Pedestrian Weapons: Difference between revisions

From Wiki
Jump to navigation Jump to search
(Added Weight row for all weapons)
mNo edit summary
Line 49: Line 49:
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
?
|-
|-
!Armor Damage
!Armor Damage
<1 Point
Less than .5
|-
|-
!Magazine Size
!Magazine Size
5
10
|-
|-
!Bulk
!Bulk
Line 64: Line 64:
|-
|-
!Weight
!Weight
?
16
|-
|-
!Role
!Role
Sniper Weapon
Finishing off Peds in demoralized vehicles
|}
|}


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.


== Shotgun ==
== Submachine 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
Line 87: Line 87:
|-
|-
!Weight
!Weight
16
?
|-
|-
!Role
!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.
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.
 
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.


== Grenade Belt ==
== Crossbow ==
{|class = "wikitable" border = "1"
{|class = "wikitable" border = "1"
!Range
!Range
| See Below~~
| Long
|-
|-
!Armor Damage
!Armor Damage
~1-2 points
<1 Point
|-
|-
!Magazine Size
!Magazine Size
Line 107: Line 111:
|-
|-
!Bulk
!Bulk
| 1
| 2
|-
|-
!Weight
!Weight
Line 113: Line 117:
|-
|-
!Role
!Role
Ballistic Damage
Sniper Weapon
|}
|}


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.  
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.


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.
== Grenade Belt ==
 
~~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.
 
== Submachine Gun ==
{|class = "wikitable" border = "1"
{|class = "wikitable" border = "1"
!Range
!Range
| Short
| See Below~~
|-
|-
!Armor Damage
!Armor Damage
|  ~1 Point
|  ~1-2 points
|-
|-
!Magazine Size
!Magazine Size
10
5
|-
|-
!Bulk
!Bulk
| 2
| 1
|-
|-
!Weight
!Weight
Line 144: Line 140:
|-
|-
!Role
!Role
Soft Target Killer
Ballistic Damage
|}
|}


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


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.  
'''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.


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.
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 ==
== Paint Rifle ==

Revision as of 11:03, 21 January 2011

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

Range Short
Armor Damage <1 Point
Magazine Size 8
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 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 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

Range Medium
Armor Damage ~1 Point
Magazine Size 20
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

Range ?
Armor Damage Less than .5
Magazine Size 10
Bulk 2
Weight 16
Role Finishing off Peds in demoralized vehicles

Pouring rounds of the shotgun into a vehicle may be a quick way to waste ammo, unless it is already breached.

Submachine Gun

Range Short
Armor Damage ~1 Point
Magazine Size 10
Bulk 2
Weight ?
Role Soft Target 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.

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.

Crossbow

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

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.

~~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

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

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.

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 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.

Hand Flamer

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

The Pedestrian version of the car-mounted flamethrower.

  • More Info Needed Here*

Molotov Belt

Range Short
Armor Damage varies
Magazine Size 5
Bulk 1
Weight ?
Role Igniting enemy cars/pedestrians

A cross between a flaming oil jet and a grenade, this improvised explosive consists of a bottle of gasoline with a rag stuffed inside. It is thrown like a grenade, but lacks the 3-second timer. Upon contact, it creates a puddle of flaming oil that does damage to tires and bottom armor, and lasts for a very long time. Seems to have better range than the grenade.

  • More Info Needed Here*

Tripod Machine Gun

Not currently implemented