Gun Damage Rework
The current damage: Format -> Gun Name: (Shots to Down without Meth) (Shots to Down with Meth) (Shots to Down with Police Vest).
There is no damage drop-off in GTA. Just weapon range.
Remember in City there is De-Sync so a lot of the shots are not registered correctly so it may feel like it takes forever to kill someone also there is the body fall animation that takes a second or two to kick in as well.
Combat Pistol: (3), (4), (5)
Smith & Wesson: (1), (1), (1)
Desert Eagle: (1), (2), (2)
Tec-9: (2), (4), (4)
Carbine Rifle: (2), (3), (5)
LMG: (1), (2), (2)
Combat Shotgun: large effective range of 1 tap regardless of armour.
Double Barrel: Pretty Balanced only effective super close range.
SNS Pistol: Not Tested
Heavy Pistol: Not Tested
Proposed Damage Change:
Combat Pistol: (5), (7), (8) Achieved by roughly dropping the gun damage by roughly 35%
Smith & Wesson: (2), (2), (2) Achieved by dropping the gun damage by 50%. Fair because there is a big delay between shots and its hard to land 2.
Desert Eagle: (2), (4), (4) Achieved by dropping the damage by 50%
Tec-9: (5), (7), (7) Achieved by dropping the damage by roughly 35%
Carbine Rifle: (3), (5), (8) Achieved by dropping the damage by roughly 33%
LMG: (2), (4), (4) Achieved by dropping the damage by roughly 50%
Combat Shotgun: effective range needs to be reduced. similar effective can be achieved by 50% reduction in damage
Double Barrel: Unchanged
SNS Pistol: Weaker than Combat Pistol
Heavy Pistol: Stronger than Combat Pistol but weaker than or just under par with Desert Eagle and Smith $ Wesson
Benefits:
Reduces Gun RP guns are weaker criminals are less inclined to pull them out and shoot
On the other hand Balances Gun RP. Reduction in complaints, saltiness, tickets and toxicity generated around losing a shootout.
Arguments against these reductions: Oh the guns are lot more powerful in real life or not realistic enough. I personally feel that's where the fine line between GTA and Real Life needs to drawn. Some things can't be matched exactly to real life.
Side Note: Removal of Headshot damage multiplier as it helps preventing that first person from dying instantly in a shootout eliminating them from RP for the next 10-20 minutes of the situation.
I personally believe that the damage reductions are not enough hence this opens up more potential with bullet proof vests using the current PD vest as the base level vest. Potentially the addition of 2 stronger ones. Once again further making gun RP not the first option.
Not sure I agree, lower damage naturally means longer gunfights and might actually encourage people to shoot over petty stuff or "as a warning" etc if they know it won't cause severe damage.
I'd hate to see people getting shot multiple times and shrugging it off with an IFAK and a couple of blunts, that's only going to increase the number of gunfights.
I think it actually benefits RP for gunfights to end quickly & cause severe injuries.