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The Arsenal Overhaul 3.1 mod is a fantastic mod but the gunplay is very poor, a common criticism. This means the weird recoil or handling. E.g. a FN P90 having the same recoil/muzzle drift as an AK74. This mod fixes that. I've brought in real world shooting dynamics, weapon system specifications, new sounds and a redesigned menu in-keeping with STALKER's aesthetic. I've based this from my experience as a soldier, shooting enthusiast in the states and information/specification available online (Not from Wikipedia). It retains everything the Arsenal Overhaul 3.1 gives but with my own improvements. I simply edited the files made by E.Nigma42 and is not endorsed or sponsored by him. All credit goes to E.Nigma42, I've literally just edited the files. Used some artwork from S.Koidl/Stefan Koidl. A very talented person so be sure to check him out.

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Before we get started, please check out the main-mod this one updates:

Arsenal Overhaul 3.1 by E.Nigma42

This will list all the features available in Arsenal Overhaul 3.1.

What this mod changes is as follows:

- Weapon characteristics, handling and specs
- Corrected weapon/item names & descriptions
- Standardized caliber>velocity>kinetic energy damage
- Grouped weapons, more on this below.
- New sounds for various weapons
- Updated the menu screen with artwork from Stefan Koidl
- Menu music from Kane & Lynch's OST

To help people unfamiliar with the numerous weapons and their names. I've added their group name into the weapon's title to assist people. Groups as follows;

- Pistol, your most basic defensive article. A one-handed short barrel weapon.
- MP, Machine-pistol. A one-handed SMG, usually a fully automatic pistol.
- SMG, Submachine Gun or Pistol Caliber Carbine. A two-handed compact automatic firearm.
- Carbine, Short-Barrel-Rifle. Effectively a smaller/compact version of the rifle/assault rifle platform.
- Rifle, standard centrefire-rifle. Many configurations, typically the modern assault-rifle category.
- DMR, Designated-Marksman-Rifle. Full size 7.62 rifle in battle rifle or sharpshooter configuration.
- SR, Sniper-Rifle. Bolt Action long distance precision shooting rifles.
- GL, Grenade Launcher. Launches grenade projectiles.
- RR, Recoiless Rifle. Fires a rocket-propelled grenade.
- SG, Shotgun. Weapon that fires scatter-shot or lead slug. 'k' designation means sawn-off or short-barrel.
- LMG, light-machine gun. Carbine/rifle cartridge machine gun. Light support weapon
- MG, machine gun. Intermediate cartridge machine gun, general purpose support weapon.

Background information

Pistols - Very accurate, light and highly effective on un-armoured opponents. Effective range of approx. 25-50metres
Machine Pistols - Select-fire, automatic pistols with larger magazines. Less accurate but devastating at close range. Range: 50-100metres
Submachine Gun - Compact machine-guns in pistol or smallbore calibers. Fairly accurate, high rate of fire. Same drawbacks as pistols and MPs. Range 50-200metres
Carbine - Short barrel rifles, accurate, mostly select-fire and effective against armoured opponents. Not as accurate as regular rifles. Range 100-300metres
Rifle - Mid-range rifle, usually select-fire. Very accurate and effective against armoured opponents. Lack power and accuracy at range of battle rifles. Range 200-500metres.
DMR - Typically repition fire only. Highly accurate and very effective against armour. Very heavy weapon systems and ammunition. Range 500+
SR - Bolt action/manually loading rifle. Extremely accurate and powerful, Bulky and low rate of fire. Range 500+
LMG - Smaller 5mm rifle cartridge, capable of high rate of fire but less power and accuracy relatively to GPMGs. Moderate weight. Range 300-500m
MG - intermediate 7mm cartridge, accurate and powerful but difficult to control. Range 500+
GL/RR - Explosive projectiles
SG - Shotguns, devastating at close range but ineffective beyond 50metres. Slug rounds grant longer range but aimed shots required. Range 0-100m

To maximize your weapon's effectiveness. Firing in controlled bursts of 2-4rounds or in repetition only conserves ammunition and and maintains accuracy. Longer/heavier weapons tend to fair better maintaining accuracy and control. A PKM or M249 can be fired with bursts of 10-15 rounds without drifting off target too much.

Consider your ammunition allowance. An AK74 with 350-400 rounds is a good estimation. A larger caliber weapon such as a G3 battle-rifle may only need 200-250 with the expectation that it uses less ammunition to incapacitate a target. A 9mm submachine gun uses small, light ammunition so 500 rounds can compensate for its categories use. Similarly an M249 LMG despite having a similar cartridge to the AK74 could use 600rounds if used in a support manner.

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