You know, considering that Infinite Warfare is pretty damn close to Mobile Suit Gundam, you could say this was COD's first anime AR15.
Made around the same time as the RE8 M110 , this was yet another experiment to try out a Weaponlib-less weapon with custom animations.
... And because I wanted to poke fun of Call of Duty, IN SPACE.
The Space AR15 will appear as the vanilla M4A1(CAR4) and is unlocked at level 4.
Just like its depiction in Mobile Suit Duty: Infinite Warfare, the Spare AR15 is very accurate and easy to control, but has mediocre DPS and very little in the way of unique mods.
Spoiler!
The NV4 has a fantastic base accuracy of 76 including default mods and can reasonably hit 90-100 Accuracy with minimal effort.
The base stability is rather low at 40, but this is to compensate for the NV4 having half the kick values of the vanilla M4A1. If you even remotely invest a little bit in stability, you can mostly hold down the trigger and crossmap things.
The concealment is average at a base of 20, same as the vanilla M4A1, but is let down by the rather weak mod pool the NV4 has. You can attempt to conceal it, but there are stronger weapons for dodge/crit fishing setups.
The ammo capacity and pickup are similar to the vanilla M4A1: 30 rounds in a mag, 5 total mags for 150 rounds total, and a base pickup rate of 4-9 bullets per box.
What is noticeably weak about the NV4 is is damage output: just like in IW, you can practically snipe with the NV4, but arent winning DPS races.
The base damage is subpar at 54, approximately matching the low damage output it has in IW (4-5 shots to kill).
The fire rate is also low at 612 RPM, same as in IW and barely higher than the strangely slow fire rate of the vanilla M4A1.
In terms of unique mods, there's only a few and they're mostly cosmetic.
Sometimes, having a billion different modification options gets annoying to export and apply textures to, even if it's in the AR15 spirit to shove as many things onto the gun as humanly possible.
Known Issues:
Probable Future Asked Questions:
Q: IW wasnt Gundam inspired? What are you talking about?
A: An Earth based alliance is under a surprise attack from an invading army from Mars, the main ship takes casualties and protagonists have to take command from the dead, the Earth alliance is mostly on the backfoot on the war except for the efforts of the protagonist and their plucky band of heroes, the protagonist has a last name of Ray/Reyes, and (pretty much) everyone dies in the end?
Sure, Reyes doesnt pilot a robot, but you can't tell me that Infinite Warfare ISN'T taking notes from Gundam.
Q: Ammo counter on the ELO/Iron sight?
A: Maybe after Offyerrocker gets done with the inevitable pile of Halo weapons incoming.
Q:Doesn't the weak DPSfit more in line with the starter Colt 733 (AMCAR)?
A: You are free to change the based on weapon or stats to whatever you wish.
Q: REEE THE SPACE AR15 ISNT WEEK/BORKEN ENOUGH!!! NEED NERF/BUFF!
A: Go into the files and change the stats yourself.



Just a question. So when I aim down sights on this gun its a little wonky, like Ill be aiming to the left so to speak instead of looking straight down if that makes sense. Is it just me or is it the mod itself? Thanks in advance.
I checked a recent install of the NV4, it aimed down sight where the sights are pointed at.
The sights are also aiming downwards and not left aligned.
Spoiler!
I also checked my Perfect Viewmodel save data, and there is nothing in there that would interfere with the stances.

Maybe you have one of those (Tacticool/MW2019/titled45 degree/insert name here) Viewmodel mods that is adjusting aim down sight stances and is applying to all weapons?
Are you using Fnuxray's AR15 animation, per chance?
And the issue looks something like this?

(I know it's Pawcio's HK416 and not the NV4, but bear with me here)
To my knowledge, the reason for this issue is unfortunately an animation conflict: either you give up Fnxuray's animation, or you dont use most custom weapons that have
weapon_hold=m4
in them.Pawcio's HK416, my NV4/XM4, Carl's AAC Honey Badger, etc use the vanilla M4A1's hold values as a base. Seems fine at first.
But then you install Fnxuray's awesome AR15 anims ... which also include a new hold anim and new stance modifiers for the vanilla M4A1.
Since Fnxuray's animation also overrides the M4A1 hold values/animation the game reads, the custom weapons also get their hold anims overriden, but were aligned with the vanilla M4A1 hold stances.
That is where the problem comes from, at least for weapons using
weapon_hold=m4
in their files.I could just make a copy of the vanilla M4A1's hold/taser/inspired/sprint/etc animation files and add them to the NV4, but that seems silly file bloat to avoid a conflict with an animation mod, albeit a very popular and awesome one.
And it would be equally silly to force Fnxuray at gunpoint to make his animation mod un-do the M4 stance override, just to avoid problems with custom weapons.
So, unfortunately, all I can say is that the NV4 is incompatible with Fnuxray's AR15 animation overhaul, short of Fnuxray making a compatibility version that does not override the vanilla M4 animation.
@RJC9000 Ah yes that must be it! Thank you so much for pointing that out. Ill make sure to delete that then cause honestly I like custom weapons better. Thanks again and keep up the good work! =)