World of Guns [Alpha]
- Abbysynth
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World of Guns [Alpha]
Since the alpha build has a lot of changes in regards to weaponry, I thought I'd make a wee guide on how to actually use some of them, particularly since there are brand new ones that nobody's seen before. I won't be using exact number mechanics, but you should get a good idea on what they're for.
Here we go!
M41A Infantry Pulse Rifle
The m41a Pulse Rifle is the standard infantry rifle of the Near Future. Much akin to today's assault rifles, it is a good all-around choice in terms of stopping power and ease of use.
The weapon must be held with two hands to fire effectively (pagedown, or click it while in hand). It has a small delay in between each shot so cannot be rapid-fire spammed, so make each shot count. The magazine will eject onto the floor when empty, or you can empty it early by using the verb in the object tab.
Damage: Medium
Calibre: 10mm
Firing Speed: Medium
Magazine: 30 rounds
M39 Submachinegun
A small, light-calibre sidearm used primarily because of its light weight. Unlike most other weapons it is fired one-handed, and its quick firing rate allows you to unload a full magazine remarkably quickly.
It is best used against lightly- or non-armored xenos, as the low damage output per round will have a very difficult time penetrating thicker exoskeletons.
Damage: Light
Calibre: 9mm
Firing Speed: Fast
Magazine: 30 rounds
M37 Pump Action Shotgun
A tricky weapon to use effectively, it nevertheless has great damage output. It fires only high-calibre slugs which can do excellent damage to any target.
The M37 slugs are also armor piercing, giving a significant bonus against heavily armored threats such as Praetorians, Ravagers, and Queens. However, it is vastly ineffective at distances more than about 5 tiles due to reduced accuracy. To pump the shotgun, either shift-click or use the verb in object tab. To reload it, drag a box of shells into your sprite, then take each shell and insert it in the shotgun. You will have to pump it once before firing, after a reload.
Damage: Medium-Heavy
Calibre: 12 gauge
Firing Speed: Slow
Capacity: 8 shells
M4A3 Service Pistol
The small, but useful M4A3 is a good holdout pistol or emergency weapon. It is the only firearm that can be stored in any sized container, including boxes or pockets. It has surprisingly decent stopping power for its compact size and every marine should carry one as a backup sidearm. It is near useless against any armored threats, but its quick firing rate can put a lot of bullets into a target very fast.
Damage: Light
Calibre: .45
Firing Speed: Medium-Fast
Magazine: 12 rounds
.44 Magnum Peacemaker
While of actually smaller caliber than the Service Pistol, the .44 Magnum Peacemaker has higher quality manufacture and extremely heavy, dense custom-sized ammunition. It does excellent damage for a one-handed weapon, but is bulkier than the service pistol and cannot be stored in pockets.
The 44 magnum is reloaded using an 8-round revolver clip, rather than a magazine.
Damage: Medium
Calibre: .44 Magnum
Firing Speed: Medium
Capacity: 8 Rounds
-------
Those are the weapons commonly available to Marines. None of them should be unfamiliar to people. Now let's get to the good stuff!
M42C Scout Rifle
The M42C is the latest in a line of heavy sniper rifles designed by Armat Systems. It's rare for a squad to be outfitted with one, but they can cause serious havoc. Like the M41, it has an auto-discharging magazine, but its low capacity means each shot has to count.
The M42C also comes equipped with an extremely useful long-range scope, which can be activated in the Object tab. Like other large weapons, it must be wielded in two hands before it can be fired, but the scope can be activated with it held more casually.
In addition, unlike all other firearms, the M42C has inverted accuracy falloff due to range-- at close ranges it's much more likely to miss than at far distant ranges. Originally an anti-tank rifle, it is one of the primary weapons to use against large, heavily armored targets like Praetorians, Ravagers, and Queens.
Damage: Very Heavy
Calibre: .50 Armor Piercing
Firing Speed: Extremely Slow
Capacity: 6 rounds
M92 Grenade Launcher
The M92 is an interesting weapon, a midpoint between the heavier rocket launchers and the projectile shotguns. It is very versatile, and being one-handed allows it to be fired while being protected by, for example, a riot shield. To reload it, simply insert a grenade. The M92 is a significant advancement over its predecessors in that it has an auto-lock mechanism which stops it from being accidently fired at anything that's close range. In addition, its 5-chamber revolver-style grenade housing allows all 5 grenades to be fired in rapid succession, quickly laying down a barrage of devastation.
It can also be loaded down with custom-built grenades from the Research Department.
Damage: Variable (Explosive, gas, fragmentation, smoke)
Calibre: Grenade
Firing Speed: Fast
Capacity: 5 grenades
M83 SADAR
The M83 is a reloadable rocket launching system availably, like the other heavy weapons, only to Specialists. It carries the heaviest ordinance available to any Marine, which comes in two varieties -- high explosive rockets and armor piercing. The primary explodes immediately on contact, sending shrapnel and fiery death in all directions, while the armor piercing rockets have a heavy tungsten warhead and timing mechanism, allowing it to penetrate into armored targets before detonating.
HE rockets are best used against lightly-armored or tightly packed enemies, so the high yield can deal the most damage. The AP rockets do very little explosive damage, but directly hitting a target with one does massive damage. The main downside of the M82 is its rarity of ammunition -- unlike the grenade launcher, its source of shells is very limited.
Damage: Extreme (HE, AP)
Calibre: Rockets!
Firing Speed: Slow
Capacity: 1 rocket
M56 Smartgun System
The most complicated piece of equipment in the marine's arsenal is also one of the most devastating. While lacking true "smart" capability in tracking targets, it nevertheless contains extremely complex targeting algorithms that allow the gun to nudge the aim away from friendlies, ensuring the smartgunner will never commit friendly fire. It has a very high capacity, does excellent damage, and doesn't require the user to carry a stack of ammo magazines. It can be fired very quickly, allowing the competent Smartgunner to lay down a wide field of suppressive fire in a short amount of time.
The Smartgun comes in 4 seperate pieces: The M56 gun, Combat Harness, Headpiece, and Powerpack.
The Harness is a lighter version of the standard Marine combat armor with numerous attachments to keep the M56 gun stabilized. It is required to even pick the gun up at all. The headpiece is an optional part of the toolkit, though a very useful one -- it uses infrared sensors to illuminate the local area regardless of ambient light levels. And finally, the Powerpack is both a high-capacity power cell storage and contains spare belt ammunition for the M56. To reload in the field, simply click the powerpack icon that appears in the top left corner of the screen. Once it's completely dry, however, the powerpack cannot be refilled and a new one must be acquired.
Damage: High
Calibre: 28mm
Firing Speed: Fast
Capacity: 50 rounds
Powerpack Capacity: +250 rounds, 1000-charge powercell
M240 Incinerator Unit
The M240 is a medium-capacity, standalone flamethrower with fuel tank and igniter system. When ignited (activate in hand to open the menu), it allows the wielder to spray out a line of superheated liquid plasma, ensuring the area is well-dosed in flames. The intense heat, however, will not spread, instead being limited to the area of the burning plasma, similar to burning White Phosphorous.
The amount of plasma exhaled can be changed -- at low intensity, the M240 can be used to clear burnable obstacles without wasting much fuel, while at high intensity it can deal extremely high amounts of damage to anyone unfortunate enough to be caught in the flames. It deals a high degree of initial damage to anyone caught in the primary blast, and then burns anyone who remains standing in the resulting fire. Spare plasma fuel cells are strongly recommended, and they can be refilled only at the plasma canisters in Engineering.
Damage: Extreme + medium Damage Over Time
Firing Speed: Fast
Capacity: 1050 kPa plasma tank (max), 315 kPa (default)
------------
Hope this helps! Expect more added here when and if they're finished!
Here we go!
M41A Infantry Pulse Rifle
The m41a Pulse Rifle is the standard infantry rifle of the Near Future. Much akin to today's assault rifles, it is a good all-around choice in terms of stopping power and ease of use.
The weapon must be held with two hands to fire effectively (pagedown, or click it while in hand). It has a small delay in between each shot so cannot be rapid-fire spammed, so make each shot count. The magazine will eject onto the floor when empty, or you can empty it early by using the verb in the object tab.
Damage: Medium
Calibre: 10mm
Firing Speed: Medium
Magazine: 30 rounds
M39 Submachinegun
A small, light-calibre sidearm used primarily because of its light weight. Unlike most other weapons it is fired one-handed, and its quick firing rate allows you to unload a full magazine remarkably quickly.
It is best used against lightly- or non-armored xenos, as the low damage output per round will have a very difficult time penetrating thicker exoskeletons.
Damage: Light
Calibre: 9mm
Firing Speed: Fast
Magazine: 30 rounds
M37 Pump Action Shotgun
A tricky weapon to use effectively, it nevertheless has great damage output. It fires only high-calibre slugs which can do excellent damage to any target.
The M37 slugs are also armor piercing, giving a significant bonus against heavily armored threats such as Praetorians, Ravagers, and Queens. However, it is vastly ineffective at distances more than about 5 tiles due to reduced accuracy. To pump the shotgun, either shift-click or use the verb in object tab. To reload it, drag a box of shells into your sprite, then take each shell and insert it in the shotgun. You will have to pump it once before firing, after a reload.
Damage: Medium-Heavy
Calibre: 12 gauge
Firing Speed: Slow
Capacity: 8 shells
M4A3 Service Pistol
The small, but useful M4A3 is a good holdout pistol or emergency weapon. It is the only firearm that can be stored in any sized container, including boxes or pockets. It has surprisingly decent stopping power for its compact size and every marine should carry one as a backup sidearm. It is near useless against any armored threats, but its quick firing rate can put a lot of bullets into a target very fast.
Damage: Light
Calibre: .45
Firing Speed: Medium-Fast
Magazine: 12 rounds
.44 Magnum Peacemaker
While of actually smaller caliber than the Service Pistol, the .44 Magnum Peacemaker has higher quality manufacture and extremely heavy, dense custom-sized ammunition. It does excellent damage for a one-handed weapon, but is bulkier than the service pistol and cannot be stored in pockets.
The 44 magnum is reloaded using an 8-round revolver clip, rather than a magazine.
Damage: Medium
Calibre: .44 Magnum
Firing Speed: Medium
Capacity: 8 Rounds
-------
Those are the weapons commonly available to Marines. None of them should be unfamiliar to people. Now let's get to the good stuff!
M42C Scout Rifle
The M42C is the latest in a line of heavy sniper rifles designed by Armat Systems. It's rare for a squad to be outfitted with one, but they can cause serious havoc. Like the M41, it has an auto-discharging magazine, but its low capacity means each shot has to count.
The M42C also comes equipped with an extremely useful long-range scope, which can be activated in the Object tab. Like other large weapons, it must be wielded in two hands before it can be fired, but the scope can be activated with it held more casually.
In addition, unlike all other firearms, the M42C has inverted accuracy falloff due to range-- at close ranges it's much more likely to miss than at far distant ranges. Originally an anti-tank rifle, it is one of the primary weapons to use against large, heavily armored targets like Praetorians, Ravagers, and Queens.
Damage: Very Heavy
Calibre: .50 Armor Piercing
Firing Speed: Extremely Slow
Capacity: 6 rounds
M92 Grenade Launcher
The M92 is an interesting weapon, a midpoint between the heavier rocket launchers and the projectile shotguns. It is very versatile, and being one-handed allows it to be fired while being protected by, for example, a riot shield. To reload it, simply insert a grenade. The M92 is a significant advancement over its predecessors in that it has an auto-lock mechanism which stops it from being accidently fired at anything that's close range. In addition, its 5-chamber revolver-style grenade housing allows all 5 grenades to be fired in rapid succession, quickly laying down a barrage of devastation.
It can also be loaded down with custom-built grenades from the Research Department.
Damage: Variable (Explosive, gas, fragmentation, smoke)
Calibre: Grenade
Firing Speed: Fast
Capacity: 5 grenades
M83 SADAR
The M83 is a reloadable rocket launching system availably, like the other heavy weapons, only to Specialists. It carries the heaviest ordinance available to any Marine, which comes in two varieties -- high explosive rockets and armor piercing. The primary explodes immediately on contact, sending shrapnel and fiery death in all directions, while the armor piercing rockets have a heavy tungsten warhead and timing mechanism, allowing it to penetrate into armored targets before detonating.
HE rockets are best used against lightly-armored or tightly packed enemies, so the high yield can deal the most damage. The AP rockets do very little explosive damage, but directly hitting a target with one does massive damage. The main downside of the M82 is its rarity of ammunition -- unlike the grenade launcher, its source of shells is very limited.
Damage: Extreme (HE, AP)
Calibre: Rockets!
Firing Speed: Slow
Capacity: 1 rocket
M56 Smartgun System
The most complicated piece of equipment in the marine's arsenal is also one of the most devastating. While lacking true "smart" capability in tracking targets, it nevertheless contains extremely complex targeting algorithms that allow the gun to nudge the aim away from friendlies, ensuring the smartgunner will never commit friendly fire. It has a very high capacity, does excellent damage, and doesn't require the user to carry a stack of ammo magazines. It can be fired very quickly, allowing the competent Smartgunner to lay down a wide field of suppressive fire in a short amount of time.
The Smartgun comes in 4 seperate pieces: The M56 gun, Combat Harness, Headpiece, and Powerpack.
The Harness is a lighter version of the standard Marine combat armor with numerous attachments to keep the M56 gun stabilized. It is required to even pick the gun up at all. The headpiece is an optional part of the toolkit, though a very useful one -- it uses infrared sensors to illuminate the local area regardless of ambient light levels. And finally, the Powerpack is both a high-capacity power cell storage and contains spare belt ammunition for the M56. To reload in the field, simply click the powerpack icon that appears in the top left corner of the screen. Once it's completely dry, however, the powerpack cannot be refilled and a new one must be acquired.
Damage: High
Calibre: 28mm
Firing Speed: Fast
Capacity: 50 rounds
Powerpack Capacity: +250 rounds, 1000-charge powercell
M240 Incinerator Unit
The M240 is a medium-capacity, standalone flamethrower with fuel tank and igniter system. When ignited (activate in hand to open the menu), it allows the wielder to spray out a line of superheated liquid plasma, ensuring the area is well-dosed in flames. The intense heat, however, will not spread, instead being limited to the area of the burning plasma, similar to burning White Phosphorous.
The amount of plasma exhaled can be changed -- at low intensity, the M240 can be used to clear burnable obstacles without wasting much fuel, while at high intensity it can deal extremely high amounts of damage to anyone unfortunate enough to be caught in the flames. It deals a high degree of initial damage to anyone caught in the primary blast, and then burns anyone who remains standing in the resulting fire. Spare plasma fuel cells are strongly recommended, and they can be refilled only at the plasma canisters in Engineering.
Damage: Extreme + medium Damage Over Time
Firing Speed: Fast
Capacity: 1050 kPa plasma tank (max), 315 kPa (default)
------------
Hope this helps! Expect more added here when and if they're finished!
- Surrealistik
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- Joined: 04 Jul 2015, 17:57
Re: World of Guns [Alpha]
No SAW/SAW equivalent?
Also should probably add the size of the weapon for the purposes of storage to the stat array.
Also should probably add the size of the weapon for the purposes of storage to the stat array.
Sur 'Druglord' Lahzar; Field Engineer, Perpetually Understaffed and Exasperated CMO/Doctor/Researcher
Bando 'Baldboi' Badderson; PFC, Five foot ten of pure bald glory.
Field Engineer Guide
Medbay Guide
Utility PFC Guide
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Field Engineer Guide
Medbay Guide
Utility PFC Guide
- coroneljones
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Re: World of Guns [Alpha]
Sweet emperor.so many guns...so little time..
This guide is pretty useful
This guide is pretty useful
I am Crornel Jrones, grorious admin of Coronial Mahreens. U ar arr nast Trorr and will be ding dong bannu. U critizize Xenos? Ding dong Bannu. U no rike grorious adminnu? Ding dong Bannu. U comrpain about Marine nerfs? Dingdong bannu. U comprain about grorrious adminnu? O yoo betta bereev dat's a bannu. It has come to my Grorrious attention dat nasty trorr has been imidatingu me on serveru, dis is a shamfrul dispray and unacceptaboo so dey ding dong bannu. End of Rine -----------------Rine ends here.'
-Credit goes to SovietCyanide
-Credit goes to SovietCyanide
- TopHatPenguin
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Re: World of Guns [Alpha]
*Cough* Abs add this to the wiki Please *Cough*
Last edited by TopHatPenguin on 08 Jul 2015, 18:29, edited 1 time in total.
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- HalfdeadKiller
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Re: World of Guns [Alpha]
@Surrealistik - The Saw never existed in most, if not any, AVP games. Most of these weapons existed in AVP2, and I am happy the sprites reflect them.
- JuanRico
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Re: World of Guns [Alpha]
Looks good, excited to see how the Smartgun, DMR and rocket launcher will change the marine combat meta.
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Re: World of Guns [Alpha]
Is it fine if i add this to the wiki?
- Artouris
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Re: World of Guns [Alpha]
The fact the Sniper seems to lack a long barrel kind of iffs me to be honest.
- apophis775
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Re: World of Guns [Alpha]
It's a byond thing. Sprite size is limited.Artouris wrote:The fact the Sniper seems to lack a long barrel kind of iffs me to be honest.
- Screamingstar
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Re: World of Guns [Alpha]
Can we get a similar list for the melee and throwable weapons?
- Clayton_Kelly
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Re: World of Guns [Alpha]
Great to have a basic information guide to weapons.
So if you don't have the scope activated on the sniper rifle, does it shoot more accurate up close and normal at range? What's the point with having a scope that toggles?
So if you don't have the scope activated on the sniper rifle, does it shoot more accurate up close and normal at range? What's the point with having a scope that toggles?
- TopHatPenguin
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Re: World of Guns [Alpha]
It's really useful for seeing across the map just like the Bino'sClayton_Kelly wrote:Great to have a basic information guide to weapons.
So if you don't have the scope activated on the sniper rifle, does it shoot more accurate up close and normal at range? What's the point with having a scope that toggles?
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- Abbysynth
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Re: World of Guns [Alpha]
Sure!Felkvir wrote:Is it fine if i add this to the wiki?
- Kovain1812
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Re: World of Guns [Alpha]
apophis775 wrote: It's a byond thing. Sprite size is limited.
I saw this and thought id have a go! what do you think?
- coroneljones
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Re: World of Guns [Alpha]
Got the Exitus rifle here
Think it could work?
https://www.dropbox.com/s/z2xs75qpdzd27 ... e.dmi?dl=0
Think it could work?
https://www.dropbox.com/s/z2xs75qpdzd27 ... e.dmi?dl=0
I am Crornel Jrones, grorious admin of Coronial Mahreens. U ar arr nast Trorr and will be ding dong bannu. U critizize Xenos? Ding dong Bannu. U no rike grorious adminnu? Ding dong Bannu. U comrpain about Marine nerfs? Dingdong bannu. U comprain about grorrious adminnu? O yoo betta bereev dat's a bannu. It has come to my Grorrious attention dat nasty trorr has been imidatingu me on serveru, dis is a shamfrul dispray and unacceptaboo so dey ding dong bannu. End of Rine -----------------Rine ends here.'
-Credit goes to SovietCyanide
-Credit goes to SovietCyanide
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- Sargeantmuffinman
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Re: World of Guns [Alpha]
M41A Pulse rifle - best all round weapon EVER.
M39 SMG - best used in support with riot shield.
M37 pump action shotgun - GET OFF MY SHIP.
M4A3 pistol - SMG in one hand and a pistol in the other.
.44 Magunm - Riot shield+magnum = GET BEHIND ME.
M42C Scout rifle - Needs sniper nests.
M92 grenade launcher - Not useless in the right hands.
M83 SADAR - HE on direct low tier alien hit could be gib.
M56 Smart gun system - friendly fire is off.
M240 incineration launcher - Slash and burn.
My summery of all the guns.
M39 SMG - best used in support with riot shield.
M37 pump action shotgun - GET OFF MY SHIP.
M4A3 pistol - SMG in one hand and a pistol in the other.
.44 Magunm - Riot shield+magnum = GET BEHIND ME.
M42C Scout rifle - Needs sniper nests.
M92 grenade launcher - Not useless in the right hands.
M83 SADAR - HE on direct low tier alien hit could be gib.
M56 Smart gun system - friendly fire is off.
M240 incineration launcher - Slash and burn.
My summery of all the guns.
-
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Re: World of Guns [Alpha]
can you get the actual damage numbers these guns do?
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- Dyne
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Re: World of Guns [Alpha]
M39 SMG has 35 rounds if I'm not mistaken. Minor point, but that SMG still deserves some love.
EDIT: and .44 has 6.
P.S. Will re-check.
EDIT: and .44 has 6.
P.S. Will re-check.
Natalie 'Snow-Cries-a-lot' Reyes
- Abbysynth
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Re: World of Guns [Alpha]
I don't give out actual numbers. The game is not about number-crunching.
- HalfdeadKiller
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Re: World of Guns [Alpha]
Well, of course it is about number crunching. Numbers can help with balance.
- Steelpoint
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Re: World of Guns [Alpha]
Couldn't you shoot some braindead body and take a quick scan to check the damage? Or is that something Baymed does not do well.
Also numbers are very important in helping to balance things and understand the strength and weaknesses of weapons. People already know the relative damage each weapon does anyway.
Also numbers are very important in helping to balance things and understand the strength and weaknesses of weapons. People already know the relative damage each weapon does anyway.
- Dyne
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Re: World of Guns [Alpha]
Apart from poor shotgun all guns seem pretty well balanced.
And in shotgun it's mainly the cooling between firing that gets me.
And in shotgun it's mainly the cooling between firing that gets me.
Natalie 'Snow-Cries-a-lot' Reyes
- Derpislav
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Re: World of Guns [Alpha]
Why stats are important: you expect the shotgun to be stronger than the .44 using real life logic, but it does as much damage to non-armored targets as the .44. You expect the smartgun to have the damage of a HMG, while it does 5 points less than M41A. Current damage and armor penetration numbers are not intuitive and you can't really guess them from looking at the guns.
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- Dyne
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Re: World of Guns [Alpha]
Wait, smartgun has less damadge then a rifle? I cri.
Natalie 'Snow-Cries-a-lot' Reyes