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Which bomb type is best?


Zibulaatio
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What type of bomb is best?

Anyone knows cluster bomb radius is bigger than explosive one?

How long does gas and incendiary effects stay active after detonated?

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The Cluster Bombs have only slightly better radius than the normal bombs, as it is now its better to save the cash and buy ordinary.

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US Marshal1911

Someone needs to do a vid testing the countermeasures and how well they work.

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I regret having bought clusters for most of my aircraft.

Ye i saw this guy's video, but its not proven by actual ingame data like funmw2 did back in the day with weapons data from code. But i guess is best what we got now.

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Geisterfaust

TL;DR: explosive/ cluster . First of all, these are NO bombs. It's reskinned grenades and calling them that will significantly improve your understanding and expectations.

 

Explosive and Cluster bombs are pretty much the same in terms of damage and splash effect, which is laughably small by itself. On the video above it's clearly seen that bombs can cover the width of LSIA landing strip.

Incendiary bombs are absolutely laughable with less damage than regular/ cluster and with a smaller splash damage.

Gas is best explained by a series of gas grenades: buy it, throw it and see for yourself if you want it.

 

Oh, and in general, aiming is a bitch. Dive bombing with Lazer/ Hydra is incomparably more devastating than all of these "bombs" combined.

 

You definitely don't want any game data about the damage, because good luck destroying something with it. I spent 5 minutes bombing area in supply mission, but of course I have no skill, so next time I use my Hydra skill and do it in a minute top.

Edited by hei3enberg
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I regret having bought clusters for most of my aircraft.

Ye i saw this guy's video, but its not proven by actual ingame data like funmw2 did back in the day with weapons data from code. But i guess is best what we got now.

 

 

You can't rely on game data anyway as it's not 100% accurate, 100% of the time. Some things don't seem to be covered in the game data either, such as the fact that the lightly armoured vehicles (Baller, Schafter, Cognoscenti, XLS, Turreted Limo) always survive 2 explosives regardless of the weapon system, when they're fitted with the 100% armour upgrade from LSC.

 

I too found the Cluster Bombs to be lacklustre, but didn't really test enough with the others just yet to know what I'm dealing with for sure.

Edited by Gaffa™
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Does it cost you to refill them?

 

No you just call a new aircraft out or return to your hangar.

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The cluster bombs have a better radius however the Standard bombs have two flags that the cluster lack.

bCanSetPedOnFire

bCanSetPlayerOnFire

You can go with the cluster bombs that requires you to be too damn accurate or the standard ones that can cause a bit of damage even if you miss.

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The cluster bombs have a better radius however the Standard bombs have two flags that the cluster lack.

bCanSetPedOnFire

bCanSetPlayerOnFire

You can go with the cluster bombs that requires you to be too damn accurate or the standard ones that can cause a bit of damage even if you miss.

 

Yo Fun, please tell us what the aircraft upgrades are doing (Engine and Handling) - as I'm assuming the difference between 0% armour and 100% is just the same as personal vehicles.

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Some more comparison info:

<name>EXP_TAG_BOMB_CLUSTER</name>      <damageAtCentre value="500.000000" />      <damageAtEdge value="500.000000" />      <networkPlayerModifier value="2.000000" />      <networkPedModifier value="1.000000" />      <endRadius value="2.500000" />      <fragDamage value="1500.000000" />      <bAppliesContinuousDamage value="false" />      <bDamageVehicles value="true" />      <bDamageObjects value="true" />      <bOnlyAffectsLivePeds value="false" />      <bIgnoreExplodingEntity value="false" />      <bNoOcclusion value="false" />      <explodeAttachEntityWhenFinished value="false" />      <bCanSetPedOnFire value="false" />
      <name>EXP_TAG_BOMB_CLUSTER_SECONDARY</name>      <damageAtCentre value="500.000000" />      <damageAtEdge value="500.000000" />      <networkPlayerModifier value="1.000000" />      <networkPedModifier value="1.000000" />      <endRadius value="1.500000" />      <fragDamage value="1000.000000" />      <bAppliesContinuousDamage value="false" />      <bDamageVehicles value="true" />      <bDamageObjects value="true" />      <bOnlyAffectsLivePeds value="false" />      <bIgnoreExplodingEntity value="false" />      <bNoOcclusion value="false" />      <explodeAttachEntityWhenFinished value="false" />      <bCanSetPedOnFire value="false" />
<name>EXP_TAG_BOMB_GAS</name>      <damageAtCentre value="1.000000" />      <damageAtEdge value="0.250000" />      <networkPlayerModifier value="1.000000" />      <networkPedModifier value="1.000000" />      <endRadius value="6.500000" />      <fragDamage value="0.000000" />      <bAppliesContinuousDamage value="true" />      <bDamageVehicles value="false" />      <bDamageObjects value="false" />      <bOnlyAffectsLivePeds value="true" />      <bIgnoreExplodingEntity value="false" />      <bNoOcclusion value="false" />      <explodeAttachEntityWhenFinished value="false" />      <bCanSetPedOnFire value="false" />      <bUseDistanceDamageCalc value="true" />
      <name>EXP_TAG_BOMB_INCENDIARY</name>      <damageAtCentre value="500.000000" />      <damageAtEdge value="50.000000" />      <networkPlayerModifier value="1.000000" />      <networkPedModifier value="1.000000" />      <endRadius value="5.000000" />      <fragDamage value="0.000000" />      <bAppliesContinuousDamage value="false" />      <bDamageVehicles value="true" />      <bDamageObjects value="true" />      <bOnlyAffectsLivePeds value="false" />      <bIgnoreExplodingEntity value="false" />      <bNoOcclusion value="false" />      <explodeAttachEntityWhenFinished value="false" />      <bCanSetPedOnFire value="true" />      <bCanSetPlayerOnFire value="true" />   <bUseDistanceDamageCalc value="true" />   <bIgnoreRatioCheckForFire value="true" />
      <name>EXP_TAG_BOMB_STANDARD</name>      <damageAtCentre value="500.000000" />      <damageAtEdge value="500.000000" />      <networkPlayerModifier value="2.000000" />      <networkPedModifier value="1.000000" />      <endRadius value="6.000000" />      <fragDamage value="1500.000000" />      <bAppliesContinuousDamage value="false" />      <bDamageVehicles value="true" />      <bDamageObjects value="true" />      <bOnlyAffectsLivePeds value="false" />      <bIgnoreExplodingEntity value="false" />      <bNoOcclusion value="false" />      <explodeAttachEntityWhenFinished value="false" />      <bCanSetPedOnFire value="true" />   <bCanSetPlayerOnFire value="true" />
Edited by Gaffa™
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What type of bomb is best?

Anyone knows cluster bomb radius is bigger than explosive one?

How long does gas and incendiary effects stay active after detonated?

 

Depends

 

I honestly like using the cluster bombs just for the satisfying feeling of seeing the screen shake for people, and all hell break loose haha.

 

Whether or not I kill anyone with them doesn't even matter to me because that's whhat the explosive cannons are for, but there's just a hilarious feeling about dropping cluster bombs over car shows at LSC

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I have clusters, but they are not verry accurate in my testings. Hard to hit moving targets with it.

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Clusters are essentially bugged at this point and should be avoided. Carpet bomb a titan* to see what I mean.

 

*gif incoming

Edited by Gridl0k
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Some more comparison info:

<name>EXP_TAG_BOMB_CLUSTER</name>      <damageAtCentre value="500.000000" />      <damageAtEdge value="500.000000" />      <networkPlayerModifier value="2.000000" />      <networkPedModifier value="1.000000" />      <endRadius value="2.500000" />      <fragDamage value="1500.000000" />      <bAppliesContinuousDamage value="false" />      <bDamageVehicles value="true" />      <bDamageObjects value="true" />      <bOnlyAffectsLivePeds value="false" />      <bIgnoreExplodingEntity value="false" />      <bNoOcclusion value="false" />      <explodeAttachEntityWhenFinished value="false" />      <bCanSetPedOnFire value="false" />
      <name>EXP_TAG_BOMB_CLUSTER_SECONDARY</name>      <damageAtCentre value="500.000000" />      <damageAtEdge value="500.000000" />      <networkPlayerModifier value="1.000000" />      <networkPedModifier value="1.000000" />      <endRadius value="1.500000" />      <fragDamage value="1000.000000" />      <bAppliesContinuousDamage value="false" />      <bDamageVehicles value="true" />      <bDamageObjects value="true" />      <bOnlyAffectsLivePeds value="false" />      <bIgnoreExplodingEntity value="false" />      <bNoOcclusion value="false" />      <explodeAttachEntityWhenFinished value="false" />      <bCanSetPedOnFire value="false" />
<name>EXP_TAG_BOMB_GAS</name>      <damageAtCentre value="1.000000" />      <damageAtEdge value="0.250000" />      <networkPlayerModifier value="1.000000" />      <networkPedModifier value="1.000000" />      <endRadius value="6.500000" />      <fragDamage value="0.000000" />      <bAppliesContinuousDamage value="true" />      <bDamageVehicles value="false" />      <bDamageObjects value="false" />      <bOnlyAffectsLivePeds value="true" />      <bIgnoreExplodingEntity value="false" />      <bNoOcclusion value="false" />      <explodeAttachEntityWhenFinished value="false" />      <bCanSetPedOnFire value="false" />      <bUseDistanceDamageCalc value="true" />
      <name>EXP_TAG_BOMB_INCENDIARY</name>      <damageAtCentre value="500.000000" />      <damageAtEdge value="50.000000" />      <networkPlayerModifier value="1.000000" />      <networkPedModifier value="1.000000" />      <endRadius value="5.000000" />      <fragDamage value="0.000000" />      <bAppliesContinuousDamage value="false" />      <bDamageVehicles value="true" />      <bDamageObjects value="true" />      <bOnlyAffectsLivePeds value="false" />      <bIgnoreExplodingEntity value="false" />      <bNoOcclusion value="false" />      <explodeAttachEntityWhenFinished value="false" />      <bCanSetPedOnFire value="true" />      <bCanSetPlayerOnFire value="true" />   <bUseDistanceDamageCalc value="true" />   <bIgnoreRatioCheckForFire value="true" />
      <name>EXP_TAG_BOMB_STANDARD</name>      <damageAtCentre value="500.000000" />      <damageAtEdge value="500.000000" />      <networkPlayerModifier value="2.000000" />      <networkPedModifier value="1.000000" />      <endRadius value="6.000000" />      <fragDamage value="1500.000000" />      <bAppliesContinuousDamage value="false" />      <bDamageVehicles value="true" />      <bDamageObjects value="true" />      <bOnlyAffectsLivePeds value="false" />      <bIgnoreExplodingEntity value="false" />      <bNoOcclusion value="false" />      <explodeAttachEntityWhenFinished value="false" />      <bCanSetPedOnFire value="true" />   <bCanSetPlayerOnFire value="true" />

So if I've got this right, the clusters have less than half the blast radius of the regular bombs. Explains why it's damn hard to kill with them.

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Some more comparison info: <snipped>

 

So if I've got this right, the clusters have less than half the blast radius of the regular bombs. Explains why it's damn hard to kill with them.

 

 

Well from that alone sure, but there's other info that Fun 2 posted here: http://gtaforums.com/topic/860017-next-dlc-speculation-thread/?view=findpost&p=1069814106- which is relevant.

 

So from that, with the cluster bombs, there's one extra exploding fragment, and these fragments have a larger radius (only by a 1.5m). I seem to be more successful with standard explosive bombs to be honest.

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Some more comparison info: <snipped>

 

So if I've got this right, the clusters have less than half the blast radius of the regular bombs. Explains why it's damn hard to kill with them.

 

Well from that alone sure, but there's other info that Fun 2 posted here: http://gtaforums.com/topic/860017-next-dlc-speculation-thread/?view=findpost&p=1069814106- which is relevant.

 

So from that, with the cluster bombs, there's one extra exploding fragment, and these fragments have a larger radius (only by a 1.5m). I seem to be more successful with standard explosive bombs to be honest.

Yeah that's even more confusing, because switching to regular bombs from cluster was so much more effective for me. I've even been dive bombed by clusters, engulfed in smoke and fire, and taken zero damage.

 

It's like the difference between barrage and homing rockets on the Hunter; you practically need to hit them dead on to get the kill.

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Geisterfaust

Yeah, I felt like something is off with Hunter too... Thanks for clarification, for now it's regular bombs then. But I think R* will once again switch something around.

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