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Damage

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Revision as of 14:43, 18 April 2025 by Jarrah (talk | contribs)

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