Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
・Due to game balance adjustments, 12GA BUCK SHOT can no longer be one-shot kill.
・Due to game balance adjustments, the damage per shot of pump-action shotguns has been increased.
I don't think anyone would want to see such an update log in a game that emphasizes realism.
However, I think the SA-58 should be weakened. In reality, battle rifles like the SA-58 should be more difficult to handle.
If the reason for changing the performance of guns is to "make them more realistic" then I agree.
This is how you know the devs DON'T understand firearms.
Velocity KILLS armor (since the armor doesn't have the time to disperse the impact before it breaks through it). Guess what has more velocity....
The magnum is pretty similar, unarmored get 1 tapped, AP still one taps light armor, but loses out to the 5.7 on medium armor, which 3-taps everyone not in the best armor.
Totally agree with adding more 7.62 guns. One thing they should also definitely do is either give us the stats directly, or add in some way to test weapons properly in-game, add targets with suspect health and different armors.
Always gotta love how people talk with such authority... and get it completely wrong lmao
Anywhoo the other guns tap just fine, the SA-58 is a lot more difficult to control so if you dont hit that first shot to drop them follow up shots are a lot harder.
The SA-58 in game is probably a 11" or 13" barrel, the power isn't THAT Much different.
IMO Void really needs to focus on nerfing non lethal options (which are in fact overpowered), nerfing the suspect AI, and they also need to find a way to make lethal options viable for S runs because non lethal being the only way to achieve max scores becomes boring REALLY fast
1. Situations where bringing a less intensive gun would make sense or be necessary.
2. Damage models or logic that emphasize the importance of employing a specific caliber over another. For example, if you shoot a suspect and the bullet does anything less than outright kill or incapacitate them, they don't react at all. Meaning why should I ever bother bringing a weapon that does not do that? And on the flipside, if you need to arrest a suspect for the objective, shooting them with a weaker gun isn't going to stop them, so you end up shooting them repeatedly resulting in their death, so you wouldn't be penalized for bringing the SA-58 in this situation either, because the one-shot usually results in an incapacitation and sometimes even a fake death.
It's a VERY long gun so it's hard to squeeze pass doors without it being shoved up and the 20 round mag will leave you dry in more extended firefights
Then why does a five seven in real life firing 5.7x28 have insane penetration power against armor...
why do you think a railgun can fire a rock and it goes through a house of cinderblock...
A lot of the issue is suspects have too much health and way too many of them have armor.
Insane penetration? 5.7 won't make it through anything rated III or above armour.
It will make it through most soft body armour(Pistol rated, none can stop a rifle) because it's tiny and, yes, fast. 9pmm won't make it through any of the most basic ♥♥♥♥♥ body armour either unless it's a wild tungsten core, which you won't see at all.