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malcolmfunktion

Things you didn't know about GTAO until now

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Volganor
1 hour ago, Mach1bud said:

(...) Dukes (...) 

I like you.

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Dead_general

If you pick up a lady of the night and take them out the city in to the woods they freak the f$#k out.

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Taterman
4 hours ago, Dead_general said:

If you pick up a lady of the night and take them out the city in to the woods they freak the f$#k out.

What were you planning to do out there?    😄

 

 

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Tomtomsengermany
Posted (edited)

you can throw grenades while you still hold your gun by pressing "left" on your pad....

 

it took me 6 years to detect this

 

giphy.gif

 

 

 

Edited by Tomtomsengermany

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RyuNova
5 hours ago, Dead_general said:

If you pick up a lady of the night and take them out the city in to the woods they freak the f$#k out.

 

The same thing I do in the city and have done since GTA III...

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rollschuh2282
29 minutes ago, Tomtomsengermany said:

you can throw grenades while you still hold your gun by pressing "left" on your pad....

 

it took me 6 years to detect this

 

giphy.gif

 

 

 

Actually this is on nextgen/pc only.

They first showed it in the 1st person trailer

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Dead_general
7 hours ago, Taterman said:

What were you planning to do out there?    😄

 

 

She said she liked flowers 

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Gaffa

Here's a bit of random trivia for you whilst we're waiting for news from Rockstar... 
 

If you could hold 9999 Explosive Rounds with the Heavy Sniper Mk.2, it would cost $3,625,000 to buy all the ammo. 
Similarly, if you could hold 9999 rockets for the Homing Launcher, it would cost you around $7.87 million ($7,869,213) or for 9999 RPG rounds, it'd be close to $5.25 million ($5,249,475). 

Not considering any discounts of course. 

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kcole4001
1 hour ago, Gaffa said:

Here's a bit of random trivia for you whilst we're waiting for news from Rockstar... 
 

If you could hold 9999 Explosive Rounds with the Heavy Sniper Mk.2, it would cost $3,625,000 to buy all the ammo. 
Similarly, if you could hold 9999 rockets for the Homing Launcher, it would cost you around $7.87 million ($7,869,213) or for 9999 RPG rounds, it'd be close to $5.25 million ($5,249,475). 

Not considering any discounts of course. 

Or 5000 trips to your bunker (free ammo from doing the shooting range challenges) to fill the RPG to 9999.

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debaserr
1 hour ago, Gaffa said:

Here's a bit of random trivia for you whilst we're waiting for news from Rockstar... 
 

If you could hold 9999 Explosive Rounds with the Heavy Sniper Mk.2, it would cost $3,625,000 to buy all the ammo. 
Similarly, if you could hold 9999 rockets for the Homing Launcher, it would cost you around $7.87 million ($7,869,213) or for 9999 RPG rounds, it'd be close to $5.25 million ($5,249,475). 

Not considering any discounts of course. 

I can accept paying so much for explosive rounds because I feel like I fight against it so infrequently. I'm just glad you can buy them in the terrorbyte now.

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San_Sicario

I didn't know the explosive rounds on the shotgun had so much splash damage. Got 2 bounties with 1 shot. Lucky they where standing so close.

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Gaffa
Posted (edited)

Some more technical stuff... 

21 mph is the maximum speed in which a vehicle's convertible roof animation can happen. At 22 mph, the roof may open ever so slightly for a split second, but immediately closes. That rule may be different for NPCs though and it's probably not exactly 21 or 22 on the nose. 

Thinking of incendiary ammo, if a player is caught on fire, the damage that's done by the fire is 34 health points on average. However, for sniper rifles (Marksman and Heavy), the fire damage from incendiary ammo is higher - around a value of 48. But wait, there's more (edited)... 
 

hmbBZZW.jpg

So the player's health is starting out at 10000 in these tests, or 10000 for both health and armour when the damage to armour is being tested. Essentially the results show that for whatever reason, these rounds do more damage against a target that's wearing armour. 🤷‍♂️

Of course, in a normal circumstance because these rounds are guaranteed to set the player on fire, it's only the top two set of results that are strictly relevant, but I thought it was interesting nevertheless. 

Yeah that was a mindf*ck, maybe this is easier to understand... 

 

5Ir73bG.jpg

 

Edited by Gaffa

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Taterman

It's hard to follow Gaffa's post with one like this, but here goes.

I just noticed that during Diamond Shopping, if you fire missiles into Vangelico Jewelers, the tile floor cracks near where the missile hit.

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SqualidCoyote

As mentioned before I have turned the music off in the game. This turns off all the music everywhere not just in my car/copter! Ammunations are now silent apart from the noise of firing from the range (despite no-one ever being there) and weirdest of all my nightclub is now utterly silent. Everyone is still dancing and the DJ is still fiddling with his knobs so who know what is going on.

 

Oh yes and I have just noticed that when the door to my luxury Pillbox apartment opens as I leave, it makes a sort of shocked exclamation of surprise. Does anywhere in the game sell oil for the hinges?

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Benny Guy
Posted (edited)

Not sure since when this was a thing, but literally just noticed that prostitutes now exit your vehicle as if they were spooked or freaking out.

 

Back on last-gen, they were calm...

 

 

giphy.gif

Edited by CanadianMuscle
don't ask me how i know that, lmao

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OzakiLeona

I often take prostitutes in a car and then I drift around the city, so they have some fun. Sometimes they seem pretty calm and won't mind, sometimes they will start to scream in first corner. Seems to be related to bumps, rather than speed.

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Gaffa
Posted (edited)
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. 

Edited by Gaffa

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Fun 2

@Gaffa This is interesting, the rule about players dying if their health is 100 or less.

It is shown in some videos that the Special Carbine (Both Mk1/Mk2) kill players in 11 shots, even though it's limited to 22 damage in freemode. It should be killing players in 15 shots.

However, with this discovery, it means the damage value in the files is correct.

22 * 11 = 242 (A player should die once their health is 228 or less, the weapon does more damage than 228 in 11 shots)

22 * 10 = 220 (Still 8 health left for the player)

The Special Carbine does 32 damage as stated in the files

32 * 11 = 352 (Full health for player is 328 so the weapon does more damage thus killing him)

32 * 10 = 320 (Still 8 health left for the player)

Same for Assault Rifle Mk2

In freemode

27 * 9 = 243 (Kills the player)

27 * 8 = 216

In Deathmatch or with quad damage perk

40 * 9 = 360 (Kills the player)

40 * 8 = 320

This apply to all weapons.

However, things become more complicated when you add in armor.

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JumpingKentFlash

I pounded a hooker 3 times yesterday (pounding as in the sexual act). When I finished she ran off screaming. Must’ve been my Johnny Sins size or something. Anyway I ran after her and smacked her down with my wrench and took all my money back. I mean I’ve got a reputation to uphold.

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Gorn Lord
On 7/13/2019 at 1:15 PM, Verstappen said:

Clown Van suspension sounds is what everyone probably knows already. But today is the first time I noticed it sometimes quacks.

It does a quack or a baby cry when you let off the gas instead of backfiring.

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EkaSwede
Posted (edited)

I just realized the pun behind the JB700 and I'm ashamed I didn't catch it until now considering how much I love the James Bond 007 franchise.

Edited by EkaSwede

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Gaffa

@Fun 2 ahh I'm not too sure really what's going on, all I can do is showcase stuff with some video clips. It seems in both a "Normal Deathmatch" and in Freeroam, players are dying when they have less than 100 health, but indeed, the damage is different depending on where you are or what you're doing. 

Here's the Special Carbine Mk.2 tested in freeroam:
 

Spoiler

 

 

Here's the Special Carbine Mk.2 tested in a Deathmatch (where you can see there is a difference in damage per round, probably correctly doing the "Damage" value stated in the game files). 

 

Spoiler

 

 

 

And finally, here's that Heavy Sniper Rifle Mk.2 with the Armour Piercing rounds, showing a one shot kill with armour versus two shots without. 

 

Spoiler

 

 

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Gridl0k

NPCs shop for shoes in Ammunation (OP callback!)

 

vV25aWm.png

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YELLOW DOG WITH CONE
On 7/17/2019 at 6:02 PM, Gaffa said:

Thinking of incendiary ammo, if a player is caught on fire, the damage that's done by the fire is 34 health points on average. However, for sniper rifles (Marksman and Heavy), the fire damage from incendiary ammo is higher - around a value of 48. But wait, there's more (edited)... 

Talking about Incendiary Ammo, do you know the probability for one shot to actually set the target on fire?

 

I mean, aside from both the Heavy Sniper Mk II and the Heavy Revolver Mk II, which are guaranteed to light people ablaze with every single of their shots, it seems to be random with the rest of the weapons.

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Happy Hunter

There's a glitch to put a heroic Sad Trombone horn on your RC Bandito. A friend told me about it and helped me get it. I made a tutorial in the video thread, but I expect it'll be patched soon (already been patched a few times as far as I know, since it's it's obviously so much more game-breaking than something like the orbital cannon exploit).

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docpain222
On 7/16/2019 at 2:51 AM, Tomtomsengermany said:

you can throw grenades while you still hold your gun by pressing "left" on your pad....

 

it took me 6 years to detect this

 

giphy.gif

 

 

 

This is a thing I have known for a long time... but literally have never used because I forget about it in the heat of a battle.

18 hours ago, EkaSwede said:

I just realized the pun behind the JB700 and I'm ashamed I didn't catch it until now considering how much I love the James Bond 007 franchise.

The true pun is the non-working machine guns mounted on it

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idonknowhow

It seems pearl have no effect on pure white paint.

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Verstappen

There might be more. But I noticed at least one light in your bunker is connected to the water lines as it has a ball valve in the pipe. 😄

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whywontyoulisten

Nelson's General Store at Chumash Plaza has a full Willie's-branded convenience store interior; I thought it just had textured windows like the rest of them. Another one I wish I'd got inside during the Deluxo undermap days.

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Piro

This one is about story mode but I guess this thread is more active so I'll post it here as well:

TIL that If you pay attention to Michael whenever somebody's talking on his right side he shifts his body more towards that person. This is due to Michael's voice actor / motion capture actor Ned Luke being deaf in his right ear.
 

On 7/16/2019 at 9:51 AM, Tomtomsengermany said:

you can throw grenades while you still hold your gun by pressing "left" on your pad....

it took me 6 years to detect this

And this feature would be great for My Little Friend from Scarface

HfF.gif

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