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Weapons information By Game files


Tez2
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18 hours ago, Fun 2 said:

Like I said, players die when their health value is lower than 100

Here's @Gaffa testing it out in-game, the weapon used is Special Carbine Mk2

You can see the health value, and the damage done to him. It does 22 damage to him.

Special Carbine Mk2 damage value is 32.5, multiply it by 0.72x, you get 23.4, round it down and you get 22 damage value.

A player with full health and full armor can survive one heavy sniper shot + 4 Micro SMG shots.

It also depends on the ammo used, a heavy sniper with armour piercing ammo can kill a player with full health & full armor in one shot.

I just saw a video from Gaffa where the heavy sniper mk2 makes 227 of damage (328-227=101, he survives)

Makes sense since the heavy sniper mk2 can't kill a player above lvl 100 with one shot.

But in the stats it makes 230 of damage. So it should be less than x0.72, maybe x0.71(?)

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26 minutes ago, _david_ said:

I just saw a video from Gaffa where the heavy sniper mk2 makes 227 of damage (328-227=101, he survives)

Makes sense since the heavy sniper mk2 can't kill a player above lvl 100 with one shot.

But in the stats it makes 230 of damage. So it should be less than x0.72, maybe x0.71(?)

He explains it here, he uses the armor piercing ammo which is causing some weird effects.

 On 7/18/2019 at 7:03 PM, Gaffa said:
Max Player Health = 328 HP
Max Player Armour = 50 HP
Ballistic Equipment = 2600 HP.
Players die when their HP reaches a value of 100, or less. 

 

Okay so with that said, Armour Piercing rounds on Mk.2 weapons are massively OP, generally, and should be used on all weapons if possible. The problem is of course magazine capacities and needing to restock in certain places, just making it a nuisance. 

Here's something cray cray... the Heavy Sniper Rifle Mk.2 with the Incendiary Rounds is a one shot kill to a player not wearing armour, but 2 shots to kill if they are. 
With Armour Piercing rounds, the numbers get stupid, because against a player not wearing any armour, it's 2 shots to kill, but, if a player is wearing Super Heavy Armour (50 HP) and has full health (328 HP), the Armour Piercing rounds on the HSR Mk.2 will kill the player in one shot. 


This would obviously suggest that each shot (or at least, the first and only shot) is depleting all of the player's armour and all of the player's health. This means that first and only shot must be doing 228 (or more) damage to the health, in addition to 50 (or more) damage to the armour. 

 

That's not necessarily true though and creates a consistent anomaly...

 

If we set the health to a higher value like 10000 (or even use the Ballistic Armour with the 2600 overall health value), we can see that actually, the shots are only doing 223 damage to the health, in addition to depleting the armour value. 

So why then, are players dying in a single shot? Shouldn't players have 5 HP remaining (their health being 105 now)? 

This has been tested and re-tested with the same conclusions, so I don't know what more to say. 

 

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Yeah it always puzzled me too why I get one-shoted from other players with the HSR Mk2 when I'm not using armor.

 

I'm a level 870-something, so I should be surviving with sliver of health.

 

And this is against players that aren't CEOs or in MC, so BST is out of question.

 

With this being said, I can also one-shot players with my HSR Mk2 with standard rounds...If I'm shooting them from very far away, like two to three city blocks away.

 

 

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2 hours ago, Fun 2 said:

He explains it here, he uses the armor piercing ammo which is causing some weird effects.

 

 

But you can't kill with one shot of the HSR Mk2 with regular ammo either, and the damage is 230. And 328-230=98.

That means that the regular rounds also make less than 230 of damage. And that means that the multiplier can't be x0.72 doesn't it?

 

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All I can say is... "it's a whole lotta f*cked up". 

The numbers get even more skewed when considering how much damage the weapons (or bullets) do versus NPCs, here's a quick example: 

 

iwnsYnh.jpg

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1 hour ago, _david_ said:

But you can't kill with one shot of the HSR Mk2 with regular ammo either, and the damage is 230. And 328-230=98

In this situation, yes it can. Because if the health of a player character drops to less than 100, they die.

 

1 hour ago, _david_ said:

That means that the regular rounds also make less than 230 of damage.

Correct, because of the multiplier.

1 hour ago, _david_ said:

And that means that the multiplier can't be x0.72 doesn't it?

And here is where things get sketchy, because in theory, the HSR Mk2 with standard rounds can one-shot players if the multiplier is not involved(like in Deathmatches, for example), but with the multiplier, it wouldn't.

 

But yet you can still be one-shot from it, in free roam, even if your shooter is not using BST and you have max health and stats.

 

Something tells me that there are situations in free roam that disables the damage multiplier for weapons, the problem is figuring out when and where does that happen.

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1 hour ago, Pedinhuh said:

In this situation, yes it can. Because if the health of a player character drops to less than 100, they die.

 

Correct, because of the multiplier.

And here is where things get sketchy, because in theory, the HSR Mk2 with standard rounds can one-shot players if the multiplier is not involved(like in Deathmatches, for example), but with the multiplier, it wouldn't.

 

But yet you can still be one-shot from it, in free roam, even if your shooter is not using BST and you have max health and stats.

 

Something tells me that there are situations in free roam that disables the damage multiplier for weapons, the problem is figuring out when and where does that happen.

The HSR Mk2 never one shots players above lvl 100 in freemode.

3 hours ago, Gaffa said:

All I can say is... "it's a whole lotta f*cked up". 

The numbers get even more skewed when considering how much damage the weapons (or bullets) do versus NPCs, here's a quick example: 

 

iwnsYnh.jpg

May you post a link to that spreadsheet please? I would love to see it. 😄

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1 hour ago, _david_ said:

May you post a link to that spreadsheet please? I would love to see it. 😄

It's (still) incomplete and has lots of data that needs some extra explanations added onto it, but you've enticed me to get my act together to complete it and get the data out. It could be a few weeks though (as the spreadsheet also includes data regarding vehicular explosive resistance, which sometimes can take over an hour per vehicle). 

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Digging into the game trying to find the differences between the missiles of the vehicles I saw this:

<HomingRocketParams>	
	<ShouldUseHomingParamsFromInfo value="true" />	
	<TimeBeforeStartingHoming value="0.100000" />	
	<TurnRateModifier value="4.000000" />	
	<PitchYawRollClamp value="8.500000" />	
	<DefaultHomingRocketBreakLockAngle value="0.200000" />	
	<DefaultHomingRocketBreakLockAngleClose value="0.600000" />	
	<DefaultHomingRocketBreakLockCloseDistance value="20.000000" />	
</HomingRocketParams>

This is part of the chernobog code and It was great because I thought that that may help me understand how missiles work but then in other vehicles like the oppressor mk2 is like this:

<HomingRocketParams>
	<ShouldUseHomingParamsFromInfo value="false" />
	<TimeBeforeStartingHoming value="0.000000" />
	<TurnRateModifier value="0.000000" />
	<PitchYawRollClamp value="0.000000" />
	<DefaultHomingRocketBreakLockAngle value="0.000000" />
	<DefaultHomingRocketBreakLockAngleClose value="0.000000" />
	<DefaultHomingRocketBreakLockCloseDistance value="0.000000" />
</HomingRocketParams>

In this case the game is not using that params for the missiles... And in other vehicles that code doesn't even appear :c

Then where are those params? How the game knows how "good" the missile has to be?

 

EDIT: I saw that the vehicles with top tier tracking have something called " IgnoreHomingCloseThresholdCheck " in the <WeaponFlags>, could that be related?

 

I also found this in the AA Trailer code

<AimingInfos>
	<Item type="CAimingInfo">
	<Name>TRAILER_MISSILE_HOMING</Name>
	<HeadingLimit value="15.000000" />
	<SweepPitchMin value="-85.000000" />
	<SweepPitchMax value="60.000000" />
	</Item>
</AimingInfos>

 

Edited by _david_
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  • 2 weeks later...
Sentinel Driver

Where's double barrel shotgun? I didn't see it in the opening post, it came out with lowrider part 2

 

GTAwiki says 30x8 and it fires off two shots in a quick succession. They say this data is from weapons.meta

I know that GTAwiki ain't the best source but those numbers seem quite plausible to me

It's quite interesting how the sawn off shotgun is actually the highest damage per shot shotgun

Edited by Sentinel Driver
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All right everyone, I recently made a spreadsheet (Based on an older one I found a while ago) containing quick stats like recoil and accuracy, damage and ROF (still probably inaccurate for weapons with the "AnimFireRateModifier" value) you can find it here:

 

https://docs.google.com/spreadsheets/d/1YlVWmFFkntwr_h1PECrPyFUpRc1av5PEjupu49tOufs/edit?usp=sharing

 

Gonna add the damage and DPS applied with the freemode multipliers soon.

 

BTW did anyone finally figure out how the "AnimFireRateModifier" works? Is it simply a multiplier of "TimeBetweenShots" value or does it work differently? Also if you find anything wrong with it just let me know!

 

 

 

Edited by Razar
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Also there seems to be additional values that contribute to the firerate of most weapons other than the "TimeBetweenShots", even for weapons with a standard "AnimFireRateModifier", i've kind of verified this by recording a video and then comparing the ammo counter starting from the last frame with 30 to the last frame with 0 as well as checking the trace the bullet leaves (Which seems to coincide with the counter anyway, but just as further confirmation I guess).

 

Now, the two weapons I specifically compared in this case were the Micro SMG and the AP Pistol which supposedly should have the same ROF from what we currently know since they have the same "TimeBetweenShots" value as well as the "AnimFireRateModifier" value being the standard 1 value and yet I recorded a difference of almost half a second which can't really be attributed to the method of testing here (which admittedly isn't the most accurate) since such a big difference is a bit too much for just that.

 

Here are the recordings in question by the way:

 

https://drive.google.com/file/d/17KHhpIIsw0JKN3WXdIhkUP1OQtujccWR/view?usp=sharing

Edited by Razar
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On 1/1/2020 at 10:24 PM, _david_ said:

The HSR Mk2 never one shots players above lvl 100 in freemode.

That's not true. It is sometimes a one shot without BST and normal ammo and I don't know why. I can kill people with one shot and I get killed by one shot. Yesterday I killed a Rang 530 player a few times with one shot. Maybe because his strength wasn't maxed?

Even the marksman rifle is sometimes a two shot kill and a one shot with BST. But I think this is caused by lags.

@Dark_Razar
AP Pistol 36 shots in 4 seconds
Micro SMG 30 shots in 4 seconds

Tested in 2015 :p


 

Edited by Neuling2000
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On 1/20/2020 at 5:36 PM, Neuling2000 said:


@Dark_Razar
AP Pistol 36 shots in 4 seconds
Micro SMG 30 shots in 4 seconds

Tested in 2015 :p


 

Yeah but that shouldn't be the case at all according to the fact that the TimeBetweenShots value is exactly the same for both weapons, which means they should both have exactly the same ROF, yet there is almost half a second of difference between the two for shooting 30 rounds according to my video testing. I know that video testing isn't the most reliable way to testing the firerate in this game but there shouldn't be THAT big of a difference between the two, unless I f*cked up badly somewhere that is.

 

If that isn't the the case though, that means we are missing something about how the ROF in this game works.

Edited by Razar
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masterduelist
On 11/27/2019 at 1:30 AM, FuturePastNow said:

Zero change to the damage/range/accuracy stats of the gun. For both guns and vehicles, you can ignore most things the game shows, which is really kind of infuriating.

I dont think thats true.  try putting a silencer on the mk2 heavy sniper, popping bst, and then try to sniper someone from far away.

usually it would one shot with a muzzle break but with silencer, a level 30 can tank 2 shots!

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SwagMcTwerkster

Fun 2, would you be willing to add stats about all the weapon upgrades(grips, barrels, muzzle brakes, etc.) into the main post as well? If they just modify the existing stats by some value, then adding the value?

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  • 2 weeks later...
Yellow Dog with Cone

How do I convert the "timebetweenshots" value so I can know what's the rate of fire of a certain weapon?

 

I guess that's on miliseconds, right?

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On 1/20/2020 at 6:32 PM, Dark_Razar said:

Yeah but that shouldn't be the case at all according to the fact that the TimeBetweenShots value is exactly the same for both weapons, which means they should both have exactly the same ROF, yet there is almost half a second of difference between the two for shooting 30 rounds according to my video testing. I know that video testing isn't the most reliable way to testing the firerate in this game but there shouldn't be THAT big of a difference between the two, unless I f*cked up badly somewhere that is.

 

If that isn't the the case though, that means we are missing something about how the ROF in this game works.

This is a personal suspicion, people who know the fundamentals of how the game works better may correct me:

 

How the script times translate into observed times might be influenced by how smooth your game is running. All this script has to go through the engine, and translated into animations that illustrate what is happening.

 

Its small and subtle but the game has to run an animation for every shot your weapons fires. Certainly in GTA IV, if you had a higher FPS you got a faster fire rate with the SMG. It was much more noticeable with that than the Carbine Rifle - although again this is recorded testing which as you say isn’t perfect.

Edited by Jimbatron
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  • 3 weeks later...
On 2/10/2020 at 8:46 PM, Jimbatron said:

This is a personal suspicion, people who know the fundamentals of how the game works better may correct me:

 

How the script times translate into observed times might be influenced by how smooth your game is running. All this script has to go through the engine, and translated into animations that illustrate what is happening.

 

Its small and subtle but the game has to run an animation for every shot your weapons fires. Certainly in GTA IV, if you had a higher FPS you got a faster fire rate with the SMG. It was much more noticeable with that than the Carbine Rifle - although again this is recorded testing which as you say isn’t perfect.

Well in this case all these weapons were being recorded at 60 FPS (Capped due to the recording software) with the framerate being maintained as smooth as possible for both of them (Went to the airport specifically for that actually) so while what you mentioned about higher FPS resulting in higher firerate is probably a thing, it's weird to have such a big discrepancy between the two while running the game at almost the exact same framerate. 

 

I suppose I could try this test again in an even more controlled setting in a few days (Potentially even using lowered game speed to see if such a difference is still there) i'll post the results here. 

Edited by Razar
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6 hours ago, Dark_Razar said:

Well in this case all these weapons were being recorded at 60 FPS (Capped due to the recording software) with the framerate being maintained as smooth as possible for both of them (Went to the airport specifically for that actually) so while what you mentioned about higher FPS resulting in higher firerate is probably a thing, it's weird to have such a big discrepancy between the two while running the game at almost the exact same framerate. 

 

I suppose I could try this test again in an even more controlled setting in a few days (Potentially even using lowered game speed to see if such a difference is still there) i'll post the results here. 

Any interesting test would be to cap your FPS at 30 and see if there is a bigger variance in results by weapon for 60 FPS.

 

I don’t know as much about GTA V, but for IV the TDM pros used to swear by the smg, even if the obstensibly more powerful carbine rifle were available. The smg fire rate allegedly got a greater improvement in its fire rate due to higher FPS than other weapons.

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SummerFreeze
On 2/10/2020 at 8:26 PM, YELLOW ZOOMER WITH DRONE said:

How do I convert the "timebetweenshots" value so I can know what's the rate of fire of a certain weapon?

 

I guess that's on miliseconds, right?

One issue is that "timebetweenshots" does not necessarily reflect a weapon's actual rate of fire.

 

For example the Bullpup Rifle has the lowest number in that category, but in reality the Special Carbine has the highest rate of fire.

 

Another example, IIRC the Gusenberg Sweeper fires faster than the Combat MG although they have the same "timebetweenshots" number.

(EDIT: But not the Combat MG Mk II, which fires faster than both.)

Edited by SummerFreeze
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On 1/1/2020 at 6:46 PM, Gaffa said:

All I can say is... "it's a whole lotta f*cked up". 

The numbers get even more skewed when considering how much damage the weapons (or bullets) do versus NPCs, here's a quick example: 

 

iwnsYnh.jpg

 

Image result for brandon herrera ar guys

  • YEE 2
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bombkangaroo
8 hours ago, SummerFreeze said:

One issue is that "timebetweenshots" does not necessarily reflect a weapon's actual rate of fire.

 

For example the Bullpup Rifle has the lowest number in that category, but in reality the Special Carbine has the highest rate of fire.

 

Another example, IIRC the Gusenberg Sweeper fires faster than the Combat MG although they have the same "timebetweenshots" number.

Yeah, IIRC there's an animation rate multiplier in the model file which affects the observed rate of fire. 

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  • 1 month later...
On 3/4/2020 at 12:34 AM, bombkangaroo said:

Yeah, IIRC there's an animation rate multiplier in the model file which affects the observed rate of fire. 

Probably that's not the only thing either aince unless something changed lately both the Micro SMG and the AP Pistol have the same standard AnimFireRateModifier value, it might also have something to do with the actual duration of the animation itself being slower or quicker depending on the weapon, although that's mostly speculation on my part.

Edited by Razar
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  • 3 months later...

All right everyone, thanks to the current situation i've finally had enough time to test the firerate of every weapon through video recording (PC at 60 FPS) and the results are as follows:

  • Pistol: ~ 190 RPM
  • Pistol Mk II: ~ 190 RPM
  • Combat Pistol: ~ 190 RPM
  • Pistol .50: ~ 140 RPM
  • SNS Pistol: ~ 190 RPM
  • SNS Pistol Mk II: ~ 190 RPM
  • Heavy Pistol: ~ 150 RPM
  • Vintage Pistol: ~ 170 RPM
  • Ceramic Pistol: ~ 200 RPM
  • Marksman Pistol: ~ 25 RPM
  • Heavy Revolver: ~ 35 RPM
  • Heavy Revolver Mk II: ~ 50 RPM
  • Double Action Revolver: ~ 145 RPM
  • Navy Revolver: ~ 50 RPM
  • AP Pistol: ~ 615 RPM
  • Micro SMG: ~ 510 RPM
  • Machine Pistol: ~ 525 RPM
  • Mini SMG: ~ 680 RPM
  • SMG: ~ 470 RPM
  • SMG Mk II: ~ 470 RPM
  • Assault SMG: ~ 500 RPM
  • Combat PDW: ~ 440 RPM
  • Assault Rifle: ~ 360 RPM
  • Assault Rifle Mk II: ~ 360 RPM
  • Carbine Rifle: ~ 500 RPM
  • Carbine Rifle Mk II: ~ 500 RPM
  • Advanced Rifle: ~ 500 RPM
  • Special Carbine: ~ 540 RPM
  • Special Carbine Mk II: ~ 540 RPM
  • Bullpup Rifle: ~ 520 RPM
  • Bullpup Rifle Mk II: ~ 520 RPM
  • Compact Rifle: ~ 360 RPM
  • MG: ~ 515 RPM
  • Combat MG: ~ 515 RPM
  • Combat MG Mk II: ~ 515 RPM
  • Gusenberg Sweeper: ~ 460 RPM
  • Unholy Hellbringer: ~ 410 RPM
  • Pump Shotgun: ~ 75 RPM
  • Pump Shotgun Mk II: ~ 75 RPM
  • Sawn-Off Shotgun: ~ 75 RPM
  • Bullpup Shotgun: ~ 75 RPM
  • Assault Shotgun: ~ 255 RPM
  • Musket: ~ 20 RPM
  • Heavy Shotgun: ~ 225 RPM
  • Double-Barrel Shotgun: ~ 55 RPM
  • Sweeper Shotgun: ~ 205 RPM
  • Sniper Rifle: ~ 40 RPM
  • Heavy Sniper: ~ 60 RPM
  • Heavy Sniper Mk II: ~ 60 RPM
  • Marksman Rifle: ~ 190 RPM
  • Marksman Rifle Mk II: ~ 190 RPM
  • Minigun: ~ 3000 RPM
  • Widowmaker: ~ 3000 RPM

Interestingly it does seem like the firerate doesn't change that much when increasing or decreasing the framerate (10 to 20 RPM max) either since most of my result are very similar to the ones GhillieMaster got on XB1 using the same method, so I guess there are indeed additional aspects that need to be considered other than TimeBetweenShots and AnimFireRateModifier values.

Results are also avaiable on my (still under work) spreadsheet here, along with an explanation of my method for calculating them: https://docs.google.com/spreadsheets/d/1YlVWmFFkntwr_h1PECrPyFUpRc1av5PEjupu49tOufs/edit#gid=936963660

Edited by Razar
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HeistsActivist
15 hours ago, Razar said:

All right everyone, thanks to the current situation i've finally had enough time to test the firerate of every weapon through video recording (PC at 60 FPS) and the results are as follows:

  • Pistol: ~ 190 RPM
  • Pistol Mk II: ~ 190 RPM
  • Combat Pistol: ~ 190 RPM
  • Pistol .50: ~ 140 RPM
  • SNS Pistol: ~ 190 RPM
  • SNS Pistol Mk II: ~ 190 RPM
  • Heavy Pistol: ~ 150 RPM
  • Vintage Pistol: ~ 170 RPM
  • Ceramic Pistol: ~ 200 RPM
  • Marksman Pistol: ~ 25 RPM
  • Heavy Revolver: ~ 35 RPM
  • Heavy Revolver Mk II: ~ 50 RPM
  • Double Action Revolver: ~ 145 RPM
  • Navy Revolver: ~ 50 RPM
  • AP Pistol: ~ 615 RPM
  • Micro SMG: ~ 510 RPM
  • Machine Pistol: ~ 525 RPM
  • Mini SMG: ~ 680 RPM
  • SMG: ~ 470 RPM
  • SMG Mk II: ~ 470 RPM
  • Assault SMG: ~ 500 RPM
  • Combat PDW: ~ 440 RPM
  • Assault Rifle: ~ 360 RPM
  • Assault Rifle Mk II: ~ 360 RPM
  • Carbine Rifle: ~ 500 RPM
  • Carbine Rifle Mk II: ~ 500 RPM
  • Advanced Rifle: ~ 500 RPM
  • Special Carbine: ~ 540 RPM
  • Special Carbine Mk II: ~ 540 RPM
  • Bullpup Rifle: ~ 520 RPM
  • Bullpup Rifle Mk II: ~ 520 RPM
  • Compact Rifle: ~ 360 RPM
  • MG: ~ 515 RPM
  • Combat MG: ~ 515 RPM
  • Combat MG Mk II: ~ 515 RPM
  • Gusenberg Sweeper: ~ 460 RPM
  • Unholy Hellbringer: ~ 410 RPM
  • Pump Shotgun: ~ 75 RPM
  • Pump Shotgun Mk II: ~ 75 RPM
  • Sawn-Off Shotgun: ~ 75 RPM
  • Bullpup Shotgun: ~ 75 RPM
  • Assault Shotgun: ~ 255 RPM
  • Musket: ~ 20 RPM
  • Heavy Shotgun: ~ 225 RPM
  • Double-Barrel Shotgun: ~ 55 RPM
  • Sweeper Shotgun: ~ 205 RPM
  • Sniper Rifle: ~ 40 RPM
  • Heavy Sniper: ~ 60 RPM
  • Heavy Sniper Mk II: ~ 60 RPM
  • Marksman Rifle: ~ 190 RPM
  • Marksman Rifle Mk II: ~ 190 RPM
  • Minigun: ~ 3000 RPM
  • Widowmaker: ~ 3000 RPM

Interestingly it does seem like the firerate doesn't change that much when increasing or decreasing the framerate (10 to 20 RPM max) either since most of my result are very similar to the ones GhillieMaster got on XB1 using the same method, so I guess there are indeed additional aspects that need to be considered other than TimeBetweenShots and AnimFireRateModifier values.

Results are also avaiable on my (still under work) spreadsheet here, along with an explanation of my method for calculating them: https://docs.google.com/spreadsheets/d/1YlVWmFFkntwr_h1PECrPyFUpRc1av5PEjupu49tOufs/edit#gid=936963660

Wow, I'm shocked.

 

So you mean to tell me SMGs fire slower than all the ARs except for the Standard Assault Rifle itself. (minus Micro SMG, Machine Pistol, Mini SMG). 

 

I guess it's already well known that GTA wiki stats are all wrong?

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4 hours ago, HeistsActivist said:

Wow, I'm shocked.

 

So you mean to tell me SMGs fire slower than all the ARs except for the Standard Assault Rifle itself. (minus Micro SMG, Machine Pistol, Mini SMG). 

 

I guess it's already well known that GTA wiki stats are all wrong?

To be fair it was already well known that weapons like the standard SMG, the SMG Mk II and the Combat PDW were firing slower than the ARs, that was one of the many reasons why nobody really uses them since the only thing they have going for them is low recoil pretty much and it's not like the ARs are hard to control anyway.

 

What's interesting is seeing weapons like the MGs where the standard MG has a TimeBetweenShots value of 0.137 while the Combat MG/Combat MG Mk II and the Unholy Hellbrienger have a value of 0.108 which should imply that the standard MG should fire much slower than the other two.

 

And yet upon video testing the MG performs exactly the same as the Combat MG/Combat MG Mk II when it comes to firerate and the Unholy Hellbrienger is much slower than these two (And i'm not the only one who got these results either, you can see both Pyrerealm gaming and GhillieMaster getting to similar conclusions here and here) so yeah, things get weird.

 

And the GTA Wiki stats do indeed seem to be wrong but that's probably due to the fact that they are using the TimeBetweenShots value to calculate firerates and while that and the AnimFireRateModifier do seem to affect the firerate values it's apparently not the only thing.

Edited by Razar
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SummerFreeze

@Razar, did you test in 1st person or 3rd person? Some weapons have significant differences in fire rate between the two modes, for example the Combat PDW.

 

Then there are also differences when a weapon is fired from a vehicle, like the Micro SMG gets faster for example.

 

4 hours ago, HeistsActivist said:

Wow, I'm shocked.

 

So you mean to tell me SMGs fire slower than all the ARs except for the Standard Assault Rifle itself. (minus Micro SMG, Machine Pistol, Mini SMG). 

 

I guess it's already well known that GTA wiki stats are all wrong?

The GTA Wiki calculates fire rate from the stats box shown in-game, which is inaccurate, and so is the info on the wiki in turn.

 

The SMGs are still very useful for freeaim PvE, because they have significantly less recoil, and you only need a headshot to kill NPCs. The Assault SMG in particular has a great combination of accuracy, low recoil, and fire rate. Plus its damage doesn't decline with range.

Edited by SummerFreeze
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7 minutes ago, SummerFreeze said:

@Razar, did you test in 1st person or 3rd person? Some weapons have significant differences in fire rate between the two modes, for example the Combat PDW.

 

The GTA Wiki calculates fire rate from the stats box shown in-game, which is inaccurate, and so is the info on the wiki in turn.

 

The SMGs are still very useful for freeaim PvE, because they have significantly less recoil, and you only need a headshot to kill NPCs. The Assault SMG in particular has a great combination of accuracy, low recoil, and fire rate. Plus its damage doesn't decline with range.

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.

Edited by Razar
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SummerFreeze
8 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.

Drive-by weapons also sometimes change the reload rate. Not sure if it makes sense to test this though.

 

The in-vehicle reload rate for the Micro SMG is a lot quicker than the AP Pistol for example.

 

8 minutes ago, Razar said:

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.

OK, I just saw they list both. It looks like you're right with the RPM number because they state the Combat MG has a higher fire rate than the Bullpup Rifle, even though the in-game box stats and actual testing shows the Bullpup Rifle is faster.

Edited by SummerFreeze
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