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Fun 2

Weapons information By Game files [2019 Update]

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HeistsActivist
4 minutes ago, Razar said:

So far I did test them in 3rd person only, will probably test them in 1st person and from vehicles too (Since I know the Micro SMG fires significantly quicker when used from a vehicle for example) soon™ since this method does take a lot of time.

 

And the GTA Wiki uses the TimeBetweenShots value to calculate firerate, for example for the Carbine Rifle they got 445 RPM which is the exact same value i've got when using that method too.

Is that method all that inaccurate? It states 510 RPM for the SMG which would make it slightly better in firerate than a few AR's.

 

I noticed in actual play and most likely not by placebo effect that I would rather use an SMG than the Standard Assault Rifle. Your fire rate testing confirms what I had believed but does change most of my view on the SMG class, feels bad man.

 

Also just verifying but, First Person Recoil is entirely aesthetic right?

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Razar
2 minutes ago, HeistsActivist said:

Is that method all that inaccurate? It states 510 RPM for the SMG which would make it slightly better in firerate than a few AR's.

 

I noticed in actual play and most likely not by placebo effect that I would rather use an SMG than the Standard Assault Rifle. Your fire rate testing confirms what I had believed but does change most of my view on the SMG class, feels bad man.

 

Also just verifying but, First Person Recoil is entirely aesthetic right?

Well I mean it does seem to be for many weapons, for example the Micro SMG should have around 600 RPM if we calculate the firerate from the TimeBetweenShots value (Which would be the same as the AP Pistol too) and yet from my testing it seems like it's only shooting at about 510 RPM, that's a very significant difference.

 

The example with the MGs I made earlier also shows that it's not very reliable either.

 

And so far it does seem like first person affects recoil although i'm mostly talking from personal experience.

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HeistsActivist
2 minutes ago, Razar said:

Well I mean it does seem to be for many weapons, for example the Micro SMG should have around 600 RPM if we calculate the firerate from the TimeBetweenShots value (Which would be the same as the AP Pistol too) and yet from my testing it seems like it's only shooting at about 510 RPM, that's a very significant difference.

 

The example with the MGs I made earlier also shows that it's not very reliable either.

 

And so far it does seem like first person affects recoil although i'm mostly talking from personal experience.

Hmm, what's your personal opinion on SMG Mk2 with Hollow Point Rounds. I also heard a myth that the SMG MK2 fires 10% faster than the SMG assuming this isn't true as well. Seems like such a small difference that in game testing would not be able to pick up

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SummerFreeze
Posted (edited)
25 minutes ago, HeistsActivist said:

Is that method all that inaccurate? It states 510 RPM for the SMG which would make it slightly better in firerate than a few AR's.

 

I noticed in actual play and most likely not by placebo effect that I would rather use an SMG than the Standard Assault Rifle. Your fire rate testing confirms what I had believed but does change most of my view on the SMG class, feels bad man.

 

Also just verifying but, First Person Recoil is entirely aesthetic right?

Well, the numbers in the game files are accurate, but when it comes to the actual fire rate, the weapons also have different animations, so the game file number is only half of the equation.

 

The standard Assault Rifle is pretty crap, so it's no surprise you prefer the SMG. Unlike the Assault Rifle Mk II, the Mk I doesn't even deal a lot of damage. The Mk II with the large scope is great in 1st person tho, because it zooms in more than the Marksman Rifle with zoom scope.

 

For 1st person firing you have two modes: "hip firing" and using the iron sights / scope. If your shooting stat is 100% then the reticle won't move when hip firing (no RecoilShakeAmplitude, which is lowered by a muzzle brake), but the weapon still becomes less accurate the more you fire (AccuracySpread, RecoilErrorTime, RecoilAccuracyMax, etc.). There are a quite a few numbers that affect inaccuracy over time when auto-firing. (The first shot from idle always has pinpoint accuracy.)

 

When using the iron sights or a scope, you still get the RecoilShakeAmplitude in addition. Even the Heavy Sniper does, but it doesn't really matter because the shake stops before you can fire again.

 

10 minutes ago, HeistsActivist said:

Hmm, what's your personal opinion on SMG Mk2 with Hollow Point Rounds. I also heard a myth that the SMG MK2 fires 10% faster than the SMG assuming this isn't true as well. Seems like such a small difference that in game testing would not be able to pick up

Pretty useless in PvE because the fastest way to kill is with headshots.

 

Also pretty useless in PvP because the Combat MG Mk II does just as much damage without requiring special ammo.

 

Like I said, the Assault SMG is my automatic weapon of choice for PvE in freeaim. It has RecoilErrorTime=1.5 meaning its inaccuracy from recoil is completely gone after 1.5 seconds, compared to for example the Combat MG Mk II with RecoilErrorTime=3.0. Compared to the SMG, the Assault SMG also has lower AccuracySpread (3.0 vs 3.5), and a higher fire rate.

Edited by SummerFreeze
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HeistsActivist
Posted (edited)
16 minutes ago, SummerFreeze said:

Well, the numbers in the game files are accurate, but when it comes to the actual fire rate, the weapons also have different animations, so the game file number is only half of the equation.

 

The standard Assault Rifle is pretty crap, so it's no surprise you prefer the SMG. Unlike the Assault Rifle Mk II, the Mk I doesn't even deal a lot of damage. The Mk II with the large scope is great in 1st person tho, because it zooms in more than the Marksman Rifle with zoom scope.

 

For 1st person firing you have two modes: "hip firing" and using the iron sights / scope. If your shooting stat is 100% then the reticle won't move when hip firing (no RecoilShakeAmplitude, which is lowered by a muzzle brake), but the weapon still becomes less accurate the more you fire (AccuracySpread, RecoilErrorTime, RecoilAccuracyMax, etc.). There are a quite a few numbers that affect inaccuracy over time when auto-firing. (The first shot from idle always has pinpoint accuracy.)

 

When using the iron sights or a scope, you still get the RecoilShakeAmplitude in addition. Even the Heavy Sniper does, but it doesn't really matter because the shake stops before you can fire again.

 

Pretty useless in PvE because the fastest way to kill is with headshots.

 

Also pretty useless in PvP because the Combat MG Mk II does just as much damage without requiring special ammo.

 

Like I said, the Assault SMG is my automatic weapon of choice for PvE in freeaim. It has RecoilErrorTime=1.5 meaning its inaccuracy from recoil is completely gone after 1.5 seconds, compared to for example the Combat MG Mk II with RecoilErrorTime=3.0. Compared to the SMG, the Assault SMG also has lower AccuracySpread (3.0 vs 3.5), and a higher fire rate.

I used to like it until I realized upon looking closer it was not really as much of a P90 as the TBOGT version. I hadn't ever looked in depth at it and by a quick glance I was like "oh cool P90" and just started going with it.

 

In terms of PvE weapons I tend to like the ones that have cheaper ammo. I wish there was a guide on every ammo price in game.

 

EDIT: What are the general thoughts on Mini SMG for PvP?

 

It has what I wish the MP5 had for fire rate, looks to be actually one of the fastest firing rates in the game and surely that's an advantage if your opponent is not wearing a helmet and you're going for headshots.

Edited by HeistsActivist
Mini SMG

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SummerFreeze
4 minutes ago, HeistsActivist said:

I used to like it until I realized upon looking closer it was not really as much of a P90 as the TBOGT version. I hadn't ever looked in depth at it and by a quick glance I was like "oh cool P90" and just started going with it.

 

In terms of PvE weapons I tend to like the ones that have cheaper ammo. I wish there was a guide on every ammo price in game.

I just use whatever works the best for me...

 

Time is money, so the faster you kill NPCs, the more money you save. 😉

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HeistsActivist

Regarding ROF in this game. How does it compare to other games. I feel like it is relatively slower than ROF in games like Siege or COD.

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Gaffa

Historically, Rate of Fire of a firearm was always calculated on the cyclic rate - how fast the firearm is able to chamber a round, expel the round and then re-chamber the next round ready for the next shot. 
It's therefore not accurate testing how many shots are fired in one minute if reloading is taken into consideration (because if it weren't a game) then you'd have factors like the individual's reload speed affecting things, when "the guns Rate of Fire" is "the guns Rate of Fire". 

Of course, GTA doesn't make it so clear cut. 

I didn't really look at the numbers but the only gun I ever considered in GTA V / Online to have an accurate Rate of Fire was the Minigun - shooting 50 rounds per second is accurate to the real M134. I believe there's a switch on the real thing to adjust the barrel's rotation rate and thus, rate of fire, but generally speaking they're often set to either 2,000 or 3,000 rounds per minute. 

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HeistsActivist

Has anyone else done testing on the scopes in this game and their effective zoom levels? 

 

One day I was curious enough and decided to go through all original and mark 2 weapons scopes aimed at a relative point to compare zoom.

 

It seems the in game guides (and GTA Wiki) lie about everything because the zoom levels of certain scopes and sights branch off from their descriptions.

 

There are 4 optics in the game

 

Holographic Sight - "best for close quarters combat" (which doesn't look like too much like real life holos and more like a reflex sight.)

 

Small Scope - "small to medium zoom function" (obviously an Aimpoint Micro T1)

 

Medium Scope - "medium zoom function" (Aimpoint M2)

 

and

 

Large Scope - "long range zoom functionality" (Elcan Spectre DR, which is not just a simple red dot as portrayed in this game)

 

Despite the descriptions certain Large Scopes don't zoom as far and give a clear picture as MK 2 large scopes. I have even noticed this on just Large Scopes in general on certain weapons over others. 

 

Try this for yourself, compare the zoom of the large scope on the Carbine Rifle MK2 vs. Special Carbine MK1 or MK2 (or even Carbine Rifle MK1). There is no logical reason for it to be this way.

 

And if you put "Holographic Sight" on the Combat MG MKII you'll probably notice it rivals the zoom of the large scope on the Carbine Rifle MK2. 

 

Many other optics in this game suffer similar fallacies. It seems certain weapons just have their scopes function for them as they should and others don't.

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SummerFreeze

@HeistsActivist

 

First person zoom range when using the iron sights / scope is determined by the values "FirstPersonScopeFov" (when using iron sights) or "FirstPersonScopeAttachmentFov" (when using a scope attachment) in the game files.

 

The lower the better.

 

For example the Combat MG Mk II has 20 with iron sights / holographic sight, 18 with medium scope, 16 with large scope.

 

The Assault Rifle Mk II and Carbine Rifle Mk II also have 20 with iron sights / holographic sight, 18 with small scope, 16 with large scope. So it's the same except the small scope replaces the medium scope.

 

The Bullpup Rifle Mk II has 30 with iron sights / holographic sight, 27.5 with medium scope, 25 with large scope. The same numbers apply to the Special Carbine Mk II but again it has a small scope instead of a medium scope, but with the same value.

 

What's different still is where these scopes are attached on the weapon. For example on the Assault Rifle Mk II you see more of the bottom half of the screen, because that part is slimmer / the scope is attached higher.

 

For most Mk I weapons the standard scope attachment, and for most Mk II weapons the holographic sight does not adjust the first person zoom range, but they increase the third person zoom in "accurate mode". (Which also reduces recoil, by the way.)

 

The Assault SMG would be an exception to this because the scope takes it from 30 to 25. The SMG stays at 30. Mk I weapons with good zoom are the Assault Rifle, Carbine Rifle, Advanced Rifle and Compact Rifle; all have 20 with or without the scope.

 

For the Advanced Rifle in 1st person, I actually consider the scope a downgrade because it obstructs more of the screen than the iron sights do. (For 3rd person the scope would be better.) For the same reason I use the holographic sight on my Carbine Rifle Mk II instead of the large scope although here it actually makes a difference in 1st person zoom but not in 3rd person. For 1st person long-range shooting I use the Assault Rifle Mk II with large scope.

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HeistsActivist
On 8/30/2020 at 11:59 AM, SummerFreeze said:

@HeistsActivist

 

First person zoom range when using the iron sights / scope is determined by the values "FirstPersonScopeFov" (when using iron sights) or "FirstPersonScopeAttachmentFov" (when using a scope attachment) in the game files.

 

The lower the better.

 

For example the Combat MG Mk II has 20 with iron sights / holographic sight, 18 with medium scope, 16 with large scope.

 

The Assault Rifle Mk II and Carbine Rifle Mk II also have 20 with iron sights / holographic sight, 18 with small scope, 16 with large scope. So it's the same except the small scope replaces the medium scope.

 

The Bullpup Rifle Mk II has 30 with iron sights / holographic sight, 27.5 with medium scope, 25 with large scope. The same numbers apply to the Special Carbine Mk II but again it has a small scope instead of a medium scope, but with the same value.

 

What's different still is where these scopes are attached on the weapon. For example on the Assault Rifle Mk II you see more of the bottom half of the screen, because that part is slimmer / the scope is attached higher.

 

For most Mk I weapons the standard scope attachment, and for most Mk II weapons the holographic sight does not adjust the first person zoom range, but they increase the third person zoom in "accurate mode". (Which also reduces recoil, by the way.)

 

The Assault SMG would be an exception to this because the scope takes it from 30 to 25. The SMG stays at 30. Mk I weapons with good zoom are the Assault Rifle, Carbine Rifle, Advanced Rifle and Compact Rifle; all have 20 with or without the scope.

 

For the Advanced Rifle in 1st person, I actually consider the scope a downgrade because it obstructs more of the screen than the iron sights do. (For 3rd person the scope would be better.) For the same reason I use the holographic sight on my Carbine Rifle Mk II instead of the large scope although here it actually makes a difference in 1st person zoom but not in 3rd person. For 1st person long-range shooting I use the Assault Rifle Mk II with large scope.

Wow. This is great info I had no clue the scopes zoom level was this in depth in coding. It's mind baffling why they made first person ADS so much more valuable with the Assault Rifle and Carbine Rifle than with Special Carbine and Bullpup Rifle.

 

What about SMG MKII, and the scopes available for handguns?

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SummerFreeze
5 hours ago, HeistsActivist said:

What about SMG MKII, and the scopes available for handguns?

SMG Mk II: 30 (iron sights), 25 (holographic sight), 22.5 (small scope), 20 (medium scope)

 

Heavy Revolver Mk II: 30 (iron sights / holographic sight), 27.5 (small scope)

 

Pistol Mk II: 30 (iron sights), 25 (scope)

 

SNS Pistol Mk II: 30 (iron sights / scope)

 

Micro SMG: 45 (iron sights), 30 (scope)

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PaeganLoveSong

Is there anything in the game files or coding that differentiates accuracy, stability, recoil, spread, etc. from first or third person? I'm finding certain weapons to be more accurate in one over the other, and want to see if it's just my eyes playing tricks on me or something legitimate.

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Pedro_Mathiaz

hey everyone!! does anyone have the statistics for the different types of ammunition?

 

(sorry if this was already discussed here)

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SummerFreeze
On 9/1/2020 at 2:47 PM, PaeganLoveSong said:

Is there anything in the game files or coding that differentiates accuracy, stability, recoil, spread, etc. from first or third person? I'm finding certain weapons to be more accurate in one over the other, and want to see if it's just my eyes playing tricks on me or something legitimate.

I gave up on trying to figure out the recoil in this game, so the following is only from what I know...

 

There are four firing modes:

  • 3rd person normal
  • 3rd person "accurate mode"; when zoomed in, recoil is reduced
  • 1st person "hip firing"; reticle doesn't move when your shooting stat is 100% = no "RecoilShakeAmplitude"
  • 1st person iron/gun sight; zoomed in but normal recoil, including RecoilShakeAmplitude

 

There are several variables that determine accuracy and recoil:

  • RecoilShakeAmplitude; determines movement of the reticle (reduced by muzzle brake modification)
  • MinTimeBetweenRecoilShakes; determines how frequently the above shakes are applied. 0 means every shot, while a value greater than zero is compared to MinTimeBetweenShots to determine which continuously-fired bullet will receive a shake. so weapons like the Special Carbine and Bullpup Rifle, which have MinTimeBetweenRecoilShakes > MinTimeBetweenShots, will not have a shake applied to every bullet
  • AccuracySpread; how much bullets will spread under continuous fire (reduced by grip modification)
  • RecoilAccuracyMax; not really sure how it factors into spread, but I know that it does, probably on a per bullet basis. for example the AP Pistol has RecoilAccuracyMax = 1.0 and AccuracySpread = 3.0 and bullets spread much more with continuous fire than the Micro SMG with RecoilAccuracyMax = 0.5 and AccuracySpread = 4.0
  • RecoilErrorTime: the time in seconds that it takes for spread to return to zero

 

These five I consider the main variables, but there are more.

 

Note that the first 2 variables determine movement of the reticle, while the last 3 determine movement of bullets from where the reticle is pointed. Meaning they are two separate concepts. So a weapon becomes more inaccurate from continuous fire even if the reticle doesn't move or move much.

 

This is also why I consider RecoilErrorTime the most important variable when it comes to freeaim PvE. The Assault SMG has 1.5, the Bullpup Rifle (Mk I+II) 2.5, the other assault rifles (Mk I+II) 3.0, and the Combat MG Mk II has 3.0 as well. Meaning the Assault SMG loses its inaccuracy twice as fast as the Combat MG Mk II. This makes a big difference playing against NPCs when 1 headshot kills.

 

So as for your question, in general every weapon has the lowest amount of inaccuracy from continuous fire when used in 3rd person "accurate mode". However, there are some weapons with a large RecoilShakeAmplitude and a low MinTimeBetweenRecoilShakes that will seem a lot more accurate when "hip fired" in 1st person, but this only relates to movement of the reticle, because it doesn't move in that mode. (With full shooting stat.)

 

The MGs would be prime examples of this; e.g. the standard MG has RecoilShakeAmplitude = 1 and MinTimeBetweenRecoilShakes = 0 (again meaning every shot gets a shake), compared to the Special Carbine Mk II with RecoilShakeAmplitude = 0.216 (with muzzle brake) and MinTimeBetweenRecoilShakes = 150.

Edited by SummerFreeze
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HeistsActivist

Is there any guesses on what zooms the actual scopes are, all guns except for sniper scopes having fixed zoom what setting on the heavy sniper do they compare?

 

Is the regular/thermal/night vision scope a 10x adjustable, and if so what is the advanced scope?

 

Is the "large scope" a 4x zoom on the carbine rifle and assault rifle

 

"Medium scope" a 1.5?

How do the zoom values compare to numeric based measurements?

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