Damage
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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.
High Ping Damage Multiplier
Players with higher pings (latency) are generally harder to kill, but to balance gameplay, a damage multiplier is applied to players with high ping. The following thresholds apply additional damage based on your ping:
- 150 to 200 ms: +10% damage
- 200 to 250 ms: +15% damage
- 250 to 300 ms: +20% damage
- 300 to 350 ms: +25% damage
- 350 to 400 ms: +30% damage
- 400 to 450 ms: +40% damage
- 450 to 550 ms: +100% damage
- 550 ms and above: +200% damage
This system is in place to prevent players from exploiting higher latency for an advantage in combat.
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
Weapon Type | Weapon | Damage (HP per shot) | Notes |
---|---|---|---|
Pistols | Colt | 10 | 20 HP for dual wield |
Desert Deagle | 47 | ||
Pistol | Replaced with taser | Does not deal damage | |
Shotguns | Shotgun | 50 | |
Sawn-off | 37.5 | 75 HP for dual wield | |
Combat Shotgun | 40 | ||
Assault Rifles | AK-47 | 14 | |
M4 | 14 | ||
Sub-Machine Guns | Uzi | 7 | 14 HP for dual wield |
Tec9 | 7 | 14 HP for dual wield | |
MP5 | 10 | ||
Rifles | Country Rifle | 32 | |
Sniper Rifle | 60 | ||
Heavy Weapons | Minigun | 19 |