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Difference between revisions of "Battlefield 3"
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− | [[Image:Battlefield-3-back-to-karkand-pc-boxart.jpg|thumb|right|320px|Battlefield 3 Back to Karkand (2011) DLC.]] | + | [[Image:Battlefield-3-back-to-karkand-pc-boxart.jpg|thumb|right|320px|''Battlefield 3: Back to Karkand'' (2011) DLC.]] |
− | [[Image:Battlefield-3-close-quarters-dlc-cover-hd.jpg|thumb|right|320px|Battlefield 3 Close Quarters (2012) DLC.]] | + | [[Image:Battlefield-3-close-quarters-dlc-cover-hd.jpg|thumb|right|320px|''Battlefield 3: Close Quarters'' (2012) DLC.]] |
− | [[file:Battlefield 3 armored kill.jpg|thumb|right|320px|Battlefield 3: Armored Kill (2012) DLC.]] | + | [[file:Battlefield 3 armored kill.jpg|thumb|right|320px|''Battlefield 3: Armored Kill'' (2012) DLC.]] |
− | [[file:Battlefield-3-aftermath-cover.jpg|thumb|right|320px|Battlefield 3: Aftermath (2012) DLC.]] | + | [[file:Battlefield-3-aftermath-cover.jpg|thumb|right|320px|''Battlefield 3: Aftermath'' (2012) DLC.]] |
− | [[file:Bf3 EndGame.jpg|thumb|right|320px|Battlefield 3: End Game (2013) DLC.]] | + | [[file:Bf3 EndGame.jpg|thumb|right|320px|''Battlefield 3: End Game'' (2013) DLC.]] |
'''''Battlefield 3''''' (also known as '''''BF3''''') is the twelfth installment of the ''[[Battlefield|Battlefield series]]'', and direct sequel to ''[[Battlefield 2]]''. The game was developed by the Swedish company Digital Illusions Creative Entertainment (DICE) and published by Electronic Arts in 2011 for the PC, PS3 and Xbox 360. The game is powered by the proprietary Frostbite 2 engine, a further development of the engine used in the ''Bad Company'' games. | '''''Battlefield 3''''' (also known as '''''BF3''''') is the twelfth installment of the ''[[Battlefield|Battlefield series]]'', and direct sequel to ''[[Battlefield 2]]''. The game was developed by the Swedish company Digital Illusions Creative Entertainment (DICE) and published by Electronic Arts in 2011 for the PC, PS3 and Xbox 360. The game is powered by the proprietary Frostbite 2 engine, a further development of the engine used in the ''Bad Company'' games. | ||
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==Beretta M9== | ==Beretta M9== | ||
− | In the beginning of the single-player mission "Semper Fidelis" and "The Great Destroyer", Blackburn acquires a [[ | + | In the beginning of the single-player mission "Semper Fidelis" and "The Great Destroyer", Blackburn acquires a [[Beretta M9]]. It can also be seen holstered on some US Marine throughout the single-player campaign. In multiplayer it is the starting handgun for US forces. Another note of interest is that unlike in ''[[Battlefield: Bad Company 2]]'' and ''[[Medal of Honor (2010)|Medal of Honor]]''<nowiki>'</nowiki>s multiplayer, the M9's magazine is 15 rounds + 1 in the chamber like in reality. In multiplayer, Players can unlock additional M9's outfitted with a Tactical Light and a Sound Suppressor separately as they level (rank) up. |
[[Image:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm.]] | [[Image:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm.]] | ||
[[Image:BF3-M9-1.jpg|thumb|none|601px|Blackburn holds an M9 at the start of the introductory mission "Semper Fidelis." This one of only two times in the entire campaign the player character has a sidearm.]] | [[Image:BF3-M9-1.jpg|thumb|none|601px|Blackburn holds an M9 at the start of the introductory mission "Semper Fidelis." This one of only two times in the entire campaign the player character has a sidearm.]] | ||
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[[Image:Bf3 m9 latarka reloading 1.jpg|thumb|none|600px|The player character in multiplayer reloads a Beretta M9 fitted with a flashlight.]] | [[Image:Bf3 m9 latarka reloading 1.jpg|thumb|none|600px|The player character in multiplayer reloads a Beretta M9 fitted with a flashlight.]] | ||
[[Image:Bf3_M9_suppressed.jpg|thumb|none|600px|The M9 with a suppressor. Different classes of weapon use different suppressor models, but those models are shared among the weapons of that class. The only exceptions to this are the G3A3 and SCAR-H CQC, which use the same model as the sniper rifles because of their caliber.]] | [[Image:Bf3_M9_suppressed.jpg|thumb|none|600px|The M9 with a suppressor. Different classes of weapon use different suppressor models, but those models are shared among the weapons of that class. The only exceptions to this are the G3A3 and SCAR-H CQC, which use the same model as the sniper rifles because of their caliber.]] | ||
+ | |||
==="93R"=== | ==="93R"=== | ||
− | + | The [[Beretta M9|M9]]'s model is also modified to be the [[Beretta 93R|"93R"]] in the game. The weapon is given a 93R's muzzle brake and folding foregrip, as well as being able to fire 3-round bursts, and uses 20 round magazines, can be unlocked as a sidearm in Co-Op requiring a 86,000 Co-Op Score. | |
[[Image:Beretta92FS ExtR.jpg|thumb|none|400px|Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm]] | [[Image:Beretta92FS ExtR.jpg|thumb|none|400px|Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm]] | ||
[[Image:Bf3 93r holding.jpg|thumb|none|600px|The player character in multiplayer holds his fake Beretta 93R on an F/A-18 Hornet he found grazing in a field.]] | [[Image:Bf3 93r holding.jpg|thumb|none|600px|The player character in multiplayer holds his fake Beretta 93R on an F/A-18 Hornet he found grazing in a field.]] | ||
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==MEU(SOC) Pistol== | ==MEU(SOC) Pistol== | ||
− | The USMC variant of the | + | The USMC variant of the M1911, the [[M45]], can be used if the player is a Battlefield Veteran or a member of the EA Gun Club. It is a standard M1911A1 with a three-hole trigger, a Springfield slide, commander-style hammer, beavertail grip safety, Pachmayr rubber grips, and uses 8 round magazines. It comes with additional variants that incorporate a Tactical Flashlight or Sound Suppressor. A variant with both aforementioned attachments (named ''M1911 S-TAC'') exist, but prior to the release of the ''End Game'' DLC, it was available only to DICE employees. For those with the DLC, a series of assignments need to be completed in order to unlock a final assignment, called "All about precision". After completing it (which require 20 headshots with pistols), the pistol is unlocked. |
[[File:Silver MEU.jpg|thumb|none|350px|MEU(SOC) Pistol - .45 ACP]] | [[File:Silver MEU.jpg|thumb|none|350px|MEU(SOC) Pistol - .45 ACP]] | ||
[[Image:BF3-MEU(SOC)-1.jpg|thumb|none|600px|An American soldier with the MEU(SOC) pistol.]] | [[Image:BF3-MEU(SOC)-1.jpg|thumb|none|600px|An American soldier with the MEU(SOC) pistol.]] | ||
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[[Image:Battlefield 3 DogTag Pistols.jpg|thumb|none|599px|Dog Tag Pistols.]] | [[Image:Battlefield 3 DogTag Pistols.jpg|thumb|none|599px|Dog Tag Pistols.]] | ||
Beretta "93R" Dog Tag 100/500 kill - [[Beretta 93R]] / Fake [[Beretta M9|"92R"]]<br> | Beretta "93R" Dog Tag 100/500 kill - [[Beretta 93R]] / Fake [[Beretta M9|"92R"]]<br> | ||
− | Beretta M9 Dog Tag 100/500 kill - [[ | + | Beretta M9 Dog Tag 100/500 kill - [[Beretta M9]] / [[Beretta M9]]<br> |
− | Beretta M9 Suppressed Dog Tag 100/500 kill - [[ | + | Beretta M9 Suppressed Dog Tag 100/500 kill - [[Beretta M9]] / [[Beretta M9]]<br> |
Glock 17 Dog Tag 100/500 kill - [[Glock 17]] / [[Glock 17]]<br> | Glock 17 Dog Tag 100/500 kill - [[Glock 17]] / [[Glock 17]]<br> | ||
Glock 18 Dog Tag 100/500 kill - [[Glock 18]] / [[Glock 18]]<br> | Glock 18 Dog Tag 100/500 kill - [[Glock 18]] / [[Glock 18]]<br> | ||
− | MEU (SOC) Dog Tag 100/500 kill - [[M1911A1]] / [[ | + | MEU (SOC) Dog Tag 100/500 kill - [[M1911A1]] / [[M45|MEU (SOC)]]<br> |
MP-442 REX Dog Tag 100/500 kill - [[MP-412 REX]] / [[MP-412 REX]]<br> | MP-442 REX Dog Tag 100/500 kill - [[MP-412 REX]] / [[MP-412 REX]]<br> | ||
MP-443 Grach Dog Tag 100/500 kill - [[MP-443 Grach]] / [[MP-443 Grach]]<br> | MP-443 Grach Dog Tag 100/500 kill - [[MP-443 Grach]] / [[MP-443 Grach]]<br> | ||
− | MP-443 Grach Suppressed Dog Tag 100/500 kill - [[ | + | MP-443 Grach Suppressed Dog Tag 100/500 kill - [[Makarov PB]] / [[MP-443 Grach]]<br> |
Taurus Model 44 Dog Tag 100/500 kill - [[Taurus Model 44]] / [[Taurus Model 44]]<br> | Taurus Model 44 Dog Tag 100/500 kill - [[Taurus Model 44]] / [[Taurus Model 44]]<br> | ||
Handgun Mastery Dog Tag Handgun Medal 1 Time - [[Single Action Army|Single Action Army 1873]]<br> | Handgun Mastery Dog Tag Handgun Medal 1 Time - [[Single Action Army|Single Action Army 1873]]<br> | ||
− | "toe2toe" Dog tag - [[ | + | "toe2toe" Dog tag - [[Beretta M9]] / [[MP-443 Grach]]<br> |
=Submachine Guns= | =Submachine Guns= | ||
Unlike previous games in the series, SMGs are all-kit unlockables, and not strictly limited to an Engineer/Spec Ops-type class. | Unlike previous games in the series, SMGs are all-kit unlockables, and not strictly limited to an Engineer/Spec Ops-type class. | ||
+ | |||
==Heckler & Koch MP7A1== | ==Heckler & Koch MP7A1== | ||
− | The [[ | + | The [[H&K MP7A1]] can be unlocked and used by any kit. It can use either a 20- or 40-round magazine. It must be unlocked in the Co-Op mode, requiring 34,000 Score. It does low damage to enemies, but has a very high rate of fire and manageable recoil to balance it out. An interesting thing to note is that this weapon has separate reload animations for the 20 and 40 round magazines (the 20 round magazine is dropped via the use of gravity, while the 40 round magazine is manually removed). The "reload-from-empty" animation on the MP7 has the player thumb an invisible bolt release, not reaching far enough to tab the lever. |
[[Image:MP7 40rdmag.jpg|thumb|none|400px|Heckler & Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]] | [[Image:MP7 40rdmag.jpg|thumb|none|400px|Heckler & Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]] | ||
[[Image:BF3-MP7-4.jpg|thumb|none|600px|Blackburn holds an MP7A1 with suppressor, EOTech sight and 40-round extended magazine during the mission "Night Shift." Note the BUIS are retained even with an optic added.]] | [[Image:BF3-MP7-4.jpg|thumb|none|600px|Blackburn holds an MP7A1 with suppressor, EOTech sight and 40-round extended magazine during the mission "Night Shift." Note the BUIS are retained even with an optic added.]] | ||
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==Heckler & Koch UMP45== | ==Heckler & Koch UMP45== | ||
− | + | The [[Heckler & Koch UMP|H&K UMP45]] can be used by all four classes, and has an ammo capacity of 25 + 1. The game correctly depicts the UMP's single / 2 round burst / full auto firing modes. | |
[[Image:UMP_45.jpg|thumb|none|400px|Heckler & Koch UMP45 - .45 ACP]] | [[Image:UMP_45.jpg|thumb|none|400px|Heckler & Koch UMP45 - .45 ACP]] | ||
[[Image:Rrt877 ump.jpg|thumb|none|601px|UMP in Multiplayer.]] | [[Image:Rrt877 ump.jpg|thumb|none|601px|UMP in Multiplayer.]] | ||
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==FN P90 TR== | ==FN P90 TR== | ||
− | The FN P90 TR boasts a large ammo capacity at 50+1, a high rate of fire, and excellent accuracy at the expense of suffering from low damage at long distance. The weapon is capable of being used by all four classes in multiplayer. | + | The [[FN P90 TR]] boasts a large ammo capacity at 50+1, a high rate of fire, and excellent accuracy at the expense of suffering from low damage at long distance. The weapon is capable of being used by all four classes in multiplayer. |
[[Image:FN_P90_Triple_Rail_(TR).jpg|thumb|none|400px|FN P90TR - 5.7x28mm]] | [[Image:FN_P90_Triple_Rail_(TR).jpg|thumb|none|400px|FN P90TR - 5.7x28mm]] | ||
[[Image:BF3-P90-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds a P90TR during the mission "Comrades."]] | [[Image:BF3-P90-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds a P90TR during the mission "Comrades."]] | ||
− | [[File:BF3 P90 (1).jpg|thumb|none|600px|Aiming down the fictional default BUIS used on several weapons in Battlefield 3.]] | + | [[File:BF3 P90 (1).jpg|thumb|none|600px|Aiming down the fictional default BUIS used on several weapons in ''Battlefield 3''.]] |
[[File:BF3 P90 (2).jpg|thumb|none|600px|Reloading the P90.]] | [[File:BF3 P90 (2).jpg|thumb|none|600px|Reloading the P90.]] | ||
[[File:BF3 P90 (3).jpg|thumb|none|600px|Pulling the charging handle.]] | [[File:BF3 P90 (3).jpg|thumb|none|600px|Pulling the charging handle.]] | ||
==PP-19 Bizon-2== | ==PP-19 Bizon-2== | ||
− | The [[Izhmash PP-19 Bizon|PP-19 Bizon-2]] is included in the Back | + | The [[Izhmash PP-19 Bizon|PP-19 Bizon-2]] is included in the ''Back to Karkand'' expansion pack, and can be used by any kit. The weapon features a slightly inaccurate magazine capacity of 54 rounds (+ 1 in the chamber), whereas the real life 9x19mm Parabellum helical magazine has a max capacity of 53. However, the PP-19 in-game is chambered in the 9x18mm Makarov, although the lower magazine capacity could very well be for balancing purposes, as DICE may have felt 64 rounds in an SMG would be a tad unfair. Also to note, the PP-19 is the only 9x18mm Makarov weapon in the game. |
[[Image:Bizon9x18.jpg|thumb|none|400px|PP-19 Bizon-2 - 9x18mm Makarov]] | [[Image:Bizon9x18.jpg|thumb|none|400px|PP-19 Bizon-2 - 9x18mm Makarov]] | ||
[[Image:BF3-PP19-1.jpg|thumb|none|600px|PP-19 Bizon-2 on the customise menu. Note that the 9x19mm caliber was changed to 9x18 in a patch.]] | [[Image:BF3-PP19-1.jpg|thumb|none|600px|PP-19 Bizon-2 on the customise menu. Note that the 9x19mm caliber was changed to 9x18 in a patch.]] | ||
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==MP5KA4== | ==MP5KA4== | ||
− | The [[MP5K|MP5KA4]] is added to BF3 via Close Quarters DLC, called M5K in BF3, comes standard with a 15 round magazine that incorrectly holds 20 rounds. However, the Extended Mags attachment gives it a 30 round magazine with the correct ammo count. Note that in Battlelog, its render is a MP5KN with the fire selector on safe, but in-game it is a MP5KA4 with the fire selector on full-auto. A correct three-round burst mode was added in a patch around the time of release for the | + | The [[MP5K|MP5KA4]] is added to BF3 via ''Close Quarters'' DLC, called M5K in BF3, comes standard with a 15 round magazine that incorrectly holds 20 rounds. However, the Extended Mags attachment gives it a 30 round magazine with the correct ammo count. Note that in Battlelog, its render is a MP5KN with the fire selector on safe, but in-game it is a MP5KA4 with the fire selector on full-auto. A correct three-round burst mode was added in a patch around the time of release for the ''Armored Kill'' expansion. |
[[image:MP5KA4.jpg|thumb|none|400px|MP5KA4 - 9x19mm]] | [[image:MP5KA4.jpg|thumb|none|400px|MP5KA4 - 9x19mm]] | ||
− | [[file:bf3 m5k idle.jpg|thumb|none|600px|The "M5K" in Battlefield 3.]] | + | [[file:bf3 m5k idle.jpg|thumb|none|600px|The "M5K" in ''Battlefield 3''.]] |
[[file:bf3 m5k reload1.jpg|thumb|none|600px|Pulling back the bolt]] | [[file:bf3 m5k reload1.jpg|thumb|none|600px|Pulling back the bolt]] | ||
[[file:bf3 m5k reload2.jpg|thumb|none|600px|Inserting a new magazine]] | [[file:bf3 m5k reload2.jpg|thumb|none|600px|Inserting a new magazine]] | ||
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=Shotguns= | =Shotguns= | ||
For the first time in a main ''Battlefield'' series game (excluding spinoffs like ''[[Battlefield Play4Free]]''), shotguns can be iron-sighted, and like the SMGs, can be used in every kit. In addition, DICE made it so that their shotguns have considerable range, unlike most videogames where you have to see the whites of the enemies' eyes for shotguns to be effective. | For the first time in a main ''Battlefield'' series game (excluding spinoffs like ''[[Battlefield Play4Free]]''), shotguns can be iron-sighted, and like the SMGs, can be used in every kit. In addition, DICE made it so that their shotguns have considerable range, unlike most videogames where you have to see the whites of the enemies' eyes for shotguns to be effective. | ||
+ | |||
+ | In BF3, shotgun shells change color depending on which faction is using them; US Marines use red shells, and Russian Ground Forces use green shells. | ||
==Benelli M1014== | ==Benelli M1014== | ||
− | The [[ | + | The [[Benelli M1014]] features semi-automatic firing and its tactical stock fully extended during gameplay. Magazine capacities available are either the civilian legal 4+1, or the full-length 6+1 (Indicating the use of 3-inch magnum rounds. The full-length tube normally holds seven 2.75-inch rounds). When reloading from empty, the player character loads a round into the chamber first, then fills the tube, and using the extended option will change the model's magazine tube accordingly, just like the 870 MCS. It's unrealistically inaccurate despite having a Cylinder Bore. |
[[Image:M4Super90.jpg|thumb|none|400px|Benelli M4 Super 90 with 7-shot tube - 12 gauge]] | [[Image:M4Super90.jpg|thumb|none|400px|Benelli M4 Super 90 with 7-shot tube - 12 gauge]] | ||
[[Image:BF3-M1014-2.jpg|thumb|none|600px|M1014 near a dead bank worker at the end of the mission "Operation Guillotine".]] | [[Image:BF3-M1014-2.jpg|thumb|none|600px|M1014 near a dead bank worker at the end of the mission "Operation Guillotine".]] | ||
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==Franchi SPAS-12== | ==Franchi SPAS-12== | ||
− | The [[SPAS-12]] is one of the 10 guns appearing in the Close Quarters expansion pack. Despite having a fire selector, it is limited to pump action for balance reasons. It performs similarly to the 870MCS and has the same standard (4+1) and extended (6+1) capacities, but has a slower per-shell reload speed and each shell contains one less pellet than those of the 870. However, it's offset by a maximum rate of fire that is high enough to the point that the next shot can be fired way before the pump animation can finish, specifically at the brief moment where the action is fully to the rear. | + | The [[SPAS-12]] is one of the 10 guns appearing in the ''Close Quarters'' expansion pack. Despite having a fire selector, it is limited to pump action for balance reasons. It performs similarly to the 870MCS and has the same standard (4+1) and extended (6+1) capacities, but has a slower per-shell reload speed and each shell contains one less pellet than those of the 870. However, it's offset by a maximum rate of fire that is high enough to the point that the next shot can be fired way before the pump animation can finish, specifically at the brief moment where the action is fully to the rear. |
− | The SPAS is also one of the strangest weapons to appear on a different weapon's Dog Tag; it appears on the Dog Tag awarded for 100 kills with the USAS-12. Other than four capital letters followed by "-12", both being 12-gauge, and that they were both in the [[Battlefield: Bad Company]] series, they have little in common. The Close Quarters DLC, which adds the SPAS-12, still has the USAS-12 displaying a SPAS-12 Dog Tag. | + | |
+ | The SPAS is also one of the strangest weapons to appear on a different weapon's Dog Tag; it appears on the Dog Tag awarded for 100 kills with the USAS-12. Other than four capital letters followed by "-12", both being 12-gauge, and that they were both in the ''[[Battlefield: Bad Company]]'' series, they have little in common. The ''Close Quarters'' DLC, which adds the SPAS-12, still has the USAS-12 displaying a SPAS-12 Dog Tag. | ||
[[File:SPAS12.jpg|thumb|400px|none|Franchi SPAS-12 - 12 gauge]] | [[File:SPAS12.jpg|thumb|400px|none|Franchi SPAS-12 - 12 gauge]] | ||
[[file:bf3 spas idle.jpg|thumb|600px|none|SPAS-12 idle]] | [[file:bf3 spas idle.jpg|thumb|600px|none|SPAS-12 idle]] | ||
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==M26 MASS== | ==M26 MASS== | ||
The [[M26 MASS]] can be used only in the Assault kit in the "Gadget 1" slot. It may be used either as a standalone weapon, or mounted on any of the assault rifles if said rifle is equipped with the underslung rail. It can fire buckshot, flechettes, FRAG-12 rounds, or slugs, same as the other shotguns. For some odd reason, the AEK-971 and AN-94 cannot mount the M26 MASS despite having underslung rails, possibly because it would interfere with both weapon's particular reload animation. A model glitch exists on some weapons that mount the M26 MASS where the charging handle will stay up even when the weapon is not in use. | The [[M26 MASS]] can be used only in the Assault kit in the "Gadget 1" slot. It may be used either as a standalone weapon, or mounted on any of the assault rifles if said rifle is equipped with the underslung rail. It can fire buckshot, flechettes, FRAG-12 rounds, or slugs, same as the other shotguns. For some odd reason, the AEK-971 and AN-94 cannot mount the M26 MASS despite having underslung rails, possibly because it would interfere with both weapon's particular reload animation. A model glitch exists on some weapons that mount the M26 MASS where the charging handle will stay up even when the weapon is not in use. | ||
− | [[Image:XM26 2 highRes.jpg|thumb|none|400px|M26 MASS - 12 gauge, mounted on [[ | + | [[Image:XM26 2 highRes.jpg|thumb|none|400px|M26 MASS - 12 gauge, mounted on [[M4A1 carbine]] with C-More red dot sight - 5.56x45mm]] |
[[Image:XM26.jpg|thumb|none|400px|Standalone version of M26 MASS - 12 gauge]] | [[Image:XM26.jpg|thumb|none|400px|Standalone version of M26 MASS - 12 gauge]] | ||
[[Image:BF3 Mass.jpg|thumb|none|600px|M26 standalone.]] | [[Image:BF3 Mass.jpg|thumb|none|600px|M26 standalone.]] | ||
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==Pancor Jackhammer== | ==Pancor Jackhammer== | ||
− | The [[Pancor Jackhammer]], called the "MK3A1", is included in the Back to Karkand expansion pack, and can be used by any kit. The appearance is highly unrealistic since only two fully automatic prototypes were ever produced; obviously, it does not emulate the real weapon's problems with failing to cycle in full-auto. It feeds from a 8-round magazine or a 12-round extended magazine, both incorrect; the real weapon feeds from a 10-round revolver style cylinder and does not chamber a round to gain a +1 as portrayed in the game. | + | The [[Pancor Jackhammer]], called the "MK3A1", is included in the ''Back to Karkand'' expansion pack, and can be used by any kit. The appearance is highly unrealistic since only two fully automatic prototypes were ever produced; obviously, it does not emulate the real weapon's problems with failing to cycle in full-auto. It feeds from a 8-round magazine or a 12-round extended magazine, both incorrect; the real weapon feeds from a 10-round revolver style cylinder and does not chamber a round to gain a +1 as portrayed in the game. |
[[Image:Jackhammer.jpg|400px|thumb|none|Pancor Jackhammer - 12 gauge]] | [[Image:Jackhammer.jpg|400px|thumb|none|Pancor Jackhammer - 12 gauge]] | ||
[[Image:BF3-Jackhammer-1.jpg|thumb|none|600px|Jackhammer on the customisation screen. Note the erroneous suppressor attachment that has since been patched out of the Jackhammer's available accessories list.]] | [[Image:BF3-Jackhammer-1.jpg|thumb|none|600px|Jackhammer on the customisation screen. Note the erroneous suppressor attachment that has since been patched out of the Jackhammer's available accessories list.]] | ||
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==Saiga-12K== | ==Saiga-12K== | ||
− | The [[ | + | The [[Saiga-12K]] returns from ''Battlefield 2'' and is the second semi-auto shotgun unlocked. Magazine capacities are either the standard 6+1, or an extended 10+1 (originally 5+1 standard, and 8+1 extended, following the maximum factory capacity, changed after the 4th update). |
[[Image:Saiga 12k-1.jpg|thumb|none|400px|Saiga-12K - 12 gauge]] | [[Image:Saiga 12k-1.jpg|thumb|none|400px|Saiga-12K - 12 gauge]] | ||
[[Image:BF3-Saiga-1.jpg|thumb|none|601px|Blackburn holds a rather beat-up camouflaged Saiga 12K during the mission "Uprising."]] | [[Image:BF3-Saiga-1.jpg|thumb|none|601px|Blackburn holds a rather beat-up camouflaged Saiga 12K during the mission "Uprising."]] | ||
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[[Image:BF3-Saiga-3.jpg|thumb|none|600px|Wary of any other weirdness, Dmitri reloads his Saiga 12K.]] | [[Image:BF3-Saiga-3.jpg|thumb|none|600px|Wary of any other weirdness, Dmitri reloads his Saiga 12K.]] | ||
− | ==SWD/Cobray Street Sweeper== | + | ==SWD/Cobray Street Sweeper / Armsel Protecta Hybrid== |
− | + | A hybrid of the [[SWD/Cobray Street Sweeper]] and the [[Armsel Protecta]] is included in ''Battlefield 3''. It features semi-automatic fire, has a the winding key on the front of the drum magazine, and lacks a rear-mounted drum advance lever, which are features of the Street Sweeper, while it also has the Protecta's automatic shell ejection capabilities and therefore its large shell deflector (the Street Sweeper had to manually eject fired shells with an ejector rod, like a [[Colt Single Action Army]]). Conceptually, the hybrid is similar to Sentinel Arms' treatment of the Armsel Striker in their Striker-12, but the weapon lacks the Striker-12's unique thumb tab used to advance the drum when reloading. | |
− | [[ | + | |
− | [[ | + | The weapon is referred to as the "DAO-12", as it was in ''[[Battlefield 2]]''; this stands for "double action only, 12 gauge" and is a ''description'' of the weapon rather than a correct name for it. The name was kept as an homage to ''Battlefield 2''. The weapon has an incorrect capacity of 8-rounds by default, but the correct 12 if the extended magazine attachment is used. This is most likely for balance, so players can't use a semi-auto, 12 round shotgun AND 3 attachments on top of that. |
− | [[ | + | [[File:CobrayStreetSweeper.jpg|thumb|none|400px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]] |
− | [[ | + | [[File:Protecta.jpg|thumb|none|400px|Armsel Protecta with 12" barrel - 12 gauge]] |
− | [[ | + | [[File:BF3-Streetsweeper-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds a DAO-12 fitted with a Kobra reflex sight at the start of the mission "Kaffarov."]] |
+ | [[File:Bf3 Cobray Street Sweeper aim.jpg|thumb|none|600px|Iron sights of the DAO-12.]] | ||
+ | [[File:Bf3 Cobray Street Sweeper reloading 2.jpg|thumb|none|600px|To reload, the player character tilts the weapon to the side... (note the shell deflector characteristic of the Protecta)]] | ||
+ | [[File:Bf3 Cobray Street Sweeper reloading 1.jpg|thumb|none|600px|...and inserts the shells one at a time via the loading gate. The process is incorrect because the drum is never rotated after loading a round; DICE apparently assumed that the drum would automatically rotate during reloading like when firing (the reload is corrected in BF4). Note "12 GAUGE" and a fragmentation symbol visible on the shells.]] | ||
[[File:BF3 DAO-12 winding.jpg|thumb|none|600px|At the start of an empty reload, the character winds the drum before loading it.]] | [[File:BF3 DAO-12 winding.jpg|thumb|none|600px|At the start of an empty reload, the character winds the drum before loading it.]] | ||
==USAS-12== | ==USAS-12== | ||
− | The [[USAS-12]] is the only full-auto shotgun in-game, barring Back to Karkand' | + | The [[USAS-12]] is the only full-auto shotgun in-game, barring the MK3A1 Jackhammer in ''Back to Karkand''. The magazine capacity is incorrectly 6+1 by standard or the correct 10+1 with the extended magazines equipped, most likely for balance, same as the Striker. When optics are attached it becomes modeled after a WM-12, an American semi-auto clone of the USAS-12, but with a rail instead of the carry handle. Like all shotguns, it can utilise standard Buckshot, Slugs, Flechettes and explosive FRAG-12 rounds as well as fit a variety of accessories and attachments. |
− | [[ | + | [[File:USAS12.jpg|thumb|none|400px|Daewoo USAS-12 with 10-round magazine - 12 gauge]] |
+ | [[File:WM-12.jpg|thumb|none|350px|Ameetec Arms WM-12 - 12 gauge]] | ||
[[Image:Bf3 usas12 holding.jpg|thumb|none|600px|The player character holds a USAS-12, vowing that nobody will take the last sun lounger from him.]] | [[Image:Bf3 usas12 holding.jpg|thumb|none|600px|The player character holds a USAS-12, vowing that nobody will take the last sun lounger from him.]] | ||
[[Image:Bf3 usas12 aim.jpg|thumb|none|600px|Iron sights of the USAS-12.]] | [[Image:Bf3 usas12 aim.jpg|thumb|none|600px|Iron sights of the USAS-12.]] | ||
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==Dog Tag Weapons== | ==Dog Tag Weapons== | ||
[[Image:Battlefield 3 DogTag Shotguns.jpg|thumb|none|601px|Dog Tag Shotguns.]] | [[Image:Battlefield 3 DogTag Shotguns.jpg|thumb|none|601px|Dog Tag Shotguns.]] | ||
− | Benellli M1014 Dog Tag 100/500 kill- [[ | + | Benellli M1014 Dog Tag 100/500 kill- [[Benelli M1014]] / [[Benelli M1014]]<br> |
Franchi SPAS-12 Dog Tag 100/1000 kill - [[SPAS-12]] / [[SPAS-12]]<br> | Franchi SPAS-12 Dog Tag 100/1000 kill - [[SPAS-12]] / [[SPAS-12]]<br> | ||
M26 MASS Dog Tag 100/500 kill - [[M26 MASS]] / [[M26 MASS]]<br> | M26 MASS Dog Tag 100/500 kill - [[M26 MASS]] / [[M26 MASS]]<br> | ||
Pancor Jackhammer Dog tag 100/500 kill - [[Pancor Jackhammer]] / [[Pancor Jackhammer]]<br> | Pancor Jackhammer Dog tag 100/500 kill - [[Pancor Jackhammer]] / [[Pancor Jackhammer]]<br> | ||
Remington 870 MCS Dog Tag 100/500 kill - [[Remington 870|Remington 870 MCS]] / [[Remington 870|Remington 870 MCS]]<br> | Remington 870 MCS Dog Tag 100/500 kill - [[Remington 870|Remington 870 MCS]] / [[Remington 870|Remington 870 MCS]]<br> | ||
− | Saiga 12K Dog Tag 100/500 kill - [[ | + | Saiga 12K Dog Tag 100/500 kill - [[Saiga-12K]] / [[Saiga-12K]]<br> |
− | SWD / Cobray Street Sweeper Dog Tag 100/500 kill - [[ | + | SWD / Cobray Street Sweeper Dog Tag 100/500 kill - [[SWD/Cobray Street Sweeper]] / [[SWD/Cobray Street Sweeper]]<br> |
USAS-12 Dog Tag 100/500 kill - [[SPAS-12]] / [[USAS-12]]<br> | USAS-12 Dog Tag 100/500 kill - [[SPAS-12]] / [[USAS-12]]<br> | ||
=Assault Rifles & Battle Rifles= | =Assault Rifles & Battle Rifles= | ||
==5.56A-91== | ==5.56A-91== | ||
− | The [[5.56A-91]] appears as part of the incredibly vague "Compact Assault Rifle" classification, and thus is used by the | + | The [[5.56A-91]] appears as part of the incredibly vague "Compact Assault Rifle" classification, and thus is used by the Engineer kit. It does not have its 40mm grenade launcher. It is the successor to the [[9A-91]] from ''Bad Company 2'', albeit firing the 5.56mm NATO round instead of the 9A-91's 9x39mm one. Called "[[A-91]]" in the game, which refers to the 7.62x39mm variant. |
− | [[ | + | [[File:5.56A-91.jpg|thumb|none|400px|5.56A-91 - 5.56x45mm NATO / 40mm]] |
[[Image:BF3-A91-1.jpg|thumb|none|600px|Dmitri Mayakovsky looks at fellow GRU agent Vladimir holding a 5.56A-91 as they go to work at the start of "Comrades."]] | [[Image:BF3-A91-1.jpg|thumb|none|600px|Dmitri Mayakovsky looks at fellow GRU agent Vladimir holding a 5.56A-91 as they go to work at the start of "Comrades."]] | ||
[[Image:Rrt877 a-91.jpg|thumb|none|600px|5.56A-91 in MP.]] | [[Image:Rrt877 a-91.jpg|thumb|none|600px|5.56A-91 in MP.]] | ||
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[[Image:aek971_545.jpg|thumb|none|401px|AEK-971 (Current Model) with folding stock - 5.45x39mm]] | [[Image:aek971_545.jpg|thumb|none|401px|AEK-971 (Current Model) with folding stock - 5.45x39mm]] | ||
[[Image:BF3-AEK-1.jpg|thumb|none|600px|Blackburn holds an AEK-971 near the start of the mission "Uprising."]] | [[Image:BF3-AEK-1.jpg|thumb|none|600px|Blackburn holds an AEK-971 near the start of the mission "Uprising."]] | ||
− | [[Image:BF3 AEK971.jpg|thumb|none|600px|AEK-971 in Battlefield 3 with Kobra Red dot sight and foregrip attached. Note that because of a glitch, both the indirect flightpath crosshair and the standard crosshair appear when switching rapidly between the grenade launcher and primary weapon. Switching to secondary weapon and back again fixes this issue.]] | + | [[Image:BF3 AEK971.jpg|thumb|none|600px|AEK-971 in ''Battlefield 3'' with Kobra Red dot sight and foregrip attached. Note that because of a glitch, both the indirect flightpath crosshair and the standard crosshair appear when switching rapidly between the grenade launcher and primary weapon. Switching to secondary weapon and back again fixes this issue.]] |
[[Image:Rrt877 aek2 reload.jpg|thumb|none|600px|AEK-971 in MP, reloading.]] | [[Image:Rrt877 aek2 reload.jpg|thumb|none|600px|AEK-971 in MP, reloading.]] | ||
==AK-74M== | ==AK-74M== | ||
− | The [[ | + | The [[AK-74M]] is the standard assault rifle used by the Russian Assault kit. If the M320 is selected and mounted on the weapon, it will instead be a GP-30, though if set to standalone, will still be an M320. It is very accurate and has minimal recoil, but suffers from reduced damage compared to the M16A3. |
[[Image:AK-74M.jpg|thumb|none|400px|AK-74M - 5.45x39mm]] | [[Image:AK-74M.jpg|thumb|none|400px|AK-74M - 5.45x39mm]] | ||
[[Image:BF3-AK-1.jpg|thumb|none|601px|Blackburn holds an AK-74M equipped with a PSO-1 scope during "Operation Swordbreaker." Weapons on the ground do not show their attachments or have text signifying what they have attached, meaning occasionally picking up a boring-looking vanilla weapon will result in the player character producing Excalibur as here.]] | [[Image:BF3-AK-1.jpg|thumb|none|601px|Blackburn holds an AK-74M equipped with a PSO-1 scope during "Operation Swordbreaker." Weapons on the ground do not show their attachments or have text signifying what they have attached, meaning occasionally picking up a boring-looking vanilla weapon will result in the player character producing Excalibur as here.]] | ||
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==AKS-74U== | ==AKS-74U== | ||
− | The [[ | + | The [[AKS-74U]] has been seen in gameplay trailers. In multiplayer, the AKS-74U, being a carbine, is used by the Engineer kit, and is the starting weapon for Russian Engineers. |
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm.]] | [[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm.]] | ||
− | [[Image:BF3-AKS-74U-1.jpg|thumb|none|601px|Blackburn wrestles with one of Solomon's men during the introductory mission "Semper Fidelis." On the Xbox 360 version before the Back to Karkand update, this terrorist was instead armed with a UMP45, but still gives Blackburn an AKS-74U when he dies.]] | + | [[Image:BF3-AKS-74U-1.jpg|thumb|none|601px|Blackburn wrestles with one of Solomon's men during the introductory mission "Semper Fidelis." On the Xbox 360 version before the ''Back to Karkand'' update, this terrorist was instead armed with a UMP45, but still gives Blackburn an AKS-74U when he dies.]] |
[[Image:BF3-AKS-1.jpg|thumb|none|601px|At the start of the mission "Uprising," Blackburn relieves a PLR soldier of this AKS-74U with a Kobra reflex sight, suppressor and tactical light.]] | [[Image:BF3-AKS-1.jpg|thumb|none|601px|At the start of the mission "Uprising," Blackburn relieves a PLR soldier of this AKS-74U with a Kobra reflex sight, suppressor and tactical light.]] | ||
− | [[Image:Rrt877 aks74u reloading.jpg|thumb|none|600px|AKS-74U in multiplayer, note the the odd milled/stamped steel hybrid receiver, showing this is the same model from the Bad Company series.]] | + | [[Image:Rrt877 aks74u reloading.jpg|thumb|none|600px|AKS-74U in multiplayer, note the the odd milled/stamped steel hybrid receiver, showing this is the same model from the ''Bad Company'' series.]] |
==AN-94== | ==AN-94== | ||
− | The [[AN-94]] returns from the Bad Company series. The AN-94's dual-rate full-auto mode has been correctly featured in Battlefield 3. When set to burst, the weapon fires an 1800RPM 2-round burst, and when set to full auto, it fires the first two shots at 1800RPM, while the rest are fired at 600RPM. If the M320 is selected and mounted on the weapon, it will instead be a GP-30, though if set to standalone, will still be an M320. The AN-94 is unique in that it starts in 2-round burst by default, in contrast to every other weapon in BF3, which all use the most aggressive fire mode available by default, usually full auto. Before a patch, the weapon lacked the semi-automatic mode found on the real weapon, instead featuring only the 2-burst and full-auto modes. One detail that should be noted is that in the single-player campaign, the 2 round burst is shown to incorrectly fire at the 600 rpm as opposed to the correct 1800 rpm, though this may be fixed as the game still contains a handful of bugs. An interesting note is that the player character uses the Speed Reload technique when reloading the AN-94, where he pushes the mag release and flicks the magazine out with another magazine, the same applies to the AEK-971. | + | The [[AN-94]] returns from the ''Bad Company'' series. The AN-94's dual-rate full-auto mode has been correctly featured in ''Battlefield 3''. When set to burst, the weapon fires an 1800RPM 2-round burst, and when set to full auto, it fires the first two shots at 1800RPM, while the rest are fired at 600RPM. If the M320 is selected and mounted on the weapon, it will instead be a GP-30, though if set to standalone, will still be an M320. The AN-94 is unique in that it starts in 2-round burst by default, in contrast to every other weapon in BF3, which all use the most aggressive fire mode available by default, usually full auto. Before a patch, the weapon lacked the semi-automatic mode found on the real weapon, instead featuring only the 2-burst and full-auto modes. One detail that should be noted is that in the single-player campaign, the 2 round burst is shown to incorrectly fire at the 600 rpm as opposed to the correct 1800 rpm, though this may be fixed as the game still contains a handful of bugs. An interesting note is that the player character uses the Speed Reload technique when reloading the AN-94, where he pushes the mag release and flicks the magazine out with another magazine, the same applies to the AEK-971. |
[[Image:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|400px|none|AN-94 Abakan Nikonov - 5.45x39mm]] | [[Image:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|400px|none|AN-94 Abakan Nikonov - 5.45x39mm]] | ||
[[Image:BF3-AN94-1.jpg|thumb|none|600px|Blackburn holds an AN-94 equipped with a PKS-07 long-range scope as he looks over an airdropped Russian D-30 122mm howitzer during the mission "Rock and a Hard Place."]] | [[Image:BF3-AN94-1.jpg|thumb|none|600px|Blackburn holds an AN-94 equipped with a PKS-07 long-range scope as he looks over an airdropped Russian D-30 122mm howitzer during the mission "Rock and a Hard Place."]] | ||
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==Colt M4/M4A1== | ==Colt M4/M4A1== | ||
− | The [[ | + | The [[M4A1 Carbine]] is commonly seen in gameplay footage which is also in the hands of the main character. During the alpha stages footage, the in-game M4A1 can be seen fitted with iron sights, EOTech 552 Holographic sight, Trijicon TA01NSN 4x32 ACOG scope, Surefire Universal Weaponlight, AN/PEQ-2 laser designator, Magpul Ranger Plate, and a SOPMOD stock. Two different "reload-from-empty" animations have been seen. The "Fault Line" trailers had the player rack the charging handle, while in the more recent Operation Metro trailer, and the rest since then, the player uses the bolt release. It comes in both the M4A1 (full-auto) and M4 (3-round burst) for use within the game. The standard M4/M4A1 has a KAC RIS handguard, Crane SOPMOD stock, Hogue pistol grip, M16A1 flash hider, and Magpul Ranger Plates. In multiplayer, the M4A1, being a carbine, is used by the Engineer kit, and is the starting weapon for US Engineers. |
[[Image:ColtM4A1.jpg|thumb|none|400px|M4A1 Carbine - 5.56x45mm]] | [[Image:ColtM4A1.jpg|thumb|none|400px|M4A1 Carbine - 5.56x45mm]] | ||
[[Image:BF3-M4-1.jpg|602px|thumb|none|Blackburn holds an M4A1 during "Operation Swordbreaker."]] | [[Image:BF3-M4-1.jpg|602px|thumb|none|Blackburn holds an M4A1 during "Operation Swordbreaker."]] | ||
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==DIO KH2002 Sama== | ==DIO KH2002 Sama== | ||
The Xbox 360 Operation Guillotine gameplay trailer shows a PLR militant using the [[DIO KH2002|DIO KH2002 Sama]] assault rifle. The weapon is a bullpup conversion of the DIO S-5.56 assault rifle, which is a direct copy of the [[M16 rifle series#Norinco Model 311|Norinco CQ]] assault rifle. The KH2002 was put into service in 2004 as a replacement for the Iranian Military's obsolete G3A3. The model featured in the game is the improved Sama model introduced in 2009, as noted by the diagonal cuts on the receiver as opposed to horizontal, side mounted rails and the combination of long carry handle and barrel mounted front sight. The improved foregrip of the Sama model only appears if the Foregrip attachment is used in multiplayer. The in-game model fires 30 rounds form a 20 round STANAG magazine, however. | The Xbox 360 Operation Guillotine gameplay trailer shows a PLR militant using the [[DIO KH2002|DIO KH2002 Sama]] assault rifle. The weapon is a bullpup conversion of the DIO S-5.56 assault rifle, which is a direct copy of the [[M16 rifle series#Norinco Model 311|Norinco CQ]] assault rifle. The KH2002 was put into service in 2004 as a replacement for the Iranian Military's obsolete G3A3. The model featured in the game is the improved Sama model introduced in 2009, as noted by the diagonal cuts on the receiver as opposed to horizontal, side mounted rails and the combination of long carry handle and barrel mounted front sight. The improved foregrip of the Sama model only appears if the Foregrip attachment is used in multiplayer. The in-game model fires 30 rounds form a 20 round STANAG magazine, however. | ||
+ | |||
In campaign mode, the weapon is often found in the hands of Iranian Army soldiers after the PLR's hostile takeover. It fires in single shot and 3-round burst firing modes, and uses Russian optics. It can be unlocked for multiplayer use with a 17,000 co-op score. | In campaign mode, the weapon is often found in the hands of Iranian Army soldiers after the PLR's hostile takeover. It fires in single shot and 3-round burst firing modes, and uses Russian optics. It can be unlocked for multiplayer use with a 17,000 co-op score. | ||
[[Image:Kh2002 2009 improved.jpg|thumb|none|400px|Iranian Defense Industries Organization (DIO) KH2002, improved 2009 model - 5.56x45mm NATO]] | [[Image:Kh2002 2009 improved.jpg|thumb|none|400px|Iranian Defense Industries Organization (DIO) KH2002, improved 2009 model - 5.56x45mm NATO]] | ||
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==FAMAS Valorisé== | ==FAMAS Valorisé== | ||
− | A [[FAMAS Valorisé]] (FAMAS Upgraded) is included in the Back | + | A [[FAMAS Valorisé]] (FAMAS Upgraded) is included in the ''Back to Karkand'' expansion pack, and can be used by the Assault kit. The weapon is incorrectly fitted with a G1/G2 trigger guard rather than the correct F1 style one and has had the bipod removed. In-game, the FAMAS uses the correct 25 round straight magazines. |
[[File:Famas Valorisé.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]] | [[File:Famas Valorisé.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]] | ||
[[Image:BF3-FAMAS-1.jpg|thumb|none|600px|FAMAS Valorisé on the customization screen. Note the incorrect 30-round magazine capacity, which has since been patched.]] | [[Image:BF3-FAMAS-1.jpg|thumb|none|600px|FAMAS Valorisé on the customization screen. Note the incorrect 30-round magazine capacity, which has since been patched.]] | ||
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==FN F2000 Tactical== | ==FN F2000 Tactical== | ||
− | The [[FN F2000]] returns from the Bad Company series, and has much more realistic statistics, most notably that it doesn't have a fire rate resembling a minigun. Due to its lack of an underslung rail, an M320 or M26 MASS will always be carried as a standalone if the F2000 is equipped. The F2000 can mount a bipod and foregrip like the other assault rifles. | + | The [[FN F2000]] returns from the ''Bad Company'' series, and has much more realistic statistics, most notably that it doesn't have a fire rate resembling a minigun. Due to its lack of an underslung rail, an M320 or M26 MASS will always be carried as a standalone if the F2000 is equipped. The F2000 can mount a bipod and foregrip like the other assault rifles. |
[[Image:FN_F2000_tactical.jpg|thumb|none|400px|FN F2000 Tactical with CAA FVG5 foregrip - 5.56x45mm NATO]] | [[Image:FN_F2000_tactical.jpg|thumb|none|400px|FN F2000 Tactical with CAA FVG5 foregrip - 5.56x45mm NATO]] | ||
[[Image:BF3-F2000-1.jpg|thumb|none|601px|Dmitri Mayakovsky reloads an F2000 with EOTech reflex sight during the mission "Comrades."]] | [[Image:BF3-F2000-1.jpg|thumb|none|601px|Dmitri Mayakovsky reloads an F2000 with EOTech reflex sight during the mission "Comrades."]] | ||
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==FN MK 16 Mod 0 (SCAR-L)== | ==FN MK 16 Mod 0 (SCAR-L)== | ||
− | The first generation FN MK16 MOD 0, or [[SCAR-L]], is an assault rifle added in the Close Quarters expansion pack and is issued to the Assault kit. It's weaker than its bigger brother the SCAR-H because of its smaller round, but it boasts a slightly higher rate of fire (620 rpm) and extremely controllable recoil. It's unlocked by completing the 'Set us up the Bomb' assignment, which involves killing 20 enemies with an underslung grenade launcher and 15 enemies with hand grenades. | + | The first generation FN MK16 MOD 0, or [[SCAR-L]], is an assault rifle added in the ''Close Quarters'' expansion pack and is issued to the Assault kit. It's weaker than its bigger brother the SCAR-H because of its smaller round, but it boasts a slightly higher rate of fire (620 rpm) and extremely controllable recoil. It's unlocked by completing the 'Set us up the Bomb' assignment, which involves killing 20 enemies with an underslung grenade launcher and 15 enemies with hand grenades. |
[[Image:Scar l-1.jpg|thumb|400px|none|First Generation FN SCAR-L with M68 Aimpoint scope and Grippod foregrip - 5.56x45mm NATO]] | [[Image:Scar l-1.jpg|thumb|400px|none|First Generation FN SCAR-L with M68 Aimpoint scope and Grippod foregrip - 5.56x45mm NATO]] | ||
[[File:BF3_cq_SCAR_L_Iron.jpg|thumb|600px|none|The SCAR-L's iron sights]] | [[File:BF3_cq_SCAR_L_Iron.jpg|thumb|600px|none|The SCAR-L's iron sights]] | ||
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==FN Mk 17 Mod 0 (SCAR-H CQC)== | ==FN Mk 17 Mod 0 (SCAR-H CQC)== | ||
− | The first generation FN Mk 17 Mod 0, or [[FN | + | The first generation FN Mk 17 Mod 0, or [[FN SCAR-H CQC]], can be seen in the new Caspian Border gameplay trailer. In multiplayer, the SCAR-H is used by the Engineer kit. A modelling mistakes shows the fire selector switch set on semi-auto as the weapon itself fires on full-auto by default. |
[[Image:FN_SCAR_-1-.jpg|thumb|none|400px|First Gen Fabrique Nationale SCAR-H with M68 Aimpoint scope and Grippod foregrip - 7.62x51mm NATO]] | [[Image:FN_SCAR_-1-.jpg|thumb|none|400px|First Gen Fabrique Nationale SCAR-H with M68 Aimpoint scope and Grippod foregrip - 7.62x51mm NATO]] | ||
[[Image:Rrt877 mk17.jpg|thumb|none|600px|]] | [[Image:Rrt877 mk17.jpg|thumb|none|600px|]] | ||
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==Heckler & Koch G36 ("MG36")== | ==Heckler & Koch G36 ("MG36")== | ||
− | A hybrid of the [[Heckler & Koch G36]] and G36C, mislabeled as "MG36" (a no longer produced weapon with a production run of around 100 units, facts that were even mentioned in the description) is included in the Back | + | A hybrid of the [[Heckler & Koch G36]] and G36C, mislabeled as "MG36" (a no longer produced weapon with a production run of around 100 units, facts that were even mentioned in the description) is included in the ''Back to Karkand'' expansion pack, and can be used by the Support kit. The weapon has the full-length forearm and barrel of the G36, but the carry handle of the G36C, as well as having a C-Mag fitted. The C-Mag is limited to 50+1 and requires the "Extended Magazines" attachment in order to use its full 100+1 capacity. |
[[Image:G36 CMag.jpg|thumb|400px|none|Configuration typically called "MG36;" actually just a standard G36 with a bipod handguard and C-Mag - 5.56x45mm NATO]] | [[Image:G36 CMag.jpg|thumb|400px|none|Configuration typically called "MG36;" actually just a standard G36 with a bipod handguard and C-Mag - 5.56x45mm NATO]] | ||
[[Image:BF3-MG36-1.jpg|thumb|none|600px|"MG36" on the customization menu. Note the 12x sniper scope attached, in case you feel the need to give suppressive fire from 1000+ meters.]] | [[Image:BF3-MG36-1.jpg|thumb|none|600px|"MG36" on the customization menu. Note the 12x sniper scope attached, in case you feel the need to give suppressive fire from 1000+ meters.]] | ||
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==Heckler & Koch G36C== | ==Heckler & Koch G36C== | ||
− | A [[ | + | A [[Heckler & Koch G36C]] is seen in single player in the mission "Comrades". The model is based from 2008's DICE game [[Mirror's Edge]]. It can fire semi, auto, or two-round burst. In multiplayer, the G36C being a carbine is used by the engineer kit and uses opaque magazines. |
[[Image:G36CwForegrip.jpg|thumb|none|400px|Heckler & Koch G36C with vertical foregrip - 5.56x45mm]] | [[Image:G36CwForegrip.jpg|thumb|none|400px|Heckler & Koch G36C with vertical foregrip - 5.56x45mm]] | ||
[[Image:BF3-G36-1.jpg|thumb|none|601px|Dmitri Mayakovsky holds a G36C he took from a French police officer during the mission "Comrades." Note That while the fire selector is in the correct position for fully automatic fire, the white position indicator is pointing to "safe". It's greatly improved from Mirror's Edge's G36C.]] | [[Image:BF3-G36-1.jpg|thumb|none|601px|Dmitri Mayakovsky holds a G36C he took from a French police officer during the mission "Comrades." Note That while the fire selector is in the correct position for fully automatic fire, the white position indicator is pointing to "safe". It's greatly improved from Mirror's Edge's G36C.]] | ||
==Heckler & Koch G3A3== | ==Heckler & Koch G3A3== | ||
− | The [[ | + | The [[G3A3]] is available in both single and multiplayer. It is an actual H&K G3A3, and not an Iranian clone. It has a wide handguard, and the fire selector markings are S-E-F. The Iranian-manufactured version differs in that it utilizes a slimline handguard and has Farsi writing on the receiver. It can be unlocked for use in multiplayer by gaining 160,000 Co-Op score. |
[[File:G3a3.jpg|thumb|none|400px|Heckler & Koch G3A3 with wide handguard - 7.62x51mm NATO]] | [[File:G3a3.jpg|thumb|none|400px|Heckler & Koch G3A3 with wide handguard - 7.62x51mm NATO]] | ||
[[Image:BF3-G3-1.jpg|thumb|none|602px|Blackburn holds a G3A3 with ACOG scope during the mission "Operation Swordbreaker."]] | [[Image:BF3-G3-1.jpg|thumb|none|602px|Blackburn holds a G3A3 with ACOG scope during the mission "Operation Swordbreaker."]] | ||
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==Heckler & Koch HK416== | ==Heckler & Koch HK416== | ||
− | The [[HK416]] returns from Bad Company and Bad Company 2 having a 10.4" barrel and OD furniture. It is the first unlock for the Assault kit and can have an M320 (which replaces the kit's Medkit) mounted as long as a grip or bipod are not. It once again appears as the "M416," seemingly just because that's what it was called in the ''Bad Company'' games since it is no longer shown as a standardised US military weapon in singleplayer. At release, it featured semi-auto, burst, and full-auto modes, something that isn't typically possible with AR-15 type rifles and derivatives. A patch in December of 2011 removed the burst mode for PC, and as of the March 2012 patch, the Xbox 360 and PS3 version's M416 has it removed as well. The BF3 HK416 uses the older M4 Gen II style stock and a Tangodown pistol grip. Newer variants utilize HK's in-house stock and grip designs. | + | The [[HK416]] returns from ''Bad Company'' and ''Bad Company 2'' having a 10.4" barrel and OD furniture. It is the first unlock for the Assault kit and can have an M320 (which replaces the kit's Medkit) mounted as long as a grip or bipod are not. It once again appears as the "M416," seemingly just because that's what it was called in the ''Bad Company'' games since it is no longer shown as a standardised US military weapon in singleplayer. At release, it featured semi-auto, burst, and full-auto modes, something that isn't typically possible with AR-15 type rifles and derivatives. A patch in December of 2011 removed the burst mode for PC, and as of the March 2012 patch, the Xbox 360 and PS3 version's M416 has it removed as well. The BF3 HK416 uses the older M4 Gen II style stock and a Tangodown pistol grip. Newer variants utilize HK's in-house stock and grip designs. |
[[Image:Heckler and Koch 416.jpg|thumb|none|400px|Heckler & Koch HK416 with 10 inch barrel - 5.56x45mm NATO]] | [[Image:Heckler and Koch 416.jpg|thumb|none|400px|Heckler & Koch HK416 with 10 inch barrel - 5.56x45mm NATO]] | ||
[[Image:BF3-HK416-1.jpg|thumb|none|600px|Blackburn runs with his HK416 with M320 grenade launcher, straight into a most unpleasant surprise. The Russian transport craft depicted is an Antonov An-22. The pilot of the Antonov is a big fan of ''[[Top Gun]]'' and is getting as much low-altitude fly-by practice in as he can before the real war starts.]] | [[Image:BF3-HK416-1.jpg|thumb|none|600px|Blackburn runs with his HK416 with M320 grenade launcher, straight into a most unpleasant surprise. The Russian transport craft depicted is an Antonov An-22. The pilot of the Antonov is a big fan of ''[[Top Gun]]'' and is getting as much low-altitude fly-by practice in as he can before the real war starts.]] | ||
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==Heckler & Koch HK53== | ==Heckler & Koch HK53== | ||
− | The [[ | + | The [[HK53]] is included in the ''Back to Karkand'' expansion pack as the G53. It was listed in game under its original "HK53" name on the PS3 version until a patch altered it to G53 as used in the PC and X360 versions. It is a compact version of the HK33 rifle, and as a carbine, it can be used by the Engineer kit. |
[[Image:H&KHK53-1.jpg|thumb|none|400px|Heckler & Koch HK53 - 5.56x45mm.]] | [[Image:H&KHK53-1.jpg|thumb|none|400px|Heckler & Koch HK53 - 5.56x45mm.]] | ||
[[Image:BF3-HK53-1.jpg|thumb|none|600px|HK53 on the customization screen. This is a pre-patch screenshot from the PS3 version]] | [[Image:BF3-HK53-1.jpg|thumb|none|600px|HK53 on the customization screen. This is a pre-patch screenshot from the PS3 version]] | ||
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==L85A2== | ==L85A2== | ||
− | The [[ | + | The [[L85A2]] is included in the ''Back to Karkand'' expansion pack, and can be used by the Assault kit. It features very high accuracy, low recoil and better hip-fire accuracy due to its bullpup configuration but suffers in close quarters due to its 650 RPM rate of fire. It also cannot mount an underslung M320 like it can in real life. |
[[Image:L85A2Iron.jpg|thumb|none|400px|L85A2 - 5.56x45mm NATO]] | [[Image:L85A2Iron.jpg|thumb|none|400px|L85A2 - 5.56x45mm NATO]] | ||
[[Image:BF3-L85-1.jpg|thumb|none|600px|L85A2 on the customisation screen.]] | [[Image:BF3-L85-1.jpg|thumb|none|600px|L85A2 on the customisation screen.]] | ||
− | [[file:bf3 l85 idle.jpg|thumb|none|600px|L85A2 idle, fitted with an ACOG sight and a bipod.]] | + | [[file:bf3 l85 idle.jpg|thumb|none|600px|L85A2 idle, fitted with an ACOG sight and a bipod. Note the Picatinny rail mounted on top of the dovetail mount, which appears when alternate sights are used.]] |
[[file:bf3 l85 reload.jpg|thumb|none|600px|Removing the empty magazine.]] | [[file:bf3 l85 reload.jpg|thumb|none|600px|Removing the empty magazine.]] | ||
[[file:bf3 l85 bolt.jpg|thumb|none|600px|Moving to press the bolt release.]] | [[file:bf3 l85 bolt.jpg|thumb|none|600px|Moving to press the bolt release.]] | ||
==M16A4== | ==M16A4== | ||
− | The [[ | + | The [[M16A4 rifle]] was one of the first weapons to be shown in early gameplay footage, but was lacking rear iron sights and even optical sights because of the alpha stage development; these were added later on. Some later footage showed the M16 with the gas block missing when mounting sights, but this too was corrected in the final release. Both the M16A3 (full-auto) and M16A4 (3-round burst) are available for use within the game; they both utilize the M16A4 model, despite the real M16A3 having a non-removable carrying handle (like the M16A2). They have [[M16A1]] flash hiders, KAC RIS handguards with a rail cover on the right side rail, a Hogue pistol grip, Magpul loops on the magazines, and a cloth sleeve wrapped around the stock. It is the standard assault rifle used by the US Assault kit. |
[[Image:M16A4withANPEQ&ACOG.jpg|thumb|none|400px|M16A4 MWS (Modular Weapon System) with RAS rails installed, AN/PEQ-2 IR designator, RIS foregrip, and Trijicon 4x32 ACOG scope - 5.56x45mm. This is the USMC style setup.]] | [[Image:M16A4withANPEQ&ACOG.jpg|thumb|none|400px|M16A4 MWS (Modular Weapon System) with RAS rails installed, AN/PEQ-2 IR designator, RIS foregrip, and Trijicon 4x32 ACOG scope - 5.56x45mm. This is the USMC style setup.]] | ||
[[Image:BF3-M16-1.jpg|601px|thumb|none|Blackburn holds his "M16A3" during Operation Swordbreaker.]] | [[Image:BF3-M16-1.jpg|601px|thumb|none|Blackburn holds his "M16A3" during Operation Swordbreaker.]] | ||
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==QBZ-95B== | ==QBZ-95B== | ||
− | The [[ | + | The [[QBZ-95B]] is included in the ''Back to Karkand'' expansion pack, and, as a carbine, can be used by the Engineer kit. |
[[Image:Qbz-95carb s.jpg|thumb|none|400px|Norinco QBZ-95B - 5.8x42mm]] | [[Image:Qbz-95carb s.jpg|thumb|none|400px|Norinco QBZ-95B - 5.8x42mm]] | ||
[[Image:BF3-QBZ95B-1.jpg|thumb|none|600px|QBZ-95B on the customise menu.]] | [[Image:BF3-QBZ95B-1.jpg|thumb|none|600px|QBZ-95B on the customise menu.]] | ||
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==SIG SG 553== | ==SIG SG 553== | ||
− | The [[SIG | + | The [[SIG SG 553]] appears in ''Battlefield 3'' with a railed handguard. The in-game model's serial numbers points to its modeling reference being a SIG SG 553-1 SP semi-auto only model (the one on the reference image below in particular), though the in-game weapon still has the automatic firing options of the standard SIG SG 553. In multiplayer, being a carbine, it is used by the Engineer kit. It can only be unlocked in Co-Op by achieving a score of 120,000. In the campaign mode, the SG 553 is found in two places. The first is in "Comrades", where a police officer exiting the van has one, and the other one being found by the player after the train crashes in "The Great Destroyer". |
− | [[File:SIG SG 553- | + | [[File:SIG SG 553-1 SP.jpg|none|thumb|400px|SIG SG 553-1 SP with railed handguard - 5.56x45mm]] |
− | [[ | + | [[File:BF3-SG553-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds a SIG SG 553 during the mission "Comrades" as he fights his way through a French police cordon.]] |
− | [[File:BF3 SG553 Reload.jpg|thumb|none|600px|The SG553 being reloaded]] | + | [[File:BF3 SG553 Reload.jpg|thumb|none|600px|The SG553 being reloaded. Note the serial numbers being identical to the reference image above.]] |
==Remington ACR== | ==Remington ACR== | ||
− | The [[ | + | The [[Remington ACR]] joins the arsenal of ''Battlefield 3'' as part of the ''Close Quarters'' expansion pack and was first seen in the "Ziba Tower" gameplay video. Inaccurately appears as the "ACW-R" (likely meaning 'Adaptive Combat Weapon - Rifle') much like the "PDW-R". It boasts a high rate of fire with controllable recoil and features a 26 round capacity in a 30 round 5.56mm PMAG magazine. Developers have stated that the "ACW-R" in-game is chambered for 6.5x38mm Grendel, which explains the round capacity. Newer revisions of the Remington ACR have features not reflected in this game model, such as an angled / folding charging handle and an updated lighter-weight rail. |
[[File:Bushmasteracrentry.jpg|thumb|none|400px|Remington ACR - 5.56x45mm NATO]] | [[File:Bushmasteracrentry.jpg|thumb|none|400px|Remington ACR - 5.56x45mm NATO]] | ||
[[file:bf3 acr idle.jpg|thumb|600px|none|The "ACW-R" idle. Note the 26+1 magazine.]] | [[file:bf3 acr idle.jpg|thumb|600px|none|The "ACW-R" idle. Note the 26+1 magazine.]] | ||
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==Steyr AUG A3-CQC== | ==Steyr AUG A3-CQC== | ||
− | The [[Steyr AUG A3-CQC]] was added in the Close Quarters expansion pack. It serves a similar role to the M416, a stable gun with a steady 700 rpm rate of fire and easy to control recoil. The AUG A3-CQC is unique, as it's the only bullpup assault rifle that can mount an underslung weapon. It was first shown in the "Ziba Tower" gameplay trailer and in pre-release screenshots. It is very accurate and has controllable recoil, making it an effective assault rifle. It is unlocked by completing the "Shepard" assignment which involves 10 squad revives and 30 kills with assault rifles. | + | The [[Steyr AUG A3-CQC]] was added in the ''Close Quarters'' expansion pack. It serves a similar role to the M416, a stable gun with a steady 700 rpm rate of fire and easy to control recoil. The AUG A3-CQC is unique, as it's the only bullpup assault rifle that can mount an underslung weapon. It was first shown in the "Ziba Tower" gameplay trailer and in pre-release screenshots. It is very accurate and has controllable recoil, making it an effective assault rifle. It is unlocked by completing the "Shepard" assignment which involves 10 squad revives and 30 kills with assault rifles. |
[[File:1.Steyr AUG A3.jpg|thumb|none|400px|Steyr AUG A3-CQC with Surefire M900 weaponlight foregrip and Leupold CQ/T scope - 5.56x45mm NATO]] | [[File:1.Steyr AUG A3.jpg|thumb|none|400px|Steyr AUG A3-CQC with Surefire M900 weaponlight foregrip and Leupold CQ/T scope - 5.56x45mm NATO]] | ||
[[File:BF3wallpaper.jpg|thumb|none|600px|The soldier in the foreground can be seen holding an AUGA3 (Note the tri-railed handguard and the placement of the charging handle) fitted with an EOTech 552 and KAC foregrip.]] | [[File:BF3wallpaper.jpg|thumb|none|600px|The soldier in the foreground can be seen holding an AUGA3 (Note the tri-railed handguard and the placement of the charging handle) fitted with an EOTech 552 and KAC foregrip.]] | ||
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==MTAR-21== | ==MTAR-21== | ||
− | The [[ | + | The [[IMI Micro Tavor MTAR-21]] is a carbine added in the ''Close Quarters'' expansion pack. It features high recoil due to its short barrel and high rate of fire. In CQB it's capable of mowing down enemies with little trouble due to its 900 rpm rate of fire, but the recoil severely limits its long range capabilities. |
[[file:Mtar-21.jpg|thumb|none|400px|IMI Tavor MTAR-21 with Meprolight red dot sight - 5.56x45mm.]] | [[file:Mtar-21.jpg|thumb|none|400px|IMI Tavor MTAR-21 with Meprolight red dot sight - 5.56x45mm.]] | ||
[[file:bf3 mtar idle.jpg|thumb|none|600px|The IMI MTAR-21 idle, fitted with a Trijicon RX01 reflex sight.]] | [[file:bf3 mtar idle.jpg|thumb|none|600px|The IMI MTAR-21 idle, fitted with a Trijicon RX01 reflex sight.]] | ||
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===M16A2=== | ===M16A2=== | ||
− | The Dog Tag the player | + | The Dog Tag the player receives for 500 kills with the M16A3/A4 shows an [[M16A2]] instead. |
===FAMAS=== | ===FAMAS=== | ||
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===FN Mk 16 Mod 0 (SCAR-L)=== | ===FN Mk 16 Mod 0 (SCAR-L)=== | ||
− | 100 Kills with either the SCAR-H carbine or the SCAR-L assault rifle earns the player a SCAR-L dog tag. The release of the Close Quarters DLC (which introduced the SCAR-L) has not brought along a proper dog tag for the SCAR-H. | + | 100 Kills with either the SCAR-H carbine or the SCAR-L assault rifle earns the player a SCAR-L dog tag. The release of the ''Close Quarters'' DLC (which introduced the SCAR-L) has not brought along a proper dog tag for the SCAR-H. |
[[Image:BF3_SCAR_L_dogtag.jpg|thumb|none|401px]] | [[Image:BF3_SCAR_L_dogtag.jpg|thumb|none|401px]] | ||
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[[Image:Bf3 dogtag hk416 m203.jpg|thumb|left|400px|Heckler & Koch HK416 + M203. 100 kill.]] | [[Image:Bf3 dogtag hk416 m203.jpg|thumb|left|400px|Heckler & Koch HK416 + M203. 100 kill.]] | ||
[[Image:Bf3 dogtag hk416.jpg|thumb|none|400px|Heckler & Koch HK416. 500 kill.]] | [[Image:Bf3 dogtag hk416.jpg|thumb|none|400px|Heckler & Koch HK416. 500 kill.]] | ||
− | |||
===SIG SG 553=== | ===SIG SG 553=== | ||
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=Machine Guns= | =Machine Guns= | ||
==Heckler & Koch M27 IAR== | ==Heckler & Koch M27 IAR== | ||
− | The [[ | + | The [[Heckler & Koch M27 IAR]] is the starting weapon for the US support class, and uses a 45-round extended magazine. It is shown with a 4-vent handguard, but the correct extended barrel for the version is shown, the handguard simply covering less of it. |
[[Image:H&K M27 IAR.jpg|thumb|none|400px|Heckler & Koch M27 IAR - 5.56x45mm NATO]] | [[Image:H&K M27 IAR.jpg|thumb|none|400px|Heckler & Koch M27 IAR - 5.56x45mm NATO]] | ||
[[Image:BF3-IAR-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds an M27 IAR equipped with a Trijicon RX01 reflex sight and tactical light in the mission "Kaffarov."]] | [[Image:BF3-IAR-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds an M27 IAR equipped with a Trijicon RX01 reflex sight and tactical light in the mission "Kaffarov."]] | ||
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==LSAT Light Machine Gun== | ==LSAT Light Machine Gun== | ||
− | The [[LSAT|LSAT Light Machine Gun]] is a light machine gun added to Battlefield 3 through the Close Quarters expansion pack. In-game it uses the configuration that loads polymer-cased ammunition. It is unlocked by completing the "Point Blank" assignment, which involves 10 kills with C4 and 10 knife takedowns. | + | The [[LSAT|LSAT Light Machine Gun]] is a light machine gun added to ''Battlefield 3'' through the ''Close Quarters'' expansion pack. In-game it uses the configuration that loads polymer-cased ammunition. It is unlocked by completing the "Point Blank" assignment, which involves 10 kills with C4 and 10 knife takedowns. |
− | [[ | + | [[File:LSAT Prototype 2009.jpg|thumb|none|450px|LSAT Light Machine Gun prototype - 5.56mm Caseless]] |
[[Image:bf3 lsat idle.jpg|thumb|none|600px|The LSAT LMG in idle]] | [[Image:bf3 lsat idle.jpg|thumb|none|600px|The LSAT LMG in idle]] | ||
[[Image:bf3 lsat iron.jpg|thumb|none|600px|The LSAT LMG's iron sights. The rear sights are modeled after the KAC folding 600m.]] | [[Image:bf3 lsat iron.jpg|thumb|none|600px|The LSAT LMG's iron sights. The rear sights are modeled after the KAC folding 600m.]] | ||
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==M240B== | ==M240B== | ||
− | The [[ | + | The [[M240B]] appears in the hands of some US Marines, and in the hands of the player character, fitted with an EOTech Holographic Weapon Sight (HWS). The trailer shows the weapon as having a deployable bipod which can be used to increase accuracy during prolonged firing, at the cost of player mobility. |
[[Image:M240-1.jpg|thumb|none|400px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO]] | [[Image:M240-1.jpg|thumb|none|400px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO]] | ||
[[File:BF3-M240-1.jpg|thumb|none|600px|One of Blackburn's fellow Marines, Montes, holds his M240B fitted with an M145 Machine Gun Optic.]] | [[File:BF3-M240-1.jpg|thumb|none|600px|One of Blackburn's fellow Marines, Montes, holds his M240B fitted with an M145 Machine Gun Optic.]] | ||
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An [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249E3 Para SAW]] is featured in the game. It has a STANAG magazine well, identifying it as an M249 rather than a Mark 46, but the fixed buttstock and rail system are features of the Mk 46 Mod 0. This configuration is typical of Airsoft "Mk 46" guns which have Mk 46 features but retain their STANAG wells. | An [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249E3 Para SAW]] is featured in the game. It has a STANAG magazine well, identifying it as an M249 rather than a Mark 46, but the fixed buttstock and rail system are features of the Mk 46 Mod 0. This configuration is typical of Airsoft "Mk 46" guns which have Mk 46 features but retain their STANAG wells. | ||
[[Image:M249ParaWAmmo.jpg|thumb|none|400px|FN M249 Para - 5.56x45mm]] | [[Image:M249ParaWAmmo.jpg|thumb|none|400px|FN M249 Para - 5.56x45mm]] | ||
− | [[ | + | [[File:Mk 46 Mod 0.jpg|thumb|none|400px|Mk 46 Mod 0 light machine gun - 5.56x45mm]] |
[[Image:BF3-M249-1.jpg|thumb|none|600px|Blackburn holds the hybrid SAW near the end of Operation Swordbreaker. Note the STANAG magazine well visible under the belt.]] | [[Image:BF3-M249-1.jpg|thumb|none|600px|Blackburn holds the hybrid SAW near the end of Operation Swordbreaker. Note the STANAG magazine well visible under the belt.]] | ||
[[Image:BF3-SAW-1.jpg|thumb|none|601px|Blackburn sets up the bipod of his SAW.]] | [[Image:BF3-SAW-1.jpg|thumb|none|601px|Blackburn sets up the bipod of his SAW.]] | ||
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==QBB-95== | ==QBB-95== | ||
− | The [[ | + | The [[QBB-95]] is included in the ''Back to Karkand'' expansion pack, and can be used by the Support kit. It uses 75-round drums, and has the highest capacity of any weapon in the game besides belt-fed LMGs. |
[[Image:QBB95ds.jpg|thumb|none|401px|QBB-95 with 75-round drum magazine and Y/MA 95-002 scope - 5.8x42mm]] | [[Image:QBB95ds.jpg|thumb|none|401px|QBB-95 with 75-round drum magazine and Y/MA 95-002 scope - 5.8x42mm]] | ||
[[Image:BF3-QBB95-1.jpg|thumb|none|600px|QBB-95 on the customise menu.]] | [[Image:BF3-QBB95-1.jpg|thumb|none|600px|QBB-95 on the customise menu.]] | ||
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==QJY-88== | ==QJY-88== | ||
− | The [[Norinco QJY-88]] returns from Bad Company 2, once again called the "Type 88". This isn't wrong per se (the weapon is named "Type 88 GPMG" in Chinese), but quite odd, as the QBZ-95B, QBB-95, and QBU-88 all use their proper "QB" designations. | + | The [[Norinco QJY-88]] returns from ''Bad Company 2'', once again called the "Type 88". This isn't wrong per se (the weapon is named "Type 88 GPMG" in Chinese), but quite odd, as the QBZ-95B, QBB-95, and QBU-88 all use their proper "QB" designations. |
[[Image:Type88gpmg2.jpg|thumb|400px|none|Norinco QJY-88 - 5.8x42mm]] | [[Image:Type88gpmg2.jpg|thumb|400px|none|Norinco QJY-88 - 5.8x42mm]] | ||
[[Image:BF3-QJY88-1.jpg|thumb|none|600px|Dmitri Mayakovsky discovers a QJY-88 with the rare and for some reason unpopular linoleum-plated finish.]] | [[Image:BF3-QJY88-1.jpg|thumb|none|600px|Dmitri Mayakovsky discovers a QJY-88 with the rare and for some reason unpopular linoleum-plated finish.]] | ||
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==L86A1== | ==L86A1== | ||
− | The [[ | + | The [[Enfield L86A1]] is a weapon added as a part of the ''Close Quarters'' DLC. In game it's named the "L86A2" and features a 45+1 magazine, despite being modelled with a 30 round one. Like in [[Call of Duty: Modern Warfare 2]] its rear foregrip is unused. In game it handles much like the L85A2. Its low rate of fire is balanced by its low recoil. It comes with a bipod by default. |
[[File:SA80-L86A1.jpg|thumb|none|400px|Enfield L86A1 - 5.56x45mm NATO]] | [[File:SA80-L86A1.jpg|thumb|none|400px|Enfield L86A1 - 5.56x45mm NATO]] | ||
− | [[file:bf3 l86a2 idle.jpg|thumb|600px|none|The "L86A2" idle]] | + | [[file:bf3 l86a2 idle.jpg|thumb|600px|none|The "L86A2" idle. Unlike the L85A2, the dovetail mount is used for all sights.]] |
[[file:bf3 l86a2 reload.jpg|thumb|600px|none|Removing an empty magazine]] | [[file:bf3 l86a2 reload.jpg|thumb|600px|none|Removing an empty magazine]] | ||
[[File:bf3 l86a2 bolt.jpg|thumb|600px|none| Slapping the bolt release to chamber a new round]] | [[File:bf3 l86a2 bolt.jpg|thumb|600px|none| Slapping the bolt release to chamber a new round]] | ||
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==Accuracy International AWM-F== | ==Accuracy International AWM-F== | ||
− | The [[ | + | The [[Accuracy International AWM|Accuracy International AWM-F]] is included in the ''Back to Karkand'' expansion pack as the "L96" (the British designation of the Accuracy Internation Precision Marksman; the actual British designation of the AWM is L115A1/A3), and can be used by the Recon kit. True to its reputation, the gun is extremely accurate at long ranges, with minimal bullet drop allowing for precise headshots. Its ballistics are modeled after the L96A1's 7.62 NATO chambering rather the the AW Magnum's .338 Lapua. |
[[File:AI AW G22.jpg|thumb|none|400px|Accuracy International AWM-F - .300 Winchester Magnum]] | [[File:AI AW G22.jpg|thumb|none|400px|Accuracy International AWM-F - .300 Winchester Magnum]] | ||
[[Image:BF3-L96-1.jpg|thumb|none|600px|AWM-F on the customise menu.]] | [[Image:BF3-L96-1.jpg|thumb|none|600px|AWM-F on the customise menu.]] | ||
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==MKEK JNG-90== | ==MKEK JNG-90== | ||
− | The [[MKEK JNG-90]] was included for the Recon class in | + | The [[MKEK JNG-90]] was included for the Recon class in the ''Close Quarters'' expansion pack. To acquire it, the player would have to complete an assignment. |
[[Image:JNG-90.jpg|thumb|none|400px|MKEK JNG-90 - 7.62x51mm NATO]] | [[Image:JNG-90.jpg|thumb|none|400px|MKEK JNG-90 - 7.62x51mm NATO]] | ||
[[Image:bf3 jng idle.jpg|thumb|none|600px|The MKEK JNG-90 fitted with a Russian PKS-07 scope.]] | [[Image:bf3 jng idle.jpg|thumb|none|600px|The MKEK JNG-90 fitted with a Russian PKS-07 scope.]] | ||
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==M14 with Sage stock== | ==M14 with Sage stock== | ||
− | An [[M14]] with a Sage stock appears as a sniper rifle in the | + | An [[M14]] with a Sage stock appears as a sniper rifle in the Recon class, though it is incorrectly referred to as the M39 EMR. It is unlocked when the player receives 58,000 Co-Op Score. |
[[Image:Sagem14 09-1-.jpg|thumb|none|400px|M14 with Sage stock and scope - 7.62x51mm NATO]] | [[Image:Sagem14 09-1-.jpg|thumb|none|400px|M14 with Sage stock and scope - 7.62x51mm NATO]] | ||
[[Image:M-39EMR.jpg|thumb|none|400px|M39 Enhanced Marksman Rifle - 7.62x51mm NATO, for comparison. Note the longer gas cylinder below the barrel.]] | [[Image:M-39EMR.jpg|thumb|none|400px|M39 Enhanced Marksman Rifle - 7.62x51mm NATO, for comparison. Note the longer gas cylinder below the barrel.]] | ||
[[Image:BF3-M39-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds an M14 rather curiously equipped with a Russian PK-AS optic as he looks around Kaffarov's villa. He might be a bad guy, but he sure knows how to keep the place neat.]] | [[Image:BF3-M39-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds an M14 rather curiously equipped with a Russian PK-AS optic as he looks around Kaffarov's villa. He might be a bad guy, but he sure knows how to keep the place neat.]] | ||
− | [[Image:Rrt877 ebr reloading.jpg|thumb|none|600px|The player character in multiplayer simultaneously reloads the M14 and demonstrates that Battlefield 3 does not necessary require you to have a sniper scope on your sniper rifle.]] | + | [[Image:Rrt877 ebr reloading.jpg|thumb|none|600px|The player character in multiplayer simultaneously reloads the M14 and demonstrates that ''Battlefield 3'' does not necessary require you to have a sniper scope on your sniper rifle.]] |
==M40A5== | ==M40A5== | ||
− | The [[ | + | The [[M40A5 Sniper Rifle]] is the second bolt-action rifle unlocked for the Recon class. It has lower muzzle velocity than the other bolt-action rifles, but benefits from the fastest cycle time between shots and moderately low sway. |
[[Image:M40A5.jpg|thumb|none|401px|M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO]] | [[Image:M40A5.jpg|thumb|none|401px|M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO]] | ||
[[Image:BF3-M40-1.jpg|thumb|none|600px|Blackburn holds a suppressed M40A5 fitted with an IR scope during the mission "Night Shift."]] | [[Image:BF3-M40-1.jpg|thumb|none|600px|Blackburn holds a suppressed M40A5 fitted with an IR scope during the mission "Night Shift."]] | ||
==HK417== | ==HK417== | ||
− | The Heckler and Koch [[HK417]] is added in the Close Quarters expansion pack. Much like the HK53 and the HK416, it lacks the 'HK' prefix and is instead called the M417 in game. It's limited to semi-automatic fire in game and features a 20 round magazine. In game it performs as a hybrid of the Mk11/M39/SVD and the SKS. It has the damage of the MK11/M39/SVD with the capacity of the SKS and a rate of fire that's inbetween the two. It has manageable recoil, and comes with a 8x scope by default. It comes correctly equipped with early-production 20-round HK417 magazines, but are colored grayish instead of transparent. This can be easily seen by looking at the magazine while crawling. | + | The Heckler and Koch [[HK417]] is added in the ''Close Quarters'' expansion pack. Much like the HK53 and the HK416, it lacks the 'HK' prefix and is instead called the M417 in game. It's limited to semi-automatic fire in game and features a 20 round magazine. In game it performs as a hybrid of the Mk11/M39/SVD and the SKS. It has the damage of the MK11/M39/SVD with the capacity of the SKS and a rate of fire that's inbetween the two. It has manageable recoil, and comes with a 8x scope by default. It comes correctly equipped with early-production 20-round HK417 magazines, but are colored grayish instead of transparent. This can be easily seen by looking at the magazine while crawling. |
[[Image:HK417_20MOD.jpg|thumb|400px|none|Heckler & Koch 417 with 20" barrel, Leupold Mark 4 scope, and Harris bipod - 7.62x51mm NATO]] | [[Image:HK417_20MOD.jpg|thumb|400px|none|Heckler & Koch 417 with 20" barrel, Leupold Mark 4 scope, and Harris bipod - 7.62x51mm NATO]] | ||
[[Image:bf3 m417 idle.jpg|thumb|600px|none| The "M417" idle, equipped with an 8x scope. Like M27 and HK416, the backside of the charging handle is modeled completely solid.]] | [[Image:bf3 m417 idle.jpg|thumb|600px|none| The "M417" idle, equipped with an 8x scope. Like M27 and HK416, the backside of the charging handle is modeled completely solid.]] | ||
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[[Image:bf3 m417 bolt.jpg|thumb|600px|none|Slapping the bolt release.]] | [[Image:bf3 m417 bolt.jpg|thumb|600px|none|Slapping the bolt release.]] | ||
− | == | + | ==Knight's Armament SR-25== |
− | The [[Knight' | + | The [[Knight's Armament SR-25]] appears in BF3 under the name Mk 11 Mod 0, its designation in SOCOM. It is found occasionally in the single-player campaign. It is the default rifle for the US Recon kit in multiplayer, outfitted by standard with a 8x rifle scope. |
− | [[ | + | [[File:Knights-Armament-SR-25-Mk11-Mod-0Unsuppressed.jpg|thumb|none|400px|Knight's Armament SR-25 with Harris bipod - 7.62x51mm NATO]] |
[[Image:BF3-Mod11-1.jpg|thumb|none|600px|Blackburn holds a scoped Mk 11 Mod 0 during the mission "Operation Swordbreaker".]] | [[Image:BF3-Mod11-1.jpg|thumb|none|600px|Blackburn holds a scoped Mk 11 Mod 0 during the mission "Operation Swordbreaker".]] | ||
[[Image:BF3-Mod11-2.jpg|thumb|none|600px|Campo holds Mk 11 Mod 0 with a silencer and red-dot sight in the mission "Night Shift".]] | [[Image:BF3-Mod11-2.jpg|thumb|none|600px|Campo holds Mk 11 Mod 0 with a silencer and red-dot sight in the mission "Night Shift".]] | ||
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==Norinco NDM-86== | ==Norinco NDM-86== | ||
− | The .308 variant of the [[ | + | The .308 variant of the [[Norinco NDM-86]] returns from ''[[Battlefield Play4Free]]'', once again appearing as the ''[[SVD]]'' It is default for the Russian Recon Kit sporting a PKS-07 7x Scope by default, though the correct PSO-1 4x scope is the first attachment unlocked at only 10 kills. |
[[Image:Ndm86.jpg|thumb|none|400px|Norinco NDM-86 - .308 Winchester/7.62x51mm NATO]] | [[Image:Ndm86.jpg|thumb|none|400px|Norinco NDM-86 - .308 Winchester/7.62x51mm NATO]] | ||
[[Image:BF3 NorincoNDM Multi.jpg|thumb|none|600px|The player character in multiplayer holds an NDM-86 fitted with a PKS-07 scope.]] | [[Image:BF3 NorincoNDM Multi.jpg|thumb|none|600px|The player character in multiplayer holds an NDM-86 fitted with a PKS-07 scope.]] | ||
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==QBU-88== | ==QBU-88== | ||
− | The [[ | + | The [[QBU-88]] is included in the ''Back to Karkand'' expansion pack, and can be used by the Recon kit. |
[[Image:Qbu-88-0.jpg|thumb|none|400px|Norinco QBU-88 - 5.8x42mm]] | [[Image:Qbu-88-0.jpg|thumb|none|400px|Norinco QBU-88 - 5.8x42mm]] | ||
[[Image:BF3-QBU88-1.jpg|thumb|none|600px|The QBU-88 on the customiztion screen, note the game claims to it being chambered in 7.62x54R which has since been patched to show the correct 5.8x42mm ammuntion.]] | [[Image:BF3-QBU88-1.jpg|thumb|none|600px|The QBU-88 on the customiztion screen, note the game claims to it being chambered in 7.62x54R which has since been patched to show the correct 5.8x42mm ammuntion.]] | ||
− | [[file:Bf3 Qbu 88 idle.jpg|thumb|none|600px|The QBU-88 Idle, fitted with a PKS-07 7x scope.]] | + | [[file:Bf3 Qbu 88 idle.jpg|thumb|none|600px|The QBU-88 Idle, fitted with a PKS-07 7x scope. Note the folded down iron sights (which are the default sight options), and that the scope seems more or less welded to the top of the receiver, which happens with all alternate sights.]] |
[[file:bf3 qbu 88 reload.jpg|thumb|none|600px|Reloading. The character will first grab a new magazine, then pull out the dry one with the fresh one still in hand, then proceed to insert it, as seen here.]] | [[file:bf3 qbu 88 reload.jpg|thumb|none|600px|Reloading. The character will first grab a new magazine, then pull out the dry one with the fresh one still in hand, then proceed to insert it, as seen here.]] | ||
[[file:bf3 qbu 88 bolt.jpg|thumb|none|600px|Pulling the charging handle.]] | [[file:bf3 qbu 88 bolt.jpg|thumb|none|600px|Pulling the charging handle.]] | ||
==M59/66 SKS== | ==M59/66 SKS== | ||
− | The Yugoslavian M59/66 variant of the [[ | + | The Yugoslavian M59/66 variant of the [[SKS]] appears in-game, with synthetic Tapco furniture and uses 20 round magazines. It can be identified as the Yugoslavian variant by the design of the front sight with an integrated grenade sight, and by its muzzle device. It is a good choice for close range compared to other Recon-class rifles due to its higher mobility/low weight, 20-round capacity and low recoil, at the cost of less hitting power and range. |
[[Image:Sks_tapco_stock.jpg|thumb|none|400px|Yugoslavian M59/66 SKS with Tapco furniture (the ingame gun has had the folding bayonet removed) - 7.62x39mm]] | [[Image:Sks_tapco_stock.jpg|thumb|none|400px|Yugoslavian M59/66 SKS with Tapco furniture (the ingame gun has had the folding bayonet removed) - 7.62x39mm]] | ||
[[Image:BF3-SKS-1.jpg|thumb|none|600px|M59/66 SKS on the customise menu.]] | [[Image:BF3-SKS-1.jpg|thumb|none|600px|M59/66 SKS on the customise menu.]] | ||
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==RPG-7V2== | ==RPG-7V2== | ||
− | The [[ | + | The [[RPG-7]] is featured as the Russian Engineer's unguided rocket launcher. It incorrectly shows it as 83 mm, which a PG-VL HEAT is 93 mm. |
− | The weapon's Battlelog description states that it fires "GP-7VL" rocket propelled grenades, presumably a corruption or a typo of PG-7VL. | + | The weapon's Battlelog description states that it fires "GP-7VL" rocket propelled grenades, presumably a corruption or a typo of PG-7VL, even though the in-game weapon uses PG-7V grenades. |
[[Image:Rpg-7-1-.jpg|thumb|none|400px|RPG-7 - 40mm]] | [[Image:Rpg-7-1-.jpg|thumb|none|400px|RPG-7 - 40mm]] | ||
[[Image:BF3-RPG7-1.jpg|thumb|none|601px|Practically invisible in his well-planned cover position, an Iranian soldier with an RPG-7 plots his next move, apparently oblivious to the 70-ton American tank lurking close by.]] | [[Image:BF3-RPG7-1.jpg|thumb|none|601px|Practically invisible in his well-planned cover position, an Iranian soldier with an RPG-7 plots his next move, apparently oblivious to the 70-ton American tank lurking close by.]] | ||
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==M15 Anti-Tank mine== | ==M15 Anti-Tank mine== | ||
− | The [[M15 anti-tank | + | The [[M15 anti-tank mine]] can be used by the Engineer kit. In Multiplayer mines that are placed can only be destroyed with explosives, shooting them has no effect, however Explosive FRAG rounds fired from shotguns will detonate the mine. The mine is pressure activated, meaning only something heavy like a vehicle will set it off, infantry running across will not detonate it. |
[[Image:Landmine-dod-closeup.jpg|thumb|none|350px|M15 Anti-Tank mine]] | [[Image:Landmine-dod-closeup.jpg|thumb|none|350px|M15 Anti-Tank mine]] | ||
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==Browning M2HB== | ==Browning M2HB== | ||
− | The [[ | + | The [[Browning M2HB]] heavy machine gun appears in the game mounted on vehicles, including M1A2 Abrams tanks. In terms of gameplay, the M2HB behaves more like a medium machine gun, requiring three or four shots to kill infantry, and dozens to disable a vehicle. In multiplayer, M1 tanks can be fitted with an M2HB mounted above the main cannon. When mounted like this, the M2's rate of fire slows to about 400rpm but gains a damage bonus that puts its power more in line with its real life counterpart. These changes were likely made to keep heavy machine guns from being overly powerful compared to other weapons. |
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB heavy machine gun in vehicle mount - .50 BMG]] | [[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB heavy machine gun in vehicle mount - .50 BMG]] | ||
[[Image:BF3-M2-1.jpg|thumb|none|601px|At the end of "Uprising," Blackburn takes control of an M2HB mounted on a Humvee as he defends a landing zone until a V-22 Osprey can extract the scattered Marines.]] | [[Image:BF3-M2-1.jpg|thumb|none|601px|At the end of "Uprising," Blackburn takes control of an M2HB mounted on a Humvee as he defends a landing zone until a V-22 Osprey can extract the scattered Marines.]] | ||
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==General Dynamics GAU-17/A== | ==General Dynamics GAU-17/A== | ||
− | Two [[ | + | Two [[GAU-17/A]] miniguns are mounted on the sides of UH-1Y helicopters and the Russian faction's Kamov Ka-60 helicopter. |
[[Image:GAU-17A HH60.jpg|thumb|none|400px|General Dynamics GAU-17/A, US Air Force version of the M134 Minigun - 7.62x51mm NATO]] | [[Image:GAU-17A HH60.jpg|thumb|none|400px|General Dynamics GAU-17/A, US Air Force version of the M134 Minigun - 7.62x51mm NATO]] | ||
[[Image:BF3-GAU17-1.jpg|thumb|none|600px|A GAU-17/A can be seen mounted on Kaffarov's private helicopter as Dmitri Mayakovsky dangles from it. Note it has no ammo feed.]] | [[Image:BF3-GAU17-1.jpg|thumb|none|600px|A GAU-17/A can be seen mounted on Kaffarov's private helicopter as Dmitri Mayakovsky dangles from it. Note it has no ammo feed.]] | ||
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==Gryazev-Shipunov GSh-30-1== | ==Gryazev-Shipunov GSh-30-1== | ||
− | The [[ | + | The [[Gryazev-Shipunov GSh-30-1]] appears in the game as the secondary armament of the Su-35BM Flanker-E fighter jet. |
[[Image:GSH30 1.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-1 with ammo belt 30mm]] | [[Image:GSH30 1.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-1 with ammo belt 30mm]] | ||
[[Image:BF3-MiG-3.jpg|thumb|none|600px|During the mission "Going Hunting," Hawkins faces several Su-35BM Flanker-E aircraft, incorrectly referred to throughout as "MiGs." This error is only present in the text in this mission; they are correctly named elsewhere in the game.]] | [[Image:BF3-MiG-3.jpg|thumb|none|600px|During the mission "Going Hunting," Hawkins faces several Su-35BM Flanker-E aircraft, incorrectly referred to throughout as "MiGs." This error is only present in the text in this mission; they are correctly named elsewhere in the game.]] | ||
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==Kord== | ==Kord== | ||
− | The [[Kord heavy machine gun]] is mounted on the T-90A tank, Russian army buggies and Vodniks, and a number of technicals. It behaves very similarly to the [[ | + | The [[Kord heavy machine gun]] is mounted on the T-90A tank, Russian army buggies and Vodniks, and a number of technicals. It behaves very similarly to the [[Browning M2HB]] heavy machine gun: more in line with a medium machine gun, and can be mounted on a T-90 with a lowered rate of fire but higher shot-for-shot damage. |
[[Image:Kord 02.jpg|thumb|none|401px|Kord heavy machine gun with ammo box - 12.7x108mm]] | [[Image:Kord 02.jpg|thumb|none|401px|Kord heavy machine gun with ammo box - 12.7x108mm]] | ||
[[Image:BF3-Kord-3.jpg|thumb|none|600px|Blackburn looks over a Kord machine gun mounted on a technical.]] | [[Image:BF3-Kord-3.jpg|thumb|none|600px|Blackburn looks over a Kord machine gun mounted on a technical.]] | ||
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==M61 Vulcan== | ==M61 Vulcan== | ||
− | The [[ | + | The [[M61 Vulcan]] appears in the game as the secondary armament of the F/A-18E and F/A-18F Super Hornet fighter jets. M61s are also seen in Phalanx installations on American warships, and in multiplayer the US base is protected by a land-based Phalanx C-RAM installation. It should be noted that the game's campaign mode incorrectly shows the Hornet's M61A1 as being operated by the WSO, when in reality the gun is operated by the pilot. |
[[Image:M61vulcan.jpg|thumb|none|400px|M61 Vulcan - 20mm]] | [[Image:M61vulcan.jpg|thumb|none|400px|M61 Vulcan - 20mm]] | ||
[[Image:Phalanx.jpg|thumb|none|400px|Phalanx CIWS - 20mm]] | [[Image:Phalanx.jpg|thumb|none|400px|Phalanx CIWS - 20mm]] | ||
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==M197 Vulcan== | ==M197 Vulcan== | ||
− | The [[ | + | The [[M197 Vulcan]] appears in the game as the secondary armament of the AH-1Z Viper attack helicopter. |
[[Image:M197Gatling.jpg|thumb|none|400px|M197 Vulcan - 20mm]] | [[Image:M197Gatling.jpg|thumb|none|400px|M197 Vulcan - 20mm]] | ||
[[Image:BF3-M197-1.jpg|thumb|none|601px|Miller looks up at a pair of friendly AH-1Z Vipers during the mission "Thunder Run."]] | [[Image:BF3-M197-1.jpg|thumb|none|601px|Miller looks up at a pair of friendly AH-1Z Vipers during the mission "Thunder Run."]] | ||
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==M240C== | ==M240C== | ||
− | The [[ | + | The [[M240C]] machine gun is coaxially mounted on the M1A2 Abrams MBT. |
[[Image:M240C.jpg|thumb|none|400px|M240C machine gun - 7.62x51mm NATO]] | [[Image:M240C.jpg|thumb|none|400px|M240C machine gun - 7.62x51mm NATO]] | ||
[[Image:BF3-M240C-1.jpg|thumb|none|600px|Miller runs back towards the tank column after retrieving the "clicker" trigger for an M58 Mine Clearing Line Charge.]] | [[Image:BF3-M240C-1.jpg|thumb|none|600px|Miller runs back towards the tank column after retrieving the "clicker" trigger for an M58 Mine Clearing Line Charge.]] | ||
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[[Image:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|400px|Mk 19 grenade launcher on vehicle mount - 40mm]] | [[Image:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|400px|Mk 19 grenade launcher on vehicle mount - 40mm]] | ||
[[Image:BF3-Mk19-1.jpg|thumb|none|600px|Miller looks over an AAVP7A1, mounting an M2HB and a Mark 19 grenade launcher in the commander's mini-turret.]] | [[Image:BF3-Mk19-1.jpg|thumb|none|600px|Miller looks over an AAVP7A1, mounting an M2HB and a Mark 19 grenade launcher in the commander's mini-turret.]] | ||
− | [[File:BF3 Mk19 (1).jpg|thumb|none|600px|Manning the Mark 19 on the "Phoenix", a post-apocalyptic Humvee that is part of the | + | [[File:BF3 Mk19 (1).jpg|thumb|none|600px|Manning the Mark 19 on the "Phoenix", a post-apocalyptic Humvee that is part of the ''Aftermath'' DLC. Note the lack of hands and any ammo.]] |
[[File:BF3 Mk19 (2).jpg|thumb|none|600px|Looking at the Mk 19 with a SCAR-L rather ridiculously equipped with a 12x scope.]] | [[File:BF3 Mk19 (2).jpg|thumb|none|600px|Looking at the Mk 19 with a SCAR-L rather ridiculously equipped with a 12x scope.]] | ||
==QLZ-87== | ==QLZ-87== | ||
− | The [[Norinco QL-series grenade launchers| Norinco QLZ-87]] appears in the Aftermath DLC, mounted on the Russian "Barsuk" (Badger) modification of the GAZ 3937 Vodnik truck. | + | The [[Norinco QL-series grenade launchers|Norinco QLZ-87]] appears in the ''Aftermath'' DLC, mounted on the Russian "Barsuk" (Badger) modification of the GAZ 3937 Vodnik truck. |
[[image: QLZ87Light.jpg|thumb|none|400px|Norinco QLZ-87 - 35x32mm]] | [[image: QLZ87Light.jpg|thumb|none|400px|Norinco QLZ-87 - 35x32mm]] | ||
[[File:BF3 QLZ87 (1).jpg|thumb|none|600px|Operating the "gangsta style" pistol grip of the QLZ-87 on the ramshackle GAZ 3937. The scope is not usable.]] | [[File:BF3 QLZ87 (1).jpg|thumb|none|600px|Operating the "gangsta style" pistol grip of the QLZ-87 on the ramshackle GAZ 3937. The scope is not usable.]] | ||
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==PKT== | ==PKT== | ||
− | The [[ | + | The [[PKT]] machine gun is coaxially mounted on the T-90A and T-72 MBTs. |
[[Image:Machine gun PKT.jpg|thumb|none|400px|PKT machine gun with 250-round ammo drum - 7.62x54mm R]] | [[Image:Machine gun PKT.jpg|thumb|none|400px|PKT machine gun with 250-round ammo drum - 7.62x54mm R]] | ||
[[Image:BF3-T72-1.jpg|thumb|none|600px|Miller gets a little ''too'' close to an Iranian T-72. The coaxial gun on the T-72 is mounted to the right of the main gun; the view is blocked from most angles (including this one) by the searchlight mounted next to it.]] | [[Image:BF3-T72-1.jpg|thumb|none|600px|Miller gets a little ''too'' close to an Iranian T-72. The coaxial gun on the T-72 is mounted to the right of the main gun; the view is blocked from most angles (including this one) by the searchlight mounted next to it.]] |
Revision as of 00:49, 11 November 2018
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Battlefield 3 (also known as BF3) is the twelfth installment of the Battlefield series, and direct sequel to Battlefield 2. The game was developed by the Swedish company Digital Illusions Creative Entertainment (DICE) and published by Electronic Arts in 2011 for the PC, PS3 and Xbox 360. The game is powered by the proprietary Frostbite 2 engine, a further development of the engine used in the Bad Company games.
The following weapons appear in the video game Battlefield 3:
Handguns
Beretta M9
In the beginning of the single-player mission "Semper Fidelis" and "The Great Destroyer", Blackburn acquires a Beretta M9. It can also be seen holstered on some US Marine throughout the single-player campaign. In multiplayer it is the starting handgun for US forces. Another note of interest is that unlike in Battlefield: Bad Company 2 and Medal of Honor's multiplayer, the M9's magazine is 15 rounds + 1 in the chamber like in reality. In multiplayer, Players can unlock additional M9's outfitted with a Tactical Light and a Sound Suppressor separately as they level (rank) up.
"93R"
The M9's model is also modified to be the "93R" in the game. The weapon is given a 93R's muzzle brake and folding foregrip, as well as being able to fire 3-round bursts, and uses 20 round magazines, can be unlocked as a sidearm in Co-Op requiring a 86,000 Co-Op Score.
Glock 17
The Glock 17 is shown in an official screenshot for the Battlelog. Called "G17C", although it is modeled after a standard Glock 17 as there are no compensator cuts on the top of the slide. It comes standard with a laser sight, while a variant that has both a laser sight and a suppressor is available as a later unlock. It is the only handgun that lets you equip two attachments at a time without either being a DICE developer, or having a certain DLC package. Also, all of the US Assault kit soldiers have a G17 in a chest holster in addition to whatever their selected sidearm is, and this G17 does not have a laser.
Glock 18 Generation 3
The Glock 18 Generation 3 appears as the "G18". It has an extended magazine base that gives it a 19 round capacity. Interestingly enough in the beta, the suppressed Glock 18 is unlocked before the standard unsuppressed variant (though this has been fixed in the regular game and the unsuppressed version is unlocked at Rank 30 with the suppressed variant unlocked at 41). Note that the Battlelog picture (seen below) lacks a fire selector, but is actually different than that G17's picture. This is most likely because it is from an early build of the game, as it appears correctly in-game. It is an incredibly effective sidearm in close quarters, but is useless at medium range and beyond unless burst fired.
MEU(SOC) Pistol
The USMC variant of the M1911, the M45, can be used if the player is a Battlefield Veteran or a member of the EA Gun Club. It is a standard M1911A1 with a three-hole trigger, a Springfield slide, commander-style hammer, beavertail grip safety, Pachmayr rubber grips, and uses 8 round magazines. It comes with additional variants that incorporate a Tactical Flashlight or Sound Suppressor. A variant with both aforementioned attachments (named M1911 S-TAC) exist, but prior to the release of the End Game DLC, it was available only to DICE employees. For those with the DLC, a series of assignments need to be completed in order to unlock a final assignment, called "All about precision". After completing it (which require 20 headshots with pistols), the pistol is unlocked.
MP-412 REX
The MP-412 REX revolver returns from Bad Company and Bad Company 2 as an unlockable sidearm that can only be unlocked by achieving a 5000 Co-Op Score. Unlike in Bad Company 2, the top break cartridge ejector is seen in full effect actually ejecting spent rounds as opposed to "flicking" them out. It is considerably different by having a slightly faster rate of fire and being more effective at close range compared to its larger .44 cousin.
MP-443 Grach
The MP-443 Grach returns from Bad Company 2 and is the Russian faction's sidearm. In Multiplayer the player unlocks the Tactical Light and Sound Suppressor as they level up instead of by gaining kills with the weapon. Its 17-round capacity can be considered anachronistic, as Russian forces have switched to 18-round magazines in 2004.
Taurus Model 44
The .44 version of the Taurus Model 44, the Model 44, appears as an unlockable sidearm, and can be fitted with a scope. Appears as ".44 Magnum", one of the few weapons in game that does not go by its proper name. In the campaign, the antagonist Solomon uses one as his personal sidearm. In multiplayer, a variant with a PK-A scope is fittingly unlocked at Rank 44. It has a slow rate of fire, but is a powerful weapon.
Dog Tag Weapons
A large number of weapons appear on dog tags associated with a similar weapon, weapon of the same family, weapon of the same category, or in a few cases, weapons that make no sense at all. As there are so many, the weapons found only on dog tags have been placed in their own category at the bottom of each class of weapon. This is to avoid confusion as to which weapons are actually in the game and which ones are only pictures.
Beretta "93R" Dog Tag 100/500 kill - Beretta 93R / Fake "92R"
Beretta M9 Dog Tag 100/500 kill - Beretta M9 / Beretta M9
Beretta M9 Suppressed Dog Tag 100/500 kill - Beretta M9 / Beretta M9
Glock 17 Dog Tag 100/500 kill - Glock 17 / Glock 17
Glock 18 Dog Tag 100/500 kill - Glock 18 / Glock 18
MEU (SOC) Dog Tag 100/500 kill - M1911A1 / MEU (SOC)
MP-442 REX Dog Tag 100/500 kill - MP-412 REX / MP-412 REX
MP-443 Grach Dog Tag 100/500 kill - MP-443 Grach / MP-443 Grach
MP-443 Grach Suppressed Dog Tag 100/500 kill - Makarov PB / MP-443 Grach
Taurus Model 44 Dog Tag 100/500 kill - Taurus Model 44 / Taurus Model 44
Handgun Mastery Dog Tag Handgun Medal 1 Time - Single Action Army 1873
"toe2toe" Dog tag - Beretta M9 / MP-443 Grach
Submachine Guns
Unlike previous games in the series, SMGs are all-kit unlockables, and not strictly limited to an Engineer/Spec Ops-type class.
Heckler & Koch MP7A1
The H&K MP7A1 can be unlocked and used by any kit. It can use either a 20- or 40-round magazine. It must be unlocked in the Co-Op mode, requiring 34,000 Score. It does low damage to enemies, but has a very high rate of fire and manageable recoil to balance it out. An interesting thing to note is that this weapon has separate reload animations for the 20 and 40 round magazines (the 20 round magazine is dropped via the use of gravity, while the 40 round magazine is manually removed). The "reload-from-empty" animation on the MP7 has the player thumb an invisible bolt release, not reaching far enough to tab the lever.
Heckler & Koch UMP45
The H&K UMP45 can be used by all four classes, and has an ammo capacity of 25 + 1. The game correctly depicts the UMP's single / 2 round burst / full auto firing modes.
FN P90 TR
The FN P90 TR boasts a large ammo capacity at 50+1, a high rate of fire, and excellent accuracy at the expense of suffering from low damage at long distance. The weapon is capable of being used by all four classes in multiplayer.
PP-19 Bizon-2
The PP-19 Bizon-2 is included in the Back to Karkand expansion pack, and can be used by any kit. The weapon features a slightly inaccurate magazine capacity of 54 rounds (+ 1 in the chamber), whereas the real life 9x19mm Parabellum helical magazine has a max capacity of 53. However, the PP-19 in-game is chambered in the 9x18mm Makarov, although the lower magazine capacity could very well be for balancing purposes, as DICE may have felt 64 rounds in an SMG would be a tad unfair. Also to note, the PP-19 is the only 9x18mm Makarov weapon in the game.
PP-2000
The PP-2000 returns from Bad Company 2, feeling much more realistic this time around, with a more believable firing rate and packing a decent punch per shot, as opposed to the previous game, in which its firing rate was more akin to a Minigun and its power-per-shot around the area of lightly tossing a handful of pebbles at your opponent's face. Comes standard with a 20 round mag, and a 40 round extended mag can be unlocked.
MP5KA4
The MP5KA4 is added to BF3 via Close Quarters DLC, called M5K in BF3, comes standard with a 15 round magazine that incorrectly holds 20 rounds. However, the Extended Mags attachment gives it a 30 round magazine with the correct ammo count. Note that in Battlelog, its render is a MP5KN with the fire selector on safe, but in-game it is a MP5KA4 with the fire selector on full-auto. A correct three-round burst mode was added in a patch around the time of release for the Armored Kill expansion.
Shotguns
For the first time in a main Battlefield series game (excluding spinoffs like Battlefield Play4Free), shotguns can be iron-sighted, and like the SMGs, can be used in every kit. In addition, DICE made it so that their shotguns have considerable range, unlike most videogames where you have to see the whites of the enemies' eyes for shotguns to be effective.
In BF3, shotgun shells change color depending on which faction is using them; US Marines use red shells, and Russian Ground Forces use green shells.
Benelli M1014
The Benelli M1014 features semi-automatic firing and its tactical stock fully extended during gameplay. Magazine capacities available are either the civilian legal 4+1, or the full-length 6+1 (Indicating the use of 3-inch magnum rounds. The full-length tube normally holds seven 2.75-inch rounds). When reloading from empty, the player character loads a round into the chamber first, then fills the tube, and using the extended option will change the model's magazine tube accordingly, just like the 870 MCS. It's unrealistically inaccurate despite having a Cylinder Bore.
Franchi SPAS-12
The SPAS-12 is one of the 10 guns appearing in the Close Quarters expansion pack. Despite having a fire selector, it is limited to pump action for balance reasons. It performs similarly to the 870MCS and has the same standard (4+1) and extended (6+1) capacities, but has a slower per-shell reload speed and each shell contains one less pellet than those of the 870. However, it's offset by a maximum rate of fire that is high enough to the point that the next shot can be fired way before the pump animation can finish, specifically at the brief moment where the action is fully to the rear.
The SPAS is also one of the strangest weapons to appear on a different weapon's Dog Tag; it appears on the Dog Tag awarded for 100 kills with the USAS-12. Other than four capital letters followed by "-12", both being 12-gauge, and that they were both in the Battlefield: Bad Company series, they have little in common. The Close Quarters DLC, which adds the SPAS-12, still has the USAS-12 displaying a SPAS-12 Dog Tag.
M26 MASS
The M26 MASS can be used only in the Assault kit in the "Gadget 1" slot. It may be used either as a standalone weapon, or mounted on any of the assault rifles if said rifle is equipped with the underslung rail. It can fire buckshot, flechettes, FRAG-12 rounds, or slugs, same as the other shotguns. For some odd reason, the AEK-971 and AN-94 cannot mount the M26 MASS despite having underslung rails, possibly because it would interfere with both weapon's particular reload animation. A model glitch exists on some weapons that mount the M26 MASS where the charging handle will stay up even when the weapon is not in use.
Pancor Jackhammer
The Pancor Jackhammer, called the "MK3A1", is included in the Back to Karkand expansion pack, and can be used by any kit. The appearance is highly unrealistic since only two fully automatic prototypes were ever produced; obviously, it does not emulate the real weapon's problems with failing to cycle in full-auto. It feeds from a 8-round magazine or a 12-round extended magazine, both incorrect; the real weapon feeds from a 10-round revolver style cylinder and does not chamber a round to gain a +1 as portrayed in the game.
Remington 870 MCS
The Remington 870 MCS appears as the "870MCS". The player pumps the shotgun very quickly, which makes it seem almost semi-automatic in-game, like a pump action combat shotgun should be. Magazine capacities are either the standard 4+1, or the extended 6+1. As with the M1014, when reloading from empty the player character loads a round into the chamber first, then fills the tube, and using the extended option will change the model's magazine tube accordingly.
Saiga-12K
The Saiga-12K returns from Battlefield 2 and is the second semi-auto shotgun unlocked. Magazine capacities are either the standard 6+1, or an extended 10+1 (originally 5+1 standard, and 8+1 extended, following the maximum factory capacity, changed after the 4th update).
SWD/Cobray Street Sweeper / Armsel Protecta Hybrid
A hybrid of the SWD/Cobray Street Sweeper and the Armsel Protecta is included in Battlefield 3. It features semi-automatic fire, has a the winding key on the front of the drum magazine, and lacks a rear-mounted drum advance lever, which are features of the Street Sweeper, while it also has the Protecta's automatic shell ejection capabilities and therefore its large shell deflector (the Street Sweeper had to manually eject fired shells with an ejector rod, like a Colt Single Action Army). Conceptually, the hybrid is similar to Sentinel Arms' treatment of the Armsel Striker in their Striker-12, but the weapon lacks the Striker-12's unique thumb tab used to advance the drum when reloading.
The weapon is referred to as the "DAO-12", as it was in Battlefield 2; this stands for "double action only, 12 gauge" and is a description of the weapon rather than a correct name for it. The name was kept as an homage to Battlefield 2. The weapon has an incorrect capacity of 8-rounds by default, but the correct 12 if the extended magazine attachment is used. This is most likely for balance, so players can't use a semi-auto, 12 round shotgun AND 3 attachments on top of that.
USAS-12
The USAS-12 is the only full-auto shotgun in-game, barring the MK3A1 Jackhammer in Back to Karkand. The magazine capacity is incorrectly 6+1 by standard or the correct 10+1 with the extended magazines equipped, most likely for balance, same as the Striker. When optics are attached it becomes modeled after a WM-12, an American semi-auto clone of the USAS-12, but with a rail instead of the carry handle. Like all shotguns, it can utilise standard Buckshot, Slugs, Flechettes and explosive FRAG-12 rounds as well as fit a variety of accessories and attachments.
Dog Tag Weapons
Benellli M1014 Dog Tag 100/500 kill- Benelli M1014 / Benelli M1014
Franchi SPAS-12 Dog Tag 100/1000 kill - SPAS-12 / SPAS-12
M26 MASS Dog Tag 100/500 kill - M26 MASS / M26 MASS
Pancor Jackhammer Dog tag 100/500 kill - Pancor Jackhammer / Pancor Jackhammer
Remington 870 MCS Dog Tag 100/500 kill - Remington 870 MCS / Remington 870 MCS
Saiga 12K Dog Tag 100/500 kill - Saiga-12K / Saiga-12K
SWD / Cobray Street Sweeper Dog Tag 100/500 kill - SWD/Cobray Street Sweeper / SWD/Cobray Street Sweeper
USAS-12 Dog Tag 100/500 kill - SPAS-12 / USAS-12
Assault Rifles & Battle Rifles
5.56A-91
The 5.56A-91 appears as part of the incredibly vague "Compact Assault Rifle" classification, and thus is used by the Engineer kit. It does not have its 40mm grenade launcher. It is the successor to the 9A-91 from Bad Company 2, albeit firing the 5.56mm NATO round instead of the 9A-91's 9x39mm one. Called "A-91" in the game, which refers to the 7.62x39mm variant.
AEK-971
The AEK-971 is an unlock for the Assault kit. If the M320 is selected and mounted on the weapon, it will instead be a GP-30, though if set to standalone, will still be an M320. It cannot mount the M26 MASS due to the reload animation, a trait shared with the AN-94.
AK-74M
The AK-74M is the standard assault rifle used by the Russian Assault kit. If the M320 is selected and mounted on the weapon, it will instead be a GP-30, though if set to standalone, will still be an M320. It is very accurate and has minimal recoil, but suffers from reduced damage compared to the M16A3.
AKS-74U
The AKS-74U has been seen in gameplay trailers. In multiplayer, the AKS-74U, being a carbine, is used by the Engineer kit, and is the starting weapon for Russian Engineers.
AN-94
The AN-94 returns from the Bad Company series. The AN-94's dual-rate full-auto mode has been correctly featured in Battlefield 3. When set to burst, the weapon fires an 1800RPM 2-round burst, and when set to full auto, it fires the first two shots at 1800RPM, while the rest are fired at 600RPM. If the M320 is selected and mounted on the weapon, it will instead be a GP-30, though if set to standalone, will still be an M320. The AN-94 is unique in that it starts in 2-round burst by default, in contrast to every other weapon in BF3, which all use the most aggressive fire mode available by default, usually full auto. Before a patch, the weapon lacked the semi-automatic mode found on the real weapon, instead featuring only the 2-burst and full-auto modes. One detail that should be noted is that in the single-player campaign, the 2 round burst is shown to incorrectly fire at the 600 rpm as opposed to the correct 1800 rpm, though this may be fixed as the game still contains a handful of bugs. An interesting note is that the player character uses the Speed Reload technique when reloading the AN-94, where he pushes the mag release and flicks the magazine out with another magazine, the same applies to the AEK-971.
AS Val
The AS Val appears as an all kit weapon, most likely due to its small size and unique integrated suppressor, making it too specialized for any specific kit. The March 2012 update added the option of using extended 30-round box magazines (the largest box mag available for the VSS/AS Val/SR-3 rifles) instead of the standard 20-rounders. However, the gun is still modelled with a 20-round magazine even with the extended magazine equipped.
Colt M4/M4A1
The M4A1 Carbine is commonly seen in gameplay footage which is also in the hands of the main character. During the alpha stages footage, the in-game M4A1 can be seen fitted with iron sights, EOTech 552 Holographic sight, Trijicon TA01NSN 4x32 ACOG scope, Surefire Universal Weaponlight, AN/PEQ-2 laser designator, Magpul Ranger Plate, and a SOPMOD stock. Two different "reload-from-empty" animations have been seen. The "Fault Line" trailers had the player rack the charging handle, while in the more recent Operation Metro trailer, and the rest since then, the player uses the bolt release. It comes in both the M4A1 (full-auto) and M4 (3-round burst) for use within the game. The standard M4/M4A1 has a KAC RIS handguard, Crane SOPMOD stock, Hogue pistol grip, M16A1 flash hider, and Magpul Ranger Plates. In multiplayer, the M4A1, being a carbine, is used by the Engineer kit, and is the starting weapon for US Engineers.
DIO KH2002 Sama
The Xbox 360 Operation Guillotine gameplay trailer shows a PLR militant using the DIO KH2002 Sama assault rifle. The weapon is a bullpup conversion of the DIO S-5.56 assault rifle, which is a direct copy of the Norinco CQ assault rifle. The KH2002 was put into service in 2004 as a replacement for the Iranian Military's obsolete G3A3. The model featured in the game is the improved Sama model introduced in 2009, as noted by the diagonal cuts on the receiver as opposed to horizontal, side mounted rails and the combination of long carry handle and barrel mounted front sight. The improved foregrip of the Sama model only appears if the Foregrip attachment is used in multiplayer. The in-game model fires 30 rounds form a 20 round STANAG magazine, however.
In campaign mode, the weapon is often found in the hands of Iranian Army soldiers after the PLR's hostile takeover. It fires in single shot and 3-round burst firing modes, and uses Russian optics. It can be unlocked for multiplayer use with a 17,000 co-op score.
FAMAS Valorisé
A FAMAS Valorisé (FAMAS Upgraded) is included in the Back to Karkand expansion pack, and can be used by the Assault kit. The weapon is incorrectly fitted with a G1/G2 trigger guard rather than the correct F1 style one and has had the bipod removed. In-game, the FAMAS uses the correct 25 round straight magazines.
FN F2000 Tactical
The FN F2000 returns from the Bad Company series, and has much more realistic statistics, most notably that it doesn't have a fire rate resembling a minigun. Due to its lack of an underslung rail, an M320 or M26 MASS will always be carried as a standalone if the F2000 is equipped. The F2000 can mount a bipod and foregrip like the other assault rifles.
FN MK 16 Mod 0 (SCAR-L)
The first generation FN MK16 MOD 0, or SCAR-L, is an assault rifle added in the Close Quarters expansion pack and is issued to the Assault kit. It's weaker than its bigger brother the SCAR-H because of its smaller round, but it boasts a slightly higher rate of fire (620 rpm) and extremely controllable recoil. It's unlocked by completing the 'Set us up the Bomb' assignment, which involves killing 20 enemies with an underslung grenade launcher and 15 enemies with hand grenades.
FN Mk 17 Mod 0 (SCAR-H CQC)
The first generation FN Mk 17 Mod 0, or FN SCAR-H CQC, can be seen in the new Caspian Border gameplay trailer. In multiplayer, the SCAR-H is used by the Engineer kit. A modelling mistakes shows the fire selector switch set on semi-auto as the weapon itself fires on full-auto by default.
Heckler & Koch G36 ("MG36")
A hybrid of the Heckler & Koch G36 and G36C, mislabeled as "MG36" (a no longer produced weapon with a production run of around 100 units, facts that were even mentioned in the description) is included in the Back to Karkand expansion pack, and can be used by the Support kit. The weapon has the full-length forearm and barrel of the G36, but the carry handle of the G36C, as well as having a C-Mag fitted. The C-Mag is limited to 50+1 and requires the "Extended Magazines" attachment in order to use its full 100+1 capacity.
Heckler & Koch G36C
A Heckler & Koch G36C is seen in single player in the mission "Comrades". The model is based from 2008's DICE game Mirror's Edge. It can fire semi, auto, or two-round burst. In multiplayer, the G36C being a carbine is used by the engineer kit and uses opaque magazines.
Heckler & Koch G3A3
The G3A3 is available in both single and multiplayer. It is an actual H&K G3A3, and not an Iranian clone. It has a wide handguard, and the fire selector markings are S-E-F. The Iranian-manufactured version differs in that it utilizes a slimline handguard and has Farsi writing on the receiver. It can be unlocked for use in multiplayer by gaining 160,000 Co-Op score.
Heckler & Koch HK416
The HK416 returns from Bad Company and Bad Company 2 having a 10.4" barrel and OD furniture. It is the first unlock for the Assault kit and can have an M320 (which replaces the kit's Medkit) mounted as long as a grip or bipod are not. It once again appears as the "M416," seemingly just because that's what it was called in the Bad Company games since it is no longer shown as a standardised US military weapon in singleplayer. At release, it featured semi-auto, burst, and full-auto modes, something that isn't typically possible with AR-15 type rifles and derivatives. A patch in December of 2011 removed the burst mode for PC, and as of the March 2012 patch, the Xbox 360 and PS3 version's M416 has it removed as well. The BF3 HK416 uses the older M4 Gen II style stock and a Tangodown pistol grip. Newer variants utilize HK's in-house stock and grip designs.
Heckler & Koch HK53
The HK53 is included in the Back to Karkand expansion pack as the G53. It was listed in game under its original "HK53" name on the PS3 version until a patch altered it to G53 as used in the PC and X360 versions. It is a compact version of the HK33 rifle, and as a carbine, it can be used by the Engineer kit.
L85A2
The L85A2 is included in the Back to Karkand expansion pack, and can be used by the Assault kit. It features very high accuracy, low recoil and better hip-fire accuracy due to its bullpup configuration but suffers in close quarters due to its 650 RPM rate of fire. It also cannot mount an underslung M320 like it can in real life.
M16A4
The M16A4 rifle was one of the first weapons to be shown in early gameplay footage, but was lacking rear iron sights and even optical sights because of the alpha stage development; these were added later on. Some later footage showed the M16 with the gas block missing when mounting sights, but this too was corrected in the final release. Both the M16A3 (full-auto) and M16A4 (3-round burst) are available for use within the game; they both utilize the M16A4 model, despite the real M16A3 having a non-removable carrying handle (like the M16A2). They have M16A1 flash hiders, KAC RIS handguards with a rail cover on the right side rail, a Hogue pistol grip, Magpul loops on the magazines, and a cloth sleeve wrapped around the stock. It is the standard assault rifle used by the US Assault kit.
Magpul PDR
The Magpul PDR, a compact bullpup assault rifle development of which was abandoned the year the game came out, appears as an all kit weapon. For unknown reasons, it appears as the "PDW-R" (most likely standing for Personal Defence Weapon-Rifle). Uses either 20 or 30 round polymer magazines, with 20 being the default option.
QBZ-95B
The QBZ-95B is included in the Back to Karkand expansion pack, and, as a carbine, can be used by the Engineer kit.
SIG SG 553
The SIG SG 553 appears in Battlefield 3 with a railed handguard. The in-game model's serial numbers points to its modeling reference being a SIG SG 553-1 SP semi-auto only model (the one on the reference image below in particular), though the in-game weapon still has the automatic firing options of the standard SIG SG 553. In multiplayer, being a carbine, it is used by the Engineer kit. It can only be unlocked in Co-Op by achieving a score of 120,000. In the campaign mode, the SG 553 is found in two places. The first is in "Comrades", where a police officer exiting the van has one, and the other one being found by the player after the train crashes in "The Great Destroyer".
Remington ACR
The Remington ACR joins the arsenal of Battlefield 3 as part of the Close Quarters expansion pack and was first seen in the "Ziba Tower" gameplay video. Inaccurately appears as the "ACW-R" (likely meaning 'Adaptive Combat Weapon - Rifle') much like the "PDW-R". It boasts a high rate of fire with controllable recoil and features a 26 round capacity in a 30 round 5.56mm PMAG magazine. Developers have stated that the "ACW-R" in-game is chambered for 6.5x38mm Grendel, which explains the round capacity. Newer revisions of the Remington ACR have features not reflected in this game model, such as an angled / folding charging handle and an updated lighter-weight rail.
Steyr AUG A3-CQC
The Steyr AUG A3-CQC was added in the Close Quarters expansion pack. It serves a similar role to the M416, a stable gun with a steady 700 rpm rate of fire and easy to control recoil. The AUG A3-CQC is unique, as it's the only bullpup assault rifle that can mount an underslung weapon. It was first shown in the "Ziba Tower" gameplay trailer and in pre-release screenshots. It is very accurate and has controllable recoil, making it an effective assault rifle. It is unlocked by completing the "Shepard" assignment which involves 10 squad revives and 30 kills with assault rifles.
MTAR-21
The IMI Micro Tavor MTAR-21 is a carbine added in the Close Quarters expansion pack. It features high recoil due to its short barrel and high rate of fire. In CQB it's capable of mowing down enemies with little trouble due to its 900 rpm rate of fire, but the recoil severely limits its long range capabilities.
Dog Tag Weapons
M16A1
The Dog Tag awarded for 500 kills with the M320/GP-30 shows an M203 mounted to an M16A1, complete with the heatshield handguard.
M16A2
The Dog Tag the player receives for 500 kills with the M16A3/A4 shows an M16A2 instead.
FAMAS
A FAMAS (G2?) appears on the Dog Tag awarded for 500 kills with the FAMAS.
FN F2000
The standard version of the F2000, with its built in scope, appears on the 500 kill Dog Tag for the F2000 Tactical.
FN Mk 16 Mod 0 (SCAR-L)
100 Kills with either the SCAR-H carbine or the SCAR-L assault rifle earns the player a SCAR-L dog tag. The release of the Close Quarters DLC (which introduced the SCAR-L) has not brought along a proper dog tag for the SCAR-H.
Heckler & Koch HK416
SIG SG 553
Machine Guns
Heckler & Koch M27 IAR
The Heckler & Koch M27 IAR is the starting weapon for the US support class, and uses a 45-round extended magazine. It is shown with a 4-vent handguard, but the correct extended barrel for the version is shown, the handguard simply covering less of it.
LSAT Light Machine Gun
The LSAT Light Machine Gun is a light machine gun added to Battlefield 3 through the Close Quarters expansion pack. In-game it uses the configuration that loads polymer-cased ammunition. It is unlocked by completing the "Point Blank" assignment, which involves 10 kills with C4 and 10 knife takedowns.
M240B
The M240B appears in the hands of some US Marines, and in the hands of the player character, fitted with an EOTech Holographic Weapon Sight (HWS). The trailer shows the weapon as having a deployable bipod which can be used to increase accuracy during prolonged firing, at the cost of player mobility.
M249E3 Para SAW / Mk 46 Mod 0 Hybrid
An M249E3 Para SAW is featured in the game. It has a STANAG magazine well, identifying it as an M249 rather than a Mark 46, but the fixed buttstock and rail system are features of the Mk 46 Mod 0. This configuration is typical of Airsoft "Mk 46" guns which have Mk 46 features but retain their STANAG wells.
M60E4
The M60E4 is the last MG to be unlocked in the Support kit. Extended magazines gifts the weapon with a massive 200 round box and this is visually shown on the weapon when attached.
QBB-95
The QBB-95 is included in the Back to Karkand expansion pack, and can be used by the Support kit. It uses 75-round drums, and has the highest capacity of any weapon in the game besides belt-fed LMGs.
QJY-88
The Norinco QJY-88 returns from Bad Company 2, once again called the "Type 88". This isn't wrong per se (the weapon is named "Type 88 GPMG" in Chinese), but quite odd, as the QBZ-95B, QBB-95, and QBU-88 all use their proper "QB" designations.
PKP Pecheneg
The PKP Pecheneg appears in the game. It features high stopping power like other 7.62 weapons, and is more accurate than other LMGs, but has a sharp vertical recoil and less than optimal mobility due to its weight.
RPK
The RPK light machine gun is the starting weapon for the Russian Support class. It is referred to in game as an "RPK-74M", a modernised 5.45x39mm version with synthetic furnishings and a flash hider, despite that it is shown with a 7.62x39mm magazine and no flash hider. The weapon's damage matches the idea that it is a -74 model, as it is scaled to the 5.56mm machine guns, as opposed to behaving like a 7.62x39. When mounting optics the weapon gains side-mounted bracket for attaching them; if it does not mount optics, the bracket is not present. It can sometimes be found fitted with a vertical front grip attached to the underside of the handguard.
L86A1
The Enfield L86A1 is a weapon added as a part of the Close Quarters DLC. In game it's named the "L86A2" and features a 45+1 magazine, despite being modelled with a 30 round one. Like in Call of Duty: Modern Warfare 2 its rear foregrip is unused. In game it handles much like the L85A2. Its low rate of fire is balanced by its low recoil. It comes with a bipod by default.
Dog Tag Weapons
MG36
Despite the fact that BF3's "MG36" is a hybrid of G36 variants, a configuration correct for an actual MG36 appears on the Dog Tag the player is awarded with for getting 500 kills with it.
Sniper Rifles
Unusually, Recon players can opt for low-magnification optics, unmagnified reflex/red-dot sights, or even iron-sights in lieu of the standard high-magnification optics.
Barrett M98B
The M98B is the last bolt action unlocked. It is incredibly accurate and powerful, but is heavy and suffers from substantial sway unless a bipod is used. For balance reasons the magazine capacity is limited to 5 rounds instead of the real world's 10.
Barrett M107
The Barrett M107 is available in the game, however, DICE felt that the .50 caliber round it uses would either be overpowered if depicted properly, or feel useless if kept balanced, so they opted to simply not have it in multiplayer. It only appears in the singleplayer level "Kaffarov", where player character Dmitri Mayakovsky acquires it due to a somewhat bizarre series of events that don't seem to play out quite the way they were intended to. Here, it is equipped with a thermal scope.
Accuracy International AWM-F
The Accuracy International AWM-F is included in the Back to Karkand expansion pack as the "L96" (the British designation of the Accuracy Internation Precision Marksman; the actual British designation of the AWM is L115A1/A3), and can be used by the Recon kit. True to its reputation, the gun is extremely accurate at long ranges, with minimal bullet drop allowing for precise headshots. Its ballistics are modeled after the L96A1's 7.62 NATO chambering rather the the AW Magnum's .338 Lapua.
MKEK JNG-90
The MKEK JNG-90 was included for the Recon class in the Close Quarters expansion pack. To acquire it, the player would have to complete an assignment.
M14 with Sage stock
An M14 with a Sage stock appears as a sniper rifle in the Recon class, though it is incorrectly referred to as the M39 EMR. It is unlocked when the player receives 58,000 Co-Op Score.
M40A5
The M40A5 Sniper Rifle is the second bolt-action rifle unlocked for the Recon class. It has lower muzzle velocity than the other bolt-action rifles, but benefits from the fastest cycle time between shots and moderately low sway.
HK417
The Heckler and Koch HK417 is added in the Close Quarters expansion pack. Much like the HK53 and the HK416, it lacks the 'HK' prefix and is instead called the M417 in game. It's limited to semi-automatic fire in game and features a 20 round magazine. In game it performs as a hybrid of the Mk11/M39/SVD and the SKS. It has the damage of the MK11/M39/SVD with the capacity of the SKS and a rate of fire that's inbetween the two. It has manageable recoil, and comes with a 8x scope by default. It comes correctly equipped with early-production 20-round HK417 magazines, but are colored grayish instead of transparent. This can be easily seen by looking at the magazine while crawling.
Knight's Armament SR-25
The Knight's Armament SR-25 appears in BF3 under the name Mk 11 Mod 0, its designation in SOCOM. It is found occasionally in the single-player campaign. It is the default rifle for the US Recon kit in multiplayer, outfitted by standard with a 8x rifle scope.
Norinco NDM-86
The .308 variant of the Norinco NDM-86 returns from Battlefield Play4Free, once again appearing as the SVD It is default for the Russian Recon Kit sporting a PKS-07 7x Scope by default, though the correct PSO-1 4x scope is the first attachment unlocked at only 10 kills.
QBU-88
The QBU-88 is included in the Back to Karkand expansion pack, and can be used by the Recon kit.
M59/66 SKS
The Yugoslavian M59/66 variant of the SKS appears in-game, with synthetic Tapco furniture and uses 20 round magazines. It can be identified as the Yugoslavian variant by the design of the front sight with an integrated grenade sight, and by its muzzle device. It is a good choice for close range compared to other Recon-class rifles due to its higher mobility/low weight, 20-round capacity and low recoil, at the cost of less hitting power and range.
SV-98
The SV-98 returns as the first unlockable bolt action rifle, with the best mobility and close-up performance among bolt-action rifles.
Launchers
FGM-148 Javelin
The Javelin appears and can be used in either top-down or direct-fire modes, and obviously needs a lock to fire. In the campaign, Blackburn uses one during "Operation Guillotine;" here it has infinite ammunition. During the latter sequence, the Javelin is shown firing at absurdly short range; in real life it has a minimum range of around 250 feet.
GP-30
Interestingly, if the M320 is mounted to a Russian weapon, it instead becomes a GP-30. It is also correctly depicted firing VOG-25 caseless rounds, as the launcher is not flicked downwards to eject the spent casing as is common in first person shooters.
Heckler & Koch M320
The Heckler & Koch M320 is the standard grenade launcher and can fire standard HE rounds, buckshot, or smoke rounds. It can either be mounted on the rifle, or standalone.
Pansarskott m/86
The Pansarskott m/86, a Swedish version of the M136 AT4 with a folding front grip, appears in the hands of US Marines. The m/86 only appears in the Singleplayer campaign. It is incorrectly referred to as an "RPG".
M224 Mortar
At the start of "Operation Guillotine," Blackburn is tasked with briefly carrying an M224 Mortar as he advances with his fellow Marines; here it cannot be used by the player, and is used by NPCs to fire illumination rounds during the night-time mission. In multiplayer it can be used by the Support class; the M224 in multiplayer has infinite ammunition and can fire smoke or HE rounds. In singleplayer, it is shown with no baseplate fitted, which would make it practically impossible to actually use.
Mk 153 Mod 0 SMAW
The Mk 153 Mod 0 SMAW appears as the American Engineer's unguided rocket launcher.
RPG-7V2
The RPG-7 is featured as the Russian Engineer's unguided rocket launcher. It incorrectly shows it as 83 mm, which a PG-VL HEAT is 93 mm.
The weapon's Battlelog description states that it fires "GP-7VL" rocket propelled grenades, presumably a corruption or a typo of PG-7VL, even though the in-game weapon uses PG-7V grenades.
SA-7 Grail
The SA-7 Grail appears as the Russian Engineer's anti-air launcher, misnamed as an SA-18 Grouse (Russian: 9K38 Igla). As in the previous Battlefield games the name is given as "SA-18 Igla", using the US designation, but the Russian nickname.
Training Set Guided Missile M134
The "FIM-92 Stinger" in the game is actually an M134 training set with the rear-mounted performance indicator removed: it has "Tracking rainer" written on the gripstock unit (apparently referenced from a photograph where one T was not visible), a blue marking on the BCU well, and has a training battery that projects clear of the underside of the gripstock fitted instead of a normal BCU. It appears as the American Engineer's anti-air launcher. A Training Set with an infinite number of reloads is also found in the singleplayer mission "Rock and a Hard Place."
Amusingly, the "TRACKING RAINER" mark was later copied onto fake Stinger missiles fabricated by a group of Ukrainian separatist rebels, the Lugansk People's Republic, in 2015, who claimed these "weapons" were proof that the United States had been supplying military aid to the Ukrainian government.
Dog Tag Weapons
GL1
The F2000's GL1 appears on the Dog Tag awarded for 100 kills with the F2000, mounted to the rifle.
M203
The M203 appears on three Dog Tags. The first is the Dog Tag awarded for 100 kills with the M320/GP-30 where it appears not mounted to anything, the second is the Dog Tag awarded for 500 kills with the M320/GP-30, where it appears mounted to an M16A1, and the third is the Dog Tag awarded for 100 kills with the HK416, mounted to the rifle, just like it was in the Bad Company series.
Explosives
M15 Anti-Tank mine
The M15 anti-tank mine can be used by the Engineer kit. In Multiplayer mines that are placed can only be destroyed with explosives, shooting them has no effect, however Explosive FRAG rounds fired from shotguns will detonate the mine. The mine is pressure activated, meaning only something heavy like a vehicle will set it off, infantry running across will not detonate it.
M18A1 Claymore
M18A1 Claymore anti-personnel mines can also be used by the Support kit.
M67 Hand Grenade
The M67 hand grenade is the primary grenade seen in Battlefield 3, used by all factions. Instead of a grenade indicator, the body of the grenade flashes to make it more easily visible. Three grenades are carried in singleplayer. In multiplayer, every kit gets one as standard, but can equip two by using the "FRAG" specialization. There are two ways to throw grenades; either using a hotkey or by selecting the grenade as a weapon. The hotkey tosses the grenade instantly then switches back to the previously equipped weapon. Selecting the grenade manually allows multiple grenades to be thrown one after the other, and also allows the pin to be pulled and the grenade prepared for tossing - though as the spoon is held down, this does not actually "cook" the grenade's fuse.
M84 stun grenade
Blackburn uses an M84 stun grenade to disorient a group of PLR fighters at the bottom of an elevator shaft.
Mounted Weapons
AT-14 Spriggan
The AT-14 Spriggan appears in the game as the Russian counter to the American BGM-71 TOW mentioned below, and is also a secondary weapon on the BMP-2M APC.
BGM-71 TOW
The BGM-71 TOW appears in the game as an emplaced anti-tank missile launcher for the US faction.
Browning M2HB
The Browning M2HB heavy machine gun appears in the game mounted on vehicles, including M1A2 Abrams tanks. In terms of gameplay, the M2HB behaves more like a medium machine gun, requiring three or four shots to kill infantry, and dozens to disable a vehicle. In multiplayer, M1 tanks can be fitted with an M2HB mounted above the main cannon. When mounted like this, the M2's rate of fire slows to about 400rpm but gains a damage bonus that puts its power more in line with its real life counterpart. These changes were likely made to keep heavy machine guns from being overly powerful compared to other weapons.
DShK heavy machine gun (mounting)
Mountings for the DShK heavy machine gun can be seen on Iranian Type-72Z main battle tanks, modernised versions of the Russian T-55. These tanks seem to have been modelled from museum display vehicles, since the gun itself is missing from the mounting.
GAU-8/A Avenger
The General Electric GAU-8/A Avenger appears in the game as the secondary armament of the A-10 Thunderbolt II ground attack jet. The A-10 is not playable during campaign mode, but can be piloted in certain multiplayer maps, wherein the A-10's GAU-8/A is devastating against soft targets caught in the open.
GE M134 Minigun
The GE M134 Minigun is seen mounted on AH-6 Little Birds in both single and multiplayer.
General Dynamics GAU-17/A
Two GAU-17/A miniguns are mounted on the sides of UH-1Y helicopters and the Russian faction's Kamov Ka-60 helicopter.
Gryazev-Shipunov GSh-30-1
The Gryazev-Shipunov GSh-30-1 appears in the game as the secondary armament of the Su-35BM Flanker-E fighter jet.
Gryazev-Shipunov GSh-30-2
The Gryazev-Shipunov GSh-30-2 appears in the game as the secondary armament of the Su-25TM (Su-39) Frogfoot ground attack jet.
Kord
The Kord heavy machine gun is mounted on the T-90A tank, Russian army buggies and Vodniks, and a number of technicals. It behaves very similarly to the Browning M2HB heavy machine gun: more in line with a medium machine gun, and can be mounted on a T-90 with a lowered rate of fire but higher shot-for-shot damage.
M61 Vulcan
The M61 Vulcan appears in the game as the secondary armament of the F/A-18E and F/A-18F Super Hornet fighter jets. M61s are also seen in Phalanx installations on American warships, and in multiplayer the US base is protected by a land-based Phalanx C-RAM installation. It should be noted that the game's campaign mode incorrectly shows the Hornet's M61A1 as being operated by the WSO, when in reality the gun is operated by the pilot.
M197 Vulcan
The M197 Vulcan appears in the game as the secondary armament of the AH-1Z Viper attack helicopter.
GAU-12/U
The GAU-12/U is the main gun on the LAV-AD in multiplayer. It should be noted that the LAV-AD itself is technically anachronistic as it has been removed from service.
GAU-22/A
The GAU-22/A appears in the game as the secondary weapon of F-35B Lightning II aircraft on some multiplayer maps, such as the revamped version of Gulf of Oman.
M240C
The M240C machine gun is coaxially mounted on the M1A2 Abrams MBT.
M242 Bushmaster
The M242 Bushmaster chaingun is the main gun of the LAV-25.
Mk 19 Grenade Launcher
The Mk 19 grenade launcher is seen mounted on M1114 Humvees and AAVP7A1 amphibious transports.
QLZ-87
The Norinco QLZ-87 appears in the Aftermath DLC, mounted on the Russian "Barsuk" (Badger) modification of the GAZ 3937 Vodnik truck.
PKT
The PKT machine gun is coaxially mounted on the T-90A and T-72 MBTs.
Shipunov 2A42
The Shipunov 2A42 appears in the game as the main gun of the BMP-2M and BTR-90 APCs, and the secondary armament of the Mi-28 Havoc helicopter.