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The Official GunRunning Weapons Thread


We Are Ninja
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what the hell does the holographic sight do? I just put it on and nothing seems different.

Little red dot in the first person scope, that's pretty much it.

 

 

It also reduces recoil slightly.

 

 

 

i ask myself:

 

 

since we got explosive rounds for the heavy MK2 sniper and silencer reduces damage (on bullets), will decrease a silencer the explosive damage too?

I've heard many times that suppressors don't rly reduce damage in any way (game just lies with those stats).

 

Is that still true?

 

 

 

Yes, suppressors only affect sound and thus, the distance at which other players/ AI are alerted to you.

 

 

 

 

i ask myself:

since we got explosive rounds for the heavy MK2 sniper and silencer reduces damage (on bullets), will decrease a silencer the explosive damage too?

I've heard many times that suppressors don't rly reduce damage in any way (game just lies with those stats).

Is that still true?

While you guys are at it, does anyone know what happens if you use silenced HSMKII with explosive rounds in a mission requiring stealth? would it fail the mission? or dumb npcs would go on like nothing happened while someone got blown nearby with an explosion.

 

tell you what, if it's the latter then it would be funny as F.

 

 

The explosion will still create a noise. At one point (not sure if you still can), you could check your mini-map when you fire an RPG or throw a grenade or something - usually a little red dot/ circle showed where the explosion came from (the point of noise) and the range of which that sound was heard. In fact, firing a rifle out in the wild would have done that as well - can't remember if that's still the same.

Edited by Gaffa™
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SAS_Intruder

Guys, has anyone unhappy with FMJ rounds? Do those work for you?

 

I have them on my AK47 and for some reason, I was not successful versus Kuruma or APC crews. I surprise them I shoot at the windows but i couldn't kill them. Not even once since the update. Every time I fire 40-80 shots and it just doesn't work.

 

I did double checked to make sure I do have correct ammo and I do.

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Okay, so other players' livery color is not visible on my screen. Same is true vice-versa.

 

You guys having the same issue?

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Guys, has anyone unhappy with FMJ rounds? Do those work for you?

 

I have them on my AK47 and for some reason, I was not successful versus Kuruma or APC crews. I surprise them I shoot at the windows but i couldn't kill them. Not even once since the update. Every time I fire 40-80 shots and it just doesn't work.

 

I did double checked to make sure I do have correct ammo and I do.

 

No for those applications you need the Armour Piercing bullets.

 

FMJ just increases the amount of damage dealt to vehicles in general. Here's a little bit of info I gather from shooting vehicles at close range regarding ammunition types. AP bullets will almost go completely through doors on the likes of the Armoured Kuruma.

 

yeIJL9f.jpg

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SAS_Intruder

But aren't armor piercing rounds mostly for penetrating body armor and FMJ are for armored vehicles?

 

Maybe I misunderstood, but I thought FMJs would help me to kill those players driving in armored cars such as Kuruma. ( shooting through the glass).

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But aren't armor piercing rounds mostly for penetrating body armor and FMJ are for armored vehicles?

 

Maybe I misunderstood, but I thought FMJs would help me to kill those players driving in armored cars such as Kuruma. ( shooting through the glass).

 

No although AP bullets do help with armoured personnel; the description for the AP bullets does mention about it being good against bulletproof and bullet resistant glass.

 

Give them a try.

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Shotguns are pretty good as is against these vehicles already. I've lost count how many people I've tagged and bagged with the Assault Shotgun in cars like the Kuruma, Duke O'Death and now the APC or just in any of these new vehicles.

Edited by Kushology
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FMJ rounds are great for going through kuruma windows. They completely shatter them.

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BTW is there a difference between the muzzles and what is better - holo sight or long range sight?

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BTW is there a difference between the muzzles and what is better - holo sight or long range sight?

 

No differences apart from aesthetics.

 

All sights and scopes are supposed to reduce recoil and increase the amount of zoom you get in "accurate mode", apart from sniper rifle scopes (as when you're scoped in, that's not classed as "accurate mode" apparently).

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Here's a video with the holographic sights. Probably the only video showing it lol. And of course the red dot doesn't disappear when not aiming -_-

 

https://youtu.be/3nmu7rstpSI

Edited by SPECTER II
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so bummed that you only get to change the look of these guns one time and to top it all off its this dumb tacticool sh*t. the sniper is the only one that looks halfway decent

I think the MK2 Carbine looks awesome

 

it looks better than then the default yes but i think most people wanted the traditional m4/m16 look like theyve always done. and why has EVERY gta had an ak-47 with wood furniture but in this one we get the horrible god awful looking chinese norinco at this point id pay them $50bucks for decent skins like all of their old guns

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so bummed that you only get to change the look of these guns one time and to top it all off its this dumb tacticool sh*t. the sniper is the only one that looks halfway decent

I think the MK2 Carbine looks awesome

 

it looks better than then the default yes but i think most people wanted the traditional m4/m16 look like theyve always done. and why has EVERY gta had an ak-47 with wood furniture but in this one we get the horrible god awful looking chinese norinco at this point id pay them $50bucks for decent skins like all of their old guns

I didn't, I wanted a Taran Tactical AR15 and thats what I got. And GTA SA had a Norinco as well (not with plastic furniture but still), they made it like this so it could recieve attachments.

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Here's a video with the holographic sights. Probably the only video showing it lol. And of course the red dot doesn't disappear when not aiming -_-

 

<snipped>

 

Why would the red dot disappear when not aiming?

 

Not sure if you know how these work in reality, but they're designed to be a "both eyes open" sight at closer ranges, and then you'd close your non-aiming eye when needing the extra accuracy from the distance. In fact even if it was an Aimpoint type red-dot sight using batteries, once you've turned it on, it's on until the batteries go.

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Black-Dragon96

Ok i got a few questions regarding the mk2 weapons:

 

1. Does it cost money to reconvert a mk2 version back to mk1 and does it cost money ifi want to convert it back to mk2 later?

 

2. Do the attachments stick if I "switch" between both versions?

An example: I have a regular carbine mk1 with a scope and a silencer. I convert this gun to a carbine mk2 and apply a new muzzle and a holosight. If i now switch back to the mk1 variant, will it still have the attachments it had before (scope and silencer) attached or will I have to reapply them manualy? Same thing with the mk2: Will the attachments still be on the gun when i switch back to the mk2 variant later or will i have to put then on it again?

 

3. I plan to buy an independence day livery for my "ak" mk2.

If i switch to another livery after buying it, will the independence day livery still be marked as purchased or will i have to pay 100k to put it on the gun again?

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Yes, don't know, don't know (but f*cking hope so, I bought them for each gun)

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Hi guys, I got a couple of questions,

 

1) if I convert the Combat MG MkII to FMJ rounds, what's the maximum amount of rounds I can carry? In Specter II's video above he is carrying 480 rounds, is that it?

 

2) is it worth it converting the Combat MG MkII into FMJ & lose the extended mag?

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Hi guys, I got a couple of questions,

 

1) if I convert the Combat MG MkII to FMJ rounds, what's the maximum amount of rounds I can carry? In Specter II's video above he is carrying 480 rounds, is that it?

 

2) is it worth it converting the Combat MG MkII into FMJ & lose the extended mag?

1.) Yes

 

2.) Temporarily yes. You'll get annoyed by the limited ammo soon enough and switch back to the extended mag.

 

Only weapon truly worth having special ammo for is the Heavy Sniper with its explosive rounds.

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So I FINALLY unlocked the night vision scope and the thermal vision scope for the heavy sniper. Which do you guys recommend and why?

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So I FINALLY unlocked the night vision scope and the thermal vision scope for the heavy sniper. Which do you guys recommend and why?

Thermal

 

Much more effective for sniping people as it paints an orange glow over them across a black background

 

Even if they're super far away you'll easily see them with the thermal scope. Night vision is all bright and green so I don't see how it would be useful for hitting targets unless it's super super dark

 

Even then, the thermal edges it out in every way

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So I FINALLY unlocked the night vision scope and the thermal vision scope for the heavy sniper. Which do you guys recommend and why?

Thermal

 

Much more effective for sniping people as it paints an orange glow over them across a black background

 

Even if they're super far away you'll easily see them with the thermal scope. Night vision is all bright and green so I don't see how it would be useful for hitting targets unless it's super super dark

 

Even then, the thermal edges it out in every way

So it's still easy to use thermal in the day? I wasn't sure if things would appear hotter bc sun

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Yes the orange glow and black background still appears even at day time

Awesome, I'll be sure to check it out. Thanks!

 

On another note, now that I think about it, I don't think the night vision scope is even needed... You can wear the night vision head set from the gun shop and turn it on lol

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Yes the orange glow and black background still appears even at day time

Awesome, I'll be sure to check it out. Thanks!

 

On another note, now that I think about it, I don't think the night vision scope is even needed... You can wear the night vision head set from the gun shop and turn it on lol

Not to mention, you can see people beyond draw distance because their heat signature is still there. May be a blob but I like to sit just outside draw distance and have people scratching their head as they die.

 

E: Lost count as to how many times I've said the above but as a long distance sniper, this is the best thing from this update for me. I love the thermal scope.

Edited by Kushology
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Black-Dragon96

Ok i got a few questions regarding the mk2 weapons:

 

 

1. Does it cost money to reconvert a mk2 version back to mk1 and does it cost money ifi want to convert it back to mk2 later?

 

2. Do the attachments stick if I "switch" between both versions?

An example: I have a regular carbine mk1 with a scope and a silencer. I convert this gun to a carbine mk2 and apply a new muzzle and a holosight. If i now switch back to the mk1 variant, will it still have the attachments it had before (scope and silencer) attached or will I have to reapply them manualy? Same thing with the mk2: Will the attachments still be on the gun when i switch back to the mk2 variant later or will i have to put then on it again?

 

3. I plan to buy an independence day livery for my "ak" mk2.

If i switch to another livery after buying it, will the independence day livery still be marked as purchased or will i have to pay 100k to put it on the gun again?

 

 

 

Well i answered them myself today.

 

1. Switching between mk1 and mk2 does not cost any money (atleast i have not seen something saying otherwise).

 

2. The attachments of the mk2 version do stick if you switch back to the mk1 and switch back to the mk2 later. The attachments of the mk1 get removed everytime you switch to the mk2 version but you can reapply them for free.

 

3. Liverys stay marked as purchased so you can switch between them for free.

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Only weapon truly worth having special ammo for is the Heavy Sniper with its explosive rounds.

 

Got to disagree on this one.

 

The SMG Mk.2 will do more damage than stock with every single type of ammunition apart from tracer rounds. The same can't be said for any of the other Mk.2 weapons.

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Got to disagree on this one.

 

The SMG Mk.2 will do more damage than stock with every single type of ammunition apart from tracer rounds. The same can't be said for any of the other Mk.2 weapons.

People don't use the SMG nearly as much as automatic rifles or snipers

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Got to disagree on this one.

 

The SMG Mk.2 will do more damage than stock with every single type of ammunition apart from tracer rounds. The same can't be said for any of the other Mk.2 weapons.

People don't use the SMG nearly as much as automatic rifles or snipers

 

 

Yeah, people don't use the Assault SMG either. It's most likely because they're clueless.

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More so because they're useless when compared to automatic rifles and snipers

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More so because they're useless when compared to automatic rifles and snipers

 

Sorry to say, but you now seem to be part of the "clueless" bunch. At mid to long ranges, the Assault SMG is more powerful than any other automatic firearm in the game. Of course, at even longer ranges you'd want something with a variable-zoom optic (scope).

Edited by Gaffa™
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