9
- ammo: FH_545x39_Tracer
- typicalSpeed: 879.9
- airFriction: -0.0012003
- caliber: 0.543
- hit: 8.1
We could nerf the faction down to 7N10, which would bring it on the current level of US/TFN, though that's still ignoring armor differences. FTR, 7N10 is what the MSV AI faction uses.
To complete the picture, here are some vests and their armor values, reference https://community.bistudio.com/wiki/Arma_3:_Soldier_Protection for explanation about hitpoints and passtrough; otherwise mass
is the weight of the empty vest itself, maximumLoad
is how much it can carry.
I didn't bother copy/pasting vest names from TFN as there's just a few:
cnto_flecktarn_v_grassland:
- mass: 100
- maximumLoad: 140 (from Supply140)
- armor: 20 ; passThrough: 0.2 ; hitpointName: HitChest
- armor: 20 ; passThrough: 0.2 ; hitpointName: HitDiaphragm
- armor: 20 ; passThrough: 0.2 ; hitpointName: HitAbdomen
- armor: 0 ; passThrough: 0.2 ; hitpointName: HitBody
cnto_flecktarn_v_h_grassland:
- mass: 100
- maximumLoad: 140 (from Supply140)
- armor: 8 ; passThrough: 0.5 ; hitpointName: HitNeck
- armor: 8 ; passThrough: 0.5 ; hitpointName: HitArms
- armor: 78 ; passThrough: 0.6 ; hitpointName: HitChest
- armor: 78 ; passThrough: 0.6 ; hitpointName: HitDiaphragm
- armor: 16 ; passThrough: 0.3 ; hitpointName: HitAbdomen
- armor: 16 ; passThrough: 0.3 ; hitpointName: HitPelvis
- armor: 0 ; passThrough: 0.6 ; hitpointName: HitBody
cnto_flecktarn_v_l_grassland:
- mass: 80
- maximumLoad: 140 (from Supply140)
- armor: 16 ; passThrough: 0.3 ; hitpointName: HitChest
- armor: 16 ; passThrough: 0.3 ; hitpointName: HitDiaphragm
- armor: 16 ; passThrough: 0.3 ; hitpointName: HitAbdomen
- armor: 0 ; passThrough: 0.3 ; hitpointName: HitBody
cnto_flecktarn_v_s_grassland:
- mass: 120
- maximumLoad: 100 (from Supply100)
- armor: 8 ; passThrough: 0.5 ; hitpointName: HitNeck
- armor: 8 ; passThrough: 0.5 ; hitpointName: HitArms
- armor: 24 ; passThrough: 0.1 ; hitpointName: HitChest
- armor: 24 ; passThrough: 0.1 ; hitpointName: HitDiaphragm
- armor: 24 ; passThrough: 0.1 ; hitpointName: HitAbdomen
- armor: 0 ; passThrough: 0.1 ; hitpointName: HitBody
For the US, I copy/pasted classnames of SL, Medic, then FTL, AR, AAR and AT:
rhsusf_spcs_ocp_squadleader:
- mass: 100
- maximumLoad: 140 (from Supply140)
- armor: 28 ; passThrough: 0.1 ; hitpointName: HitChest
- armor: 28 ; passThrough: 0.1 ; hitpointName: HitDiaphragm
- armor: 12 ; passThrough: 0.4 ; hitpointName: HitAbdomen
- armor: 0 ; passThrough: 0.4 ; hitpointName: HitBody
rhsusf_spcs_ocp_medic:
- mass: 100
- maximumLoad: 140 (from Supply140)
- armor: 28 ; passThrough: 0.1 ; hitpointName: HitChest
- armor: 28 ; passThrough: 0.1 ; hitpointName: HitDiaphragm
- armor: 12 ; passThrough: 0.4 ; hitpointName: HitAbdomen
- armor: 0 ; passThrough: 0.4 ; hitpointName: HitBody
rhsusf_spcs_ocp_grenadier:
- mass: 100
- maximumLoad: 140 (from Supply140)
- armor: 28 ; passThrough: 0.1 ; hitpointName: HitChest
- armor: 28 ; passThrough: 0.1 ; hitpointName: HitDiaphragm
- armor: 12 ; passThrough: 0.4 ; hitpointName: HitAbdomen
- armor: 0 ; passThrough: 0.4 ; hitpointName: HitBody
rhsusf_spcs_ocp_saw:
- mass: 100
- maximumLoad: 140 (from Supply140)
- armor: 28 ; passThrough: 0.1 ; hitpointName: HitChest
- armor: 28 ; passThrough: 0.1 ; hitpointName: HitDiaphragm
- armor: 12 ; passThrough: 0.4 ; hitpointName: HitAbdomen
- armor: 0 ; passThrough: 0.4 ; hitpointName: HitBody
rhsusf_spcs_ocp_teamleader:
- mass: 100
- maximumLoad: 140 (from Supply140)
- armor: 28 ; passThrough: 0.1 ; hitpointName: HitChest
- armor: 28 ; passThrough: 0.1 ; hitpointName: HitDiaphragm
- armor: 12 ; passThrough: 0.4 ; hitpointName: HitAbdomen
- armor: 0 ; passThrough: 0.4 ; hitpointName: HitBody
rhsusf_spcs_ocp_rifleman_alt:
- mass: 100
- maximumLoad: 140 (from Supply140)
- armor: 28 ; passThrough: 0.1 ; hitpointName: HitChest
- armor: 28 ; passThrough: 0.1 ; hitpointName: HitDiaphragm
- armor: 12 ; passThrough: 0.4 ; hitpointName: HitAbdomen
- armor: 0 ; passThrough: 0.4 ; hitpointName: HitBody
Same for RU:
rhs_6b23_digi_6sh92_Vog_Radio_Spetsnaz:
- mass: 75
- maximumLoad: 120 (from Supply120)
- armor: 12 ; passThrough: 0.3 ; hitpointName: HitNeck
- armor: 22 ; passThrough: 0.3 ; hitpointName: HitChest
- armor: 25 ; passThrough: 0.3 ; hitpointName: HitDiaphragm
- armor: 25 ; passThrough: 0.3 ; hitpointName: HitAbdomen
- armor: 0 ; passThrough: 0.3 ; hitpointName: HitBody
rhs_6b23_medic:
- mass: 80
- maximumLoad: 130 (from Supply130)
- armor: 8 ; passThrough: 0.4 ; hitpointName: HitNeck
- armor: 22 ; passThrough: 0.3 ; hitpointName: HitChest
- armor: 22 ; passThrough: 0.3 ; hitpointName: HitDiaphragm
- armor: 22 ; passThrough: 0.3 ; hitpointName: HitAbdomen
- armor: 0 ; passThrough: 0.3 ; hitpointName: HitBody
rhs_6b23_6sh92_vog_headset:
- mass: 80
- maximumLoad: 120 (from Supply120)
- armor: 12 ; passThrough: 0.3 ; hitpointName: HitNeck
- armor: 22 ; passThrough: 0.3 ; hitpointName: HitChest
- armor: 25 ; passThrough: 0.3 ; hitpointName: HitDiaphragm
- armor: 25 ; passThrough: 0.3 ; hitpointName: HitAbdomen
- armor: 0 ; passThrough: 0.3 ; hitpointName: HitBody
rhs_6b23_digi_vydra_3m:
- mass: 75
- maximumLoad: 100 (from Supply100)
- armor: 8 ; passThrough: 0.4 ; hitpointName: HitNeck
- armor: 22 ; passThrough: 0.3 ; hitpointName: HitChest
- armor: 25 ; passThrough: 0.3 ; hitpointName: HitDiaphragm
- armor: 25 ; passThrough: 0.3 ; hitpointName: HitAbdomen
- armor: 0 ; passThrough: 0.3 ; hitpointName: HitBody
rhs_6b23_digi_6sh92_headset:
- mass: 75
- maximumLoad: 100 (from Supply100)
- armor: 12 ; passThrough: 0.3 ; hitpointName: HitNeck
- armor: 22 ; passThrough: 0.3 ; hitpointName: HitChest
- armor: 25 ; passThrough: 0.3 ; hitpointName: HitDiaphragm
- armor: 25 ; passThrough: 0.3 ; hitpointName: HitAbdomen
- armor: 0 ; passThrough: 0.3 ; hitpointName: HitBody
rhs_6b23_6sh116_od:
- mass: 80
- maximumLoad: 140 (from Supply140)
- armor: 12 ; passThrough: 0.3 ; hitpointName: HitNeck
- armor: 22 ; passThrough: 0.3 ; hitpointName: HitChest
- armor: 25 ; passThrough: 0.3 ; hitpointName: HitDiaphragm
- armor: 25 ; passThrough: 0.3 ; hitpointName: HitAbdomen
- armor: 0 ; passThrough: 0.3 ; hitpointName: HitBody
...
The RU MSV AI faction uses 6b23 vests, so their armor values are going to be similar to these values.
So the conclusion is that the RU vests not only double the abdomen protection, but they also cover a bigger surface area (neck), making them more likely to shield from a critical hit.
I also tried comparing helmets between our US and RU factions, but they're exactly the same.
I've implemented this and fixed the few issues it would cause. If it's decided against just roll back the commit I guess. https://github.com/CntoDev/compositions/commit/30cb1323c0158d4de7a8abc4270d9bf29fb377ff
https://docs.google.com/spreadsheets/d/1_q4U_T6tGrm012kZPg1eIFB83saXz_zYk4HtGvJ5LU0/edit?usp=sharing Churizo did some testing here. It doesn't really improve it a lot. I mean yes 1 bullet is already 1 less but still it's not going to make a difference that is super noticeable.
Unfortunately, that lacks additional details about the testing (on a dedicated server? .. on a new mission/compositions with ace medical EH removed? .. etc.)
My testing @ 100m on the server with manual locality transfer (to avoid ACEX shenanigans) showed 4-5 bullets (the ones we have) compared to 3-4 (the proposed ammo here), when an unarmed RHS RU MSV rifleman was hit in the chest (the same as hitting the soldier from behind). The unarmed is important here to avoid skewing results from hitting the (nonpenetrable) weapon model.
Even that isn't a huge change, but that also wasn't the goal here. We're still using a comparatively weak ammo.
It's also worth mentioning that irl that the Russian body armour is extremely effective, it's why they use it. Trying to get Russians to die in a couple of shots is unrealistic and will throw off unarmoued targets.
We're trying to fix people not going down in a mag dump, not make them die in one bullet. And technically in-game they still take 3-5 bullets to die where we consider them 'broken', but consider in a real op your accuracy is probably below 25% (at a random guess based on my own experience). 2 bullets fewer to kill is actually 8 bullets fewer to kill, a massive difference.
This topic has been added to the June Monthly Meeting agenda: https://docs.google.com/document/d/1ilriueKCJxFIspP5Z4Z4BELIMBSQCU2m4VgdL_DUSgg/
Last Monthly Meeting approved the proposed change for Standard Factions. Custom Factions are not required to comply with this change and Mission Makers will have to ensure they pick appropriately armored enemies when utilising Custom Factions.
I was playing with different types of magazines and, generally, our ineffectiveness against infantry armor, and @JamesTheClarke mentioned something about maybe wanting to have 5.56x45mm close to how 5.45x39mm hits (for balance reasons?), so here I've compiled a list of some interesting 5.56mm magazine/ammo options we could switch to for TFN/US to make them more effective (if such thing is wanted).
Note that even with #141 and proper Headless Client transfer, it still takes 4-5 direct chest shots @ 100m to kill a typical MSV RHS Russian soldier. With our current ammo.
The values below are from a magazine config and its related ammo (bullet) config and together form a "damage" approximation.
mass
is how much space a magazine takes up in inventoryinitSpeed
is the initial velocity a bullet leaves the muzzle (further modified by muzzle accessories, weapon barrel, etc.)typicalSpeed
sets the scaling of thehit
value (below), eg. the soldier takeshit
damage from a bullet travelling attypicalSpeed
airFriction
is how fast a bullet loses its speed as it travelscaliber
is bullet penetration multiplier,caliber * speed * material_penetrability / 1000
is how many millimeters it burrows (theoretically), AFAIKhit
is a straight damage to (reduction of) the soldier hitpoints, more hit = more damage = more deadLet's start with what we already have.
The TFN faction uses:
US has the same thing in a different visual package:
RU have lighter mags with bigger caliber and notably more damage, at a slight speed loss. Interestingly, while 5.56mm tracer ammo has no change to damage, 5.45mm AK tracer ammo seems close to useless.
Needless to say, the non-tracer variant seems pretty OP considering that it's both a smaller and shorter caliber. My suspicion is that RHS just re-used the 7.62x39mm values.
Now let's look at some alternatives to the 5.56mm we use, starting with HLC (NIArms):
The EPR rounds look good (actually better than 5.45x39mm), but the magazines are rather heavy and the high speed would actually decrease the
hit
damage transferred (due to how the simulation works).Let's look at vanilla:
Not something to write home about, but a definite penetration improvement over what we have, not to mention lighter.
ACE3 has its own vanilla modifications:
If we were to choose between vanilla and ACE, the ACE Mk318 is probably better due to the slightly higher speed. The high caliber of M995_AP would easily pierce most vests, and - in a round about way - could compensate for the difference to 5.45x39mm even with a lower
hit
value (which will be even below9
, because it's9
@ 920m/s, whileinitSpeed
is 875 already).Looking at magazine options in RHS, they aren't great - everything has too small caliber to be truly effective against RU vests.
But if we were to choose, Mk318 or Mk262 are still in a different league from the rest of RHS 5.56mm mags.
Finally, we could create our own custom magazines/ammo, or mod any of these, but I'd consider that a last-ditch effort as it would only add to the maintenance burden and potentially open doors to more and more overhead (modding vests, uniforms, RPGs, magazine weight, like I used to do before).
The far easier solution is to just choose something better from the above, and do a string replace in a composition
.sqe
. If the chosen option is heavier, then double-checking for overloaded units should be done.Anyway, I just provide the data, the decision is up to you.
If I was to make a recommendation, I'd go for
ACE_30Rnd_556x45_Stanag_Mk318_mag
+30Rnd_556x45_Stanag_Tracer_Red
hlc_30rnd_556x45_EPR
+hlc_30rnd_556x45_t
and adjust mag amounts to prevent inventory overload