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Some questions about the MKII weapons


diperro
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I own most of them and I use them pretty often. Thanks to this, the only thing that can suppose a problem in freeroam for me is armored vehicles. Still I'm not quite sure how some stuff actually works in-game, so I thought I could ask here cause I checked other threads but I didn't find enough info. I am aware that some armored vehicles have weak spots that can be exploited, but I just want to make sure if there's something that can guarantee success. Sorry if this topic bothers someone but most info about MKII weapons comes from 2 year-old topics and probably some stuff has changed a bit.

 

My questions are:

- Which ammo type is useful to take down Kuruma/Nightshark drivers? (PvP)

- Is there any ammo type that can improve the damage with the MKII Heavy Revolver even further?

- Do the improved sights make a difference with the MKII Heavy Sniper?

 

 

 

Edited by diperro
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clinical oppression

Fnj  rounds for kuruma and night shark windows ..... I find assault shotgun works well against armored kuruma if your close enough . Any upgraded scope for heavy sniper 

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Standard Deluxe 59

For armored vehicle drivers, just standard ammo will dispatch them pretty quickly if you know where to aim through the armor plating. 

 

For your revolver, FMJ or hollow point rounds are your best bet. 

 

I'm not sure about the different sights on the sniper rifle as I rarely use mine since I don't like burning through explosive rounds. 

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JOEsAGGRESSIVE
  1. Full metal jacket should be best for the armored windows but nothing should pass through armored plate of the nightshark however there are spots where just regular rounds will penetrate and assault/auto shotgun is best for that, in my opinion.
  2. I personally use incendiary because every shot catches target on fire. However the hollow point is phenomenal even though it was nerfed awhile ago.
  3. Heavy sniper scope for me is the infrared scope because you could kill players/npc's through solid walls but i believe that's patched and i haven't wanted to spend extra money to change my scope.

 

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SummerFreeze
16 hours ago, diperro said:

- Which ammo type is useful to take down Kuruma/Nightshark drivers? (PvP)

FMJ rounds will penetrate the armored Kuruma's window glass (slits), but not the window plates. However, it might be better to simply use explosives against it, because an armored Kuruma will blow up with one missile or sticky bomb. Explosive shotgun is an option as well.

 

The Nightshark's front and read window plates are impenetrable to bullets*. The side window plates and the glass/slits do not stop bullets at all. It is very resistant to explosives, however, so the best approach is to aim a minigun at the driver's position through the front/rear window slits or the side windows.

 

*) You shouldn't put window plates on your Nightshark because doings so prevents you from using throwables or drive-by weapons.

 

Quote

- Is there any ammo type that can improve the damage with the MKII Heavy Revolver even further?

FMJ against vehicles, yes. It will then take out a helcopter's tail rotor with one hit up to max range.

 

Hollow point rounds will deal higher damage against personnel, but against a level 100+ with full health you still need two hits to kill just as if you were using a Navy Revolver, which does NOT have its damage reduced by range. (The MK II does.)

 

Quote

- Do the improved sights make a difference with the MKII Heavy Sniper?

The nightvision and thermal scopes allow their respective vision options obviously.

 

However, their maximum zoom range is lower than the Advanced Scope's.

 

There is no difference in terms of accuracy.

Edited by SummerFreeze
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I remember seeing someone did a test before saying only the FMJ and explosive rounds are worth it. The other ammo variants have such a minimal advantage that it might be better off using extended mags.

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suicidal_banana
16 hours ago, diperro said:

My questions are:

- Which ammo type is useful to take down Kuruma/Nightshark drivers? (PvP)

- Is there any ammo type that can improve the damage with the MKII Heavy Revolver even further?

- Do the improved sights make a difference with the MKII Heavy Sniper?

- Best against Kuruma: Anything explosive
- Best against Nightshark: Minigun (or laser minigun) trough the windows
- No clue bout heavy revolver MK2, didnt even know that existed
- You should just get the thermal scope for MK2 sniper like everybody else, its super OP (not in the least because at long distances you can shoot straight trough buildings) also only plebs use explosive ammo on their sniper, so avoid that unless you want to be made fun of 😛 (that said explosive sniper rounds are one of the best counters for hydra's, so its nice to have them as an option in your terrorbyte or moc or whatever)

  

6 minutes ago, Catnipz said:

I remember seeing someone did a test before saying only the FMJ and explosive rounds are worth it. The other ammo variants have such a minimal advantage that it might be better off using extended mags.

I just use extended mag on all my MK2 weps, the special ammo is mostly useless and you always get too little to be able to have any sort of fight, i mostly get the MK2 weps because they do a little more damage and look less 2013.

 

Edited by suicidal_banana
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Spectre "2K"
16 hours ago, diperro said:

- Which ammo type is useful to take down Kuruma/Nightshark drivers? (PvP)

- Is there any ammo type that can improve the damage with the MKII Heavy Revolver even further?

- Do the improved sights make a difference with the MKII Heavy Sniper?

 

 

 

1. FMJ ruins kuruma windows, and nightshark armor is rather tough as is so most ammo types wont help you, just shoot the driver through the window slits/side windows

 

2. hallow point, while nerfed, is still very powerful. However, FMJ makes it a devastating anti-vehicle gun you can use in your car. OHKOs helicopter tails and only takes a few shots at the engine bay of anything to make them useless

 

3. thermal scope on the heavy sniper allows you to shoot people through walls if set up properly (they have to be pretty far from you, both your target and the building) but it's zoom range is the same as stock, and lower than the advanced scope. Never even equipped night vision 

Edited by Spectre "2K"
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Black-Dragon96
20 hours ago, diperro said:

Do the improved sights make a difference with the MKII Heavy Sniper?

Ok I have seen pretty much everyone in here tell you to get the thermal scope for the heavy sniper mk2.

I'm going to tell you why you should'nt bother.

 

You remember these?

I6NSfS.jpg

 

They also give you thermal vision.

Granted they cost about 10k more than the scope, but they a) require no research, b) you can combine the helmet with the advanced scope giving you better zoom with thermal than the thermal scope will give you and c) the regular sightpicture of the thermal scope is f*cking garbage (sure thats just my opinion).

 

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suicidal_banana
3 hours ago, Black-Dragon96 said:

...

You remember these?

I6NSfS.jpg

They also give you thermal vision.

Granted they cost about 10k more than the scope, but they a) require no research, b) you can combine the helmet with the advanced scope giving you better zoom with thermal than the thermal scope will give you and c) the regular sightpicture of the thermal scope is f*cking garbage (sure thats just my opinion).

Fair points, but counterpoints:

- I have way too many helmets to scroll trough to get to this 😛 

- I only really want thermal vision with that sniper, it gets hard to judge who can be hit and who cant when using thermal, with the scope its easy to 'un-scope' and see

- Zoom-range really isnt much of an issue in my experience, thermal scope renders far away people as squares, that works, does your setup let you see thermals even further away? or same distance but you can zoom enough to see silhouette? 

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On 7/6/2020 at 1:34 AM, diperro said:

- Which ammo type is useful to take down Kuruma/Nightshark drivers? (PvP)

FMJ Rounds are the Anti-Vehicle/Bullet Resistant Glass option.

When it comes to those two vehicles you can just use Standard Rounds through the glass but you'll still need to correct your aim in Aim Assist Lobbies to put one in the driver's skull.

Regardless... this is GTA, why you being PvP? (unless you're asking for defense reasons).

 

On 7/6/2020 at 1:34 AM, diperro said:

- Is there any ammo type that can improve the damage with the MKII Heavy Revolver even further?

Anything other than Tracer or Standard Rounds will improve damage against the type of target their intended for.

Initially, Hollow Point rounds turned that gun into a One Hit Kill Weapon, even against 100hp players at medium range, but it was nerfed with Smugglers Run.

Nowadays, it's best to load it with FMJ's. Reason being if you're driving a heavy duty vehicle like the MOC Cab and someone in a Hydra or Savage comes after you, you can take them out with just a few bullets.

 

On 7/6/2020 at 1:34 AM, diperro said:

- Do the improved sights make a difference with the MKII Heavy Sniper?

They CAN be toggled on/off when scoped with them. So using Thermal Scope is the greatest tool you can have in the Draw Distance/No Geography Detection situation, be it against players or NPCs, especially with the Explosive Rounds.

Can't think why anyone would need the NVG Scope though....

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Spectre "2K"
4 hours ago, Black-Dragon96 said:

Ok I have seen pretty much everyone in here tell you to get the thermal scope for the heavy sniper mk2.

I'm going to tell you why you should'nt bother.

 

You remember these?

I6NSfS.jpg

 

They also give you thermal vision.

Granted they cost about 10k more than the scope, but they a) require no research, b) you can combine the helmet with the advanced scope giving you better zoom with thermal than the thermal scope will give you and c) the regular sightpicture of the thermal scope is f*cking garbage (sure thats just my opinion).

 

its so awkward turning thermal helmets on if they aren't "activated" prior i just gave up on them tbh, sometimes you just need "on demand" thermal 

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On 7/5/2020 at 9:34 PM, diperro said:

- Which ammo type is useful to take down Kuruma/Nightshark drivers? (PvP)

FMJ rounds, but you gotta remember to shoot on the glass between the armor plating or you will just waste ammo.

On 7/5/2020 at 9:34 PM, diperro said:

-Is there any ammo type that can improve the damage with the MKII Heavy Revolver even further?

It used to be the hollow points rounds that deals more damage to unarmored targets, it would one shot anyone without armor regardless of rank, but it got nerfed :(

 

Now the next best thing are the incendiary rounds, packs an extra punch that won't kill targets in one shot, but is GUARANTEED to set them on fire...So if your bullets wont kill your target, the fire will :)

On 7/5/2020 at 9:34 PM, diperro said:

- Do the improved sights make a difference with the MKII Heavy Sniper?

If I'm not mistaken, they are supposed to increase the range of your zoom, not sure if there are more effects than this.

Edited by Pedinhuh
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Black-Dragon96
19 hours ago, suicidal_banana said:

Fair points, but counterpoints:

- I have way too many helmets to scroll trough to get to this 😛 

- I only really want thermal vision with that sniper, it gets hard to judge who can be hit and who cant when using thermal, with the scope its easy to 'un-scope' and see

- Zoom-range really isnt much of an issue in my experience, thermal scope renders far away people as squares, that works, does your setup let you see thermals even further away? or same distance but you can zoom enough to see silhouette? 

 

18 hours ago, Spectre "2K" said:

its so awkward turning thermal helmets on if they aren't "activated" prior i just gave up on them tbh, sometimes you just need "on demand" thermal 

 

Well for me personaly putting them on is not that much of a problem.

The one I own is last in the list, so I just put it on, put the visor down and press activate. Once you get the hang of it its pretty much an "automatic task".

Granted I use it only when my target is well out of my render distance but can still hit me. Thats also the reason why I prefer the higher zoom scope since I prefer regular sniping.

The higher zoom in combinaton with thermal makes people who would normaly just be squares render with their actual body so doing headshots is possible along with showing even further away targets as small red box.

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SummerFreeze
1 hour ago, Black-Dragon96 said:

Well for me personaly putting them on is not that much of a problem.

The one I own is last in the list, so I just put it on, put the visor down and press activate. Once you get the hang of it its pretty much an "automatic task".

Granted I use it only when my target is well out of my render distance but can still hit me. Thats also the reason why I prefer the higher zoom scope since I prefer regular sniping.

The higher zoom in combinaton with thermal makes people who would normaly just be squares render with their actual body so doing headshots is possible along with showing even further away targets as small red box.

I do mostly PvE so I prefer the much quicker toggle of the thermal scope vs. the thermal helmet. It's very useful for identifying where multiple enemies are located. If there was a thermal scope for the normal Sniper Rifle though, I'd use that and put the advanced scope on the Heavy Sniper.

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