The M110 Semi-Automatic Sniper System (or M110 SASS) is a semiautomatic sniper rifle used by US Army. This semiautomatic firing option is extremely highly priced by troops on the battlefield.
The M110 is a gas operated sniper rifle with a rotating bolt that is chambered to fire the 7.62×51 mm NATO round.
It can only load 20-round box magazines used by the Mk17 family of battle rifles.[A2CfgW 6] The M110 can attain a fire rate of up to 600 rounds per minute[A2CfgW 7][Formula 1] and has a muzzle velocity of 802 m/s.[A2CfgM 2] The M110 has an integrated (non-functional) bipod mounted below the barrel, and is available with either a night vision or thermal scope attached by default. It cannot be suppressed nor can it be fitted with flashlights/laser pointers.
Wielded by the U.S. Army's designated marksmen and sniper teams, the M110 is comparable to the Mk17's marksman variant. Both are 7.62 mm-chambered rifles, can share the same 20-rounder magazines, and are effective at ranges of up to 800 metres. However, the M110 is more than capable of hitting targets as distant as 1,000 metres away thanks to its low dispersion.[A2CfgW 1]
The main differences between the two platforms are that the M110 has slightly higher recoil, a fixed magnification strength of 8.53x[A2CfgW 8][A2CfgW 9][Formula 2] (the M110 TWS can toggle between two fields-of-view with a magnification of either 3.31x or 10x)[A2CfgW 10][Formula 3][Formula 4], is unable to feed from 20-round magazines loaded with subsonic 7.62 mm ammunition, and lacks sub-variants fitted with suppressors. As compensation for these drawbacks however, the M110 has thermal/night vision optics that allow it to be reliably used under all lighting conditions, which makes it arguably more useful in most situations than the Mk17 Sniper.[A2CfgW 11][A2CfgW 12]
The M110's thermal scope can be zeroed from a minimum of 100 metres up to a maximum of 1,000 metres (100, 200, 300, 400, 500, 600, 700, 800, 900, 1000).[A2CfgW 13] By default, it is set to a zeroing of 300 metres.[A2CfgW 14]
It is possible to toggle between two spectrums: white-hot and black-hot.[A2CfgW 15] The thermal scope cannot switch to a normal day vision mode.[A2CfgW 12]
The M110's night vision scope can be zeroed from a minimum of 100 metres up to a maximum of 800 metres (100, 200, 300, 400, 500, 600, 700, 800).[A2CfgW 16] By default, it is set to a zeroing of 300 metres.[A2CfgW 17]
The scope is not restricted to only night vision and can switch to a day vision mode if necessary.[A2CfgW 11]
The M110 can only load one type of magazine.[A2CfgW 6] It is fully interchangeable with non-suppressed variants of the Mk17 battle rifle, and only requires one[A2CfgM 3] free primary weapon magazine inventory slot:
MK17 Mag.[]
20-round box magazine loaded with 7.62 mm ball ammunition.[A2CfgM 4]
None of the rounds fired will emit visible tracers.
Magazine compatibility[]
Weapon name (Classname)
MK17 Mag.
M110 TWS (M110_TWS_EP1)
✔
M110 NV Scope (M110_NVG_EP1)
✔
Trivia[]
Although based on the real-world "M110 SASS" used by the U.S. Army, ArmA 2's M110 lacks the ambidextrous bolt release catch found on real M110s.
Unlike other sniper rifles, the M110 is only available with either a thermal or night vision scope and does not have a variant with a conventional riflescope.
Prior to the latest Steam version patches, the TWS-fitted M110 variant was limited to a maximum zeroing of 800 m. This was increased by CorePatch to 1,000 m instead (the AN/PVS-10 variant remains unchanged at 800 m).[2]
However, CorePatch also nerfed the M110 after the Mk17's 20-rounder magazines had their muzzle velocity reduced from 900 m/s to 802 m/s.[2]
Gallery[]
ArmA Tactics[]
«
The M110 Semi-Automatic Sniper System (or M110 SASS) is a semi-automatic sniper rifle that is chambered for the 7.62x51mm NATO round. The rifle has ambidextrous features such as a double-sided magazine release, safety selector switch, and bolt catch.
Armoury Description
»
The M110 7.62 mm sniper rifle.
The M110 is used exclusively by the Operators in ArmA Tactics.
Overview[]
The M110 can be unlocked at the Armoury for 1,000 credits.
Of the four weapons, it has the longest attack range and retains a consistently high hit probability no matter how distant the target is while inflicting medium-high damage per shot. Depending on the user's skill level with sniper rifles, the M110 is essentially guaranteed to land criticals on almost every shot. Furthermore, it has the ability to mount a suppressor just like the M4A1, making it useful for taking out enemies on missions where maintaining stealth is either ideal (Shadows) or outright mandatory (Tick Tock).[CCharWp 2]
However, the M110 isn't without drawbacks. One of its major flaws stems from its ammunition capacity; with only four rounds per magazine (unupgraded), it is tied with the M1014 for having the least amount of rounds per magazine. You will need to carefully plan your engagements if there are more than three enemies at a time, especially if the Extended Magazine upgrade hasn't been purchased. The other weakness is that the M110 incurs a severe penalty to its damage output against targets at close range, inflicting less than half of what its 7.62 mm round would normally hit for.[CCharWp 3][CComMat 1]
Given its high cost and expensive upgrades, it will only be possible to gear up one member of the team with an M110 for the majority of a first (and possibly second) playthrough. As such, the sole team member with some initial skill levels allotted to sniping, Ellis, should be the first operator to be equipped with the M110. Although any member can technically wield it, it is better if the M110's user either scores a critical hit or inflicts maximum damage on every shot so as to avoid wasting Action Points on having to reload due to a bad engagement.
A telescopic sight is a sighting device that is based on an optical refracting telescope. It is equipped with a graphical pattern (a reticle) mounted in an optically appropriate position in their optical system to give an accurate aiming point.
Armoury Description
»
Increases Operator hit probability by +10%.[CCharWp 4]
Costs 250 credits to acquire.
Extended Magazine
«
Allows the operator to shoot more rounds before the weapon needs to be reloaded.
Armoury Description
»
Increases the M110's magazine capacity by +2 rounds (to a maximum of 6).[CCharWp 1]
Costs 250 credits to acquire.
Weapon Silencer
«
Silencer (more accurately Sound suppressor) is a device attached to or part of the barrel of a firearm which reduces the amount of noise generated by firing the weapon.
Armoury Description
»
Suppresses the M110, making it difficult for enemies near the Operator to hear them firing shots against a target. However, whilst the Weapon Silencer remains attached, it cuts the Operator's hit probability by 20%[CComMat 2], lowers damage by 30%[CComMat 3], and reduces the chance of inflicting a critical strike by up to 70%.[CComMat 4]
Costs 450 credits to acquire.
Achievements[]
Death From a Distance
Kill 25 or more enemies using the M110. The counter is cumulative regardless of whoever uses the weapon, so you only need to make sure that the M110-armed Operator is the one who lands the killing blow.
Trivia[]
Just like all other weapons in Tactics, none of the M110's upgrades will alter its in-game model even when equipped.
Prior to Update 1.1976's release, there was almost no difference between attacking with a regular shot or an aimed shot (hit percentages and critical strike chances were virtually identical).[3]
The M110's upgrades were slightly cheaper before the release of Update 1.2158.[4]
In reality, the M110's 7.62 mm NATO round would inflict just as much damage in close quarters as it would against long distance targets. This was most likely implemented as a balancing measure so as to not render the M1014 redundant and make the M110 "overpowered".
↑Assembly-CSharp.dll >> EWeaponList.cs >> public enum EWeaponList >> {WEAP_M4A1_CARBINE,WEAP_M1014_SHOTGUN,WEAP_COLT1911_PISTOL,WEAP_M110_SNIPER,WEAP_M249_LIGHT_MACHGUN,WEAP_RPK,WEAP_SVD,WEAP_AK74,WEAP_AKS74U,WEAP_AK107,WEAP_COUNT,WEAP_NONE}
EWeaponType.cs (Tactics)
↑Assembly-CSharp.dll >> EWeaponType.cs >> public enum EWeaponType >> {NONE,ASSAULT_RIFLE,SHOTGUN,PISTOL,LIGHT_MACHINE_GUN,SNIPER_RIFLE}
CArmory.cs (Tactics)
↑Assembly-CSharp.dll >> CArmory.cs >> public class CArmory >> public static string[] ItemNames >> {"Weap M249","Weap M4A1","Weap M110","Weap M1014","FlashBang","AdrenalineShot","Medkit","FragGrenade","SmokeGrenade","Morphine","ProximityMine","RemoteCtrlExplosives","GrenadeEnhancer","ExperiencePoints"}
CCharWeaponManager.cs (Tactics)
↑ 1.01.1Assembly-CSharp.dll >> CCharWeaponManager.cs >> public class CCharWeaponManager >> private void GetWeaponUpgradeBonuses() >> else if (armoryItemUpgrade.m_UpgradeType == CItemUpgrade.EUpgradeType.RAISE_MAGAZINE_CAPACITY) >> m_UpgradeExtraAmmo += (int)armoryItemUpgrade.m_UpgradeValue
↑Assembly-CSharp.dll >> CCharWeaponManager.cs >> public class CCharWeaponManager >> public static bool IsWeaponSilencerCompatible(EWeaponType type) >> case EWeaponType.SNIPER_RIFLE:
↑Assembly-CSharp.dll >> CCharWeaponManager.cs >> public class CCharWeaponManager >> public float GetMaxDistanceForShooting() >> public float GetMaxDistanceForShooting() >> case EWeaponList.WEAP_M110_SNIPER: >> result = 8f
↑Assembly-CSharp.dll >> CCharWeaponManager.cs >> public class CCharWeaponManager >> private void GetWeaponUpgradeBonuses() >> if (armoryItemUpgrade.m_UpgradeType == CItemUpgrade.EUpgradeType.RAISE_HIT_PROB) >> m_UpgradeHitProbBonus += armoryItemUpgrade.m_UpgradeValue
CCombatMath.cs (Tactics)
↑Assembly-CSharp.dll >> CCombatMath.cs >> public class CCombatMath >> private static readonly float c_MaxHitDistSniper = 60f
↑Assembly-CSharp.dll >> CCombatMath.cs >> public class CCombatMath >> private const float c_AimSilencerCorrection = -0.2f
↑Assembly-CSharp.dll >> CCombatMath.cs >> public class CCombatMath >> private const float c_DamageSilencerMulti = 0.7f
↑Assembly-CSharp.dll >> CCombatMath.cs >> public class CCombatMath >> private const float c_CriticalSilencerCorrection = -0.7f