Ongoing calculation on how many rounds it takes to down enemies. Current Values Calculated While playing the resident evil 2 remake, i was testing weapon damage values on Leon (Normal). Here are the results so far:
Resident Evil 2 remake uses an over-the-shoulder third person perspective, where the player can freely-aim their weapon while moving the camera angle accordingly. The player must first equip a weapon via the inventory to aim it at the desired targets.
Resident Evil 2 Remake Weapon Damage
A reticle will appear once the weapon is aimed, which will become smaller when aimed for a short period of time while not moving. If the reticle is small, it gives the player's gunfire much more accuracy and damage. Attempting to fire the weapon or moving while aiming will reset the reticle.
They are used as both offensive and defensive weapons; as offensive weapons, they allow the player to deal heavy damage to enemies (or, in the case of Flash Grenades, to temporarily disable them). As in the remake of the original game, they can also be used as defensive weapons; when the player is grabbed by an enemy (such as a Zombie or a Licker), they are prompted to press the Sub-weapon button (which varies depending on the platform) to counterattack and free them from the enemy's grip. If the player does not respond, the enemy will damage them, potentially killing them if the player's character is low on health. If the player is attacked by a Zombie and a second Zombie joins the attack, the prompt to counterattack with the Sub-weapon will disappear. However, when Sub-weapons are used as defensive weapons, they are much less effective than when used as offensive weapons.[1][2]
The Hand Grenade is an another throwable Sub-weapon. Upon being thrown to the ground, it explodes, instantly killing most low-tier enemies within its blast radius, or dealing tremendous damage to high-tier enemies like William Birkin's G forms.
[Weapons]- Changed weapon damage- Long range attack do less damage- Powerful weapons can no longer be got easy- Replaced MAC-11 with H&K MP5- Added Leon's weapons- Combat Knife - increased damage and attack speed- Handgun - wider varieties with different features- Some weapons have new hold/shoot animations
Similar to the Resident Evil 2 remake, the game features a host of weapons with varying levels of modularity, which are stored in the same grid-based inventory. As before, many of these weapons can be modified with attachments found in the world, which augments their performance at the cost of increasing their inventory footprint, though the specific mods that expands a firearm's profile can still be removed. Certain mod items can only be acquired by incapacitating the Nemesis when he appears, similar to the system implemented in the original Resident Evil 3: Nemesis. After obtaining every possible item from him, incapacitating the Nemesis further will only drop ammo.
Gunplay is largely the same across the board as the Resident Evil 2 remake, but with much more freedom, as ammunition is now more abundant and enemies are far less resilient. The player's knife is also unbreakable, but it along with grenades can no longer be used to quickly shake out of an enemy's grasp, as sub-weapons are no longer a thing. Also gone are the enhanced ammo types, namely those for the Samurai Edge and shotgun, so the only way to increase weapon damage is via specific mods.
Certain weapons that appeared in the original do not return in the remake, having either been replaced (Desert Eagle vs. Smith & Wesson Model 629 Classic), combined into one (Glock 19 vs. Samurai Edge and STI Eagle 6.0), or are just absent entirely (e.g. Mare's Leg, Minigun).
Resistance reuses most of the guns that appeared in the Resident Evil 2 remake, which can be purchased from the item chests with Umbrella Credits. These weapons come with attachments right out of the box if applicable. All firearms in Resistance use the same type of universal ammo, with more powerful weapons using up more "units" per shot, translating into less ammo overall. As a holdover from RE2's gameplay style, grenades can be used as subweapons to shake out of an enemy's grasp, though specific skills are required to be able to do this.
The Desert Eagle Mark XIX from RE2 returns, but is technically not the same weapon. It's presented with the slightly tweaked name ".44 AE Lightning Hawk", suggesting the use of a fictional .44 AE cartridge. It's unclear what influenced this caliber change, seeing as it's simply reusing the same Lightning Hawk model from the 2019 remake of Resident Evil 2, and the ammo description for both guns contradict each other on whether which is the most powerful caliber for commercial handguns on the market. The most likely explanation is that the developers did not realize that the actual name of the cartridge is just ".44 Magnum" (A cartridge a Desert Eagle can chamber with the appropriate barrel and magazine), when they tried to make it stand in for the Smith & Wesson Model 629 Classic from the original game.
Carlos's rifle can be modded with an Aimpoint CompM2 style red dot sight like in the original, 2 mags clamped together, and an aftermarket grip, which can be obtained within the game. The weapon itself does a decent amount of damage per-shot, roughly on par with Jill's Samurai Edge, and can be fired comfortably in semi or full auto. Additionally, unlike handguns, the CQBR is capable of reliably stunning zombies, especially when shot in the head which will cause them to be stunned and slightly stagger backwards.
The Rai-Den is an extra weapon that can be unlocked by purchasing it in the post-game Bonus shop. It has infinite ammo, and shoots bolts of electricity much like RE2's "Sparkshot". The Rai-Den does great damage to enemies when fired up close at their weak points, but requires a short charging period to reach maximum firepower, and its range is pretty much non-existent.
One of the Nemesis' new weapons is a custom-made flamethrower, which he uses during the confrontation in the construction site. Due to his superhuman strength and dexterity, he is able to wield it one-handed with deadly efficiency, in addition to a large fuel tank mounted behind him. He is able to use it traditionally by spraying continuous streams of fire, along with using it like a sort of "fire sword", using bursts of fire, along with the bulk of the weapon itself, to deal damage by swinging it around. It also has a bombardment function, where he aims the gun upward and shoots out explosive balls of napalm around his area.
The M26 hand grenade returns from Resident Evil 2, still known simply as "Hand Grenade". The weapon retains it's power from the last game, and is capable of dealing massive amounts of damage in a wide area. However, only a limited amount of grenades are found throughout the game and they cannot be crafted, so its best to save them when fighting powerful and deadly enemies like The Nemesis or any of the two Hunter species.
The main advantage the Riot Gun has over other shotguns in Resident Evil 4 is a substantially tighter spread, allowing for it to deliver reliable damage and score knockdowns at ranges that other weapons of its class cannot.
Although it suffers from a slow reload speed, it more than makes up for that shortcoming by sporting the highest damage output of any shotgun in Resident Evil 5. Even outside of its impressive stats, the weapon is worth using on account of its awesome animations alone. When aiming, fan-favorite Resident Evil protagonist Chris Redfield will strike a Mad Max or Terminator-esque pose, holding the shotgun in a single hand.
Unlimited ammo and a frankly outrageous damage output make the Chicago Typewrite one of Resident Evil 4's most imposing unlockable weapons, but its stats don't tell the entire story. Mowing down crowds of enemies without a care in the world is rewarding, but it's the weapon's special presentation that really sells the experience.
Using those powerful weapons in such an emergency, however, is always immensely rewarding. One such example is the Lightning Hawk magnum in Resident Evil 2's remake. The player spends most of the game weak and on the run, but it's all worth it when they finally get an excuse to take a zombie's head off with a single round from this powerful handgun.
Although the LZ Answerer demands that the player complete some pretty intense gameplay challenges to unlock it, it's worth the effort because this weapon, predictably, has the highest damage output of any melee weapon in the game. It can also heal the player, and there's a double-blade mode, as well.
The shotgun in Resident Evil 2 functions similarly to the shotgun from the original game; a wide spread, reliable knockdown, and impressive damage make it a weapon best reserved for fighting crowds, stronger enemy types, and the ever-present threat of a difficult RE boss encounter. The big difference between Resident Evil 2's shotgun and its predecessor is presentation.
There will always be an ongoing debate about the best weapons in the franchise, especially in Resident Evil 4, but few can claim to inspire as much loyalty as Resident Evil 4's humble Red9 handgun. Purchasable early on in the game, the Red9 is an extensively upgradeable pistol that puts out enough damage to deal with nearly every enemy the game will throw at the player.
Its simple design and reliably high damage output have made it the workhorse pistol of choice for many, if not most Resident Evil 4 fans. Unpretentious and efficient, the Red9 is one of the best generalist weapons the game has to offer.
Reddit user Kitsunekinder tested the damage done in PvE across the two categories, and the different weapon types: auto rifles, scout rifles, submachine guns etc, while taking into account whether the enemy was shielded or not. Of course, it's common knowledge that you need to use an Energy weapon to take down enemy shields, but do you actually lose anything by treating Energy weapons as primaries? 2ff7e9595c
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