I just got back from the DMV, I'm tired, I'll read these later.
EDIT:
Okay, I left the DMV hours ago. But I didn't have bus fare, so it took me a while to get here.
Last I checked it was 0-9, but it might require modded binaries for it to show in the HUD.
Okay good. So I can have 8 for explosives (AOTM: frag grenade, flash-bang, pipe bomb, molotov, CS grenade, smoke grenade), 9 for healing items (painkillers, first-aid kit, adrenalin shot) and 0 for needs items (bottled water, energy drink, coffee, etcetera). Good.
.I might be able to find a few other models... I know there's several you could use from the SMOD mod.
If you can, that'd be great. Because I was looking quite a bit through various Source-related modding communities, mostly Gmod communities, and found nothing. And if you do, tell me where you found them, so I can find more on my own.
At 0.15-0.25 seconds, almost nobody is going to see, much less be able to make use of that stagger. If it was 1.5-2.5, then maybe.Example: Test your reaction time using this, and tell me you can get down to 0.15 seconds reaction. (if you're scoring 15 or under, you're at that timing)
http://reflextest.net/reaction/clock.htm
I just got home from the DMV. I am tired, and I've already had three ciders and a glass of Chardonnay. And I STILL got a 9 on my second try. So HA.
EDIT:
After three more ciders and two more glasses of Chardonnay, PERFECT SCORE. HA.
EDIT2:
Also, I just did ten in a row an averaged it.
55, 10, 15, 19, 21, 8, 5, 11, 6, 7. I averaged 15.7. To remind you, while I'm not drunk, I'm not sober either. And I bet you anything I'd average under 10 if I was sober right now.
Also, the parry windows in the Souls series are about this length. That's what I based the parry windows off of, because I'm a Souls gamer. DSII has a parry window of about 0.2-0.3 seconds (depending on weapons used, rapiers had longer parry windows than shields and so forth) and people said that was too easy. In DSI, the parry windows were about 0.1-0.15 seconds. In Demon's Souls they were about 0.15-0.2 seconds. In BB they have guns that stagger, somehow, instead of dealing decent damage, somehow, that you use in much the same way as parrying. And the windows are all about 0.2 seconds. And players have NO problems doing this, and frequently complain about how "easy" it is to parry in the Souls games.
Please consider this for all other reaction time events as well.
Considered, snickered at, and grabbed another glass of Chardonnay because of.
Sounds good apart from the reaction timing and damage. (you'd have to score under 20 at the link I provided) Honestly, a bladed weapon that weighs about the same, doing significantly lower base damage than a baseball bat? (10 would be a better damage value IMO for the quick, and 15-18 for the stab)
Remember, this is a rapier. It's a very light, cut and thrust sword. It's never done good damage and it never will, this is a historically verifiable fact since people would frequently survive losing duels with these weapons and many people took a lot of stabs to go down, it's mostly a good weapon because it's excellent on the defensive side. And it's no different here. It's easy to parry with, if you pull too early it's still a 95% block, and an enemy staggered is staggered long enough for this thing to get in 2-4 cuts or 1-2 stabs. Add on how long the reach is, and it's probably the best melee weapon in the game as long as your enemy doesn't have a gun.
I theoretically could make the model myself for you, but for some reason all 3D modeling programs have as complex of controls as possible, even to the point of intentionally making it difficult to use. (if you know of one that isn't that way, let me know)
I don't, unfortunately. But ideally, it would look like a USMC ceremonial saber. The difference is, in this setting, USMC ceremonial sabers are battle ready and still carried by officers as an extra side-arm. And a... "motivational device". (Drawing your sword tends to get people to do what you want quickly and without question. Especially if you then point it at them and threaten to cut their throat if they don't follow orders.)
You might also want to look into using a hatchet with about 65-70% damage of this. (it would also make more sense as a concealable weapon)
I looked for a hatchet and came up empty. I also looked for an E-Tool for the marines, and came up empty. I found a shovel, but only in the TF2 cartoony style or full-sized. So marines are going to be using knives if they run out of ammo... But then, a marine with a Ka-Bar is still pretty damned dangerous.
Can't find anything significantly wrong, apart from excessively low damage. Seriously, this is more in the .22lr range for damage when compared to the melee weapons, which should probly be your first weapon instead of a 9mm. (you can use the same models for a .22lr version, as there are plenty of lookalikes in .22lr, unless you're thinking that that round is completely gone in your timeline)
Well, I can include a .22, probably a Ruger because I have the model, but the Glock would probably be your first pistol because it's just so damned common. And actually, I can provide a .22 pretty early on, even leaving one in the orphanage basement in the hands of a semi-intelligent zombie. (It would take a lot of setting info for that sentence to make sense, but I can if you want.)
As for the low damage, no. Melee weapons are non-locational and had to have their damage increased to compensate. See, most melee attacks would hit the chest. We can agree on that, right? And the chest has a 2x damage multiplier in this game. It's also halfway between the abdomen and chest, where hits that didn't meet the chest would normally land. So I doubled melee damage to compensate. If you want, think of that 5 as 10, because if you're hitting the chest that's what it'll amount to. Also, this is a FMJ round. All the damage and penetration values assume FMJ rounds.
You might also want to consider a .40 cal for this slot, (you can use the same model, as they make a .40 S&W version) as the government is the only reason the round exists, (FBI uses it exclusively for sidearms) and you said the gov't is placing the regulations for the rounds.
And the .45 is a favourite since the 1910s and isn't going anywhere anytime soon. And with this setting, a 10mm Glock 20 is more likely to be in the regular pistols category than a .40 is. (Significantly better penetration, slightly more damage.)
Actually, unless it's using a wavelength outside of the visible spectrum, (you would need to have a pulse of significant duration, probly no less than ¼ of a second in order to heat the area sufficiently to do any damage) it would definitely be visible. You also wouldn't have any form of splash damage.
1. Military lasers are infrared. So are these.
2. The pistol is 100 megawatts for one millisecond. That means it dumps the energy of 24 grams of TNT so quickly it can't possibly generate anything but an explosion. It's not a very big explosion, but it's still significant.
And the laser would definitely be a decent weapon in-game. It's the strongest pistol (10 locational, 10 blast damage) except for the larger laser, it has very long range, with armour penetration comparable to the molotov. One critical hit to the head would result in instant death as the laser blasts in their skull and scrambles the front half of their brain. The long recycle time and small capacity offset this, of course, but it's still a good weapon at a distance.
Now if you want splash damage, try for a particle beam. (it could have particulate energy splash damage from deflected particles) It's easier to miniaturize, easier to make, more powerful than an equivalently powered laser, and would likely be far closer to the weapon you envisage.
Except that a free electron laser is both lower-tech and easier to miniaturize, and operating with a very short pulse blows shit up just fine.
Also, you can use anything as a decent placeholder for it... Maybe try the AR2 model, scaled down. (you can even see a laser weapon usage of it in SMOD)
Yeah, but it's going to irk me, because I know the pulse rifle and how it performs. And as for the weapon itself, it would basically be a pistol with a cylinder instead of the side, with a smaller opening where the last lens is at the outside. Also, the lens should be covered when not in use, to prevent dust from accumulating on it.
Overall this is a major downgrade (apart from accuracy) from the 9mm you had as your first weapon. Why would anyone want to use this when they have that?
1. Better accuracy.
2. Slightly higher damage.
3. 40% critical chance instead of 30%. Crits are a beastly 5x damage, it's important just what your chance is.
4. It's in a different slot, you can have both.
http://www.thetruthaboutguns.com/2012/01/ralph/gun-review-magnum-research-iwi-desert-eagle-mark-xix-50ae/
Essentially what it says in there is that the way you hold the gun (a bit like limp-wristing a blowback pistol) is the culprit, not the gun, when it comes to FTF issues. It also says that this should be if not the, then very close to the most accurate pistol in the game. One of the other things it says is that it will definitely be the most powerful semi-auto handgun in the game by a very large margin. (not the measly 4 damage you currently have) It would still be very difficult for the 14 year old to handle it until he/she got used to it. (you could make it a part of a perk for forearm strength that not only does it make it easier to recover from recoil for other weapons, but able to handle this one without receiving damage)
1. It's fucked by crappy ergonomics, immense weight and an easily gummed up mini-gas mechanism. All reduce the accuracy of the weapon. (In case you couldn't tell, I fucking hate this gun.)
2. ...4? It's 13, dude. How can you get 4 and 13 confused? It IS the most powerful semi-auto. In fact, it's the most powerful handgun of any variety in the entire game.
3. You're 14. And being 14 changes a few things. Like your ability to handle a pistol that weighs damn near two kilos and kicks like a mother fucker.
This weapon should have about 5% higher damage than the DE, not less, and and accuracy on-par with the DE. (aka, nearly perfect accuracy at up to 50 yds) It should also have slightly lower recoil.
I've never fired a Raging Bull, but I have fired a Super Redhawk, the gun I WANTED to put in this slot but couldn't find a model for. And it's really, really accurate, yes. Kicks hard enough to sprain the PC's wrist, might just about jump out of their hands with that much recoil, but it's really accurate the first time. But as much as its damage is incredible... It's still a .45, in all honestly. The Desert Eagle is a .50. It exceeds the Casull, which I must remind you is my favourite revolver round of all time and I am biased FOR, not against, in both bore and muzzle energy.
And for in-game, this gun is probably a better weapon at most ranges than the Desert Eagle because the PC can't hit the broad side of a barn with the Desert Eagle. This gun may deal less damage and hold fewer shots, but it's much more accurate and is more likely to critically hit. And hell, if I take your suggestion for alternate ammunition, that would mean a .454 hollow-point is an option. Which is a scary thought.
Taser shouldn't have any resistances unless the armor contains metal. (like the chainmail you mentioned) Provided the base armor doesn't, (or plates) it should always have full effect. If it does, it should have no effect. Also, the 'heavy clothing' armor should be immune if the prongs hit the duster, as it will stop them from reaching the skin.
Dude, the prongs won't reach the skin through even fairly rudimentary armour. The lack of skin contact is what gives the resistance. I only don't make it totally worthless against anybody wearing any more than regular clothing (which is the realistic outcome, by the way) because that would mean there was no reason to carry it.
You just mean a more powerful single-hand energy weapon, correct? More damage, or more damage and penetration? What?
Twice the slowdown, deals twice as much damage, otherwise the same.
Note: Would be almost overpowered against a single enemy. One critical hit to the chest or head and they're done. Even a non-critical to the head would incapacitate and mortally wound them. That said, against multiple enemies, the six second recycle time could get you killed. And the small capacity isn't doing you any favours if you, say, hit them in the arm and pretty much waste your shot.
Other than overall weapon damage issues that I have mentioned, it seems good. (including the slight increase in damage from the 9mm pistol, accounting for the increased barrel length)
That's why the damage is up, yes. And the critical chance is down because it can be hard to get good placement with an automatic. And this is my favourite of all the 6-slot items.
The default ammo for this weapon is AP, and it is not as weak as you seem to think it is. 4 damage with high penetration would be more appropriate.
1. Yeah, it really is this weak. It's 4.6mm. If you insist on imperial, that's .17 calibre. It's like getting shot with a pellet gun, just going a bit faster.
2. I assume FMJ ammunition for all listed weapons.
3. Even with armour piercing, it's still a bit short of any of the rifles. I feel I need to explain the penetration values.
Basically, to get the resistances, I assigned two base resistance values to all the clothing options in-game. One for bullets, and a lower one for other threats. This was 40/20% for clothing, 80/40% for low-profile armour, 120/60% for light armour, 160/80% for medium armour and 200/100% for heavy armour. I then assigned a "penetration" value to each weapon. Then I calculated the resistance as base resistance minus penetration, and I'll assign a multiplier in the convars to achieve this effect.
"Extremely low" is for the shotguns and means -20. "Very low" is for the pistols means -40. "Low" is for the high-penetration pistols means -60. "High" is for the kalashnikov and means -160. "Very high" is for the AR-15 and M4 and means -180. "Extremely high" is for the FAL and Scout, and means -200. For armour-piercing ammunition, double these penetration values. For hollow-points, halve them.
For example, the MP5 gets -40. Light armour has 120. So light armour resists 80%. That means the convar multiplier will be 0.2. This MP7 gets -60, light armour has 120, so it'll be resisted 60% by a convar multiplier of 0.4. This means against light armour, the MP5 deals 1.2 and the MP7 deals 0.8. This is before placement and criticals are taken into account, of course.
As with other, I question your decision of penetration and damage. I would think 7 damage and medium penetration to be more accurate.
And I don't. The 5.56 has the bore of a .22, and moving twice as fast doesn't make up for it, especially since its stupid boat-tailed spitzer design ensures it punches through leaving the tiniest hole possible. It has terrible stopping power, and that's never going to change, no matter how much you might want it to.
Might want to take a look at the models from the Eternal Silence mod. (they're pretty futuristic looking)
I'll look, but remember I can only use resources if the creator gives the okay. That's why I've been looking around Gmod communities. I haven't found anybody who has made something for Gmod and not given permission to use the resources for other things.
I still take issue with your damage and penetration estimates. (I would think 6 damage and low penetration would be more accurate)
No, because this is 12-gauge 2.5" #1, not 8-gauge 3.5" 0000. Individual #1 pellets don't do much damage (they're 7.62mm) and don't penetrate worth a damn (they're spherical), and with this being a 2.5" shell they do even less of each.
Also, is your 'very low' accuracy a 10° cone spread, (a conservatively wide estimate) or is it that the point where your reticle is pointed at isn't where the center of the pattern is going to be?
Accuracy is just spread. And the exact values are TBD. At this point it just means "less accurate than low, more accurate than extremely low". And remember, your character's lack of experience and training makes the weapon less accurate. And for the record, there should be a sawn-off pump shotgun and a lupara available as 6-slot and 5-slot weapons that would have extremely low and shameful accuracy, but I can't find any I like other than the Counter-Strike sawn off that I'm not sure I can use.
But even though it's all TBD, here's the values I was thinking of for spread:
Perfect: 0°
Extremely high: 1°
Very high: 2°
High: 3°
Medium-high: 4°
Medium: 5°
Medium-low: 7°
Low: 9°
Very low: 11°
Extremely low: 13°
Shameful: 15°
This would mean an 11° cone for the Spas. Which is about right, since it's being fired by somebody with no weapons experience.
Would probly be better to use the DAO-12 (Armsel Striker) for the shotgun, if you aren't going to go full-auto or short-barrel. (and look at the penetration images I linked as well, it should probly only be low penetration)
The Benelli M4 is common amongst both civilian and military users and is the standard shotgun of the marine corps. This setting didn't change that.
Since it is (by design) a shorter barrel shotgun, I would suggest very low penetration, and 5 damage. Also, a significantly wider cone of fire. (all coach guns I've seen had a 15-20° cone)
For a double-barrel shotgun to be at all useful in-game, it had to have a tight choke. And yes, you can get a short double-barrel with a tight choke. But I suppose I could loosen the chose a bit and just up the rate of fire so you can fire both barrels as fast as you can double-click and have THAT be the advantage.
As for the damage, shotguns really don't get a significant ballistic advantage out of a longer barrel because the gas can pass by the pellets as they spread out down the barrel, and the powder burns really quickly. It helps narrow the shot pattern, but that's about it. Well, unless you're firing a slug. Then barrel length is hugely important.
I would say 8 damage personally...
And I would say no, personally...
I suggest exact same stats as the M4, except semi-auto only. (that is what it is anyways)
The AR-15 is more accurate than the M4, which is one performance change I made. The other change, critical chance, comes from it being semi-auto instead of full-auto. Both of those are completely justified changes.
I'd say 15-20 damage from this. (1-2 shots should take out anything that doesn't have plate armor)
Except that the rifle really isn't that powerful. The 7.62x51 isn't that different from the 7.62x39, except it moves a little bit faster. And if you give them the same powder, as is the case here, that difference is pretty marginal as the 7.62x39 moves noticeably faster when loaded with the same powder as the 7.62x51. You use it in-game because it's semi-auto, accurate, ignores all soft armour and breaks hard armour quickly at most ranges.
Same suggestion as mentioned with the FAL. You could also put an SVD here... (the model and everything is in the SMOD mod)
Well, I like the SVD, but I can't see it being present in large numbers in Texas. I mean, the kalashnikov was only present because rednecks LOVE it. (And it's one of the few loves I share with rednecks. I mean, the only other thing they love that I also love is whiskey. And even there, we disagree on the type of whiskey.)
Don't leave weapons out simply because you can't find a model for them yet, or modifications to weapons because you think it needs models you haven't found yet. (I'm sure I could muddle my way through a modeling program enough to chop the sights off stuff for you to have sights and no sights) You can also do many different ammo types without issue using copy+paste and changing a couple variables variables. (for those weapons that have multiple ammo types for the same model, like the Glocks and the DE, or even the FAL and AR-15 [turning it into the AR-10])
I get how easy ammo types are, but I'm going to try and keep it to four for each weapon. Regular, armour piercing (double penetration, half damge), hollow point (half penetration, double damage) and one special one (different for each weapon). The difference is shotguns, where it's #1 buck, #2 bird (80x1 damage, no penetration), flechette (5x3 damage, quadruple penetration, 1/3 damage against hard armour) and dragon's breath (expensive, 10x2 damage, no penetration, sets targets on fire for 10x1 damage per second for 10 seconds). Now, I considered including a slug, but the slug would have been severely overpowered. So I'm leaving it out. If I can think of a way to balance something that would be as powerful as an entire load of flechettes, get the same soft armour penetration and not be weak against hard armour, I'll add it as a fifth ammo type for shotguns.
Final recommendation: Consider building your mod on the foundation of SMOD. (as it already has many changes of the likes you seem to be desiring)
I was going to build it on the foundation of regular ol' Half-Life 2, but okay.
I'm going to add a few more to the list. The F2000, UMP-45, Glock 20 and Ruger Mk. II. Also adding some explosives (8-slot), healing items (9-slot), needs items (10-slot), flashlights (F key) and offhand weapons (G key).
Ruger Mk. III: Slot 4 (pistol). Primary attack discharges the pistol for 2 damage and a 30% chance to critically hit. Secondary attack throws a left hook with your fist. You can block with your left arm while using this weapon. You can fire this weapon while blocking, but it is less accurate. 9x19mm Parabellum. 10 round capacity, semi-automatic, very fast fire rate, negligible recoil, high accuracy, extremely low penetration, 2.5% slowdown. The most accurate ballistic pistol in the game, fires as fast as you pull the trigger and the recoil (while present) is so low as to be safely ignored at close range. I normally don't mention availability, but .22 ammo is exceptionally common and extremely cheap, and you can get the pistol and an extra hundred rounds for free in the orphanage basement. If you can just take it from the semi-intelligent zombie that's firing it at you.
Five-Seven: Slot 4 (pistol). Primary attack discharges the pistol for 2 damage and a 30% chance to critically hit. Secondary attack throws a left hook with your fist. You can block with your left arm while using this weapon. You can fire this weapon while blocking, but it is less accurate. FN 5.7x28mm. 20 round capacity, semi-automatic, very fast fire rate, low recoil, medium-high accuracy, low penetration, 1.25% slowdown. Fastest and lightest pistol in the game, does well against low-profile and especially light armour, and since it fires as fast as you can click, it's not as weak as it appears. Still, not a good weapon for a serious fight.
Glock 20: Slot 4 (pistol). Primary attack discharges the pistol for 7 damage and a 30% chance to critically hit. Secondary attack throws a left hook with your fist. You can block with your left arm while using this weapon. You can fire this weapon while blocking, but it is less accurate. 10x25mm Auto. 15 round capacity, semi-automatic, fast fire rate, medium recoil, medium-high accuracy, very low penetration, 2.5% slowdown. Compared to the glock, less available ammunition and lower capacity, but more power.
UMP-45: Slot 6 (secondary weapon). Slot 6 (secondary weapon). Primary attack discharges the submachine gun for 11 damage and a 20% chance to critically hit. Secondary attack strikes with the weapon's stock for 6 damage. You cannot block with this weapon, and it takes both hands. .45 ACP (11.43x23mm). 25 round capacity, fully automatic, 600 rounds/minute, medium recoil, medium accuracy, very low penetration, 7.5% slowdown. Compared to the MP5, it has a smaller capacity, a slower rate of fire and higher recoil, but much more power.
F2000: Slot 7 (primary weapon). Primary attack discharges the rifle for 3 damage and a 20% chance to critically hit. Secondary attack strikes with the weapon's stock for 12 damage. You cannot block with this weapon, and it takes both hands. 5.56x45mm NATO. 30 round capacity, fully automatic, 900 rounds/minute, negligible recoil, medium accuracy, very high penetration, 10% slowdown. Compared to the M4, it's heavier but has lower recoil. Compared to the AR-15, it's also less accurate but fires faster.
Fragmentation grenade: Slot 8 (explosive). Primary attack throws the grenade, secondary attack throws a left hook. The explosion deals 120 damage, falling off over distance up to 12 metres, poor armour penetration. Maximum 4. Flies nice and far, has a good blast radius, strong enough to incapacitate and fatally wound in one sufficiently close-ranged explosion should the enemy not have a resistance.
Pipe bomb: Slot 8 (explosive). Primary attack throws the pipe bomb, secondary attack throws a left hook. The explosion deals 160 damage, falling off over distance up to 8 metres, better armour penetration. Maximum 2. This pipe bomb is a bit large to throw a long distance or carry many off, but it's very strong.
Molotov cocktail: Slot 8 (explosive). Primary attack throws the molotov, secondary attack throws a left hook. The explosion spreads a fire that does 20 damage per second for 10 seconds, within a 5 metre radius, great armour penetration. Maximum 2. This molotov is very well made and does very well against armour, as without hard armour even a heavily armoured enemy will be incapacitated and mortally wounded by it before it burns out.
Flashbang grenade: Slot 8 (explosive). Primary attack throws the flashbang, secondary attack throws a left hook. The explosion deals 80 damage, falling off over distance, within a 2-metre radius. The flash blinds and deafens the player temporarily, stuns NPCs. Less-lethal weapon, reduced criminal charges for its use. Max 4.
CS gas grenade: Slot 8 (explosive). Primary attack throws the gas grenade, secondary attack throws a left hook. The explosion spreads a noxious gas that reduces visibility within ten metres and blurs vision, dealing less-lethal damage at a rate of 3 per second for one minute. As it is not resisted by armour, an enemy would be incapacitated non-lethally after 34 seconds, and the full duration would leave them close to death. (Don't let the "less lethal" designation fool you. Tear gas is poison, and it will kill you if you breathe in enough of it.) Those that don't will have their vision blurred for one minute after exposure ends, which reduces NPC and player accuracy and makes detection difficult. Less-lethal weapon, reduced criminal charges for its use. Max 4.
Smoke grenade: Slot 8 (explosive). Primary attack throws the smoke grenade, secondary attack throws a left hook. The explosion spreads a thick black smoke, stopping all vision within ten metres, dealing less-lethal damage at a rate of 5 per second for one minute. Twenty seconds is incapacitating, forty is lethal. (What did you expect? Smoke inhalation would be bad enough, this smoke is also burning hot and toxic.) Max 4.
Painkillers: Slot 9 (healing item). Primary attack takes one dose of painkillers, temporarily restoring 10 health. Multiple doses don't stack, but you lose temporary hitpoints first when damaged and additional doses will refill them. These temporary hitpoints degrade at one point per minute. Painkillers do not work on a downed character. Secondary attack throws a left hook. Activate an ally with this out to give them a dose of painkillers. Max 8. You may have all three healing items equipped to slot 9.
First-aid kit: Slot 9 (healing item). Primary attack heals oneself, which takes a bit of time but restores 10 health permanently. You may use multiple first-aid kits should you find more. Secondary attack throws a left hook. Activate an ally with this out to use it on them. You cannot use a first-aid kit when down, but you can use them on somebody who is down to revive them with 1 health. Max 1. You may have all three healing items equipped to slot 9.
Adrenalin shot: Slot 9 (healing item). Primary attack injects the adrenalin, temporarily restoring 10 health. Multiple doses don't stack, but you lose temporary hitpoints first when damaged and additional doses will refill them. These temporary hitpoints degrade at one point per minute. Secondary attack throws a left hook. Activate an ally with out to give them the shot. Only works on player characters. You can use an adrenalin shot on yourself while downed, temporarily reviving yourself and giving you a better chance at survival. Max 4. You may have all three healing items equipped to slot 9.
I'm not going to cover slot 10 (needs items) right now. But I can say that, like slot 9, you may have all slot 10 items equipped to slot 10. This makes it a bit harder to get the one you want out quickly, but that's alright given the nature of the items. I don't think you'll ever be frantically scrambling for your water bottle, do you?
Maglite: F key (Flashlight). Press "F" to bring out the flashlight. Primary attack strikes with the flashlight for 16 damage and a 35% chance to critically hit. Secondary attack toggles the light on and off. Striking with it will temporarily take the light off of where you're looking, interfering with visibility. You can block with this weapon, block percentage is 90%/10%. Parry window is 0.05s. (Good luck parrying with a flashlight.) Consumes battery power Can be taken into weapon-free areas, despite being usable as a lethal weapon. You should find this in the orphanage, right outside the door to the basement. Batteries can be found outside the door to the collapsed older girls' dormitory, an alternate path into the basement.
Riot shield: G key (Offhand). Press "G" to equip or unequip the riot shield. This weapon takes space in your left hand, and puts itself between you and enemy bullets. Bullet impacts on the riot shield deal reduced damage, dependent on their penetration. (Completely stops buckshot, .22, 9mm, 10mm and .45 rounds. Reduces standard .357, .454, .50 AE, 4.6mm and 5.7mm rounds by 2/3, 7.62x39mm by 25%, 5.56x45mm by 22.5% and 7.62x51mm by 20%.) Blocking with the riot shield puts it between you and your enemies' bullets and counts as blocking explosives and melee, you cannot attack with any weapon while blocking with this weapon, overrides the normal blocking ability of whatever weapon you are carrying in your right hand. Block percentage is 80%/40%. Cannot parry. 25% slowdown. This thing is big, heavy and clunky, but it's good to have if your enemies start shooting or throwing hand grenades.
Offhand knife: G key (Offhand). Identical to the bowie knife, but in the off hand. Primary attack uses the primary of your main weapon, secondary attack stabs with this weapon. Overrides the blocking ability of your primary weapon. You can block with this weapon and attack with your other weapon at the same time. 1.25% slowdown.
There should be a parrying dagger here, but there isn't. Would have been useful, you could block well with one while attacking with your main weapon, and should you parry an enemy there wouldn't be a delay before you could start attacking with your main, allowing you to get in more hits while they're staggered. The knife can do all that, it just has a lower block percentage.
Another quick, important note: Enemies don't get armour points. The reason why is mostly because it's a bitch to give NPCs armour points. I can't even find a tutorial on how to do it, and I don't know if anybody ever has. Instead, NPCs will get health equal to 1/2 the armour points of their suit, and resist 2x the normal amount on the hard armoured body parts. For instance, a cop with hard plates and a helmet would get +75 health and take 30% less damage on their torso and head. And while you have an important underlayer of health (called integrity, coded much the same as the permanent health in Left 4 Dead, except it depletes at 1/second while you're out of health and is a royal pain to heal as only a hospital can do it) NPCs just have an extra hundred health, collapse when their health reaches 100 and begin taking damage at 1/second as long as their health is 100 or below. (Which does still mean you can just incapacitate them and wait for them to die, unless you're using a less-lethal weapon.)
Enemies also don't have stamina, and can do stamina-draining actions such as sprinting and blocking infinitely. To compensate, all stamina-draining actions are less effective for them. They only sprint at 1.5x normal run speed (6m/s) instead of your 2x normal run speed (8m/s), block percentages for them are lowered so that they take twice as much damage (95% becomes 90%, 90% becomes 80%, 85% becomes 70% and 80% becomes 60%) and parrying only stops them from taking damage, it doesn't stagger anybody. (NPC parries can't stagger other NPCs or the player. The player couldn't be staggered anyway, but a successful parry by another player would have stopped them from using the parried weapon for a second, and an NPC parrying them won't even do that.) NPCs also starts taking damage right away under water.
Oh, and a quick thing I'm certain you already figured out: Stamina is the renamed aux power meter. You use it to sprint, block, go underwater without taking damage and all that. Almost everything that drains it constantly drain 1/second. It regenerates 1/second when not in use if you are walking or standing still. Items can restore it much faster without you needing to slow down. All pretty basic.