DeletedUser
Due to a lot of melee duelers' complaints about the firearm-dueler's advantages, here goes.
Hope you like it!Ammunition:
A firearm must be accompanied by a set of ammunition specified by the weapon type (to be bought at the general store) in order for a player equipped with a firearm to queue a duel. Without ammunition, the damage range of a firearm will be much lower than with ammunition(and also varies by weapon type). A player equipping a melee weapon does not need ammunition, but the cost of the melee weapon itself should increase if this is implemented.
There are varying types of ammunition, each available in the general storeas it levels. Granite and pebbles will change into ammunition types (removed from the
gunsmith) for the firearm slingshots, and the Boomerang and Throwing Knives firearms do not require any ammunition (an exception) for a standard duel.
Listed below are the types of ammunition:
- Pebble- to be accompanied by slingshots (including Huckleberry’s Slingshot) and does 50% of the damage range of the slingshot firearmxequipped (an odd number will be rounded up in a duel)- General Store lvl. 1 (can alternate between granite as a choice) Cost: $5 per 7-day period (a completely separate alternative to this is $5 for 40 pebbles/5 duels).
- Granite- to be accompanied by slingshots (including Huckleberry’s Slingshot) and does 100% of the damage range of the slingshot firearm equipped. Available at General Store lvl. 1 (can alternate between granite as a choice) Cost: $10 per 7-day period (a completely separate alternative to this is $10 for 40 pieces of Granite/5 duels).
- Shotgun round- to be accompanied by all types of shotguns (including Granmont’s pistol and shortened shotgun) and does 100% pf the damage range of the shotgun firearm equipped. Available at General store lvl. 3. Cost: $15 per 7-day period (a completely separate alternative to this is $15 for 40 rounds/5 duels).
- Lead Ball- to be accompanied by muzzleloaders (including Drake’s Muzzleloader) and does 75% of the damage of the muzzleloader firearm equipped (an odd number will be rounded up in a duel)- General Store lvl. 4 (can alternate between metal ball as a choice in lvl. 4 General Store) Cost: $15 per 7-day period (a completely separate alternative to this is $15 for 40 rounds/5 duels).
- Metal Ball- to be accompanied by muzzleloaders (including Drake’s Muzzleloader) and does 120% of the damage of the muzzleloader firearm equipped (an odd number will be rounded up in a duel)- General Store lvl. 4 (can alternate between lead ball as a choice in lvl. 4 General Store) Cost: $20 per 7-day period (a completely separate alternative to this is $20 for 40 rounds/5 duels).
- Tin Bullet- to be accompanied by all handguns/pistols in the Gunsmith. Does 75% of damage range of handgun/pistol equipped (an odd number will be rounded up in a duel)- Available in General Store lvl. 6. Cost: $25 per 7-day period (a completely separate alternative to this is $25 for 40 rounds/5 duels).
- Copper Bullet- to be accompanied by all handguns/pistols in the Gunsmith. Does 100% of damage range of handgun/pistol equipped- Available in General Store lvl. 6. Cost: $30 per 7-day period (a completely separate alternative to this is $30 for 40 rounds/5 duels).
- Iron Bullet- to be accompanied by all handguns/pistols in the Gunsmith. Does 120% of damage range of handgun/pistol equipped- Available in General Store lvl. 10. Cost: $50 per 7-day period (a completely separate alternative to this is $50 for 40 rounds/5 duels).
Once bought, the box of bullets will show up in your inventory, but will not be used until put in the paper-doll slot (a second one will be added) specifically for the firearm (the 2nd paper-doll slot will be disabled if a melee weapon is equipped). This way, if you have more than one type of firearm and more than one type of ammunition you may use them accordingly. Ammunition designed for a handgun/pistol will be void when equipped along with a slingshot, and vice versa.
Last edited by a moderator: