Pedestrian Weapons: Difference between revisions

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(Updated Pistol, Rifle, Shotgun, and SMG magazine size)
 
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'''TODO'''
* Add Ped weapon weights as we obtain them.
Getting out of an armed vehicle when other armed vehicles are shooting at you is not always the smartest move.  If you feel the need to do it, however, you should arm your gang members with one of the various pedestrian weapons available.
Getting out of an armed vehicle when other armed vehicles are shooting at you is not always the smartest move.  If you feel the need to do it, however, you should arm your gang members with one of the various pedestrian weapons available.


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|-
|-
!Magazine Size
!Magazine Size
8
12
|-
|-
!Bulk
!Bulk
|  1
|  1
|-
!Weight
|  4
|-
|-
!Role
!Role
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|}
|}


The only very obvious positive point about the pistol right now is its low bulk. This is based on limited testing, however. It may need a magazine size increase if that really is its only feature. Currently, I could see using two at a time especially if the mag size is increased to like 15 (Like the Beretta92F). Then you'd have 30 shots for 2 bulk, compared to the rifles 2 bulk for 20 shots. As it stands, again, unless I'm missing something, it's primary role is backup. You could switch out one of your rifle mags 1 bulk for a pistol, and if you're in a tight situation, switch to the pistol if your rifle is out of ammo. I could see this being especially good for sniper-focused peds using the crossbow since the crossbow has a tiny ammo clip, and using a crossbow and a rifle uses up 4 bulk.
The only very obvious positive point about the pistol right now is its low bulk. This is based on limited testing, however. It may need a magazine size increase if that really is its only feature. Currently, I could see using two at a time especially if the mag size is increased to like 15 (Like the Beretta 92F). Then you'd have 30 shots for 2 bulk, compared to the rifles 2 bulk for 20 shots. As it stands, again, unless I'm missing something, it's primary role is backup. You could switch out one of your rifle mags 1 bulk for a pistol, and if you're in a tight situation, switch to the pistol if your rifle is out of ammo. I could see this being especially good for sniper-focused peds using the crossbow since the crossbow has a tiny ammo clip, and using a crossbow and a rifle uses up 4 bulk.


The pistol is the only weapon that does not suffer a penalty when firing in a direction other than the one the character is facing.
The pistol is the only weapon that does not suffer a penalty when firing in a direction other than the one the character is facing.
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|-
|-
!Magazine Size
!Magazine Size
20
12
|-
|-
!Bulk
!Bulk
|  2
|  2
|-
!Weight
|  11
|-
|-
!Role
!Role
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Not surprisingly, it looks like the rifle is the “average” weapon. Decent range, a tiny bit of armor damage, seemingly decent people damage. Great for Demoralizing car crews of damaged enemy vehicles which have their side armor knocked out. Peds '''can''' make a difference… take a stand today!
Not surprisingly, it looks like the rifle is the “average” weapon. Decent range, a tiny bit of armor damage, seemingly decent people damage. Great for Demoralizing car crews of damaged enemy vehicles which have their side armor knocked out. Peds '''can''' make a difference… take a stand today!


== Crossbow ==
== Shotgun ==
{|class = "wikitable" border = "1"
{|class = "wikitable" border = "1"
!Range
!Range
Long
Very Short
|-
|-
!Armor Damage
!Armor Damage
<1 Point
Less than .5
|-
|-
!Magazine Size
!Magazine Size
5
4
|-
|-
!Bulk
!Bulk
|  2
|  2
|-
!Weight
|  16
|-
|-
!Role
!Role
Sniper Weapon
Soft Target Killer
|}
|}


Seiler was armed with a crossbow last night and was making some excellent long-range shots with it. This might be the long range ped-killer of choice. The low magazine size means you'll probably want save at least one bulk to carry a pistol, learn to run, or hope unarmed strikes go in soon.
Pouring rounds of the shotgun into a vehicle may be a quick way to waste ammo, unless it is already breached. It's effective at finishing off (or rendering unconscious) Peds through breached armor in stationary demoralized vehicles.
 
It's also quite effective against hostile wildlife at close ranges.


== Shotgun ==
== Sub-Machine Gun ==
{|class = "wikitable" border = "1"
{|class = "wikitable" border = "1"
!Range
!Range
?
Short
|-
|-
!Armor Damage
!Armor Damage
Less than .5
~1 Point
|-
|-
!Magazine Size
!Magazine Size
10
24
|-
|-
!Bulk
!Bulk
|  2
|  2
|-
!Weight
|  16
|-
|-
!Role
!Role
|  Short-Range Killer
|}
The Submachine gun puts out a burst of bullet fire at your target.
Damage is comparable to the Rifle, in terms of vehicle armor damage, but soft targets are where the SMG really excels. The SMG is capable of causing massive concussion hits, and internal damage to drivers and pedestrians.
== Crossbow ==
{|class = "wikitable" border = "1"
!Range
|  Long
|-
!Armor Damage
|  <1 Point
|-
!Magazine Size
|  5
|-
!Bulk
|  2
|-
!Weight
|  ?
|  ?
|-
!Role
|  Sniper Weapon
|}
|}


Pouring rounds of the shotgun into a vehicle may be a quick way to waste ammo, unless it is already breached.
Seiler was armed with a crossbow last night and was making some excellent long-range shots with it. This might be the long range ped-killer of choice. The low magazine size means you'll probably want save at least one bulk to carry a pistol, learn to run, or hope unarmed strikes go in soon.


== Grenade Belt ==
== Grenade Belt ==
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!Bulk
!Bulk
| 1
| 1
|-
!Weight
|  ?
|-
|-
!Role
!Role
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The grenade belt is a wonderful weapon for doing damage to vehicles and cars, while keeping your pedestrians out of the way of enemy fire.  
The grenade belt is a wonderful weapon for doing damage to vehicles and cars, while keeping your pedestrians out of the way of enemy fire.  


Each grenade has a real-time timer of 3 seconds, meaning that it will explode on the next contact after the timer is up. If the grenade is in the air for more than 3 seconds, it explodes on contact, like other ballistic weapons. If not, it bounces along the ground until the timer expires.  
Each grenade has a real-time timer of 3 seconds, meaning that it will explode on the next contact after the timer is up. If the grenade is in the air for more than 3 seconds, it explodes on contact, like other ballistic weapons. If not, it bounces along the ground until the timer expires. ''(Question: Is this really a "real-time" timer, or is it actually a 3-turn timer, since each turn is supposedly one second?)''


~~Range: Unlike other weapons, the range is determined by character strength. Characters with high strength can target objects further away than characters with lower strength.
~~Range: Unlike other weapons, the range is determined by character strength. Characters with high strength can target objects further away than characters with lower strength.
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The damage is decent, but due to the low clip size, you will need at least 6 or 7 grenadiers to take down an enemy car.
The damage is decent, but due to the low clip size, you will need at least 6 or 7 grenadiers to take down an enemy car.


== Submachine Gun ==
== Paint Rifle ==
{|class = "wikitable" border = "1"
!Range
|  Medium
|-
!Armor Damage
|  None
|-
!Magazine Size
|  50
|-
!Bulk
|  2
|-
!Weight
|  ?
|-
!Role
|  Suppressing Enemy Fire
|}
 
Originally introduced as a tool for simulating combat with firearms, the Paint Rifle has found its own niche in the wilderness.
 
The Paint Rifle fires a small pellet filled with a sticky blueish-purple paint that has a tendency to stick to enemy windows and jam weapons.
 
The Paint Rifle's high ammunition capacity and weapon-fire suppression ability make it a welcome sight in a variety of combat situations. In normal scouting, a group of pedestrians can be used to suppress enemy fire while the cars do all of the dirty work. In pedestrian-only scouts, the use of Paint Rifles can mean the difference between having your entire team slaughtered or making it home safely. In pedestrian scouts, it is recommended to have at least 1 Paint Rifle pedestrian for every 2 damage-dealing pedestrians.
 
== Hand Flamer ==
{|class = "wikitable" border = "1"
{|class = "wikitable" border = "1"
!Range
!Range
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|-
|-
!Armor Damage
!Armor Damage
~1 Point
????
|-
|-
!Magazine Size
!Magazine Size
10
??
|-
|-
!Bulk
!Bulk
|  2
|  2
|-
!Weight
|  ?
|-
|-
!Role
!Role
Soft Target Killer
Igniting enemy cars/pedestrians
|}
|}


The Submachine gun puts out a burst of bullet fire at your target.
A hand-held flamethrower. This weapon fires a jet of flame that causes high damage to soft targets and morale damage to hard targets. It also has a good chance of setting the target on fire for further damage over time.
 
Damage is comparable to the rifle, in terms of vehicle armor damage, but soft targets are where the SMG really excels. The SMG is capable of causing massive concussion hits, and internal damage to drivers and pedestrians.  


Its low magazine size limits its usefulness as a primary weapon. It is best used as a back up weapon, to finish off enemies, once armor siding is gone. It's also useful in pedestrian combat arena events.
*More Info Needed Here*


== Paint Rifle ==
== Molotov Belt ==
{|class = "wikitable" border = "1"
{|class = "wikitable" border = "1"
!Range
!Range
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|-
|-
!Armor Damage
!Armor Damage
None
Varies
|-
|-
!Magazine Size
!Magazine Size
50
5
|-
|-
!Bulk
!Bulk
2
1
|-
!Weight
|  ?
|-
|-
!Role
!Role
Suppressing Enemy Fire
Ballistic Fire DoT
|}
|}


Originally introduced as a tool for the non-violent simulation of hand-to-hand firearm combat, the paint rifle has found its own niche in the wilderness.  
A cross between a Flaming Oil Jet and a Grenade, this improvised explosive consists of a bottle of gasoline and oil with a rag stuffed inside. It is thrown like a grenade, but lacks the 3-second timer. Upon contact it explodes and creates a puddle of flaming oil that causes damage-over-time to the tires and bottom armor of any vehicle that either gets hit or drives over it. The flaming puddle lasts for a very long time. It seems to have better range than the Grenade.


The paint rifle fires a small pellet filled with a sticky blueish-purple paint that has a tendency to stick to enemy windows and jam weapons.
== Hammer ==
{|class = "wikitable" border = "1"
!Range
|  Point Blank
|-
!Armor Damage
|  ?
|-
!Magazine Size
|  Infinite
|-
!Bulk
|  3
|-
!Weight
|  12
|-
!Role
|  Melee
|}


The paint rifle's high magazine count and weapon-fire suppression ability make it a welcome sight in a variety of combat situations. In normal scouting, a group of pedestrians can be used to suppress enemy fire while the cars do all of the dirty work. In pedestrian-only scouts, the use of Paint Rifles can mean the difference between having your entire team slaughtered or making it home safely. In pedestrian scouts, it is recommended to have at least 1 paint rifle pedestrian for every 2 damage-dealing pedestrians.
When your gun goes "''click''" and the beasties are still coming at you in droves like a scene from the movie "Aliens" you can whip out your Hammer and go down fighting. Screaming is perfectly acceptable in this situation.


== Tripod Machine Gun ==
== Tripod Machine Gun ==

Latest revision as of 01:57, 9 September 2012

TODO

  • Add Ped weapon weights as we obtain them.


Getting out of an armed vehicle when other armed vehicles are shooting at you is not always the smartest move. If you feel the need to do it, however, you should arm your gang members with one of the various pedestrian weapons available.

Pistol[edit]

Range Short
Armor Damage <1 Point
Magazine Size 12
Bulk 1
Weight 4
Role Low bulk weapon, backup weapon

The only very obvious positive point about the pistol right now is its low bulk. This is based on limited testing, however. It may need a magazine size increase if that really is its only feature. Currently, I could see using two at a time especially if the mag size is increased to like 15 (Like the Beretta 92F). Then you'd have 30 shots for 2 bulk, compared to the rifles 2 bulk for 20 shots. As it stands, again, unless I'm missing something, it's primary role is backup. You could switch out one of your rifle mags 1 bulk for a pistol, and if you're in a tight situation, switch to the pistol if your rifle is out of ammo. I could see this being especially good for sniper-focused peds using the crossbow since the crossbow has a tiny ammo clip, and using a crossbow and a rifle uses up 4 bulk.

The pistol is the only weapon that does not suffer a penalty when firing in a direction other than the one the character is facing.

Rifle[edit]

Range Medium
Armor Damage ~1 Point
Magazine Size 12
Bulk 2
Weight 11
Role Average All-Around Weapon

Not surprisingly, it looks like the rifle is the “average” weapon. Decent range, a tiny bit of armor damage, seemingly decent people damage. Great for Demoralizing car crews of damaged enemy vehicles which have their side armor knocked out. Peds can make a difference… take a stand today!

Shotgun[edit]

Range Very Short
Armor Damage Less than .5
Magazine Size 4
Bulk 2
Weight 16
Role Soft Target Killer

Pouring rounds of the shotgun into a vehicle may be a quick way to waste ammo, unless it is already breached. It's effective at finishing off (or rendering unconscious) Peds through breached armor in stationary demoralized vehicles.

It's also quite effective against hostile wildlife at close ranges.

Sub-Machine Gun[edit]

Range Short
Armor Damage ~1 Point
Magazine Size 24
Bulk 2
Weight 16
Role Short-Range Killer

The Submachine gun puts out a burst of bullet fire at your target.

Damage is comparable to the Rifle, in terms of vehicle armor damage, but soft targets are where the SMG really excels. The SMG is capable of causing massive concussion hits, and internal damage to drivers and pedestrians.

Crossbow[edit]

Range Long
Armor Damage <1 Point
Magazine Size 5
Bulk 2
Weight ?
Role Sniper Weapon

Seiler was armed with a crossbow last night and was making some excellent long-range shots with it. This might be the long range ped-killer of choice. The low magazine size means you'll probably want save at least one bulk to carry a pistol, learn to run, or hope unarmed strikes go in soon.

Grenade Belt[edit]

Range See Below~~
Armor Damage ~1-2 points
Magazine Size 5
Bulk 1
Weight ?
Role Ballistic Damage

The grenade belt is a wonderful weapon for doing damage to vehicles and cars, while keeping your pedestrians out of the way of enemy fire.

Each grenade has a real-time timer of 3 seconds, meaning that it will explode on the next contact after the timer is up. If the grenade is in the air for more than 3 seconds, it explodes on contact, like other ballistic weapons. If not, it bounces along the ground until the timer expires. (Question: Is this really a "real-time" timer, or is it actually a 3-turn timer, since each turn is supposedly one second?)

~~Range: Unlike other weapons, the range is determined by character strength. Characters with high strength can target objects further away than characters with lower strength.

NOTE: A if your character has below 60 Strength, stay away from grenades, unless you plan on lobbing them off of a hill. Currently low to average strength characters have a chance of injuring themselves by not throwing the grenade far enough away.

The damage is decent, but due to the low clip size, you will need at least 6 or 7 grenadiers to take down an enemy car.

Paint Rifle[edit]

Range Medium
Armor Damage None
Magazine Size 50
Bulk 2
Weight ?
Role Suppressing Enemy Fire

Originally introduced as a tool for simulating combat with firearms, the Paint Rifle has found its own niche in the wilderness.

The Paint Rifle fires a small pellet filled with a sticky blueish-purple paint that has a tendency to stick to enemy windows and jam weapons.

The Paint Rifle's high ammunition capacity and weapon-fire suppression ability make it a welcome sight in a variety of combat situations. In normal scouting, a group of pedestrians can be used to suppress enemy fire while the cars do all of the dirty work. In pedestrian-only scouts, the use of Paint Rifles can mean the difference between having your entire team slaughtered or making it home safely. In pedestrian scouts, it is recommended to have at least 1 Paint Rifle pedestrian for every 2 damage-dealing pedestrians.

Hand Flamer[edit]

Range Short
Armor Damage ????
Magazine Size ??
Bulk 2
Weight ?
Role Igniting enemy cars/pedestrians

A hand-held flamethrower. This weapon fires a jet of flame that causes high damage to soft targets and morale damage to hard targets. It also has a good chance of setting the target on fire for further damage over time.

  • More Info Needed Here*

Molotov Belt[edit]

Range Medium
Armor Damage Varies
Magazine Size 5
Bulk 1
Weight ?
Role Ballistic Fire DoT

A cross between a Flaming Oil Jet and a Grenade, this improvised explosive consists of a bottle of gasoline and oil with a rag stuffed inside. It is thrown like a grenade, but lacks the 3-second timer. Upon contact it explodes and creates a puddle of flaming oil that causes damage-over-time to the tires and bottom armor of any vehicle that either gets hit or drives over it. The flaming puddle lasts for a very long time. It seems to have better range than the Grenade.

Hammer[edit]

Range Point Blank
Armor Damage ?
Magazine Size Infinite
Bulk 3
Weight 12
Role Melee

When your gun goes "click" and the beasties are still coming at you in droves like a scene from the movie "Aliens" you can whip out your Hammer and go down fighting. Screaming is perfectly acceptable in this situation.

Tripod Machine Gun[edit]

Not currently implemented