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Jan 30th, 2015
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  1. ATTACHMENTS
  2. ~two kinds of scopes used in mid XX century wars (different zoom levels, different reticle)(huge accuracy penalty when not still)
  3. bayonet (reduces mobility/accuracy of weapon, VERY useful in CQB)
  4. laser-flashlight (might not include/make optional for server)
  5. silencer (reduces sound, dynamic light, muzzle flash, recoil, accuracy and damage - realistic/make optional for server?)
  6. different length barrels:
  7. long: -sound --muzzleflash +recoil --spread +damage
  8. med
  9. short: +sound ++muzzleflash -recoil ++spread -damage
  10. Different weight barrels for Machine Guns (might not do tho):
  11. heavy: slower overheating, heavy weapon
  12. light: fast overheat, lighter weapon
  13. RIFLES
  14. (can be used with/without scopes, bayonetes, diff length barrels, silencers)
  15. -Semi (Garand or M14)
  16. 600 RPM max (each shot must clicked, not like AoS 0.x)
  17. 30-60 RPM usually (well aimed)
  18. 8-10 rnd, a bit sluggish reload
  19. damage:
  20. 90-100 head
  21. 70-100 body (if hit vitals, mostly <100)
  22. 40-70 limbs
  23. 80-90% at long range
  24. penetration:
  25. 2 blocks
  26. behavior:
  27. can use bayonet, barrels, scopes, silencers (short barrel and silencer not recommended for snipers - damage, accuracy reduced!)
  28. second most accurate weapon
  29. -Bolt-Action:
  30. 20-15 RPM max (so we can get awesome bolt cycling animations and bayonet battles)
  31. 10 RPM usually (well aimed)
  32. 5-10 rnd, a bit slower reload than semi
  33. high caliber
  34. damage:
  35. 100 head
  36. 90-100 body
  37. 50-90 limbs (50 hand, 90 thigh)
  38. 90% at long range
  39. penetration:
  40. 2 blocks
  41. behavior:
  42. can use bayonet, barrels (long, med), scopes
  43. lower RPM when in water (harder to cycle bolt)
  44. bigger accuracy reduction when moving
  45. highly accurate (after 2-3 seconds when still and aiming)
  46. weighs more than semi, less than Assaults
  47. ASSAULT RIFLES (M16 and AK are only types of ARs)
  48. -M16:
  49. 900RPM
  50. 5.56x45 NATO
  51. 30 rnd
  52. 20 rnd - faster reload, x0.6 weight of 30 rnd (bonus)
  53. damage:
  54. 70-100 head
  55. 40-70 body
  56. 30-50 limbs
  57. 70% at long range
  58. penetration:
  59. ~1 block
  60. behavior:
  61. might jam when in water (maybe)
  62. might overheat
  63. can use bayonet, barrels, low zoom scope, tact. lights
  64. lighter than AK, easier to aim. a bit less accurate than semi.
  65. -AK:
  66. 600RPM
  67. 75 rnd not reliable in water, less RPM. weighs 2.5 times more than 30 rnd.
  68. 30 rnd
  69. 7.62x39 mm
  70. damage:
  71. 80-100 head
  72. 50-80 body
  73. 30-50 limbs
  74. 80% at long range
  75. penetration:
  76. ~2 block
  77. behavior:
  78. can use bayonet, barrels (maybe), low zoom scope (maybe)
  79. not as light as M16
  80. not as accurate as M16, has more recoil too
  81. -Battle rifle
  82. a cross between AR and Rifle
  83. high caliber like semi, maybe 7.62x51mm
  84. 600 RPM
  85. 20 rnd
  86. more recoil than AK, but more accurate
  87. preferred fire would be semi-auto
  88. SMG:
  89. High caliber SMG like Thompson/Tommy gun, possible drums, low damage at high range, no penetration
  90. Lower caliber SMG like MP 40, maybe UZI. 32 rnd magazines, low damage, no penetration
  91. Must be better at CQB than rifles!
  92. Sidearms:
  93. -M1911:
  94. 7 rnd
  95. .45
  96. damage like AR at short range
  97. -Revolver?
  98. 6 rounds
  99. high damage even at mid range
  100. two length barrels
  101. -Something like Beretta M9, but older - 15 rnd, medium damage, low range
  102. MGs:
  103. -MG42/M249 (LMG):
  104. 900-1200 RPM (controllable?)
  105. 100-200 rnd belts, slow reload
  106. damage:
  107. 70-100 head
  108. 40-70 body
  109. 30-50 limbs
  110. 90% at long range
  111. penetration:
  112. ~2 block
  113. Would be used for suppressing fire. Sluggish, weighs a lot, takes time to aim and deploy. Fearsome at mid-high range when there is no cover. Shit in CQB/short range - a lot of recoil, spread when moving/standing.
  114. Overheats after 200-300 rnds - barrel change or damage reduction?
  115. M2HB (HMG):
  116. 400-500 RPM
  117. 12.7 mm caliber
  118. 100 rnd belts
  119. damage:
  120. 100 head
  121. 90-100 body (mostly it is 100, 12.7mm is huge)
  122. 50-90 limbs (50 hand, 90 thigh)
  123. 90% at long range
  124. Extremely sluggish, carrier cannot run or shoot if undeployed.
  125. little spread (at first), little recoil when deployed
  126. penetrates 2 blocks. Can down vehicles(WWI biplanes/cars) quite fast, unless they have very good armor(tanks).
  127. overheats after 200 rnds, damage, accuracy HALVED.
  128. Equipment:
  129. Defensive grenade:
  130. short throw distance
  131. 3-5 second fuse
  132. huge blast (~20 blocks - death)
  133. Offensive grenade:
  134. long throw distance
  135. 3-5 second fuse
  136. little blast (<10 blocks - death)
  137. Smoke grenade:
  138. would provide some cover. Not more than 5 particles of smoke spawned (less if there are more nearby)
  139. has the colour of your team.
  140. Body armor I - soldiers would prefer not to take it, bc it weighs a lot. protects 100% against 9x19 mm bullets (wears off after 5-10 hits), reduces spade, bayonet, shrapnel damage.
  141. Body armor II - only the spawn killed will dare to take this to battle. front plate protects against <5 rifle bullets (chance to penetrate), sides and back protect against 9mm and shrapnel......
  142. Helmet - game would check the angle of bullet impact for possible damage reduction - helmets can deflect bullets if angle is low (if a bullet hits side of a round object, bullet gets deflected) and helmets protect against shrapnel, spades, bayonets, most 9x19mm bullets.
  143. Specials:
  144. ammo box / medkit / radio - later
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