Call to Arms

Call to Arms

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Vehicle Inventory Upgrade
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17.345 MB
11 Jan, 2020 @ 9:16am
19 Mar, 2022 @ 7:37am
30 Change Notes ( view )

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Vehicle Inventory Upgrade

Description
Upgrades inventory for all faction vehicles to contain useful weapons and ammo, and ammo cases.

What changed:
- smoke shell count is increased, while cooldown is decreased based on faction for vehicles utilizing smoke screen
- ammo resupply cases that can be carried and deployed
- vehicles carry AT weapons, while trasport carries supplies and faction weapons
- artillery vehicles have cluster munition with improved accuracy
- helicopters are not affected
- grenade launcher ammo is now color coded depending on faction
- 40 mm grenade launcher range has been extended about 30%
- grenade launchers can now fire and reload faster, and use new ammunition
- various RPG7 ammo (FRAG, Smoke and Incendiary)

Smoke shells:
- vanilla game contains only one shell per vehicle, now you should see this count changed from lowest four to 18
- factions such as Russia and to slightly lesser extent Germany can now utilize hit and run tactics, featuring lowest cooldown of 30 (40 for Germany) seconds with highest shell count
- factions such as Rebels and GRM carry lowest number of shells with cooldown of 60 seconds
- factions such as UAF and USA have balanced number of shells and cooldown of 45 seconds
- only Rebels and GRM can resupply smoke shells via Ural transport
- since shells now should be in somewhat abundant supply it encourages hit and run tactics
- BTRs have highest number of shells, with BTR-90 having total 18 available

Ammo cases:
- three kinds per faction: small arms, grenades and explosives (mine and C4)
- NATO and Russia factions, all with different contents
- deployed via being carried and dropped, or simply dragged out of inventory
- cannot be picked up back, nor recharged
- resupply only items that are particular to your unit inventory (aka if you had claymore in inventory, you'll be resuplied when needed)
- carry small inventory of items pertaining to type of ammo case
- five meter radius for resupply
- destructive, meaning it can blow up big time if hit by weapon fire, or otherwise mishandled

Artillery Cluster Munition:
- anti-tank and anti-personnel mines
- delayed HEFRAG, incendiary and smoke wide area cluster grenades
- each artillery vehicle carry small amount of cluster munitions, these cannot be reloaded on battlefield

New grenade launcher ammo
- USA: HEDP, smoke, incendiary and flashbang
- Russia: HEAT AP, FG, smoke and incendiary
- light resupply vehicles regenerate normal HE 40mm ammo
- all other types of ammo are available via grenade ammo box contents

New RPG-7 ammo:
- FRAG, Smoke and Incendiary
- only available via Russian ammo boxes for explosives

Ammo type explanation:
- HEDP - High Explosive Dual Purpose. Works both against armor and infantry. Kill radius is limited to 3 meters.
- HEAT AP - High Explosive Anti Tank or Armor Piercing. No explosion radius, but effective against armored units.
- FG - Fragmentation. High radius decreasing damage, reaching 11 meters in radius. Very good against infantry and lightly armored vehicle infantry.
- Smoke - Same as any smoke grenade you encounter in game. Launches big smoke screen.
- Incendiary - Small explosion radius with secondary damage coming from setting armor or infantry units on fire.
- Flashbang - No damage from explosion, however it blinds infantry units for about seven to ten seconds in radius of about seven meters.

How to load ammunition:
- select grenade launcher as your primary weapon and press space (or double click on ammo to load specific one), this will start loading ammunition
- to see ammunition type, you need to open inventory view and hover mouse curor to see tooltip showing weapon information
- game UI does not show currently loaded ammo beyond tooltip
- you would need to cycle couple times to load ammo you want using space

Mod also contains a fix for stacking USA launchers, making them NOT stack in infantry inventory.

Inventory contents:
- transport vehicles carry bandages, grenades and faction weapons, in addition to healthy dose of AT weaponry
- transport ammo vehicles carry highest number of ammo cases, different quantity per faction
- certain vehicles also carry ammo cases
- certain vehicles carry additional weapons to balance out its ineficiencies (AT vehicle would carry machine gun for squad defence, etc.)
- in certain cases vehicles carry similar weapons to main vehicle armament
- each faction prefers particular set of items: Rebels like molotov, Germany likes flashbang and raw AT power, USA likes mines and explosives, Russians like a mix of everything, GRM and UAF like AT weapons and grenades

So in a nutshell, next time you see Ural heading your way, you might want to keep it for yourself and guard against enemy squads. You don't want enemy having resuply point right near your nose. Not to mention if such transport would carry smoke shells, you would definitely not want any tank vehicle stealing them all.

Mod affects vehicles in all game modes, including single player. So in essence it will affect how you play and get you interested in what captured vehicle can now contain...

Keep in mind that while you will see a variety of weapons offered to you, you will benefit most using squads that have skills to use particular weapon. For example AT squad is considered extra, however their skill at handling RPG is higher than that of infantry, yielding better chance at hitting vehicles. Same goes for sniper and grenade launcher teams. The ultimate goal is to have supplies available and let player focus on choosing particular strategy using available equipment. Another strategy now can also be focused on stealing equipment...

Artillery vehicles now shoot slightly faster for Russia and Germany with 12 second reload time. All other vehicles reload 15 seconds between shots. Accuracy is improved three fold. While you cannot be too accurate with your shot, you should be able to hit your target quite efficiently. All of this makes artillery vehicles much more useful and powerful at clearing encampments, deadly to infantry at any range.
36 Comments
Cliff 'Em All 18 Apr @ 2:59am 
working ?
BlackWater 26 Jan @ 2:32am 
update please
Ethereal Phoenix 3 Aug, 2024 @ 5:07am 
Can you update this to work with Warfighter?
ldemontc 5 Jun, 2022 @ 9:45pm 
how do you apply the mod to the game?
MrThirtyOddSix  [author] 19 Mar, 2022 @ 7:43am 
@mo Good idea. I've updated all my current mods (grenade launchers mod is deprecated)
mo 19 Mar, 2022 @ 6:39am 
hey man, please update your mod . now that conquest is working again in co-op with the 1.320.0 version we need your extra tools mod.
cheers bro
MrThirtyOddSix  [author] 14 Mar, 2022 @ 7:04am 
@Rogal_Dorn40K I like the concept you described. I do not know what to do about it though. Ammo boxes are supposed to be for "ammo" :) Now you bring up very nice idea of how to stuff rocket propelled grenade launchers into a box.... and the only way it would work if I would create a new type of box for each faction to specifically add such things. The problem though is that there is no space reduction in real life for such things, so they are not transported as part of box, but rather to prevent damage to launchers (aside maybe from RPG launchers). Hence, dillema on how to fit such concept into realistic, life relatable way.

Also, consider that depending on faction you also get plenty of launchers from vehicles.
Rogal_Dorn40K 13 Mar, 2022 @ 11:15am 
@MrThirtyOddSix Hey bro I came up with an idea for this mod. For Since the Russian grenade box adds different kinds of ammo for the RPG-7, do you think it would be possible to mod the US Explosives box to carry additional things like AT-4s, and LAWs? Maybe the Germans do the same with their Panzerfaust 3s and MATADORs, and GRM and Rebels get ammo for their Vampirs?
RC01214 23 Aug, 2021 @ 5:05pm 
SPG9 seems to be missing AP ammo, should be HEAT ammo, in technical_spg.def
Redarmy 13 Jul, 2021 @ 8:22pm 
any chance of a compatibility patch with this mod that adds Humveesback to U.S? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2525385268