Pedestrian Weapons: Difference between revisions
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== Crossbow == | == Crossbow == | ||
{|class = "wikitable" border = "1" | |||
!Range | |||
| Long | |||
|- | |||
!Armor Damage | |||
| <1 Point | |||
|- | |||
!Magazine Size | |||
| 5 | |||
|- | |||
!Bulk | |||
| 2 | |||
|- | |||
!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. | 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. |
Revision as of 00:09, 25 January 2010
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 |
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 |
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!
Crossbow
Range | Long |
---|---|
Armor Damage | <1 Point |
Magazine Size | 5 |
Bulk | 2 |
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.
Shotgun
^Range| :?:| ^Armor Damage| :?:| ^Magazine Size| 10| ^Bulk| 2| ^Role| :?:|
- ?:
Grenade Belt
^Range| See Below~~| ^Armor Damage| ~1-2 points| ^Magazine Size| 5| ^Bulk| 1| ^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 wil explode on the next contact after the timer is up. If the grenade is in the air fo 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.
Submachine Gun
^Range| Short| ^Armor Damage| ~1 Point| ^Magazine Size| 10| ^Bulk| 2| ^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.
It's low magazine size limits it's 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.
Paint Rifle
^Range| Medium| ^Armor Damage| None| ^Magazine Size| 50| ^Bulk| 2| ^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 it's 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.
Tripod Machine Gun
- !: Not currently implemented :!: