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Fun 2

Weapons information By Game files

Recommended Posts

Bill_Assassin

You only need the heavy sniper and ap pistol, and maybe the auto shotgun. The sniper is the most versatile weapon.

 

You need the Advanced rifle for when you engage in a 1v1 gun-fight. Can't use the sniper or pistol in that situation. The explosive weapons are also required to flush people out of cover, destroy backwards driving entities, tanks and for when you play dm's inside the FIB headquarters. The knife is for melee fights and off the radar hit and runs.

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Vicarious Mind

Assault Shotgun can 1 hit kill people unlike the AP pistol so its still better to use up close, not to mention a lot more accurate and almost guarentees a kill.

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Dottie

It looks like the AP Pistol to the face is more devastating than the Assault Shotgun?

the shotgun shoots multiple rounds at once, so each individual pellet of a shotgun shell is weaker than one bullet from a non-shotgun

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Heffe707

 

 

It looks like the AP Pistol to the face is more devastating than the Assault Shotgun?

the shotgun shoots multiple rounds at once, so each individual pellet of a shotgun shell is weaker than one bullet from a non-shotgun

Trudat

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Heffe707

Assault Shotgun can 1 hit kill people unlike the AP pistol so its still better to use up close, not to mention a lot more accurate and almost guarentees a kill.

sh*t, I took a pump shotty to the grill the other day. One hitter quitter.

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JohnDoe7125539271

Are there stats for the new guns? Special Carbine & Bullpup?

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WillWorthington3

So the differences in AR are more cosmetic then anything?

 

Obviously, the Advanced Rifle has the best fire rate - but lock-on difference is the same across the board?

 

According to the info the all have:

 

<LockOnRange value="65.000000" />
<WeaponRange value="120.000000" />

 

If that's the case, then why use anything but the Advanced Rifle for an AR?

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Zondar

So the differences in AR are more cosmetic then anything?

 

Obviously, the Advanced Rifle has the best fire rate - but lock-on difference is the same across the board?

 

According to the info the all have:

 

<LockOnRange value="65.000000" /><WeaponRange value="120.000000" />

 

If that's the case, then why use anything but the Advanced Rifle for an AR?

The placebo effect?

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WillWorthington3

 

So the differences in AR are more cosmetic then anything?

 

Obviously, the Advanced Rifle has the best fire rate - but lock-on difference is the same across the board?

 

According to the info the all have:

 

<LockOnRange value="65.000000" /><WeaponRange value="120.000000" />

 

If that's the case, then why use anything but the Advanced Rifle for an AR?

The placebo effect?

 

My thoughts exactly.

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Kampioen

So the differences in AR are more cosmetic then anything?

 

Obviously, the Advanced Rifle has the best fire rate - but lock-on difference is the same across the board?

 

According to the info the all have:

 

<LockOnRange value="65.000000" />

<WeaponRange value="120.000000" />

 

If that's the case, then why use anything but the Advanced Rifle for an AR?

 

The Advanced Rifle is less accurate because you can't have a grip on it. And we don't have stats for the Bullpup Rifle. I haven't used it much because I want one with an extended clip and I think it looks stupid on the Bullpup.

 

There's something weird about the lock-on range. It says the MGs have the same range as the assault rifles. It seems very noticable to me that the MGs can lock on from further but maybe that's a placebo effect too.

Edited by CenMan

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WillWorthington3

 

So the differences in AR are more cosmetic then anything?

 

Obviously, the Advanced Rifle has the best fire rate - but lock-on difference is the same across the board?

 

According to the info the all have:

 

<LockOnRange value="65.000000" />

<WeaponRange value="120.000000" />

 

If that's the case, then why use anything but the Advanced Rifle for an AR?

 

The Advanced Rifle is less accurate because you can't have a grip on it. And we don't have stats for the Bullpup Rifle. I haven't used it much because I want one with an extended clip and I think it looks stupid on the Bullpup.

 

There's something weird about the lock-on range. It says the MGs have the same range as the assault rifles. It seems very noticable to me that the MGs can lock on from further but maybe that's a placebo effect too.

 

I started using the Bullpup AR last night, so far it's decent. I found the lock-on range is a bit screwy though compared to the Carbine. But I'm writing that off to the fact that ARs in general have screwy targeting.

 

Any chance someone could post the stats on the new weapons?

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Fun 2

Updated !

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TalkToMyAgent

How about the Independence update weapons?

 

I want to see the musket's damage.

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PSMP666

Hi everyone, im new to this forum so bare with me on this.

 

Iv been testing weapons for months now, both story mode and online against cars/vehicles and players/NPC on PS3 version. From my testing i can say the following:

 

Zoom in improves accuracy, or rather, decreases spread. If you equip a scope on a AR or SMG it will improve accuracy as long as you zoom in. Scope on Micro SMG and the MG´s will change both fire stance (character aims instead of hip fire) but also improves accuracy. Any weapon that as a scope and zooms in as huge advantage in accuracy vs weapons without a scope even if they have a grip equiped.

 

All cars seem to have 1000 hp in the engine area, if you buy 100% armor you double it to 2000 hp. I used this to test weapon damage and damage drop off. My test results show that the silencer does not decrease damage or damage drop off (range) except on pistols at range. As an example i fired the Combat MG at a Fireman truck and it took 32 shots (32dmg X 32shots = 1024 hp) to make the engine catch fire, at extreme range it took 45 shots. There seems to be a damage drop of 10% on Rifles / MG's, and much higher % on pistols and SMG´s (still havent be able to determine an exact value).

 

The Assault SMG as no damage drop off, it took 44 shots at all ranges which makes it just as efective as any other Rifle or MG at range although it lacks the same accuracy because it dosent have a grip or the same level of zoom in.

 

Although the game files say that the Advanced fires faster than the Special, in my testing i was able to empty a 30 round mag faster with the Special (3.55s). The rate of fire of the Advanced was on the same level as the Carbine (3.80). I have no idea why this happens but iv tested multiple times, so to me is either a choice between the Advanced or the Special for the best Rifle, all others are inferior. Personaly i prefer the Advanced because it deals more damage and you will only feel the diference in accuracy (bullet spread) with substained fire, however against high level online players (higher health) the Special is better because the higher rate of fire does make it up for the less damage.

 

On a side note:

Michael character deals 10% more damage with Rifles and Pistols, im not sure if completing the gun range mini-game (all gold) did had any influence or is standard.

 

EDIT:

 

Franklin character deals 10% more damage with SMG's (not that makes much diference anyway except on Assault SMG).

Edited by PSMP666

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JimmyFantastic

I just tested this out in SP & online and the special was consistently quicker than the other three, 7.1 ish vs 7.6 ish to empty a 60 round mag.

How bizarre!

Edited by JimmyFantastic

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Vicarious Mind

Any stats for the bullpup rifle yet?

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Desu Nei

Hey are you working on getting the stats for the new weapons? I'm really curious to see the marksman rifle's stats

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Vicarious Mind

I'd like to see the bullpup as well. Also the range of the special carbine

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StangOne50

I'd like to see the bullpup as well. Also the range of the special carbine

I have tested this in game and the lock on range for all the rifles and the combat mg was the same ..smh..

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Vicarious Mind

Are you sure! It seems like the special carbine is less than the other rifles.

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PSMP666

 

I'd like to see the bullpup as well. Also the range of the special carbine

I have tested this in game and the lock on range for all the rifles and the combat mg was the same ..smh..

 

Yes i also tested and its not just the lock on range, the actual damage drop off is exactly the same for all AR's and MG's with the exception of the DLC MG, that one as a lower damage drop off.

 

The combat MG as no real advantage over the AR's except for the 200 round ammo box. The rate of fire is a bit higher but less accurate. There is no reason to use the Bullpup rifle over the Special Carbine, both do the same damage and same damage drop off, the Special as slightly less spread (more accurate) and as higher rate of fire.

 

 

I also tested the new DLC weapons, the Marksman Rifle and Heavy Shotgun:

 

Marksman Rifle as around 65 dmg (its hard to get an exact number), it as the lowest bullet spead of all weapons even without the grip, rate of fire is slow (a bit faster than the pistol), can move and aim at the same time (holding X on PS3 makes you move run & gun speed without any loss of accuracy), but the best part of it... it as NO damage drop off! It will kill a level 100+ player with 4 shots to the body or 5 to the arms/legs at any range!

IMO is the best weapon to kill players at long range but at mid range it loses to the AR's due to slow rate of fire and higher TTK. Not great against AI enemys since 1 shot will make them fall, making dificult to hit a 2nd or 3rd shot to kill.

 

Heavy Shotgun deals around 56 dmg, it fires a single slug instead buckshot spread, the slug however is not very accurate the 1st shot is random around the center crosshair, the next shots are even worse because of the high recoil. Rate of fire is a bit slower than the Combat Shotgun, it needs 5 shots to the body or limbs to kill a level 100+ player at close range and 6 at mid range.

IMO its not a good weapon, the Combat Shotgun is far better at close range, its somewhat usefull at mid range but the AP pistol, AR's and Combat MG will dominate with better TTK and accuracy.

Edited by PSMP666

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Fun 2

Updated with LTS DLC weapons .

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Vicarious Mind

How about head shot multipliers for players wearing bulletproof helmets? Also I swear that the combat mg has higher lock on range than the rifles. Anyone want to test it with me on the Xbox 360?

 

Also what happened to the ap pistol and heavy sniper now? It feels like they do less damage and the rate of fire is less. Anything happen to them within the past few patches?

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Fun 2

How about head shot multipliers for players wearing bulletproof helmets? Also I swear that the combat mg has higher lock on range than the rifles. Anyone want to test it with me on the Xbox 360?

 

Also what happened to the ap pistol and heavy sniper now? It feels like they do less damage and the rate of fire is less. Anything happen to them within the past few patches?

App pistol :

        <Item>  <!-- WEAPON_APPISTOL -->		  <TimeBetweenShots value="0.100000" />		  <WeaponFlags>CarriedInHand Automatic Gun CanLockonOnFoot CanLockonInVehicle CanFreeAim AnimReload AnimCrouchFire UsableOnFoot UsableClimbing UsableInCover AllowEarlyExitFromFireAnimAfterBulletFired AllowCloseQuarterKills HasLowCoverReloads HasLowCoverSwaps QuitTransitionToIdleIntroOnWeaponChange DisableLeftHandIkWhenOnFoot TorsoIKForWeaponBlock</WeaponFlags>        </Item>

No changes to heavy sniper .

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PSMP666

How about head shot multipliers for players wearing bulletproof helmets? Also I swear that the combat mg has higher lock on range than the rifles. Anyone want to test it with me on the Xbox 360?

 

Also what happened to the ap pistol and heavy sniper now? It feels like they do less damage and the rate of fire is less. Anything happen to them within the past few patches?

There is something i noticed, Rockstar does silent patches or fixes to the weapons. Between these 2 last updates the Buzzard guns got a buff, they used to be very weak (useless), but around 2 months ago noticed that they destroy aircraft very fast. Now after the last update, they also destroy land vehicles (cars) and boats very fast, this however is limited for online only, the buzzard guns still suck in story mode.

 

Looking at the DLC weapon files was right about the Marksman Rifle dmg (65) but i see the Heavy Shotgun 117 dmg and that dosent make sense. I tested everything a few hours after the update, maybe it got fix...

 

As for the helmet, it seems to remove headshot multiplier from the player (or null any headshot multipliers), but i need to test it with more weapons to make sure.

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Chiver69er

Does the special carbine have the same stats as the carbine?

Edited by Chiver69er

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Vicarious Mind

Does the special carbine have the same stats as the carbine?

It would appear so but people are claiming that the special carbine has a higher rate of fire.

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luisniko

I also feel MG has higher fire rate and damage than Combat MG..

 

I don't know why.

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Zondar

How about head shot multipliers for players wearing bulletproof helmets? Also I swear that the combat mg has higher lock on range than the rifles. Anyone want to test it with me on the Xbox 360?

Also what happened to the ap pistol and heavy sniper now? It feels like they do less damage and the rate of fire is less. Anything happen to them within the past few patches?

I tested this against gang members in one of the Gerald (who?) missions.

Locked on a member of the lost before the AI was aware I was there so he was stationary. The lock on range for MG's and AR's is identical, which was a surprise to me 'cause I too was sure that the MG's had a longer lock on range.

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H8GodMode

Testing the range on the new shotgun vs the assault shotgun, they both shoot the exact same distance. Even though the heavy shotgun claims more range. I used a barrier as my line to shoot from and a cargo truck to show the damage. Once I moved the exact same distance back, the truck would no longer take any visual damage from either gun

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