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Weapons information By Game files


Tez2
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What have they done with the pistol and combat pistol and maybe other pistols?

Buffed the rate of fire when holding the shooting button or nerfed the time between shots when repeat pressing the shooting button?

 

I just compared two weapons.meta (before and after doomsday update) - there no change for pistols. They add some info about new bullets MkII, mods etc.

 

===

 

Now great choice: any MkII + heavy barrel + suppressor?

Edited by Kesha_F1
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lost-in-emotions

Compare damage per shot in body without mods (in-game files):

 

32 - Special Carabine (anim reload rate: 1 sec)

32.5 - Special Carabine MkII (anim reload rate: 1 sec)

 

32 - Bullpup rifle (anim reload rate: 1 sec)

33 - Bullpup rifle MkII (anim reload rate: 0.9 sec)

 

woah, you say, bullpup mkii is now the best (allround) machine gun?

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I've checked the JSON file for Doomsday Scenario.

Avon clones have 400 health, 600 on hard mode.

Juggernauts have 600 health, 900 on hard mode.

Last Juggernaut has 800 health, 1200 on hard mode.

Not sure if they have extra armor.


Compare damage per shot in body without mods (in-game files):

 

32 - Special Carabine (anim reload rate: 1 sec)

32.5 - Special Carabine MkII (anim reload rate: 1 sec)

 

32 - Bullpup rifle (anim reload rate: 1 sec)

33 - Bullpup rifle MkII (anim reload rate: 0.9 sec)

Anim fire rate modifier for the Special Carbine MkII is 1.07

Anim fire rate modifier for the Bullpup Rifle MkII is 1.04

Edited by Fun 2
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I've checked the JSON file for Doomsday Scenario.

 

Where we can find it in-game archives or maybe there another place where JSON files? There friendly code lines or encrypted?

 

And when Anim fire rate modifier? I can't find in weapon files. •_•

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Vicarious Mind

Is the bullpup mk2 better than the special carbine mk2? I left my special carbine the same because of the drum mag

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Bullpup MKII is better than Special Carbine MKII i downgraded mine back to normal with drum magazine because it`s better to have at least one ar with 100 bullets capacity. And there is no difference between Carbine MKII and Special Carbine MKII so there is no reason at all to have them both upgraded. So if you want to shoot player`s the choice is Bullpup (ROF) or Carbine MKII (Accuracy) and for real low NPC`s it`s the regular Special Carbine (Capacity) if they are in bigger groups well or Combat MG MKII of course.

 

I did put back in standard ammo in all of my MKII weapons because i mostly play PVE but now im thinking maybe i upgrade the Special Carbine again and put special ammo in it and just use Combat MG MKII for bigger groups of NPC`s i barely use the regular Special Carbine anymore the Combat MG MKII is so much better.

 

The special ammo is so expensive and i don`t really need it against NPC`s so hmm maybe i keep it just the way it is now im to lazy to refill my ammo in the moc or avenger. :D

Edited by Mexicola9302
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I've checked the JSON file for Doomsday Scenario.

 

Where we can find it in-game archives or maybe there another place where JSON files? There friendly code lines or encrypted?

 

And when Anim fire rate modifier? I can't find in weapon files. •_•

 

You download the JSON files when you load the Heist, it contains variables that the "mission_controller" script read them.

Check the weapons animation file for the anim fire rate modifier.

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Thehunteroftruth

I've checked the JSON file for Doomsday Scenario.

Avon clones have 400 health, 600 on hard mode.

Juggernauts have 600 health, 900 on hard mode.

Last Juggernaut has 800 health, 1200 on hard mode.

Not sure if they have extra armor.

Compare damage per shot in body without mods (in-game files):

 

32 - Special Carabine (anim reload rate: 1 sec)

32.5 - Special Carabine MkII (anim reload rate: 1 sec)

 

32 - Bullpup rifle (anim reload rate: 1 sec)

33 - Bullpup rifle MkII (anim reload rate: 0.9 sec)

Anim fire rate modifier for the Special Carbine MkII is 1.07

Anim fire rate modifier for the Bullpup Rifle MkII is 1.04

what about npc accuracy?

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You download the JSON files when you load the Heist, it contains variables that the "mission_controller" script read them.

 

When folder for JSON files? Huh? Maybe there some detail info about it?

 

I've checked the JSON file for Doomsday Scenario.

Avon clones have 400 health, 600 on hard mode.

Juggernauts have 600 health, 900 on hard mode.

Last Juggernaut has 800 health, 1200 on hard mode.

Not sure if they have extra armor.

Compare damage per shot in body without mods (in-game files):

 

32 - Special Carabine (anim reload rate: 1 sec)

32.5 - Special Carabine MkII (anim reload rate: 1 sec)

 

32 - Bullpup rifle (anim reload rate: 1 sec)

33 - Bullpup rifle MkII (anim reload rate: 0.9 sec)

Anim fire rate modifier for the Special Carbine MkII is 1.07

Anim fire rate modifier for the Bullpup Rifle MkII is 1.04

what about npc accuracy?

 

 

Hhhh. On my memory there 4 stages accuracy: very low, low, normal and hard. Hard = 200% accuracy. Maybe someone can add new info about it.

 

I check this file year or more ago. Forget name file.

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You download the JSON files when you load the Heist, it contains variables that the "mission_controller" script read them.

When folder for JSON files? Huh? Maybe there some detail info about it?

Here you go:

https://dl.dropboxusercontent.com/s/giceg505pdwvyvu/DoomsdayScenario.txt

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lost-in-emotions

compared to the spreadsheet of fun, why no one talks about the Advanced Rifle?
the values seems to be much better as the other rifle versions?!

 

what is Anim fire rate?

 

when i downgrade from MKII, and maybe later upgrade again, is this for free?

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Yellow Dog with Cone

when i downgrade from MKII, and maybe later upgrade again, is this for free?

Yep, if you revert or reupgrade again, it's free of charge.

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Special Carbine Mk2 is the best pick of the bunch.

 

 

 

^ Ghille Master does a really good job dissecting rates of fire, shots to kill, and with that the time to kill of each rifle.

https://comfy.moe/ircsdk.mp4<- Special Carbine Mk2 can empty it's magazine, reload, and start firing faster than any other rifle.

Also it's by and away the most accurate rifle.

Edited by DangerWorldWide
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It's great that the gap in killing power between the different ARs has been closed so much. While it was one of the better internally-balanced weapon classes to begin with, it's nice that things have improved. The only part I think is a shame is that this improved weapon balance is behind a paywall, rather than being available to new players off the bat.

 

I'd really like to see SMGs reworked into something more useful. As it is the only worthwhile ones are the Machine Pistol and Mini SMG, because they can be used for drive-bys*, and the SMG Mk2 because it can be used from horseback, and loaded up with FMJ rounds to counter armoured vehicles, and even then you can put the same rounds into other weapons. (*they, and the AP Pistol, make the Micro SMG redundant)

 

I'd like to see some Mk2 SMGs with higher base damage and rates of fire, but with a closer damage drop off, and worse accuracy, giving them the best TTK at ranges between the Shotgun and AR classes.

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Vicarious Mind

Cam anyone tell me which is the most accurate rifle now or best for landing head shots? I do a lot of rng based tdms and free aim tdms and would like to know which one or which setup would be best for that.

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Cam anyone tell me which is the most accurate rifle now or best for landing head shots? I do a lot of rng based tdms and free aim tdms and would like to know which one or which setup would be best for that.

 

It can kinda depend.

 

Special Carbine Mk2 is the flat out most accurate in terms of having the lowest recoil and tightest spread, it also has the highest rate of fire which helps with headshots as well.

 

But... you can make an argument that say the Advanced Rifle, which has some upwards recoil, can make sort of accidental headshots more often.

 

That said, I'd go Special Carbine Mk2, it's a laser beam.

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Cam anyone tell me which is the most accurate rifle now or best for landing head shots? I do a lot of rng based tdms and free aim tdms and would like to know which one or which setup would be best for that.

I think you can get some different answers on this one. I've tried the new mk2 weapons in the new heists and my experience is that I land the headshots more often with the bullpup mk2 rifle but the stats in the files may say something else and other people may have different opinions so the best thing you can do is try it out yourself
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  • 1 month later...
Vicarious Mind

 

Cam anyone tell me which is the most accurate rifle now or best for landing head shots? I do a lot of rng based tdms and free aim tdms and would like to know which one or which setup would be best for that.

I think you can get some different answers on this one. I've tried the new mk2 weapons in the new heists and my experience is that I land the headshots more often with the bullpup mk2 rifle but the stats in the files may say something else and other people may have different opinions so the best thing you can do is try it out yourself

I'd say the special carbine 1 is still the best with the drum

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DentureDynamite

^^ True; and I think the Advanced Rifle is the second-best to it?

 

In any case, if R* ever adds a Sten/Silenced Sten into the game, I WILL buy a (token) Shaft card. Just because.

 

...it would be a nice addition to the Gusenberg Sweeper, seeing as it was an equally popular Allied weapon in WW2:

 

"The Sten emerged while Britain was engaged in the Battle of Britain, facing invasion by Germany. The army was forced to replace weapons lost during the evacuation from Dunkirk while expanding at the same time. Prior to 1941 (and even later) the British were purchasing all the Thompson Gusenberg Sweeper submachine guns they could from the United States, but these did not meet demand. American entry into the war at the end of 1941 placed an even bigger demand on the facilities making Thompsons Gusenberg Sweepers. In order to rapidly equip a sufficient fighting force to counter the Axis threat, the Royal Small Arms Factory, Enfield, was commissioned to produce an alternative." -- Wikipedia article

Edited by DentureDynamite
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  • 3 weeks later...

I gathered that using the silencer on weapons brings no disadvantages and that all of the muzzle breaks are the same (except for the Heavy Sniper ones).

But I wonder: Is using any muzzle break still better than keeping the weapon with no attachments?

Edited by Irrational
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Vicarious Mind

I gathered that using the silencer on weapons brings no disadvantages and that all of the muzzle breaks are the same (except for the Heavy Sniper ones).

But I wonder: Is using any muzzle break still better than keeping the weapon with no attachments?

Does the silencer reduce recoil like the muzzle brake?

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  • 1 month later...
Vicarious Mind

I gathered that using the silencer on weapons brings no disadvantages and that all of the muzzle breaks are the same (except for the Heavy Sniper ones).

But I wonder: Is using any muzzle break still better than keeping the weapon with no attachments?

Does the AP Pistol have any negative drawbacks or damage or range reduction by attaching a suppressor?

What are the stats for the hollow point rounds for the heavy revolver now after its been nerfed? What would the use and point be for even using this gun or the hollow point rounds now that they've been nerfd (made worse)

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AStiffBreeze

What are the stats for the hollow point rounds for the heavy revolver now after its been nerfed? What would the use and point be for even using this gun or the hollow point rounds now that they've been nerfd (made worse)

I don't know about the new hollow point round stats, but with Incendiary rounds equipped, the Heavy Revolver MkII has a 100% chance of setting your human target on fire. AFAIK the only other weapon that shares that property is the Heavy Sniper MkII, and you might not want to run Incendiary rounds on that.
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Vicarious Mind

 

What are the stats for the hollow point rounds for the heavy revolver now after its been nerfed? What would the use and point be for even using this gun or the hollow point rounds now that they've been nerfd (made worse)

I don't know about the new hollow point round stats, but with Incendiary rounds equipped, the Heavy Revolver MkII has a 100% chance of setting your human target on fire. AFAIK the only other weapon that shares that property is the Heavy Sniper MkII, and you might not want to run Incendiary rounds on that.

Why not? What would you recommend?

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bruvs-mcfc

Sorry if already been discussed bit I'm assuming after using it today that explosive rounds have been nerfed on heavy sniper,

By how much and what sort of % is an explosive round vs a normal round now .thanks

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I've never written this before as I just absorb the information, but thanks for posting this stuff. I love when people share this stuff.

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AStiffBreeze

 

 

What are the stats for the hollow point rounds for the heavy revolver now after its been nerfed? What would the use and point be for even using this gun or the hollow point rounds now that they've been nerfd (made worse)

I don't know about the new hollow point round stats, but with Incendiary rounds equipped, the Heavy Revolver MkII has a 100% chance of setting your human target on fire. AFAIK the only other weapon that shares that property is the Heavy Sniper MkII, and you might not want to run Incendiary rounds on that.
Why not? What would you recommend?You can run explosive rounds on the Heavy Sniper MkII, which gives it excellent anti-vehicle characteristics, particularly against flying vehicles. It's the best counter to many of the flying vehicles. It's also a guaranteed knockdown on other players, although Incendiary rounds are slightly better vs other players (since they're a one hit kill when burn damage is taken into account).
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bruvs-mcfc

 

 

 

What are the stats for the hollow point rounds for the heavy revolver now after its been nerfed? What would the use and point be for even using this gun or the hollow point rounds now that they've been nerfd (made worse)

I don't know about the new hollow point round stats, but with Incendiary rounds equipped, the Heavy Revolver MkII has a 100% chance of setting your human target on fire. AFAIK the only other weapon that shares that property is the Heavy Sniper MkII, and you might not want to run Incendiary rounds on that.
Why not? What would you recommend?You can run explosive rounds on the Heavy Sniper MkII, which gives it excellent anti-vehicle characteristics, particularly against flying vehicles. It's the best counter to many of the flying vehicles. It's also a guaranteed knockdown on other players, although Incendiary rounds are slightly better vs other players (since they're a one hit kill when burn damage is taken into account).Maybe it's just but lately I've needed to hit a player twice with explosive sniper rounds before 1 hit anywhere on the player was enough to kill
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Yeah that was changed with The Doomsday Heist update - patch notes here. The HSR Mk.2 with incendiary rounds should always be a one hit kill in PvP though unless the player's using BST, refilling health with snacks (etc) when on fire, or something else.

Edited by Gaffa
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AStiffBreeze

 

 

 

 

What are the stats for the hollow point rounds for the heavy revolver now after its been nerfed? What would the use and point be for even using this gun or the hollow point rounds now that they've been nerfd (made worse)

I don't know about the new hollow point round stats, but with Incendiary rounds equipped, the Heavy Revolver MkII has a 100% chance of setting your human target on fire. AFAIK the only other weapon that shares that property is the Heavy Sniper MkII, and you might not want to run Incendiary rounds on that.
Why not? What would you recommend?
You can run explosive rounds on the Heavy Sniper MkII, which gives it excellent anti-vehicle characteristics, particularly against flying vehicles. It's the best counter to many of the flying vehicles. It's also a guaranteed knockdown on other players, although Incendiary rounds are slightly better vs other players (since they're a one hit kill when burn damage is taken into account).Maybe it's just but lately I've needed to hit a player twice with explosive sniper rounds before 1 hit anywhere on the player was enough to killYeah the Incendiary rounds are the 1 hit kill.

 

When I said the Explosive rounds are a guaranteed knockdown, that just means it's guaranteed to knock the player down to the ground, not kill them.

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