Grand Theft Auto V Legacy

Grand Theft Auto V Legacy

282 ratings
GUNS GUNS GUNS
By ЮРИЙ
Detailed guide about weapons using information from the game files
(only bullet type weapons)
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Spreadsheet
As you know, in the game there are stat bars for the weapons.
But in the game files (weapon*.meta) they are just HudDamage, HudSpeed, HudAccuracy and HudRange parameters, which don't 100% correlate with the actual parameters.


Here is a spreadsheet that I've made by gathering actual weapon parameters:

(click the image to zoom or this link)

Unholy Hellbringer is Combat MG reskin without reload and upgrades.
Widowmaker is a Minigun reskin.

  • I've marked green the guns that I found useful.
    I've marked yellow the guns that I found useful in certain situations.
    I've also marked green certain values that make a gun useful.
  • Clip Size – (upgraded value in brackets).
  • Spread – base bullet spread. Grip upgrade divides this by 1.1 (value in brackets). Spread while moving is doubled.
  • Recoil Spread – bullet spread increase by recoil.
  • Recoil Height – how much the crosshair will go up each recoil shake. Muzzle upgrade decreases this (value in brackets).
  • Recoil Interval – minimal time (in ms) between recoil shakes. Shakes can only occur at the moment of a shot, so this determines the probability to skip a shake.
    If this value is more than Fire Interval, then the shake would occur only every other shot.
    If this value is 0, then every shot guarantees a shake.
  • Fire Interval – time between shots in seconds.
  • Damage is for bodyshots, without armour. For reference, player health at rank 100+ is 328.
  • Damage/Second is Damage divided by Fire Interval, not counting reload time.
  • Range is a maximal range at which the weapon can hit.
  • Effective range is the range at which damage fall-off starts. Most weapons deal only 30% damage at maximal range. Heavy Barrel upgrade increases effective range (value in brackets) and decreases damage fall-off (to about 55%).
  • Scope upgrade gives zoom, obviously. Also it should reduce Recoil Height, but I couldn't notice the difference in the game.
  • Suppressor doesn't affect damage/spread/range. In-game stat bars lie.
  • Car,Bike&Boat – if the weapon can be used in said vehicles.

Bonus
Spreadsheet for vehicular weapons:

(click to zoom)

BlazerAqua cannon = Ruiner2000 cannon
Valkyrie minigun = Schafter Limo minigun = Dune FAV minigun = Tampa minigun
Insurgent turret = Armored Boxville turret = Dune FAV MG
Half-track Quad MG = Trailer Quad MG
Range
Let's see how the values of Range look like in the game.
I have specifically enabled explosive bullets to see if they hit.
(click to zoom)

30:

This is the maximal range for Double Barrel Shotgun.
This is the effective range for AP Pistol and Combat PDW.

40:

This is the maximal range for most shotguns.
This is the maximal range at which headshots deal extra damage
(with exception for sniper rifles, which can headshot up to 300 range).

50:

This is the maximal range for Heavy Shotgun.
This is just above the effective range of rifles (47.5).

120:

This is the maximal range for most guns.
Summary
Using the spreadsheet values, I've came up with a list of decent guns for different situations.
  • On foot, short range: Minigun, Assault Shotgun, Combat MG MkII, Heavy Revolver MkII
  • On foot, medium range: Minigun, Combat MG MkII, Bullpup Rifle MkII, Special Carbine MkII, Heavy Shotgun, Marksman Rifle MkII, Heavy Revolver MkII
  • On foot, long range: Minigun, Marksman Rifle MkII, Heavy Sniper MkII, Special Carbine MkII, Bullpup Rifle MkII, Assault SMG
  • On foot, extra long range: Heavy Sniper MkII

  • On a bike, short range: AP Pistol, Sweeper Shotgun, Sawed-Off Shotgun, Double Barrel Shotgun, Heavy Revolver MkII
  • On a bike, medium range: SMG MkII, Compact Rifle
  • On a bike, long range: Double Action, Navy Revolver

  • In a car, short range: AP Pistol, Heavy Revolver MkII
  • In a car, medium range: Machine Pistol, Double Action
  • In a car, long range: Double Action, Navy Revolver
(short range < 30; medium range < 50; long range < 120)

_______________________________________________________________________________
I didn't include explosive weapons here because they behave differently, and one explosion usually is enough to kill a player anyway, so there is not much to compare. Same goes for melee.
69 Comments
autodidakto Feb 10, 2022 @ 9:55pm 
The vehicle weapon chart would be interesting with air vehicles cannons/turrets/etc, plus AA flak cannon. Thanks for your work.
DEMOPLS Nov 12, 2021 @ 9:35am 
amazing guide homie
DRchocoCHEESE Aug 9, 2021 @ 10:35am 
i think that moving doesn't affect on spread. RunAndGun is an fire a guns without a aim down.
Feb 1, 2021 @ 12:00pm 
Extremely useful. Thank you for this guide.
Hegemon de frontier Jan 29, 2021 @ 8:58am 
all those videos , posts on forum ect.. while all we need was that simple table not so simple to mad ;-) Many thanks and i wish you good fortune in the heist to come ;-) :hatman:
ЮРИЙ  [author] Jan 6, 2021 @ 5:22am 
Added new guns to the spreadsheet
Alcatrax Nov 11, 2020 @ 9:43am 
ap pistol gang. all my homies hate mini smg
Astrama Jul 27, 2020 @ 1:16am 
After digging into the game files it seem not all weapons share the same shake power so for exemple 0.333 in smg shake is not the same has rifle shake of 0.333, this is a dumpster fire
Astrama Jul 26, 2020 @ 7:05am 
Turn out spread doesn't count for the first shot because it is always pinpoint
Astrama Jul 26, 2020 @ 6:45am 
Yes i saw that (because the guide is very good and complete !) I have tested both without muzzle upgrade so both at 0.333 right ? But still in game it is not and yes the fov differ but still. And an other question : bigger spread mean less accuracy right ? Because you divide by 1.1 the spread with the grip. Then why the sniper got the biggest one ? In game it is very accurate so does the spread value even matter ? Thank you for your time