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Weapons In Gta San Andreas

Weapons in GTA San Andreas.

Weapon Wheel in GTA San Andreas - The Definitive Edition.

The following is a list of weapons that can be used in Grand Theft Auto: San Andreas.

Contents

Grand Theft Auto: San Andreas features 38 unlike weapons and three special items, where they follow the same mechanics equally in previous titles, yet, the armory has been expanded with the introduction of "consumable items", too equally "gifts", which are primarily used for girlfriends and optionally used as melee weapons.

Auto-aim

A notable improvement over previous games is the auto-aiming system on every weapon (except the Rifle, the Sniper Rifle, projectiles, or whatever of the heavy weapons), which occurs when the target is within the weapon'due south range (determined by the type of weapon and the histrion'due south proficiency with that weapon based on the skill) and takes the priority on the closest target when facing multiple NPCs. Another feature of this improvement is the targeting lock that changes color as the target's health decreases. Green progresses to orange, which progresses to carmine, and finally blackness upon the target's death.

The Auto-aim also seems to conduct a strong resemblance to the execution organisation in Rockstar's Manhunt, where the darker the color or the target, the more gruesome the execution; in GTA San Andreas, the darker the colour of the target, the less health of the target.

Weapon Skill

Some other notable feature is a weapon skill system; where it determines the general proficiency of the player with the weapons. This increases when the player shoots accurately. Getting a high Weapon Skill increases the ability with weapons and grants more than versatility when used. In that location are three levels of skill: "Poor", "Gangster", and "Hitman".

One tin view the weapon skills two means:

  1. Wielding the weapon, so press L1, LT, or TAB. The skill level appears in the stat box in the lesser corner of the screen.
  2. In the bill of fare, select Stats, then Weapons. Each weapon type displays 1 of iii labels: "Poor", "Gangster", or "Hitman". If 1 is wielding a weapon, 1 will also see their electric current skill level for that weapon.

Gangster

Gangster level is reached when the meter is 20% to fifty% filled.

When Gangster is reached with certain weapons, you're able to move while aiming, and your lock-on range, accurateness, charge per unit of burn, and strafe speed increase:

  • All blazon of Shotguns (annotation: you can already move while aiming/firing the sawn-off shotgun)
  • AK-47
  • Desert Eagle
  • M4
  • Micro SMG (notation: you lot can already move while aiming/firing this weapon)
  • SMG
  • Pistol (note: y'all can already movement while aiming/firing this weapon)
  • Silenced Pistol
  • Tec-9 (notation: you can already move while aiming/firing this weapon)

Hitman

Hitman level is reached when the meter is 100% filled.

When Hitman is reached with certain weapons, your lock-on range, accuracy, rate of fire, and strafe speed increase further, and you're able to fire these weapons while moving:

  • AK-47
  • Combat Shotgun
  • Desert Eagle
  • M4
  • SMG
  • Silenced Pistol
  • Shotgun

Double Weapon Hitman

One new feature is the ability to duel-wield certain weapons subsequently reaching Hitman weapon skill level. These weapons are light enough and feature reloading that is compatible with holding one in each hand. This allows the player to inflict twice the amount of harm per reload cycle. For weapons that have Double Weapon Hitman, it takes longer to reach 100% weapon skill oppsed to other weapons that can only be wielded with both hands.

When y'all achieve Double Weapon Hitman, you can wield two of the beneath weapons simultaneously, and your lock-on range increases:

  • Micro SMG
  • Pistol(9 mm)
  • Sawn-Off Shotgun
  • Tec-9

Types

Here is a list of the available weapon slots, and the weapons that tin be used in those slots. Weapons in italics tin be dual-wielded.

  • Slot 1: Hand
    • Fist
    • Brass Knuckles
  • Slot two: Melee Weapons
    • Knife
    • Golf Club
    • Shovel
    • Pool Cue
    • Nightstick
    • Baseball Bat
    • Katana
    • Chainsaw
  • Slot 3: Handguns
    • Pistol
      • Rate of burn down: 165 RPM (poor), 200 (gangster), 300 (hitman [dual-wielded])
    • Silenced Pistol
      • Rate of fire: 130 (poor), 150 (gangster), 165 (hitman)
    • Desert Eagle
      • Charge per unit of fire: 65 (poor), 75 (gangster), 85 (hitman)
  • Slot four: Shotguns
    • Shotgun
      • Charge per unit of fire: 55 RPM
    • Sawn-off Shotgun
      • Charge per unit of fire: 200 (poor & gangster), 400 (hitman [dual-wielded])
    • Gainsay Shotgun
      • Rate of burn down: 150 (poor), 180 (gangster & hitman)
  • Slot 5: Submachine Guns
    • Tec-9
      • Rate of fire: 450 (poor & gangster), 900 (hitman [dual-wielded])
    • Micro SMG
      • Charge per unit of fire: 450 (poor & gangster), 900 (hitman [dual-wielded])
    • SMG
      • Rate of burn: 650 RPM
  • Slot half dozen: Attack Rifles
    • AK-47
      • Rate of burn: 450 RPM
    • M4
      • Rate of fire: 450 RPM
  • Slot 7: Rifles
    • Sniper Rifle
      • Rate of burn down: 55 RPM
    • Burglarize
      • Rate of fire: 55 RPM
  • Slot 8: Heavy Weapons
    • Flamethrower
      • Charge per unit of fire: 180
    • Rocket Launcher
      • Rate of burn: 55
    • Estrus-Seeking Rocket Launcher
      • Rate of burn down: 55
    • Minigun
      • Charge per unit of fire: 1800 RPM
  • Slot nine: Explosives
    • Tear Gas
    • Molotov Cocktail
    • Frag Grenade
    • Satchel Charges
  • Slot 10: Handheld Items
    • Burn down Extinguisher
      • Rate of burn down: 1800
    • Spray Tin
      • Rate of burn down: 1200
    • Photographic camera
      • Rate of fire: 33
  • Slot 11: Gifts
    • Flowers
    • Cane
    • Dildo
    • Vibrator
  • Slot 12: Gear
    • Night Vision Goggles
    • Thermal Vision Goggles
    • Parachute
  • Slot 13: Others
    • Detonator

The post-obit table lists weapons based on their types and categories assigned to them in the files.

Unarmed Melee Weapons Handguns Shotguns
  • Fist
  • Brass Knuckles
  • Knife
  • Nightstick
  • Pool Cue
  • Golf Club
  • Baseball Bat
  • Shovel
  • Katana
  • Chainsaw
  • Pistol/9mm
  • Silenced Pistol/9mm
  • Desert Eagle
  • Sawnoff Shotgun
  • Shotgun
  • Spaz 12/South.P.A.S. 12
Submachine Guns Assault Rifles Sniper Rifles Heavy Weapons
  • Tec9
  • Micro SMG
  • SMG
  • AK47
  • M4
  • Burglarize/Country Rifle
  • Sniper Rifle
  • Flamethrower
  • Minigun
  • Rocket Launcher
  • Heat-Seeking Rocket Launcher
Thrown Weapons Consumable Items Gifts Special
  • Tear Gas
  • Molotov Cocktail
  • Grenade
  • Satchel Charges/Remote Explosives
  • Camera
  • Spray Can
  • Fire Extinguisher
  • Dildo
  • Vibrator
  • Flowers
  • Cane
  • Detonator
  • Night Vision
  • Thermal Vision
  • Parachute

Vehicle Weapons

Imagery Table

Annotation: Click on the images to go to their articles, or hover over the image to reveal the weapon's name.

Unarmed
Fist-GTASA-Icon.png BrassKnuckles-GTAVC.png
Melee Weapons
Knife-GTASA.png Nightstick-GTAVC.png Poolcue-sa.png GolfClub-InGame-GTASA.png
BaseballBat-GTASA.png Shovel-GTASA.png Katana-GTAVC.png Chainsaw-GTAVC.png
Handguns
Pistol-GTA3.png DesertEagle-GTASA.png Silenced9mm-GTASA.png
Shotguns
Sawn-Off Shotgun Shotgun SPAS12-GTAVC.png
Submachine Guns
Tec9-GTAVC.png MicroUzi-GTASA.png SMG
Assault Rifles
AK-47-GTASA.png M4
Sniper Rifles
Rifle-GTASA.png SniperRifle-GTA3.gif
Heavy Weapons
Flamethrower-GTASA.png Minigun-GTAVC.png RocketLauncher-GTAVC.png Heat-SeekingRocketLauncher-GTASA.png
Thrown Weapons
TearGas-GTAVC.png MolotovCocktail-GTASA.png Grenade SatchelCharge-GTASA.png
Consumable Items
Camera-GTAVC.png SprayCan-GTASA.png Fire Extinguisher GTASA.png
Gifts
DildoLongPurple.png VibratorShort.png Flowers-GTASA.png Cane-GTASA.png
Special
Detonator-GTAVC.gif Goggles-GTASA.png Goggles-GTASA.png Parachute-GTASA.jpg

Additional Information

Standard Issue Weaponry

Weapons mandatorily added to Carl'due south inventory in accordance with storyline scripts.

Mission Weapon(s) Given
Tagging Upwardly Turf Spray Can (unlimited propellant, later reduced to 1000 units)
Nines and AK'south 9mm (unlimited ammo, +60 rounds afterward Ant'due south shooting practice)
Madd Dogg'southward Rhymes Knife
Burning Desire - Molotov Cocktail (+20 bottles)

- Fire Extinguisher (unlimited CO2, later removed)

Just Concern Micro SMG (unlimited ammo, later reduced to 80 rounds)
Reuniting the Families - Shotgun (+60 shells)

- AK-47 (unlimited ammo, subsequently removed)

The Green Sabre Camera (unlimited films, given subsequently all weapons are removed)
Badlands Camera (unlimited films, afterward reduced to 36)
Against All Odds Satchel Charges (+10)
Small Town Banking company Shotgun (adds upward to 48 shells, +48 if sawn-off or combat shotguns are endemic)
Are You Going To San Fierro? - Flamethrower (+300 units of fuel, after replaced past:)

- Rocket Launcher (10 rockets)

Photograph Opportunity Camera (unlimited films, later reduced to 24 if not already endemic)
The Da Nang Thang - Minigun (unlimited ammo, removed along with all weapons after Bohemian is destroyed)

- Knife (added to inventory afterwards being shot down, later replaced by:)

- Katana

Snail Trail Sniper Rifle (+five rounds)
Ice Cold Killa Silenced 9mm (+200 rounds)
Pier 69 Sniper Burglarize (up to 24 rounds are added)
Toreno'due south Last Flight Rocket Launcher (+sixty rockets, later removed)
Interdiction Rocket Launcher (+40 rockets)
Stowaway Satchel Charges (+1 if no charges are owned)
Black Project - Knife

- Silenced 9mm (+seventy rounds)

- Sniper Rifle (+35 rounds)

- Thermal Goggles

- Micro SMG (+200 rounds)

Green Goo Micro SMG (+2000 rounds)
Freefall 9mm (unlimited ammo, later removed if not owned)
Vertical Bird - Knife

- Silenced 9mm (+30 rounds)

Finish of the Line - Nighttime Vision Goggles

- Burn Extinguisher (unlimited CO2)

- Micro SMG (set to 120 rounds)

Dam and Blast - Knife
Architectural Espionage Camera (+xx, if not endemic)
Breaking the Bank at Caligula's - Pocketknife

- Silenced 9mm (+300 rounds)

- Tear Gas (+10 canisters, later replaced by:)

- Satchel Charges (+ten)

- Night Vision Goggles

Weapon names highlighted in Italic denotes the detail(s) as pickups, only compulsory in club to progress the game.

Optional Option-ups

Weapons explicitly made available during certain missions, missable if non collected.

Mission Weapon Pickup(south)
Cleaning the Hood Baseball game Bat
Outrider - Sniper Rifle (upwards to 40 rounds are bachelor to collect)

- Rocket Launcher (up to 20 rockets)

Others

These weapons are non available for use in the game, just are often depicted in several ways, often in in-game cutscenes.

In-game
  • Some cutscenes depicts a Glock-based Pistol, which was unlike from the M1911-based one used in-game.
  • The full-size Uz-I 9mm featured in Grand Theft Automobile: Vice City can be seen in some pre-release material and in Big Smoke' statue.
  • The HUD icon of the Micro SMG depicts the Mac x from Yard Theft Auto: Vice City instead of the respective Micro SMG.
  • The HUD icon of the Sniper Rifle depicts the PSG1 from Grand Theft Auto: Vice Metropolis.
  • The Python from Grand Theft Auto: Vice Urban center is featured as a sign on the archway of Ammu-Nation.
  • Several guns can be seen on shelves/racks in Ammu-Nation, which are: Steyr AUG, Galil 7.62, Norinco Type 64, Galil AR, various revolvers, Calico M110, MAC-10, Spectre M4, Heckler & Koch MP5K, IMI Uzi, Calico M950, Intratec TEC-9, AK-47, FAMAS, Thompson and Heckler & Koch G3A3.
  • In the mission Stowaway, one of the agents is seen wielding a camouflaged Colt M16A2.
  • In the mission mentioned higher up, the crates seen most the vehicles contains a silouette of what appears to be an MP5K.

Beta Weapons

Trivia

  • The TEC-9, Flamethrower, and Minigun are the only weapons which, when fired, do not motion CJ's body.
  • Oddly enough, melee weapons such as the Chainsaw tin be used to aggregate big sums of money in brusque periods of fourth dimension, if the player correctly utilizes the weapon with no law enforcement in their vicinity. Much like the Baseball game Bat in Thousand Theft Motorcar Three, where the player can kill literally thousands of citizens with no wanted level if planned correctly.
  • In that location are three unlike ways to get space ammo for guns. Outset, the player can purchase a lot of whatsoever type of gun to stock upwardly ammo; Secondly, the player tin can use the infinite ammo cheat; Thirdly, the player must acquire 100% game completion.
  • The Tec-9 and Micro SMG are the only weapons that share the same weapon skill (that is shown in stats equally machine pistol).
  • Weapons that can be dual wielded at Hitman level take significantly longer time to level up.
  • CJ volition be stripped of all his weapons twice during the principal storyline. In one case, later on The Dark-green Sabre, and once again during The Da Nang Thang.

Glitch

  • It is possible to get infinite ammo by going to a shooting range in some Ammu-Nation shops. Select a firearm of selection (excluding heavy and throwable weapons) and enter the shooting range, right later the screen turns black, press the escape button a few times and wait for CJ to teleport back in the store; the actor will notice (sometimes, rarely or never) the ammo of the firearm they're holding have doubled, keep doing this (with the help of luck) and when the ammo reaches until a point that the corporeality disappears, then information technology volition get unlimited. Players who are looking for an alternative mode to brand the ammo corporeality on the HUD icon disappear can simply buy ammo till it reaches 9999-?? then pick upwardly any weapon via police that they've dropped.

Meet Also

  • Weapon Stats in GTA San Andreas

Navigation

Weapons In Gta San Andreas,

Source: https://gta.fandom.com/wiki/Weapons_in_GTA_San_Andreas

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