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= Weapon Damage Mechanics in CIT =
= Weapon Damage Mechanics in CIT =
This page details the damage mechanics in CIT, including the effects of high ping, damage multipliers based on ping thresholds, and the usage of various drugs to modify player performance. It also covers the damage values of different [[weapons]] in the game.
This page details the damage mechanics in CIT, including the effects of high ping, damage multipliers based on ping thresholds, and the usage of various [[drugs]] to modify player performance. It also covers the damage values of different [[weapons]] in the game.
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!'''Effect'''
!'''Effect'''
|-
|-
|'''Crack'''
|'''[[Crack]]'''
|Removes the damage of every 10th shot you receive (unless the shot would reduce more than 30 HP).
|Removes the damage of every 10th shot you receive (unless the shot would reduce more than 30 HP).
|-
|-
|'''Speed'''
|'''[[Speed]]'''
|Allows you to run while being shot. Reduces the duration of the taser effect to 1 second.
|Allows you to run while being shot. Reduces the duration of the taser effect to 1 second.
|-
|-
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=== Weapon Damage Values ===
=== Weapon Damage Values ===
{| class="wikitable"
{| class="wikitable sortable"
!'''Weapon Type'''
! ID
!'''Weapon'''
! Weapon
!'''Damage (HP per shot)'''
! Damage
!'''Notes'''
! Accuracy
! Clip Ammo
! Range
! Move Speed
|-
|-
|'''Pistols'''
| 22
|Colt
| Colt 45
|10
| 44
|20 HP for dual wield
| 1.25
| 50
| 70
| 1.00
|-
|-
|
| 23
|Desert Deagle
| Silenced
|47
| 40
|
| 1.50
| 4
| 35
| 1.50
|-
|-
|
| 24
|Pistol
| Deagle
|Replaced with taser
| 140
|Does not deal damage
| 1.25
| 7
| 35
| 1.50
|-
|-
|'''Shotguns'''
| 25
|Shotgun
| Shotgun
|50
| 10
|
| 1.00
| 5
| 40
| 1.70
|-
|-
|
| 26
|Sawn-off
| Sawed-off
|37.5
| 6
|75 HP for dual wield
| 0.90
| 4
| 35
| 1.30
|-
|-
|
| 27
|Combat Shotgun
| Combat Shotgun
|40
| 15
|
| 2.00
| 7
| 40
| 1.20
|-
|-
|'''Assault Rifles'''
| 28
|AK-47
| Uzi
|14
| 26
|
| 1.50
| 100
| 35
| 1.00
|-
|-
|
| 29
|M4
| MP5
|14
| 27
|
| 3.00
| 80
| 45
| 2.30
|-
|-
|'''Sub-Machine Guns'''
| 30
|Uzi
| AK-47
|7
| 36
|14 HP for dual wield
| 1.05
| 90
| 70
| 1.50
|-
|-
|
| 31
|Tec9
| M4
|7
| 35
|14 HP for dual wield
| 0.80
| 70
| 90
| 1.10
|-
|-
|
| 32
|MP5
| Tec-9
|10
| 19
|
| 2.00
| 100
| 35
| 1.00
|-
|-
|'''Rifles'''
| 33
|Country Rifle
| Rifle
|32
| 95
|
| 1.00
| 6
| 130
| 0.75
|-
|-
|
| 34
|Sniper Rifle
| Sniper
|60
| 150
|
| 1.00
| 1
| 150
| 1.00
|-
|-
|'''Heavy Weapons'''
| 38
|Minigun
| Minigun
|19
| 36
|
| 1.70
| 1000
| 75
| 0.65
|}
|}
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[[Category:Criminal Category]]
[[Category:Criminal Category]]
[[Category:Law Category]]
[[Category:Law Category]]
[[Category:Weapons and Combat]]

Latest revision as of 00:00, 20 April 2026

Weapon Damage Mechanics in CIT

This page details the damage mechanics in CIT, including the effects of high ping, damage multipliers based on ping thresholds, and the usage of various drugs to modify player performance. It also covers the damage values of different weapons in the game.


Ping-Based Damage System

The old system that gave extra damage to high-ping players has been removed. Now, damage is based on the difference between your ping and your enemy’s ping. If both of you have the same ping (like 300 ms), no extra damage is given to either side. This makes fights more fair for everyone, no matter their ping.


Drug Effects and Usage

Here is a summary of the effects of various drugs that can influence damage resistance and gameplay:

Drug Effect
Crack Removes the damage of every 10th shot you receive (unless the shot would reduce more than 30 HP).
Speed Allows you to run while being shot. Reduces the duration of the taser effect to 1 second.
God Grants you 15% damage resistance.

Weapon Damage Values

ID Weapon Damage Accuracy Clip Ammo Range Move Speed
22 Colt 45 44 1.25 50 70 1.00
23 Silenced 40 1.50 4 35 1.50
24 Deagle 140 1.25 7 35 1.50
25 Shotgun 10 1.00 5 40 1.70
26 Sawed-off 6 0.90 4 35 1.30
27 Combat Shotgun 15 2.00 7 40 1.20
28 Uzi 26 1.50 100 35 1.00
29 MP5 27 3.00 80 45 2.30
30 AK-47 36 1.05 90 70 1.50
31 M4 35 0.80 70 90 1.10
32 Tec-9 19 2.00 100 35 1.00
33 Rifle 95 1.00 6 130 0.75
34 Sniper 150 1.00 1 150 1.00
38 Minigun 36 1.70 1000 75 0.65

Additional Ways to Take Damage

In addition to the usual combat-related damage, there are other in-game actions that can lead to damage or even death. Below are some of the other common ways to take damage in CIT:

Cause of Damage Effect
Falling from a high place Falling from a great height can cause significant damage, and potentially lead to death if the fall is high enough.
Crashing into a wall Colliding with walls, buildings, or other obstacles at high speed can cause vehicle damage.
Drowning Falling into water and staying submerged for too long will result in drowning
Fire Damage Walking into fire, whether from an explosion, car, or other fire source, will cause ongoing damage.
Explosion Damage Being caught in an explosion, whether from a grenade, vehicle, or another source, can cause massive damage or death.
Rammed by a vehicle If another player rams into your vehicle at high speed, it can cause damage to your health.