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- ATTACHMENTS
- ~two kinds of scopes used in mid XX century wars (different zoom levels, different reticle)(huge accuracy penalty when not still)
- bayonet (reduces mobility/accuracy of weapon, VERY useful in CQB)
- laser-flashlight (might not include/make optional for server)
- silencer (reduces sound, dynamic light, muzzle flash, recoil, accuracy and damage - realistic/make optional for server?)
- different length barrels:
- long: -sound --muzzleflash +recoil --spread +damage
- med
- short: +sound ++muzzleflash -recoil ++spread -damage
- Different weight barrels for Machine Guns (might not do tho):
- heavy: slower overheating, heavy weapon
- light: fast overheat, lighter weapon
- RIFLES
- (can be used with/without scopes, bayonetes, diff length barrels, silencers)
- -Semi (Garand or M14)
- 600 RPM max (each shot must clicked, not like AoS 0.x)
- 30-60 RPM usually (well aimed)
- 8-10 rnd, a bit sluggish reload
- damage:
- 90-100 head
- 70-100 body (if hit vitals, mostly <100)
- 40-70 limbs
- 80-90% at long range
- penetration:
- 2 blocks
- behavior:
- can use bayonet, barrels, scopes, silencers (short barrel and silencer not recommended for snipers - damage, accuracy reduced!)
- second most accurate weapon
- -Bolt-Action:
- 20-15 RPM max (so we can get awesome bolt cycling animations and bayonet battles)
- 10 RPM usually (well aimed)
- 5-10 rnd, a bit slower reload than semi
- high caliber
- damage:
- 100 head
- 90-100 body
- 50-90 limbs (50 hand, 90 thigh)
- 90% at long range
- penetration:
- 2 blocks
- behavior:
- can use bayonet, barrels (long, med), scopes
- lower RPM when in water (harder to cycle bolt)
- bigger accuracy reduction when moving
- highly accurate (after 2-3 seconds when still and aiming)
- weighs more than semi, less than Assaults
- ASSAULT RIFLES (M16 and AK are only types of ARs)
- -M16:
- 900RPM
- 5.56x45 NATO
- 30 rnd
- 20 rnd - faster reload, x0.6 weight of 30 rnd (bonus)
- damage:
- 70-100 head
- 40-70 body
- 30-50 limbs
- 70% at long range
- penetration:
- ~1 block
- behavior:
- might jam when in water (maybe)
- might overheat
- can use bayonet, barrels, low zoom scope, tact. lights
- lighter than AK, easier to aim. a bit less accurate than semi.
- -AK:
- 600RPM
- 75 rnd not reliable in water, less RPM. weighs 2.5 times more than 30 rnd.
- 30 rnd
- 7.62x39 mm
- damage:
- 80-100 head
- 50-80 body
- 30-50 limbs
- 80% at long range
- penetration:
- ~2 block
- behavior:
- can use bayonet, barrels (maybe), low zoom scope (maybe)
- not as light as M16
- not as accurate as M16, has more recoil too
- -Battle rifle
- a cross between AR and Rifle
- high caliber like semi, maybe 7.62x51mm
- 600 RPM
- 20 rnd
- more recoil than AK, but more accurate
- preferred fire would be semi-auto
- SMG:
- High caliber SMG like Thompson/Tommy gun, possible drums, low damage at high range, no penetration
- Lower caliber SMG like MP 40, maybe UZI. 32 rnd magazines, low damage, no penetration
- Must be better at CQB than rifles!
- Sidearms:
- -M1911:
- 7 rnd
- .45
- damage like AR at short range
- -Revolver?
- 6 rounds
- high damage even at mid range
- two length barrels
- -Something like Beretta M9, but older - 15 rnd, medium damage, low range
- MGs:
- -MG42/M249 (LMG):
- 900-1200 RPM (controllable?)
- 100-200 rnd belts, slow reload
- damage:
- 70-100 head
- 40-70 body
- 30-50 limbs
- 90% at long range
- penetration:
- ~2 block
- 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.
- Overheats after 200-300 rnds - barrel change or damage reduction?
- M2HB (HMG):
- 400-500 RPM
- 12.7 mm caliber
- 100 rnd belts
- damage:
- 100 head
- 90-100 body (mostly it is 100, 12.7mm is huge)
- 50-90 limbs (50 hand, 90 thigh)
- 90% at long range
- Extremely sluggish, carrier cannot run or shoot if undeployed.
- little spread (at first), little recoil when deployed
- penetrates 2 blocks. Can down vehicles(WWI biplanes/cars) quite fast, unless they have very good armor(tanks).
- overheats after 200 rnds, damage, accuracy HALVED.
- Equipment:
- Defensive grenade:
- short throw distance
- 3-5 second fuse
- huge blast (~20 blocks - death)
- Offensive grenade:
- long throw distance
- 3-5 second fuse
- little blast (<10 blocks - death)
- Smoke grenade:
- would provide some cover. Not more than 5 particles of smoke spawned (less if there are more nearby)
- has the colour of your team.
- 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.
- 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......
- 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.
- Specials:
- ammo box / medkit / radio - later
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