Arma 3
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MAAWS Additional Ammo Types
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Data Type: Mod
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Aug 30, 2021 @ 9:17am
Sep 2, 2021 @ 8:21am
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MAAWS Additional Ammo Types

In 1 collection by Neonex
Neonex' Weapon Addons
23 items
Description
You know what the "M" in MAAWS stands for?

"Multi-Role". But Vanilla only offers HEAT and HE Ammo?!

Fear not! Because this addon adds 10 new ammo types that are useable by both the Mod 0 and Mod 1 variant of the Mk4 MAAWS launcher. Any other MAAWS launcher configured with CBA can use them too (e. g. RHS M3 works)

Content:

- HEDP 502: A mix of HE/HEAT allows this lightweight ammo to engange MRAPS and APCs while still having a lot of explosive power against infantry. Performs poorly against IFVs and Tanks

- ASM 509: Anti-Structure-Munition, uses a heavy HE warhead to either destroy buildings or deal massive damage to enemy soldiers. Can one-shot destroy most small buildings but will take at least two rounds against bigger houses

- ADM 401: Fires 1100 Flechettes that turn the Mk4 into a powerful shotgun. Maximum effective range is 100 m and firing this round will cause the game to lag for a second because of the many projectiles

- HE 44 Airburst: Works like vanilla HE 44, but detonates in mid air at certain ranges. Available in 100, 250 and 500 m variants

- MT 756: Heavy Multi-Target Rocket that deals massive damage to vehicles while having an additional medium HE warhead to deal explosive damage to infantry. Jack of all trades, but quite heavy in comparison to specialized ammo. Stronger than HEAT 75 but weaker than Titan AT

- SMOKE 469: Creates a cloud of smoke at the impact point to conceal. Also useful for marking positions at ranges up to 1000 m

- ILLUM 545: Yellow parachute flare to illuminate a wide area. Can also be fired at ground targets for marking at night

- GMM HEAT: Raytheon's experimental SACLOS-guided missile with HEAT 75 warhead. Increases hit probability at range and makes it easier to destroy moving vehicles

- GMM HE: Wire-guided missile with HE 44 warhead. Makes hitting groups of infantry at range a cakewalk

- GMM MT: Wire-guided Multi-Target missile with heavy AT warhead and medium HE warhead. Heaviest missile, but also most versatile

All rockets have custom inventory icons but reuse models from vanilla. Currently equipped ammo type is shown next to the ammo counter.

Precise stats for all those who are interested:

Name: weight (Units), explosive damage, expl. radius (m), damage against vehicles, penetration depth (mm RHA):

starting with vanilla types for comparison:
HE 44: 40, 200, 6, --, --
HEAT 55: 50, 95, 3, 450, 400
HEAT 75: 60, 150, 3, 495, 500

HEDP 502: 40, 150, 6, 400, 150
ASM 509: 50, 300, 10, --, --
MT 756: 90, 200, 5, 600, 600
ADM 401: 40, --, --, -- (flechettes deal same damage as a .50 round)
HE 44 AB: 40, rest is same as HE 44

SMOKE 469: 30, --, --, --
ILLUM 545: 30, --, --, --

GMM HEAT: 70, rest is same as HEAT 75
GMM HE: 50, rest is same as HE 44
GMM MT: 100, rest is same as MT 756

If you combine these rounds with a second person who carries them for you, you can finally become the modular weapon system you always wanted to be, able to engage armor, infantry and structures at any range while also providing support with smoke and flares!

Q&A

The MT 756 isn't an HEAT/HE Rocket in real life. Why is it that in the addon?

Wall penetration doesn't seem to work for rockets in Arma, therefore I have repurposed it to be a powerful multi-role round. HEDP will also not penetrate walls.

What about HE 441B, HEAT 655 and HEAT 651?

These ammo types are too similar to munitions already available, therefore I have not added them.

The ADM 401 laggs the game and is a bit inconsistent. Why is that?

This round fires 1100 projectiles like the real one, this many bullets will cause a short lag. The flechettes are fired in a random cone shape, therefore the chance of one hitting an enemy decreases as range increases. Close targets should always die consistently (think of this round like firing a claymore charge)

And thats it! If you have any ideas, requests or questions, be sure to ask them in the comments! Also, check out my other weapon addons!
Popular Discussions View All (2)
8
Sep 2, 2021 @ 12:09pm
Smoke and flechettes
A3ROSN1P3R
3
Apr 2, 2024 @ 7:18am
Rocket Penetration
A3ROSN1P3R
95 Comments
Neonex  [author] Feb 1 @ 2:07am 
if the mod is not publically listed and only accessible to the unit's members and also there is credit to the original mod, its all good
Zabese Jan 31 @ 7:15pm 
Hey Neonex but what is your take on the mod being inside of a Unit's own aux mod?
Zantza Nov 9, 2024 @ 1:54am 
Okay, thanks for the answer. I will not be uploading any of your content.
Neonex  [author] Nov 9, 2024 @ 1:18am 
some of the icons i got from google and some i edited myself to look the way i wanted, id like to keep those for myself. As for the configs, you can use them for understanding the functionalities, but not just copy the rockets and add them to your own mod. If you make new rockets with new functionalities, youre fine, but if its just about changing values on my mod, i would prefer if you uploaded it privately for your own and friend's use.
Zantza Nov 8, 2024 @ 10:40pm 
Is it alright to use your inventory icons and some of your configs (as a base) for my own MAAWS mod? I would provide credit in the mod page.
Neonex  [author] Oct 15, 2024 @ 7:37am 
Thank you for the feedback! It has been a long time since I chose those numbers, my only explanation would be that I wanted to limit the AoE damage of the ASM so that it doesnt become a replacement for the HE44 in terms of anti-infantry round.
I sadly rarely work on mods anymore so its unlikely that I will change anything, especially since the round is functioning as intended at the moment (although maybe not 100% consistent judging by your comment)
But still, thank you for looking into it and giving a comment! Ill keep it in mind if I go back to modding someday.
Tovarich Cookie Oct 13, 2024 @ 9:39pm 
Hello Neonex, there is a small mistake in the descriptions, specifically at Explosive damage:

Name: weight (Units), (((explosive damage))), expl. radius (m), damage against vehicles, penetration depth (mm RHA):

The numbers you listed for Explosive Damage is actually only the direct hit component, NOT the explosive component.

For both the base HE44 round and the ASM509, the explosive damage (IndirectHit) is 50, whereas you have listed the direct damage (hit) instead of 200 and 300, respectively.

Balance suggestion: increase ASM509's indirecthit damage slightly, to 60-70 or so to help damage structural components, to let it more consistently drop down buildings.
Musclebust Jul 6, 2024 @ 7:59am 
Awesome! Thank you Neonex! Really love the mod
Neonex  [author] Jul 6, 2024 @ 4:11am 
Sure! No problem, thank you for asking!
Musclebust Jul 5, 2024 @ 1:50pm 
Hi, was wondering if i could repack this mod into our groups internal modpack? i would offcourse give credit and link to this steam workshop page.