When you fire your weapon backup will automatically be dispatched to your location. If a ped is wanted and armed they are more likely to flee / attack the player. Weapons also will show up in searched with Stop The Ped. If a ped is armed you have a chance to spot the weapon on them. Peds sometimes will flee or drop their gun and surrender. Has a custom AI, the player and peds will now fall over sometimes when shot.
Adds a rubber bullet option to be less than lethal. This plugin makes gun damage received by the player and peds much more lethal. No more one man army on callouts with active shooters. You will have to plan for the unexpected and be careful when in dangerous situations.
You will no longer survive being shot multiple times.
LSPDFR is a great mod but lacks the difficulty of the real job. This is a simple plugin I made to make weapons fired at the player more dangerous.
If you enjoy my work and would like to support me, feel free to buy me a coffee!ĭonations are welcome at the top right of this page. The stealthier Spectre, on the other hand, will record a kill in the same situation, doing 154 damage.Feel free to join my discord to chat or for support! What I really don't like about the Stinger is that, at over 20 meters, two headshots and one body shot do a total of 149 damage, leaving armored enemies with 1 HP. The Spectre, on the other hand, doesn't change much, getting a little slower and a little more accurate. The Stinger fires very accurate 4-round bursts down the sights, but can only fire one burst per second. When you are in ADS, however, things get weird. The Stinger somewhat makes up for its lower headshot damage by doing a little more body damage and firing faster when you aren't aiming down the sights. The Stinger requires three headshots at both ranges. The Spectre has the better headshot damage: Two headshots to kill an armored enemy at 20 meters, and three shots at above 20 meters. When you factor in each gun's rounds-per-second, the Ghost is the fastest body shot killer: Moving below the neck, the Classic requires six body shots at close range to deliver over 150 damage, while the Ghost requires five and the Sheriff only takes three. Comparing the Classic, Ghost, and Sheriffīoth the Ghost and Sheriff deliver instant headshot kills to unarmored enemies at under 30 meters, though the Sheriff is the only sidearm that can also kill armored enemies with one headshot at the same range.
I'll put them aside for now to focus on the regular pistols. The Frenzy and Shorty are the odd ones out of this group: The Frenzy is fully-automatic while the Shorty is a mini-shotgun. The Classic, Ghost, and Sheriff are your basic handguns, and the most commonly used-the Classic because it's the free default. In tables, I'll always specify the number of meters I'm talking about.įor reference, here's what 10m and 30m look like in game:
For example, the Frenzy does 78 headshot damage at its close range (within 20m) and the Classic does 78 headshot damage at its close range (within 30m). Complicating things further, one gun's close range might be 30 meters and under, while another's might be 20 meters and under. Some guns have two sets damage values depending on range, while others have three, and a handful have just one. The current wording in Valorant's buy menu is confusing, and I'm not sure why each shot did a different amount of damage (ultimately adding up to the correct number), but in the end, buying 50 armor still means that you can take 150 total damage before dying. Shot three: 11 damage to health 16 damage to armorĪs you can see, heavy armor absorbs a little over half of the first 50 damage taken. Shot two: 9 damage to health 17 damage to armor Shot one: 8 damage to health 17 damage to armor Here's what happened when we tested armor penetration using heavy armor (50 points) and the Classic, which does 26 damage per body shot at close range. Instead, some damage gets through the armor with each shot. That's all you really need to know about health and armor to get started, though there is a slight complication, which is that armor doesn't simply act like extra hit points.