Phantom Forces Wiki
Advertisement
Article
Gallery
M16A4
Overview
Weapon Type Primary Weapon
Weapon Class Assault Rifle
Rank Prerequisites Rank 22
Damage 34 → 22
Range 55 max → 165 min
M16A4graph
Accuracy

   

Hip Accuracy

   

Sight Accuracy

   

Magazine Size 30, 31 with round in chamber
Ammo Reserve 120
Fire Modes 3× Burst & Semi
Rate of Fire 900 RPM
Advanced
WEAPON BALLISTICS

TTK (Time to Kill) 0.13 s
Head & Body Multiplier
Hitbox
per bullet/pellet
Range
Max (55 studs) Min (165 studs)
(x1.40) Head 47.6 30.8
(x1.00) Torso 34 22
(x1.00) Limbs 34 22
Red color signifies a fatal hit.
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
Suppressor Script error: No such module "DamageModifiers".Script error: No such module "DamageModifiers". Script error: No such module "DamageModifiers". max → Script error: No such module "DamageModifiers". min
R2 Suppressor Script error: No such module "DamageModifiers".Script error: No such module "DamageModifiers". Script error: No such module "DamageModifiers". max → Script error: No such module "DamageModifiers". min
ARS Suppressor Script error: No such module "DamageModifiers".Script error: No such module "DamageModifiers". Script error: No such module "DamageModifiers". max → Script error: No such module "DamageModifiers". min
PBS-1 Suppressor Script error: No such module "DamageModifiers".Script error: No such module "DamageModifiers". Script error: No such module "DamageModifiers". max → Script error: No such module "DamageModifiers". min
PBS-4 Suppressor Script error: No such module "DamageModifiers".Script error: No such module "DamageModifiers". Script error: No such module "DamageModifiers". max → Script error: No such module "DamageModifiers". min
Armor Piercing 34 -> 22 27.5 max -> 165 min
Hollow Point 40.8 -> 17.6 60.5 max -> 148.5 min
Muzzle Velocity 2500 studs/s
Penetration Depth 1.2 studs
Suppression 0.5

HIP ACCURACY 49

Min Camera Kick (2.00, -0.61, -0.31)
Max Camera Kick (2.50, -0.11, 0.30)
Min Recoil Displacement (-0.50, 0.60, 9.19)
Max Recoil Displacement (0.80, 1.10, 11.50)
Min Recoil Rotation (-0.61, 0.50, -0.31)
Max Recoil Rotation (1.20, 1.20, 0.30)
Hipfire Spread Factor 0.06
Hipfire Recovery Speed 9
Hipfire Spread Damping 0.85

SIGHT ACCURACY 75

Min Camera Kick (2.09, -0.31, -0.50)
Max Camera Kick (2.50, 0.30, 0.50)
Min Recoil Displacement (-0.11, 0.10, 11.50)
Weapon Shot Displacement (0.10, 0.40, 11.80)
Min Recoil Rotation (0.20, -0.11, -0.11)
Max Recoil Rotation (0.40, 0.10, 0.10)
Sight Magnification 1.8x

ACCURACY 33

Hipfire Camera Recovery Speed 22
Sight Camera Recovery Speed 24
Weapon Recovery Speed 23
Weapon Recoil Damping 0.9
Hip Choke {{{HipChoke}}}
Aim Choke {{{AimChoke}}}

WEAPON HANDLING

Reload Time 1.9 seconds
Empty Reload Time 2.7 seconds
Equip Speed 12
Aiming Speed 15
Crosshair Size 30
Crosshair Spread Rate 300
Crosshair Recover Rate 15

MISCELLANEOUS

Weapon Walk Speed 14 stud/s
Aiming Walk Speed 9.7 stud/s
Ammo Type 5.56x45mm NATO
Round in Chamber Template:Weapon/Chamber
Shot Suppression Range None


The M16A4 is an American Assault Rifle member of the AR-15 Family. It is unlocked at Rank 22 or can be purchased with credits (CR).

History

After the Vietnam War, the U.S was looking to fix the issues with the M16A1 currently in service at the time. They did this by switching out the predecessor's full-auto fire mode for a 3-round burst, replacing the triangular handguard with a ribbed circular one, adding a case deflector and improving the rear sight. This rifle was called the M16A2. Later, in the 1990s, a version called the M16A2E4 was selected and given the designation M16A4. Small improvements were made, such as the removable carry handle, with accessory rail on top of the receiver, underneath the carry handle, for the ease of attaching optical module. A quad rail handguard is also standardized to allow more modularity. This variant is currently in service with the U.S Army, the U.S Marine Corps and other military groups. However, the U.S is currently looking for a replacement for the M16A4 and M4A1.

In-Game

General Information

The M16A4 has the fourth highest maximum damage of all Assault Rifles (tied with the AS VAL, beaten by the M231, AKM, and AK47) and is capable of a three-shot-kill (3SK), or a single burst, up to 55 studs. It has low recoil and high aiming stability, which are great for long range combat. The M16A4 is very effective at medium to long range, However, it has its place in close quarters combat (CQC) - a single well-aimed burst can kill an enemy at full health.

Unlike other three-round burst modes on other weapons, the burst of the M16A4 has higher accuracy and remains very stable, even with continuous burst fire. The burst has a high rate-of-fire (RoF) that makes it effective at medium range. However, at longer ranges, using burst can be quite annoying since the burst doesn't have a limit to the recoil, unlike automatic weapons. Therefore, tap firing or using semi-auto is highly recommended.

Unlike DMRs, however, this weapon requires at least five-shots-to-kill (5STK) a full health enemy at long ranges and doesn't have the suppressive power of DMRs due to the intermediate cartridge of the 5.56x45mm NATO. This makes the M16A4 especially vulnerable beyond short-medium ranges against machine guns, as the M16A4 cannot dump half a magazine into an enemy without excessive spam clicking and its semi-automatic mode relies heavily on sustained accuracy, which light machine guns excel at countering.

Usage & Tactics

To perform well with this weapon, the player will have to know when to full burst and when to tap. Therefore, using this AR takes quite a bit of skill when compared to other AR's. It does take some practice to get used to the lack of a full-automatic fire mode, and some players will have to learn to constantly check their M16A4's firemode to ensure that they don't go into a CQC situation with it switched on semi-auto, or vice versa.

With a high-zoom optical sight like the ACOG attached, the weapon performs similarly to a DMR in semi-auto. The semi-auto mode on M16A4 is more useful than that of any other assault rifle. On semi-auto, the rifle has very little recoil. It can make multiple successful shots at long range without the player needing to compensate for the recoil to hit a target. The semi-auto mode is faster than most DMR's and has no delay like the SKS or MK11. Despite having lower damage than a DMR, this gun has a larger magazine capacity and high aiming stability. Obviously, the semi-auto mode is not recommended for use within close quarters because the time-to-kill (TTK) is quite long, even with its ability to kill in three shots.

Conclusion

The M16A4 is a flexible weapon, hitting hard in close quarters, with its burst mode performing very well at this range. At the mid-long range, its low recoil in semi-auto helps it continuously lay down fire without being obstructed by recoil.

Pros & Cons

Pros:

  • Good overall damage.
  • High RoF with the burst mode.
  • Low recoil.
  • Quick recoil recovery.
  • Common ammunition type.
  • Fast reload time.
  • Very versatile.

Cons:

  • Lacks a fully-automatic trigger mode.
  • Requires a higher skill cap to be used effectively.
  • Shorter maximum range than other Assault Rifles.

Trivia

  • The M16A4 is not a burst version of M16A3 like many people think. It's a direct upgrade of the M16A2.
    • The M16A3 is the full-auto version of M16A2, not the M16A4.
    • Colt produces a full-auto version of the M16A4, product-coded as the R0901, which is for international purchases.[1]
  • Before the update 0.10.6, pressing the mouse button for a very short time still fired the whole burst. This was removed however since many took advantage of an auto-clicker with burst-fire weapons like the M16A4 and the AN-94.
  • The M16A4 and all AR-15 Family members in-game have an incorrect reload animation. When doing a tactical reload (reloading the gun with a bullet still in the chamber), the player will push the bolt release. This is impossible because since there is still a bullet in the chamber, the bolt doesn't lock back, so there's no bolt to release.
    • Also with all other AR-15 Family members' models, the selector switch is on safety.
    • The bolt is not locked open when empty, which is easiest to be seen when you inspect the gun when no rounds are remaining. This is also true for every AR-15 platform rifle.
    • This has been changed in a recent update - all AR-15 platform weapons (M4A1, M231 etc.) now no longer have the player pushing the bolt release on a tactical reload. However, the player will still push the bolt release on an empty reload.
  • There is currently a bug where the rifle's original sight will clip into any attached sights, this is caused by editing textures in slot 1 and 2 with an optic attached.
    • This will only happen in the menu and will be corrected when the player deploys.
  • Like the M16A3, MG3KWS, and TEC-9, the M16A4's in-game model has no trigger.

References

  1. [1] Manufacturer
Weaponry
Primary Weapons

Assault Rifles

AK12 - AN-94 - AS VAL - SCAR-L - AUG A1 - M16A4 - G36
M16A1 - M16A3 - AUG A2 - K2 - FAMAS F1 - AK47 - AUG A3 - L85A2
HK416 - AK74 - AKM - AK103 - TAR-21 - StG-44 - M231
Type 88 - C7A2 - G11K2 - Type 20

Personal Defense Weapons

MP5K - UMP45 - G36C - MP7 - MAC10 - P90 - Colt MARS - MP5
Colt SMG 633 - L2A3 - MP5SD - MP10 - MP5/10 - Uzi - M3A1
AUG A3 Para - K7 - AKS74U - PPSh-41 - FAL Para Shorty
PP-19 Bizon - Kriss Vector - MP40 - X95 SMG - Tommy Gun
RAMA 1130 - BWC-9

Light Machine Guns

Colt LMG - M60 - AUG HBAR - MG36 - RPK12 - L86 LSW - RPK
HK21 - HAMR IAR - RPK74 - MG3KWS - Stoner 96 - ChainSAW - MG42 - M1918A2

Sniper Rifles

Intervention - Model 700 - Dragunov SVU - AWS - BFG 50
AWM - TRG-42 - Mosin Nagant - K14 - Dragunov SVDS - Hecate II
M107 - Steyr Scout - WA2000 - NTW-20 - FT300 - M1903

Carbines

M4A1 - G36K - M4 - L22 - SCAR PDW - AKU12 - Groza-1
AK12C - Honey Badger - K1A - SR-3M - Groza-4 - MC51SD
FAL 50.63 Para - 1858 Carbine - AK105 - Jury - KAC SRR
Gyrojet Carbine - X95R - HK51B - C8A2 - OTs-126 - Can Cannon

Designated Marksman Rifles

MK11 - SKS - SL-8 - VSS Vintorez - MSG90 - Beowulf TCR
SA58 SPR - SCAR SSR - M21

Battle Rifles

Beowulf ECR - SCAR-H - AK12BR - G3A3 - AG-3 - HK417
Henry 45-70 - FAL 50.00 - M14 - HCAR

Shotguns

KSG-12 - Model 870 - DBV12 - KS-23M - Saiga-12
Stevens DB - AA-12 - SPAS-12 - DT11 - E-Gun - USAS-12

Secondary Weapons Pistols

M9 - M17 - G17 - M1911 - Desert Eagle L5 - GI M1 - Hardballer
Izhevsk PB - M45A1 - KG-99 - Five Seven - ZIP 22 - Makarov PM - AM III Grizzly - GB-22 - Desert Eagle XIX - Gyrojet Mark I - GSP - G21 - G23
G40 - G50 - M2011 - AF2011-A1 - Alien

Machine Pistols

G18 - 93R - TEC-9 - Micro Uzi - Škorpion vz. 61 - MP1911
Arm Pistol - ASMI - PP-2000

Revolvers

MP412 REX - Mateba 6 - 1858 New Army - Redhawk 44
Judge - Executioner

Other

Serbu Shotgun - SFG 50 - M79 Thumper - Sawed Off
Saiga-12U - Obrez - Coilgun - SASS 308

Featured Article
Advertisement