Every single HK417, Mk 16, and Mk 17 variant has the exact same stats for all values.
- Affected classnames
- All HK417, Mk 16, and Mk 17 variants
- Reproducable without other mods?
@Dusin All the CQC variants should have the lowest range value of the other variants and the HK416/17 and Mk 17/16 Standard length varaints (including the EGLM variants) should have a slightly lower range value than the SV/DMR variants (which should retain their current range value). All variants of the CQC HK416 also currently have erroneous range, accuracy, and ROF stats and should be replaced with the values of the Mk 16 CQC variants once those weapons have their values properly set.
Comparing the HK416/Mk16 with the HK417/Mk17 doesn´t really make much sense since they are chambered in two completely different calibers. As far as I am aware the (minRange; midRange; maxRange) parameters exist for AI behaviour, while accuracy is handled in the CfgWeapons (dispersion) and velocity is handled in CfgAmmo (maxSpeed; AirFriction)
Generally the HK416/417 series of rifles aswell as the Mk16/Mk17 series of rifles are capable of ~1.5 MOA accuracy. The primary benefit of longer barrels is being able to reach higher velocities (handled by CfgAmmo in Arma, not by CfgWeapons).
For gameplay purposes I would give the CQC variants a dispersion equivalent to 2 MOA, the regular variants a dispersion of 1.5 MOA and the DMR variants an accuracy of 1 MOA.
Please be aware that I am in no way experienced with CfgWeapons/CfgAmmo so please correct me if any of the things I wrote are wrong.
No, I'm not trying to compare the two different weapons I'm saying that among those weapons the CQC/Standard variants of each should have the lower range stats within their group (so the CQC Mk 16 has a lower range value than the Standard variant and the standard has a lower range stat than the DMR variant) due to the lower velocities achieved by rounds fired from the shorter barrels.
I understand what you are saying. What I am trying to say is that it will be hard to get a 100% faithful representation of velocity depending on barrel length.
initSpeed = 1050; overwrites magazine's value with 1050m/s
initSpeed = -1.1; multiplies magazine's value by +1.1
The CUP guys could tinker with the initSpeed multipliers but I would expect that to take quite a bit of testing and tinkering around with.
If we assume that CUP ammo has the true (theoretical; I will take a 26" barrel for this) maximum velocity of the different ammunitions configured in CfgAmmo you could give the weapons corresponding multipliers (0.8; 0.7; 0.6 for example)
Having said that you would run into problems with subsonic ammo since those would also be affected even though they shouldn´t really be since efficient barrel lengths for subsonic ammo are much shorter than for regular ammo.
Bottom line - there is no ideal solution for it within the confines of Arma´s config system. Having the maximum theoretical value configured within CfgAmmo and then using multipliers for the guns would still make the most sense imo but as I said, subsonic ammo would suffer with that.