Author Topic: Weapons Used in SA-MP  (Read 21050 times)

Offline KiRaN

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Weapons Used in SA-MP
« on: June 24, 2013, 10:59:45 PM »
Weapons used in SA-MP




Brass Knuckles - While not technically a weapon, as they simply upgrade the unarmed slot, the brass knuckles provide a little extra oomph when it comes down to hand-to-hand combat. These things come in handy in a pinch when one doesn't want to attract a lot of attention with loud gunfire. Could also prove useful when fighting trainers at various gyms around the state.

   Baseball Bat - Your everyday sports item turned classic kneecap "adjustment" tool. Not much to it really- 'tis long, heavy, and made of wood. Just grab the narrow bit and bludgeon people with the rather blunt end. Batter up!

   Nightstick - The standard police-issue nightstick is based on an ancient martial arts weapon called the Tonfa from Okinawa. You don't need to know Karate to use it though, as swinging it about like a madman gets the job done just fine. And with it being a bit smaller and much lighter than the baseball bat, it's a bit quicker to use (and run with) while being just about as effective. Nick one off a cop or find one in a police station locker room.

   Pool Cue - This one seems to have the longest reach out of all the melee weapons, but it's main use is just what the name says. Challenge someone to a game of pool in a bar somewhere, and after kicking their ass on the table, you can keep the cue to smack people around with. Even if you lose the game, you're still a winner!

   Golf Club - Yet another sports item gone wild. You can generally find these when and if you ever jack a golf cart somewhere. Not the most effective weapon (and the Caddy's not the most effective car for that matter), but it gets points for comedy when used to terrorize the golf course by turning it into a full-contact sport.

       Shovel - Seeing as the "G" in GTA has absolutely nothing to do with gardening, chances are you won't be using this to dig up weeds in the lawn of your new safe house.

   Knife - Ye olde Rambo-style combat knife. Big, pointy, and fast enough to get in close and slice someone up before they really know what hit 'em. Not only is it great for up close and personal fighting, the knife can be used for stealth-kills a la Manhunt. Just creep up behind someone, target them with R1, and when CJ raises his arm up, mash the circle button to stab them in the neck. For even better results, sneak up out of the shadows first to get away without anybody noticing.

   Katana - When it's time to feed your inner Samurai, Burger Shot and Cluckin' Bell just won't do the trick like a katana. Whether you choose to use it to honorably fight rival gangs in true feudal Japanese style, or you piss on thousands of years of Bushido tradition to brutally hack up peds, this sword is a great choice. 

   Chainsaw - Got any pesky trees or rival gangstas in your yard that need removing? If so, why not try the chainsaw! Okay, so you can't really cut down trees with it, but it cuts through enemies like warm butter. If you're feeling extra mischievous, this thing also does a nice job of cutting doors off of cars and ripping through fences and such. Naturally it's rather heavy and slow to use, but it makes up for this tenfold in its sheer brutality.

                                                                                                        Handguns

   9mm - Cheap, abundant, and easy to use, the ubiquitous "nine" will be your best friend through the early bits of the game. Most would agree it looks more like a Colt .45 than anything else, but whatever the case, it's got decent stopping power for a cheapo handgun.

Rounds per reload: 17 (34 with two guns)
Damage: 25

   Silenced 9mm - Pretty much the same gun as above, only with an added silencer giving you the advantage of (insert drum roll here) stealth. Between missions which require you to go unnoticed, or just capping rival gang members before their boys notice, this gun rocks. Unlike the regular 9mm, the silenced flavor doesn't allow you wield two at once.

Rounds per reload: 17
Damage: 40

   Desert Eagle - This handgun delivers an unparalleled degree of accuracy and power with a distinctive feel that players will pick up on immediately.
Rounds per reload: 7
Damage: 70 initially, 140 at Gangster level and up

                                                                                                     Submachine Guns

   Tec-9 - A longtime favorite of gang members on the streets of Los Santos, the Tec-9 is a relatively cheap firearm made with low-grade stamped metal.

   Micro SMG -  , this little thing packs a fiery punch. Overall, it works just the same as the Tec-9 (even sharing the same "machine pistol" stat), but somehow seems to fire a bit faster and more erratically. When using either these or the Tec's at Hitman level, be sure to bring plenty of ammo to keep up with the insane rate of fire.

Rounds per reload: 50 (100 with two guns)
Damage: 20

   SMG - The rather generically named SMG is obviously based on the real life MP5. In case you've unfamiliar with it, the MP5 is considered by most to be the world's best submachine gun, and is often the weapon of choice for elite military units and police SWAT teams alike. Its stopping power, accuracy, and range put it nearly in the class of full sized assault rifles, while retaining the compact portability of a submachine gun.

Rounds per reload: 30
Damage: 25

                                                                                   Shotguns

   Shotgun - This is your typical long barreled pump-action shotgun. Best for use in close range situations, the shotgun delivers a powerful volley of buckshot which will knock an enemy on their ass with one good hit. Even with a not-so-direct-hit, the wide spread of projectiles can and will knock down or stop an enemy long enough to finish them off. While it's best used in close quarters, the length of the barrel allows it to remain somewhat effective at medium ranges as well.
Rounds per reload: 1
Damage: 10 (per pellet)

   Sawnoff Shotgun -  And make its mark it does- on anyone within about 35? of where you're pointing! Of course this much spread makes the gun pretty much useless in any medium to long range situations, but up close it is a deadly sight to behold.  burst of four shells between reloads. It's also worth mentioning that the gun's small size means it's possible to run and gun with it like a pistol. Fun stuff.

Rounds per reload: 2 (4 with two guns)
Damage: 10 (per pellet)

Combat Shotgun - Based on the Italian SPAS-12, the combat shotgun uses a gas-operated repeater system much like any semi/fully automatic pistol or rifle. On a shell-by-shell basis, the firepower and range are only a bit greater than the regular shotgun. Given its semi-automatic functionality, however, the rate of fire is on par with that of the 9mm, meaning you'll be unloading much more ammunition on unsuspecting foes. Not only will rip through a group of enemies rather quickly, it also makes short work of cars and heli's as well. Sadly, you can't get two of these after reaching Hitman status, but then again, that might make the game entirely too easy. On the bright side though, you will be able to fire while moving and get an increased lock-on distance with some practice.

Rounds per reload: 7
Damage: 15 (per pellet)

                                                                              Assault Rifles

   M4 - M4 is the modified version of the M-16, the shortened stock and barrel makes it more compact while still retaining the accuracy and power of its cousin. The weapon will allow the player the pinpoint accuracy to target an opponents specific body parts or vehicle tires. One particularly satisfying feature is the ability to target gas tanks. A single well-placed round will cause any car in San Andreas to explode?aim for the gas cap to find out how decidedly badass this new feature is in action.

To the concern of San Andreas' police forces, the M4 is readily available at Ammu-Nations across the state. *

Rounds per reload: 50
Damage: 30

   AK47 - The Kalashnikov AK47 is one, if not the most popular varieties of assault rifles in the world. Originally developed for the Soviet army, it features a rugged yet simple design which makes it both cheap to produce and highly versatile on the battlefield. Its durability and affordability have also made even older, used models popular for warring gangs. For the most part, it works just like the M4 in the game, only with a smaller magazine size, and perhaps a little better accuracy due to its slightly slower rate of fire.

Rounds per reload: 30
Damage: 30

                                                                                            Long Rifles

   Rifle - Not much to say about this one really. It's just a basic lever-action repeater rifle one might expect to see in the hands of a hunter or a cowboy. Hitting R1 with this won't invoke an auto-target reticle, but instead skips straight to a free-aim mode like that of its assault flavored brethren. Given its lack of a lock-on feature and slow reloading, one might think it rather pointless to use. However, with a per-bullet damage rate second only to the sniper rifle, mini-gun, and Desert Eagle (at Gangster level and up), it does earn its keep in the hands of a decent marksman. For added accuracy, be sure to crouch when lining up a shot.

Rounds per reload: 1
Damage: 75

   Sniper Rifle - For those times when the regular or assault rifles aren't accurate enough, there's the sniper rifle. While the HUD icon for it bares some resemblance to an HK PSG1, the in-game model is of the old school bolt-action variety. That said, the reload time on this weapon is a little bit longer than the regular rifle, but the addition of a scope makes every shot well worth the wait. Press and hold R1 to bring up the scope, then use R2 and L2 to zoom in and out, and of course the right analog stick to line up the shot. 

Rounds per reload: 1
Damage: 125

                                                                                         Thrown Weapons

   Molotov Cocktail - The idea behind these things is simple enough: Take a glass bottle, fill it with something flammable (usually petrol), shove a rag in the top, light the rag on fire, and give it a toss. Flaming chaos ensues. The primary purpose is, of course, an anti-personnel weapon, but it can also be used strategically for defense. One of the new features found in San Andreas is the ability to set the environment on fire, and the ability for that fire to continue to burn- and even spread in most cases.

   Grenade - Long carried by infantry soldiers to aid in removal of pesky hardened positions and enemies hiding behind things, grenades are quite simple in theory. Step 1: pull pin, step 2: throw, and step 3: try not to be nearby when they explode. When used properly, grenades do a bang-up job of taking out cars (and anybody who might use them for cover) and clearing out closed in areas filled with opponents.

   Tear Gas - In real life, tear gas is generally considered to be a non-lethal weapon, but in the world of GTA, it's anything but. Granted, it does take prolonged exposure to the gas to kill, but in confined spaces, this can be arranged. However, seeing as the gas causes people to stop what their doing while they cover their face and cough, the most practical use for this weapon is to slow enemies down while you escape or switch to another weapon. In any case, this stuff opens up some strategy options when it otherwise seems you're hopelessly outgunned.

   Remote Explosives - AKA satchel bombs, players can throw a number of these about, then conveniently blow them all up later with the separate remote. The potential for mischief with these things is only limited by the imagination, well, and the CPU's ability to remember where they're at, but, still... On a mission where you have to ambush and kill a ped or destroy their car? Try figuring out where they'll pass, and set up a nice booby trap for them! Or if you suspect the next corner you're to walk around has enemies waiting for you, throw down a few bombs, run in, and lure them out to an explosive doom. Any way you look at it, there's much fun to be had here.

                                                                                      Heavy Artillery

   Flame Thrower - As the name would suggest, it throws flames. The basic concept behind a flame thrower is a tank filled with napalm which is sprayed through a nozzle and ignited by a pilot light on the way out. In the hands of a skilled user, this weapon can prove to be quite hazardous to all involved- including said user.

Rounds per reload: 500
Damage: 25, not counting subsequent damage from prolonged burning

   MiniGun - This formidable weapon is the player's best friend. Designed to deliver massive and withering barrages of ammunition at an alarming rate of fire, this weapon is designed for total destruction of the target and anything around it. Despite its massive size and weight, the gun is portable enough to be carried--and fired--on the streets of San Andreas. Police responding to an incident where a mini-gun is in use would be quick to call in SWAT to deal with the menace. An intricate piece of machinery, its belt driven mechanics will turn the barrels even if the gun is not firing, a sound that eerily forecasts the destruction that is about to be unleashed. Hold R1 to spin up the barrel and squeeze L1 to fire. *

Rounds per reload: 500
Damage: 140

   Rocket Launcher - Ah yes, the classic Soviet RPG look-alike is a must have for any one man army out to take on an entire state full of gangs and such. Basically, it's just a big tube with a scope and a trigger to ignite the rockets which propel impact-triggered grenades. Just aim it at a target using R1 and the right stick, fire, and *boom*.

Rounds per reload: 1
Damage: 75, + splash damage, + fire damage

   Heat Seeking Rocket Launcher - RPGs and other shoulder-fired missiles have long had a place in Grand Theft Auto. The STINGER is the next level. Lightweight and portable, this shoulder-fired guided missile system is designed to shoot down low-altitude jets, propeller-driven aircraft and helicopters. The fire-and-forget system allows the player to lock onto a heat source, usually a car or plane, fire the weapon, and begin acquiring new targets before the warhead has even destroyed the first target. To activate, bring up the targeting reticle by pressing R1. Continue holding down R1 and center the viewfinder on the target.

Rounds per reload: 1
Damage: 75, + splash damage, + fire damage

                                                                               Equipment

   Spraycan - Kind of looks like an old can of Montana spray paint, which was made by and for graffiti artists, but that's beside the point. Or, maybe it's not, as the main purpose for the spray can is to throw up Grove Street tags over those of rival gangs.

   Camera - The camera first made its appearance in Vice City as a one-off item used in a single mission. This time around, the camera is not only used in a few missions and side quests, it actually has some fun uses in and of itself. By holding R1, the screen switches to the viewfinder where you can aim with the right stick plus zoom in and out with L2 and R2.

   Fire Extinguisher -   Considering the new ability to set the environment on fire, it's only natural that a fire extinguisher was included in the game. Unless you're the conscientious criminal type who likes to clean up behind your fiery rampages, chances are you'll really only use this in missions which require escaping from burning buildings.

   Parachute - Whether you're jumping/falling off a tall building, or leaping from a plane thousands of meters up, the parachute is an absolute necessity unless you want to be a puddle for some bizarre reason. After equipping the 'chute (which happens automatically when jumping from an airborne plane), you can dive, rotate, and glide a bit during free-fall with the left stick. At some point or another, it would be a good idea to deploy the parachute by pressing circle.
   Thermal Goggles - These, as one might guess from the name, allow you to to see the heat signatures given off by peds, cars, and whatnot.
   Night-Vision Goggles - Not to be confused with the goggles above (though they share an identical icon), the night-vision flavor of goggles amplifies extremely dim available light and presents it in a green-ish display so you can see what's going on in the dark. The equipment/usage method is the same as above, but the practical application of them is quite different. In situations where one must move around a lot, especially indoors with lots of obstacles, night-vision is usually the best way to go.

   Jetpack - Yep. That's right, there's a functional jetpack in San Andreas. It's not a standard selectable item, per se, as it automatically equips itself and your submachine gun when you pick it up, so you'll never really see the HUD icon for it. Using the jetpack is a bit like flying a helicopter: X provides upwards thrust, square downwards, and up/down on the left stick go forwards and backwards in conjunction with the thrust.

   Remote Detonator - This is another non-standard piece of equipment which doesn't replace anything in the equipment slot. There's not too much to it either. You only get the remote detonator with the remote explosives listed above, and use it to, well, detonate them by switching to this item and pressing circle. 

                                                                                             Other

   Cane - Nobody's quite sure why the cane fits into the "other" slot. The weapons.dat file lists it as a gift, yet there doesn't seem to be anyone that it can be given to. At any rate, it can be used as a melee weapon, which behaves roughly like the katana, so perhaps it's still useful when carried along side the rather slow chainsaw.

   Flowers - Most girls like flowers, so it should be no surprise that their main use is to give as gifts to certain girls throughout the game. Or if you've yet to find a girl with an option to give them as a gift, you can also beat people down with them. Sure, they're about as ineffective a weapon as one could expect, but the humiliation factor of being smacked in the face with a boquet of flowers is surely astronomical.

   
Credit: Gta Vision



* I did a tutorial first time in my life :P i dont know how it is.*



« Last Edit: June 24, 2013, 11:06:05 PM by [xB]KiRaN »

Offline BlackBloods

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Re: Weapons Used in SA-MP
« Reply #1 on: June 24, 2013, 11:00:33 PM »
Awsome......... :)


Offline KiRaN

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Re: Weapons Used in SA-MP
« Reply #2 on: June 24, 2013, 11:04:34 PM »

Offline player

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Re: Weapons Used in SA-MP
« Reply #3 on: June 24, 2013, 11:09:20 PM »
Good job. :D



Offline KiRaN

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Re: Weapons Used in SA-MP
« Reply #4 on: June 24, 2013, 11:09:52 PM »

Offline player

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Re: Weapons Used in SA-MP
« Reply #5 on: June 24, 2013, 11:12:55 PM »
You're welcome. ;)



Offline BrYaNzZ

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Re: Weapons Used in SA-MP
« Reply #6 on: June 24, 2013, 11:25:13 PM »
wow Cool...:D

Offline KiRaN

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Re: Weapons Used in SA-MP
« Reply #7 on: June 24, 2013, 11:26:04 PM »

Offline Jookah

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Re: Weapons Used in SA-MP
« Reply #8 on: June 24, 2013, 11:32:43 PM »
Great Job!! Keep It up dude! :D

Offline Counter

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Re: Weapons Used in SA-MP
« Reply #9 on: June 25, 2013, 01:38:06 AM »
Good it would be awesome if u could get weapon ids too nd update it.
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Offline [YG]Odedara

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Re: Weapons Used in SA-MP
« Reply #10 on: June 25, 2013, 06:02:19 AM »
Nice work man

Offline KiRaN

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Re: Weapons Used in SA-MP
« Reply #11 on: June 25, 2013, 06:30:26 AM »
Great Job!! Keep It up dude! :D

Thnx Joker :D

Nice work man

Ty Ode :)

Good it would be awesome if u could get weapon ids too nd update it.

Ok I will do it..

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Re: Weapons Used in SA-MP
« Reply #12 on: June 25, 2013, 07:09:58 AM »
Nice work mate.

Offline Areeb

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Re: Weapons Used in SA-MP
« Reply #13 on: June 25, 2013, 09:44:59 AM »
Oh Man! Its so awesome u made it yourself? WoW!


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Re: Weapons Used in SA-MP
« Reply #14 on: June 25, 2013, 11:46:16 AM »
Oh Man! Its so awesome u made it yourself? WoW!
The layout and all was by him itself, as you can see, he's a good person, he have credited Gta vision. Which shows that he don't steal information and credits them.

PS: I steal works for my school works, not crediting anyone. 8)