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Weapon Upgrades Useless?


yeska246
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A fully upgraded MKII Carabine is better than the Special Carabine, also, the big magazine of the SC slows your reload time

It might be better in terms of damage but I've found myself run out of ammo many times with the upgraded carbine

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ThaBirdCoot

No matter how they perform or useles they might are I still intend to get them, but that's when my broke ass starts to make bank again. Can't fall fo the anticipated purchase again when it's more then likely in 2 or 3 weeks we get several discounts.

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bombkangaroo

 

 

 

With the heavy barrel applied to it, long-range damage falls to 50% of point blank damage (as for other Mk II weapons) instead of 30% for most weapons.

Where's the information for that?

 

Probably from http://gta.wikia.com/wiki/Combat_MG_Mk_II It is almost word for word the same.

 

 

Ahh yeah, well I'll refer to my own real-world testing and seeing how much health is removed every bullet than what some article (or video, etc) would suggest, in which case the conclusion is the same - the Heavy Barrel really doesn't do jack apart from make the gun look a bit different. It should do - considering it's an upgrade and considering the game's files state that the weapons should improve when it's added, but the real world testing goes against that.

 

Here's the Heavy Barrel for the AR Mk.2 (they're all the same), as you can see there is what appears to be an increase to the damage fall-off range, and an increase to the damage done, which I assume only applies beyond the minimum fall-off range, but I could be wrong about that.
</Item>
<Item type="CWeaponComponentInfo">
<Name>COMPONENT_AT_AR_BARREL_02</Name>
<Model>w_at_ar_barrel_2</Model>
<LocName>WCT_BARR2</LocName>
<LocDesc>WCD_BARR2</LocDesc>
<AttachBone>AAPBarrel</AttachBone>
<AccuracyModifier type="NULL" />
<DamageModifier type="NULL" />
<FallOffModifier type="CWeaponFallOffModifier">
<RangeModifier value="1.250000" />
<DamageModifier value="1.333333" />
</FallOffModifier>
<bShownOnWheel value="true" />
<CreateObject value="true" />
<ApplyWeaponTint value="true" />
<HudDamage value="0" />
<HudSpeed value="0" />
<HudCapacity value="0" />
<HudAccuracy value="0" />
<HudRange value="5" />
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Yes I know. I'm saying it doesn't actually increase that stuff from the in-game testing - bullets don't suddenly do more damage, and the 120 metre range doesn't seem to be extended, and at those sort of ranges, you should be using/ it'd be better to use a scoped rifle anyway.

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aaronBLUEeyes

 

CMG Mk2, & the heavy barrel on it increases it's damage at long range

Sorry to tell you that the Heavy Barrel doesn't do jack in terms of damage or range.

Yes it does mate, it's been tested and proven. When a weapon has a heavy barrel equipped the damage drop-off range is increased which therefore extends effective range on said weapon.

 

Central Gaming Hub Heavy Barrel Test:

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CMG Mk2, & the heavy barrel on it increases it's damage at long range

Sorry to tell you that the Heavy Barrel doesn't do jack in terms of damage or range.

Yes it does mate, it's been tested and proven. When a weapon has a heavy barrel equipped the damage drop-off range is increased which therefore extends effective range on said weapon.

 

Central Gaming Hub Heavy Barrel Test:

 

 

 

My bad, you're right - to clarify - the fall-off data is changed, so essentially it means you can shoot a little bit further without the bullet's damage being reduced as much. So by default, damage only starts dropping off at 47.5 metres (assault rifles lose the ability to lock onto targets past 65 metres).

 

I'd take a guess that the values

 

"DamageFallOffRangeMin value="47.500000";

"DamageFallOffRangeMax value="120.000000"; and

"DamageFallOffModifier value="0.300000" (where a value of 1.0 means that the damage doesn't get modified).

 

change to

 

"DamageFallOffRangeMin value="59.375000";

"DamageFallOffRangeMax value="150.000000"; and

"DamageFallOffModifier value="0.399999" (where a value of 1.0 means that the damage doesn't get modified).

 

The bullets/ guns don't actually do 33% more damage, which is what I had thought was being referred to sorry. Although interestingly the Assault Rifle Mk.2 does 33% more damage per bullet than the original Assault Rifle.

Overall range of these weapons isn't increased though (it's still 120 or 2500 for the Heavy Sniper Rifle Mk.2).

I'll have to check how much the damage of bullets actually varies but if memory serves me correctly, it's only 1-5 damage points. Still, that could be worth it.

Edited by Gaffa™
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I wouldnt say they are totally useless however the MK sniper is the only one for me personally where I see a significant improvement. The others I am just not as impressed with and as far as I am concerned still do no beat a special carbine shot to the head. I upgraded the combat MG but I kill just the same with it as I did before so I kind of feel like I wasted money on it, thankfully just virtual money.

Edited by TankGirl
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Killer Whale

The upgrades do make the weapons look good with an enhanced performance over the original ones. But if you're going to buy a bunker and a MOC just for weapon upgrades, I would highly recommend against it.

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Mexicola9302

It is worth it upgrading all of them.

I got the HP ammo for the Pistol and SMG, Incendiary for the Assault Rifle. FMJ for the MG. And Explosives for the Sniper.

But i only upgraded the Carbine to the MKII Version and kept the normal ammo for it. To have at least one weapon with the 9999 bullets.

 

I must say the Carbine MKII is much better than the Special Carbine it has less recoil and is more accurate and has longer range. Well and i like the look of it got the Classic Black & White on all of my MK II Weapons. And i use them all with compensator and the unlockable holo sight. Thermal for the Sniper.

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