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GTA Online: Unofficial Patch (Ideas for GTA)


Primal-J
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GTA Online: Unofficial Patch.

 

Just to clarify, this is not a real or genuine log of patch notes but I have structured a relatively comprehensive fictional version to give examples of what the development team could consider to make GTA: Online a stronger game.

 

Many of these are purely suggestions for making the online experience more enjoyable and any feedback would be most welcome.

 

It would be great if the developers read this too, and took into consideration some of these ideas.

 

I digress, let's begin...

 

- Thermal goggles and thermal scope removed. Thermal camera remains on Akula but has weaker range.

 

- Combat rolling has a short delay to prevent roll spamming.

 

- All wallbreaches patched, under map spots automatically teliport players above map.

 

- Inaccessible interiors are now permanently open and explorable opening parts of the map (only those which have been modelled).

 

- Increased range of assault rifles and light machine guns, hip-firing reduces accuracy and increases recoil.

 

- Marksman rifle scope removed.

 

- Heavy Sniper given bolt action, single shot functionality, more damage, but slower rate of fire, reload speed also halved.

 

- Explosive ammo removed from heavy sniper. Explosive ammo can now instead be applied to the musket, which can be upgraded to MK2 in the Avenger or MOC.

 

- Explosive shotgun does more damage to vehicles, but has reduced ammo capacity and reduced damage to players at range.

 

- Simple Sniper range increased and damage increased, rate of fire increased. Semi automatic.

 

- Regular ammo is cheaper and combat pistol always has infinite ammo.

 

- Explosive ammo is more expensive and is now no longer available from the interaction menu and only available from Ammu-nation. (Regular ammo available from both interaction menu and ammu-nation).

(This refers to grenades, pipe bombs, sticky bombs, rpg, grenade launcher and homing launcher ammo)

 

- First person mode straffing movement speed halved to balance third person.

 

- Zooming in with sniper scope prevents straffing. Players are encouraged to look for vantage points to snipe.

 

- ADS (Aiming down sight) reduces straffing speed to walking.

 

- Unobtainable costumes from director mode have been added to GTA Online.

 

- More ladders and ladder staircases have been implemented to make rooftop access easier for stealthier approaches.

 

- Crouching replaces sneaking, decreases movement speed, increases accuracy. Players can execute a target with melee weapons by crouching behind them and attacking.

 

- Prone added, restricts movement entirerly but offers stealth.

 

- Ghillie suits added, provide stealth opportunities outside Lost Santos, available in various colours.

 

- Gunfire and explosions are louder and can be heard further away. Certain vehicles can also be heard from a longer distance including planes, jets and tanks.

 

- Singleplayer exclusive vehicles included to GTA Online.

 

- Personal aircraft are no longer classed as personal vehicles and can both be spawned simultaneously.

 

- Pilot can now decide who controls countermeasures on Tula.

 

- Sea Sparrow now has countermeasures.

 

- Bulletproof helmets and combat clothing increases defence but reduces speed on foot. Cannot combat roll with heavy gear or bulletproof helmets equipped.

 

- Ballistic equipment usage freely available to all players, 30 minute delay applies. (Still have to purchase it from warstock).

 

Ammo types available to all players, as they level up, minus explosive.

 

Regular ammo - no damage reduction. Against armor or no armor, but doesn't do as much damage.

 

Armor piercing - Nullifies defence from armor but weak against unarmored targets.

 

Hollow point - Strong against targets with no armor, weak against armored targets.

 

Incindiary - Damage over time regardless of player clothes but less damage. Damage over time increases.

 

FMJ - Weaker against players than all ammo types but can penetrate certain walls, stronger against vehicle armor.

 

- Ghost Organization removed, Off Radar removed. All players permanently off radar, shooting creates a brief blip.

 

- All melee weapons are silent and do not reveal players on the map.

 

- Silenced weapons help muffle shots from weapon but reduce range and damage.

 

- Weapons added:

Bow + Crossbow, silent weapons do not reveal players on radar. Sniper rifle slot.

 

- Different ammo types for the bow and crossbow.

 

Bow:

 

Regular arrows = Moderate damage but no special function.

 

Tear gas arrows = low damage but high damage over time in an aoe (area of effect).

 

Explosive arrows = Reduced ammo capacity but sticks to target and acts like sticky bomb, less range.

 

Poison arrows = Deal constant single target damage over time to players when hit, but do low instant damage.

 

Crossbow

 

Regular bolts = Moderate damage, no special function.

 

Grenade bolts = Limited capacity, aoe explosion.

 

Shock bolts = low damage, stuns players, less range.

 

Tracer bolts = lower damage than regular, reveals affected target on radar.

 

- Players carry loadout instead of every weapon at the same time. One weapon for each weapon type. (Exception made for SMG/LMG, pistol and melee category) Loadout can be customized in weapon lockers.

 

- Marine Wildlife from singleplayer added to gta online, including sharks, orca, dolphins, mantas and whale.

 

- Harpoon gun can be obtained from Yacht, but has limited ammo which has to be manually regained from an active yacht.

 

- More incentive to explore Underwater areas, hidden randomized salvaging caches that give player RP and Cash, but more danger with the added presence of sharks.

 

- Max money capped at 10 million, (example) to combat players with modded accounts. No vehicle can cost more than this and players are given a long time in advance to spend the money if they have exceeded it. This prevents players from buying everything day one, and is a better system than research.

 

- All businesses permanently give 2x cash. This combats the maintenance costs of businesses which are currently too high.

 

- Heists are harder but more rewarding. Vehicles like kuruma are disabled, but payouts are trippled or increased significantly. Only for skilled crews to take on.

 

- Failing a heist means losing set up money, high stakes, high reward. Permanently set to hard mode and must be executed flawlessly.

 

- Speed requirements for elite challenges adjusted to suit 30fps.

 

- Bullshark testosterone no longer costs money but can only be used once every 15 minutes.

 

RPG, Grenade launcher and Homing missile reload time increased by 75%.

 

- Enemy AI adjusted, damage reduction, 50% less accuracy.

 

- Homing launcher creates a heat signature that can be locked onto, so pilots can lock onto players using homing missile.

 

- Countermeasures are more effective.

 

- Smoke trail slowly reduces missile tracking speed.

 

- Flares redirect missiles earlier and redirect more missiles at a time.

 

- Chaff duration increased to 30 seconds.

 

- Kill scoreboard removed in free roam.

 

- Suicide reduces KDR.

 

- Suicide after damage from another player rewards opposing player with kill.

 

- Frequent suicide gives spawn delay penalty, increasing by 5 seconds per suicide, also decreases kdr.

 

- Sticky bombs cannot be used while inside vehicles.

 

- Proximity mine player carry limit increased to 25. Max deployment remains same.

 

- Bounties reveal a player's location on the map creating more intense survival gameplay.

 

- New free mode event, hunt the bounty is a free mode event that triggers when a certain player reaches the highest mental state.

 

- Mental state only gained by killing players, NPCs no longer affect this stat.

 

- Bounties can no longer be set by players, instead players accumulate bounties automatically as their mental state increases.

 

- Mental state resets after accumulating a bounty and escaping or being terminated.

 

- Players gain bonus RP depending on how long they survive in and gain cash bonuses.

 

- Players with bounties cannot enter appartments until the bounty is claimed.

 

- Passive Mode unavailable in all weaponized vehicles. Passive Mode is automatically enabled after 5 minutes of inactivity and can no longer be instantly activated.

 

- NPC Gang Attacks permanently removed.

 

- CEOs can now hire 8 players per organization.

 

- Organizations can now capture parts of the map, establish territory, which can also be captured, creating king of the hill style gameplay against other organizations.

 

- Wanted levels are now permanently disabled to stop police/SWAT AI from griefing players. Wanted level is an event that transpires when a player has a high mental state.

 

- Wanted levels are also now instead part of optional freemode survival events instead which give rp and rewards for surviving.

 

- Cops and robbers freemode event added, splits the participants into two teams.

 

- More open lobby PvE objectives.

 

- Job points (jp) give you small bonuses to gained money and rp as they accumulate.

 

E.g,

100 jp = 5% extra cash + rp

200 JP = 10% extra cash + rp

 

Stacks up to 2x cash for jobs, resets when you leave gta online. This encourages players to do jobs and gives jp an actual purpose.

 

- Yachts can be spawned and destroyed, player controls cannons on yachts rather than canons being automatic.

 

- Amount of yachts spawned at a time reduced, players can destroy yachts to spawn their own.

 

- Piracy prevention objective adjusted to destroy yacht.

 

- Yachts periodically sail around map and take a long time to destroy, yacht safe mode removed.

 

- Yacht acts as mobile crew or organization HQ and mobile spawn point while active.

 

- All insurance costs on vehicles removed, to prevent abuse of weaponized vehicles.

 

- Destruction of weaponized vehicles no longer generates bad sport points.

 

- Boats have 50% extra armour, tug boat has additional increased defence.

 

- Submarines now correctly seat two players.

 

Heavy Vehicles adjusted:

 

Rhino: 75% increased armour.

Now seats 6 players.

Driver cannot shoot cannon, cannon instead operated by passenger. Cannon damage increased, range reduced. Emplaced Machine gun can also be used by different passenger.

 

Khanjali: Turret vertical angle increased, no change to damage, railgun has increased range and can be fired by driver. Side grenade launchers replaced with light machine guns. Seats 4 players.

 

APC: Regular cannon replaced with a semi automatic explosive cannon, increased range, increased rate of fire, reduced damage. Strong anti infantry, but weaker against heavy vehicles.

 

Chernobog: Increased explosive resistance.

 

AA trailer: no longer classed as personal vehicle, can be towed on any personal vehicle with appropriate functionality.

 

- Oppressor removed from motorcycle club spawn list.

 

- Missile capacity on oppressor reduced to 10.

 

- Non-weaponized land vehicles can no longer be locked onto by any vehicle.

 

- Stromberg has increased vertical range for missiles, and has additional explosive resistance. Maximum underwater depth also increased.

 

- Explosive cannons on jets removed. Instead jets have powerful front machine gun cannons; (jets should be difficult to take down but shouldn't be able to grief ground targets.)

 

- Half Track turret increased range and ability to fire directly upwards.

 

- All air vehicles have countermeasures which can be purchased in hangar, unarmed air vehicles have unlimited countermeasures, and have delay reduced by 50%.

 

- Savage now has countermeasures, increased bullet resistance and explosive resistance. Explosive cannon replaced with powerful minigun. (Less offensive ordinance than Hunter, but more resistance)

 

- Hunter explosive cannon removed, co-pilot camera removed, replaced with free aim valkyrie turret, doing less damage. Explosive resistance remains. (Less resistance than savage but more ordinance).

 

- Valkyrie now has countermeasures, and increased explosive resistance, however explosive cannon given damage reduction.

 

- Akula has no countermeasures, but stealth mode prevents lock on.

 

- Different planes should have different bomb capacities and have different accessibility. The following are some examples.

 

Akula and Hunter:

- Holds 25 bombs

- Explosive bombs only.

- Can drop 5 at a time.

 

Rogue:

- Holds 50 bombs.

- Explosive bombs only.

- Can drop 10 at a time.

 

Starling:

- Holds 75 bombs.

- Explosive, Incindiary, and Cluster only.

- Can drop 15 at a time.

 

Pyro:

- Holds 50 bombs.

- incidiary and Cluster only.

- Can drop 5 at a time.

 

Seabreeze:

- Holds 100 bombs:

- Explosive only.

- Can drop 10 at a time.

 

Avenger:

- Holds 150 bombs.

- cluster only.

Can drop 10 at a time.

 

Tula:

- Holds 150 bombs.

- Explosive and Cluster only.

- Can drop 10 at a time.

 

Mogul:

- Holds 200 bombs

- Cluster and incindiary only.

- Can drop 20 at a time

 

Bombushka:

- Holds 500 bombs.

- Explosive bombs only.

- Can drop 100 bombs at a time

 

Volatol:

- Holds 500 bombs.

- Can use incindiary and Cluster.

- Infinite tear gas bombs.

- Can drop 50 at a time.

 

Titan:

- Unlimited ammo.

- Carries explosive and cluster bombs simultaneously.

- Can drop 50 at a time.

 

- Cluster bombs now cover much larger AOE but do less damage to vehicles. More damage to players.

 

- Explosive bombs have a smaller radius, but deal strong damage in a localized area.

 

- Tear Gas bombs can cover a much larger aoe with improved damage over time.

 

- Incindiary bombs are now more incindiary, setting more terrain on fire. Mix of damage over time to players and can set vehicles on fire.

 

- Titan upgraded to receive JATO. Titan has interior for passengers, Pilot can open back hatch to allow passengers to parachute or drive out in air. Titan can also hold a small personal vehicle.

 

- Titan explosive resistance drastically increased. (This plane should take around 30 missiles).

 

- Titan can use flares 20 times in a row with no cooldown, however after doing so, there is a 20 second cooldown before they can be used again, creating a window to bring down the plane. Titan has infinite flares but does not have access to chaff.

 

- Bombushka explosive resistance increased heavily. (Not as much as titan).

 

- Volatol explosive resistance increased heavily, now can no longer be locked onto at high altitude, passenger machine guns have increased damage output, speed increased by 30%.

 

- Custom vehicles enabled for air races, Mallard can be upgraded and has access to engine, handling, liveries and countermeasures.

 

- Cargobob speed increased by 75% and explosive resistance increased. Can seat up to 10 players. Cannot lift heavy vehicles.

 

- Skylift added to GTA Online, lifts heavy objects and vehicles but is slower and seats 2 players only.

 

- Explosive cannon damage reduced by 75% on Bombushka, fire rate increased by 25%. Range increased.

 

- CEO Organizations now can hold up to 8 players and both CEO and MC can see eachtoher on map when in same organization.

 

- Orbital Cannon can be fired freely once per day (does not stack) but does not track or reveal the location of players who are not in combat.

 

- Automatic Targeting removed.

 

(Instead the cannon user has to observe the area carefully before firing. Hitting a target successfully rewards rp, multiple increases rp bonus, failing does not replenish daily limit.)

 

(Orbital Cannon cannot be fired inside facility and requires manual use outside. Can be interrupted by another player. Replaces merryweather airstrike, UI the same instead using phone).

 

- Accessing the Orbital Cannon from the facility no longer provides radar support and reveals players locations while operated.

 

- Aircraft carrier added off the coast of Fort Zancudo, containing non-upgraded versions of the pyro, Hunter, akula, valkyrie, molotok and hydra.

 

- Non upgraded mogul and P-45 Nokota added to Sandy shores airfield spawn list.

 

Non-Upgraded Bombushka, volatol and savage now added to Fort Zancudo Spawn list.

 

- Non Upgraded Sea Sparrow added to Merryweather HQ Spawn list. Lifeguard sea sparrow added to Vespucci beach spawn list.

 

- More air vehicle spawn variety at LSIA, deeper mixture of non weaponized aircraft.

 

- Can fly jumbo jets. Exclusive to LSIA, not for purchase.

 

- Non upgraded lifeguard seabreeze added to Vespucci beach spawn list.

 

- All vehicles given new handling flags, reducing speed over bumps and imperfections on road.

 

- Downforce modifier on vehicles no longer requires spoiler for handling improvements.

 

Tires now affect performance:

(May be unrealistic, but gives tires a bit more of a meaning).

 

- High end tires increase top speed and acceleration but decrease traction.

 

- Off road tires improve handling and speed across offroad terrain and improve traction during rough weather. However do not have as much traction on road.

 

- Muscle tires gives the vehicle more grip on the road and makes the vehicle heavier.

 

- SUV tires balance traction offroad and on road, but at a cost of speed.

 

- Sports tires grant a balance between traction, handling and a small bonus to speed but only when on road, however lose traction and speed when there is rain/snow.

 

New vehicle classes added to races and stunt races:

- Motorcycles (Offroad).

- Offroad Rally.

 

- Molotok and P-45 Nokota handling has been adjusted so they are more viable for dogfighting.

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After reading through, going by what the community enjoy, you'd piss more people off than make them happier with some of the fixes you stated.

 

Some are actually very handy too. Good compiled list, but as already mentioned; this is just a wishlist.

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I agree with some statements, but most of them are way too much. They'll just kills a lots of counter strats and brings even more disbalance.

Edited by Sanches
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Spider-Vice
Nice effort, however, you could put this into one of the existing threads as above. Thanks!
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