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Difference between revisions of "Operation Flashpoint: Cold War Crisis"

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'''Operation Flashpoint: Cold War Crisis''' is a tactical first-person shooter released in 2001. The game is set during a fictional conflict between United States and Soviet military forces in an Eastern European island chain in 1985, and features a wide variety of Cold War-era weapons, equipment and vehicles. A variety of patches and a separate expansion pack (''Resistance'') were released later, adding more weapons, but for purposes of simplicity this article covers both the weapons that were in the game from the start and the ones that were added later. Since the game's release, a huge number of additional weapons have been created by modders, including more detailed and/or technically correct versions of the existing weapons. However, such user-made 'addons' are not covered in this article.
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{{Incompletepage}}<!--Many screencaps still need to be taken.-->
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'''Operation Flashpoint: Cold War Crisis''' is a tactical shooter released in 2001. Set in 1985, the plot involves a fictional conflict between United States and Soviet military forces in an Eastern European island chain. The game features a wide variety of Cold War-era weapons. A number of patches and a separate expansion pack (''Resistance'') were released later, adding more weapons, but for purposes of simplicity this article covers both the weapons that were in the game from the start and the ones that were added later. Since the game's release, a huge number of additional weapons have been created by modders, including more detailed and/or technically correct versions of the existing weapons. However, such user-made 'addons' are not covered in this article.
  
''Some interesting factoids about the weapons in this game:''
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* This was one of the first FPS games to feature usable iron sights as an alternative to a crosshair. These iron sights are not 3D models like in more recent games, but rather a silhouette of the weapon's sights superimposed over the screen when the player toggles the sights.
* It was one of the first FPS games to feature usable iron sights as an alternative to a crosshair. These iron sights are not 3D models like in more recent games, but rather a silhouette of the weapon's sights superimposed over the screen when the player toggles the sights.
+
* Unlike in most games, where your ammunition is divided into ''what's in your gun'' and ''number of spare bullets'', ammunition is divided up into magazines. Reloading your weapon when the magazine is only partially empty puts that magazine back into your inventory, and as soon as you've used all your full magazines, you'll start loading the partially-empty ones.
* Unlike in most games, where your ammunition is divided into ''what's in your gun'' and ''number of spare bullets'', ammunition is divided up into magazines. Reloading your weapon when the mag is only partially empty puts that mag back into your inventory, and as soon as you've used all your full magazines, you'll start loading the partially-empty ones.
 
 
* OFP's engine has very complex ballistics for its time, featuring bullet drop and travel time (though not wind speed), meaning that you both have to lead moving targets and compensate for drop over long distances. It also calculates ''sound'' travel time, meaning that you can be killed by a bullet before you hear the report of the rifle that fired it.
 
* OFP's engine has very complex ballistics for its time, featuring bullet drop and travel time (though not wind speed), meaning that you both have to lead moving targets and compensate for drop over long distances. It also calculates ''sound'' travel time, meaning that you can be killed by a bullet before you hear the report of the rifle that fired it.
* The weapon damage is such that all of the weapons are quite potent. Shots to the head are fatal without question, and two or three shots to the torso is usually all it takes to down a foe, and the same goes for the player character. If you are lucky enough to survive being shot, you suffer debilitating effects depending on the location of the wound. Damaged arms adversely affects your ability to aim, while bad damage to the legs reduces you to crawling. Once injured you can get yourself patched up, but only if you can find medical attention. If the last medic in the area just bought it and a tank ran over the hospital tent, tough luck.
+
* Combat takes place at long ranges (often beyond 200 meters) and weapon accuracy primarily depends on the player's stance and status. If you're, say, injured, out of breath and standing, you won't be able to hit the broad side of a barn, while if you're laying prone, uninjured and well rested, your aim will be steady.
 +
* The damage dealt by weapons is harsh and universal. A shot to the head is fatal without question, while it usually only takes a few shots to the torso to kill. The game calculates ballistic damage with some degree of randomization; so, as in real-life, it's theoretically possible (though very unlikely) to sustain a dozen injuries without dying. If you are shot, however, you suffer debilitating effects depending on the location of the wound. For instance, injuries to the arms and legs can result in wobbly aim and the inability to walk, respectively.
  
 
'''The following weapons can be used in the latest version (1.96) of Operation Flashpoint: Resistance'''
 
'''The following weapons can be used in the latest version (1.96) of Operation Flashpoint: Resistance'''
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===RPG-22===
 
===RPG-22===
 
Referred to in-game by the (apparently) non-existent designation RPG NH-75, the [[RPG-22]] appears in the game as the standard man-portable anti-tank weapon for the Soviets. It is functionally identical to the M72 LAW and, like it, is incorrectly depicted as reloadable.
 
Referred to in-game by the (apparently) non-existent designation RPG NH-75, the [[RPG-22]] appears in the game as the standard man-portable anti-tank weapon for the Soviets. It is functionally identical to the M72 LAW and, like it, is incorrectly depicted as reloadable.
:-RPG-75 actually does exist.  However, it is a Czechoslovakia produced one shot anti-tank rocket similar to RPG-18 (the predecessor of RPG-22). It's unlikely for the Soviet Army to use deploy this weapon though.
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:-RPG-75 actually does exist.  However, it is a Czechoslovakia produced one shot anti-tank rocket similar to RPG-18 (the predecessor of RPG-22). It's unlikely that the Soviet Army would deploy this weapon though.
  
 
[[Image:RPG-22 rocket launcher.jpg|500px|thumb|none|RPG-22 Rocket Propelled Grenade Launcher, 72.5mm]]
 
[[Image:RPG-22 rocket launcher.jpg|500px|thumb|none|RPG-22 Rocket Propelled Grenade Launcher, 72.5mm]]
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===AT-4 Spigot===
 
===AT-4 Spigot===
The AT-4 Spigot missile system (itself similiar to the Western TOW) is incorrectly portrayed as a shoulder-fired launcher, and is identical to the Carl Gustav in terms of performance.
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The AT-4 Spigot (Russian name: 9K111 Fagot) missile system (itself similiar to the Western TOW) is incorrectly portrayed as a shoulder-fired launcher, and is identical to the Carl Gustav in terms of performance.
  
 
===FIM-92A Stinger===
 
===FIM-92A Stinger===
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[[Image:Rg 6-1.JPG|500px|thumb|RG-6 Revolver Grenade Launcher|none]]
 
[[Image:Rg 6-1.JPG|500px|thumb|RG-6 Revolver Grenade Launcher|none]]
 
<br clear=all>
 
<br clear=all>
 
 
===M-26 hand grenade===
 
===M-26 hand grenade===
 
The [[M26 hand grenade]] is used by all sides. In addition to their primary weapon, riflemen on all sides have a standard loadout of ''six'' hand grenades. They're ideal for killing enemies behind cover and in forests, and can be useful for destroying vehicles up close, but otherwise they're quite useless so most players drop them to make room for more ammunition. Strangely enough, the grenades are not fuse detonated but simply detonate on impact. You'd definitely not want to drop one after pulling the pin.
 
The [[M26 hand grenade]] is used by all sides. In addition to their primary weapon, riflemen on all sides have a standard loadout of ''six'' hand grenades. They're ideal for killing enemies behind cover and in forests, and can be useful for destroying vehicles up close, but otherwise they're quite useless so most players drop them to make room for more ammunition. Strangely enough, the grenades are not fuse detonated but simply detonate on impact. You'd definitely not want to drop one after pulling the pin.
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[[Image:200px-M-67handgrenade.jpg|150px|thumb|M-26 Fragmentation Grenade|none]]
 
[[Image:200px-M-67handgrenade.jpg|150px|thumb|M-26 Fragmentation Grenade|none]]
 
<br clear=all>
 
<br clear=all>
 
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===CZ-584===
===TOZ-34 Shotgun===
 
 
:''Added in 1.20 update''
 
:''Added in 1.20 update''
The [[TOZ-34]] over/under shotgun appears in the game as the 'Kozlice'. It is used occasionally by civilian militia and Resistance fighters in the Red Hammer and Resistance campaigns. It features prominently in one of the first missions of the Resistance campaign, where the player is given the choice to use the gun to kill some Soviet soldiers intruding upon his property, or else turn the Resistance fighter hiding in his barn over to them and become their informant in the process.
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The [[12_Gauge_Double_Barreled_Shotgun#Over_and_Under_Shotgun_.28O.2FU.29|CZ-584]] over-and-under shotgun appears in the game as the 'Kozlice' (which is simply the Czech word for "Shotgun" according to Google translate). It is used occasionally by civilian militia and Resistance fighters in the Red Hammer and Resistance campaigns. It features prominently in one of the first missions of the Resistance campaign, where the player is given the choice to use the gun to kill some Soviet soldiers intruding upon his property, or else turn the Resistance fighter hiding in his barn over to them and become their informant in the process.
  
The gun can fire two types of ammunition, ball and shell. Shells consist of several pellets and have decent stopping power, but ball is not particularly powerful. Neither type of ammunition is particularly accurate. Each ball or shell takes up one whole inventory slot (up to a maximum of ten), meaning that it's impossible to carry more than 10 rounds of ammunition for this gun at any one time! (For comparison, a 30 round magazine for an assault rifle fits in the same space as one shell for the TOZ) Combined, all of these negative traits make the TOZ-34 the worst weapon in the game.
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The gun can fire two types of ammunition, ball and shell. Shells consist of several pellets and have decent stopping power, but ball is not particularly powerful. Neither type of ammunition is particularly accurate. Each ball or shell takes up one whole inventory slot (up to a maximum of ten), meaning that it's impossible to carry more than 10 rounds of ammunition for this gun at any one time! (For comparison, a 30 round magazine for an assault rifle fits in the same space as one shell for the shotgun) Combined, all of these negative traits make the CZ-584 the worst weapon in the game.
  
[[Image:TOZ-34.jpg|500px|thumb|none|TOZ-34 Over And Under Shotgun, 12 gauge]]
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[[Image:CZ-584.jpg|500px|thumb|none|CZ-584 Shotgun, 12 gauge.]]
[[Image:OFPKozlice-1.jpg|600px|thumb|none|The TOZ-34 in first person view.]]
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[[Image:OFPKozlice-1.jpg|600px|thumb|none|The CZ-584 in first person view.]]
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[[Image:OFPKozlice-3rd.jpg|600px|thumb|none|A civilian holds a CZ-584.]]
 
<br clear=all>
 
<br clear=all>
  

Revision as of 12:43, 30 January 2010

Annihlator 2000.jpg

Nice, but where's the trigger?

This article or section is incomplete. You can help IMFDB by expanding it.

Operation Flashpoint: Cold War Crisis is a tactical shooter released in 2001. Set in 1985, the plot involves a fictional conflict between United States and Soviet military forces in an Eastern European island chain. The game features a wide variety of Cold War-era weapons. A number of patches and a separate expansion pack (Resistance) were released later, adding more weapons, but for purposes of simplicity this article covers both the weapons that were in the game from the start and the ones that were added later. Since the game's release, a huge number of additional weapons have been created by modders, including more detailed and/or technically correct versions of the existing weapons. However, such user-made 'addons' are not covered in this article.

  • This was one of the first FPS games to feature usable iron sights as an alternative to a crosshair. These iron sights are not 3D models like in more recent games, but rather a silhouette of the weapon's sights superimposed over the screen when the player toggles the sights.
  • Unlike in most games, where your ammunition is divided into what's in your gun and number of spare bullets, ammunition is divided up into magazines. Reloading your weapon when the magazine is only partially empty puts that magazine back into your inventory, and as soon as you've used all your full magazines, you'll start loading the partially-empty ones.
  • OFP's engine has very complex ballistics for its time, featuring bullet drop and travel time (though not wind speed), meaning that you both have to lead moving targets and compensate for drop over long distances. It also calculates sound travel time, meaning that you can be killed by a bullet before you hear the report of the rifle that fired it.
  • Combat takes place at long ranges (often beyond 200 meters) and weapon accuracy primarily depends on the player's stance and status. If you're, say, injured, out of breath and standing, you won't be able to hit the broad side of a barn, while if you're laying prone, uninjured and well rested, your aim will be steady.
  • The damage dealt by weapons is harsh and universal. A shot to the head is fatal without question, while it usually only takes a few shots to the torso to kill. The game calculates ballistic damage with some degree of randomization; so, as in real-life, it's theoretically possible (though very unlikely) to sustain a dozen injuries without dying. If you are shot, however, you suffer debilitating effects depending on the location of the wound. For instance, injuries to the arms and legs can result in wobbly aim and the inability to walk, respectively.

The following weapons can be used in the latest version (1.96) of Operation Flashpoint: Resistance

Operation Flashpoint (2001)

Assault Rifles

M16A2

The M16A2 features prominently as the standard issue assault rifle on the American side. The player is trained in its use in the campaign tutorial and it is available in the majority of missions. It is highly accurate in single shot mode and its sights are superior to the AK-74's. In the mission 'Combined Arms', one soldier in the player's squad proclaims his admiration of the M16, asking "How could you not love it?". Some examples come with a mounted M203 grenade launcher which can fire both grenades and flares for nighttime illumination. Also, the ordinary one can, strangely enough, mount on the end of the barrel and fire very powerful grenades resembling small mortar rounds.

Strangely enough, the M16A1 is completely absent from the game, despite the fact that the M16A2 was only just starting to replace it in 1985 and, even then, was only being issued to the Marines at that time (the U.S. forces in the game are U.S. Army).

M16A2 Assault Rifle, 5.56x45mm
Pvt. David Armstrong wields his M16A2 during the campaign mission "Combined Arms".
Aiming down the M16A2's sights on a crisp Everon morning.
U.S. Soldiers fire their M16A2s during the initial assault in the campaign mission "Return To Eden". The one in the foreground has an M203 grenade launcher mounted on it.
File:Ofpm16.jpg
U.S. Soldiers armed with M16A2s.


AK-74

The AK-74 features as the standard issue assault rifle of the renegade Soviet forces. Its performance is very similar to that of the M16A2. It is incorrectly depicted as having a third fire mode, 3-round burst, in addition to single shot and full auto. The model has an AK-47 type downward angled stock (as opposed to the straight stock of the AKM and AK-74) and a 7.62 shaped magazine, which suggests that the developers simply took the AK-47 model, re-skinned the magazine and added an AK-74 muzzle brake, and passed the result off as an AK-74. Some examples come with a GP-25 grenade launcher attachment which can fire both grenades and flares for nighttime illumination.

AK-74 Assault Rifle, 5.45x39mm
Soviet soldiers stand with their AK-74s slung.
A Soviet soldier fires his AK-74, mere moments before he dies by a .50 BMG round fired from the M113 in the background.


XM-177E2

The XM-177E2 is the standard issue weapon of U.S. helicopter pilots and vehicle crews. Its function is very similar to the M16A2 except it has a full-automatic fire mode instead of the M16's burst mode and is a bit less accurate than the full length rifle. There is also a special version (added in the 1.30 update) with a generic red dot sight (with notches carved in it, funnily enough), designated the XM-177S, which is occasionally used by U.S. 'black ops', who are the generic special forces soldiers in the game.

XM177E2 Carbine, 5.56x45mm


AKS-74U

The AKS-74U appears in the game as the 'AK74 SU', and is the standard issue weapon of Soviet helicopter pilots, vehicle crews and Spetsnatz operators. It seems to be functionally identical to the AK-74, but is probably somewhat less accurate. Like the AK-74, the AKS-74U's model has an incorrect 7.62 shape magazine. It also has a strange look to it, with silver finish and furniture, and an AKMS-style stock.

AKS-74U Carbine, 5.45x39mm
A Soviet Spetsnatz soldier fires the "AK74 SU". Note the strange silver finish, 7.62-shaped magazine and AKMS-style stock.


AK-47

The AK-47 is featured in the game. It is functionally identical to the AK-74 and, like it, features an incorrect three-round burst fire mode. The AK-47 is very uncommon compared to the newer AK-74, and is only seen used by some Resistance members. Some examples come with a mounted GP-25 grenade launcher.

AK-47 Assault Rifle, 7.62x39mm
Resistance leader Victor Troska fires an AK-47 at some Soviets. Note the shell casing in mid-flight.
Civilian militia fire their AK-47s.


SA Vz.58

The SA Vz.58 is featured in the game as the 'AK47 CZ'. It is the main assault rifle of the Resistance forces (who appear to be of Czech origin). Like all of the Kalashnikov rifles in the game, it has an incorrect three-round burst fire mode. It is functionally identical to the AK-47, and even uses the exact same magazines, which is incorrect.

SA Vz.58 Assault Rifle, 7.62x39mm
A Resistance fighter with his SA Vz. 58 at the ready. The man behind him has an AK-47.


Heckler & Koch G3A4

Only available in the Resistance expansion pack

The Heckler & Koch G3A4 is featured in the Resistance expansion pack and is used occasionally by Resistance fighters. Some of these rifles are made available if the player successfully receives the arms shipment from the Americans during the Resistance campaign.

G3A4 Battle Rifle, 7.62x51


FN FAL

Only available in the Resistance expansion pack

The FN FAL is featured in the Resistance expansion pack and is used occasionally by Resistance fighters. Some of these rifles are made available if the player successfully receives the arms shipment from the Americans during the Resistance campaign.

FN FAL Battle Rifle, 7.62x51


Heckler & Koch G36E

Added in 1.30 update

The Heckler & Koch G36E is available in the game as of version 1.30. There are two inaccuracies associated with this weapon. The first is that, like all of the Kalashnikov rifles in the game, the G36 has an incorrect 3-round burst fire mode. Another issue is that the game takes place in 1985, which is no fewer than five years before the rifle was even designed and 11 years before production started. On the other hand, this could be justified, to some extent, by the fact that the weapon was added later in a patch and isn't even used in the official campaign at all, only in a separate single mission (distinct from the story-driven campaign, which is a series of missions, a single mission is just a self-contained scenario with little backstory), the date of which isn't stated.

  • It was present in one of the missions of the (arguably official) Red Hammer Campaign, the one where Lukin is assigned to assassinate three NATO officers.
Heckler & Koch G36E Assault Rifle, 5.56x45mm


Steyr AUG A1

Added in 1.30 update

The Steyr AUG appears in the game. It is very rare and is used by U.S. soldiers on only one occasion in a single mission. Mid-way through the Resistance campaign, the player can obtain a few of these rifles if they successfully receive the arms shipment from the Americans. Due to its accuracy and integral telescopic sight, the AUG is one of the best weapons the player has available to them at that point.

Steyr AUG A1 Assault Rifle, 5.56x45mm
The Steyr AUG in first person view.
Aiming down the AUG's sight.
A Resistance fighter with an AUG.


Sniper Rifles

M21

The M21 features as the sole sniper rifle of the U.S. forces. It uses the 20-round magazine, has a scope with an adjustable zoom and it has a subtle camouflage finish. It is used by U.S. snipers and, occasionally, special forces operatives. Though it is somewhat rare for the first half of the campaign, in the last quarter of the missions there is often at least one M21 available in the pre-mission equipment selection, and it is one of the most popular weapons in multiplayer. With twice the magazine capacity and an adjustable scope which is arguably easier to use, the M21 is widely regarded as superior to the SVD, its Soviet equivalent.

File:M21 m1a.jpg
M21 Sniper Rifle, 7.62x51mm


SVD

The SVD Dragunov features as the Soviet sniper rifle. It it similar to the M21, but it is moderately more powerful, though it has half the M21's magazine capacity. It is used by Soviet snipers and, on occasion, Spetsnatz operatives.

SVD Dragunov Sniper Rifle, 7.62x54mmR


Remington 700

Only available in the Resistance expansion pack, added in 1.85 update

The Remington 700 appears as the "Hunting Rifle". It is (in theory) the Resistance sniper rifle, but since it is a late addition it isn't in any of the official missions. Oddly enough, the bolt handle is on the left side.

Remington 700 Sniper Rifle, 7.62x51mm
The Remington 700 in first person view.
A view through the Remington 700's scope.


Machine Guns

M60

The M60 appears as the standard issue GPMG of the American forces. Operation Flashpoint does a good job of emphasizing the importance of a machine gun in battle, and as a squad leader the player soon learns to base their strategy around their machinegunner's base of fire.

M60 General Purpose Machine Gun, 7.62x51mm
The M60 machine gun in first person view.
A U.S. soldier stands guard with his M60 at the ready.


PK

The PK appears as the standard issue GPMG of the Soviet and Resistance forces.

PK General Purpose Machine Gun, 7.62x54mmR
A Soviet soldier mows down a group of Americans with a PK machine gun.


Browning M2

The Browning M2 12.7mm machine gun is used by all sides (even the Soviets, who should be using the DShK or NSV), either as a fixed weapon mounted on a tripod or mounted on numerous U.S. vehicles such as the UH-60 Black Hawk, CH-47D Chinook, M113 personnel carrier, M151 jeep and others. Fairly accurate and very powerful, the M2 can be used to great effect against infantry, light armored vehicles and slow-moving aircraft. In one of the missions in the Cold War Crisis campaign, the player is ordered to man one during the defense of a port and typically uses it to mow down a dozen or so attacking Soviet infantry with it before having to fall back.

Browning M2 Heavy Machine Gun, 12.7mm
Shooting the M2 at nothing in particular from the side window of a CH-47 "Chinook" helicopter.


Submachine Guns

Heckler & Koch MP5SD3

The Heckler & Koch MP5SD3 features as the main weapon of the U.S. special forces operatives (or 'black ops' as they're referred to in-game). It is easily identified as an SD3 by its collapsible metal stock and SEF trigger group. It also features a SureFire tactical light (though this cannot be used).


Heckler & Koch MP5SD3 Submachine Gun, 9x19mm


PP-19 Bizon

Added in 1.30 update

The Izhmash PP-19 Bizon appears in the game, acting as the eastern equivalent of the MP5 SD3. It features a 64-round helical magazine and a sound suppressor. Spetsnatz operatives use it in the AKS-74U's stead when stealth is required. Its performance is similar but inferior to that of the MP5, with poorer stopping power (due to its smaller cartridge), poorer accuracy, and a shorter effective range. This weapon is another anachronism, as it was developed in the early 1990s and didn't exist in 1985.

Izhmash PP-19 Bizon Submachine Gun, 9x18mm


IMI Uzi

Only available in the Resistance expansion pack

The IMI Uzi is added in the Resistance expansion pack. It features a sound suppressor and is used rarely by U.S. special forces operatives and occasionally by Resistance fighters.

IMI Uzi Submachine Gun, 9x19mm


Skorpion

Only available in the Resistance expansion pack

The Škorpion SA is used by Nogovan police officers and also occasionally by Spetsnatz operatives.

SA Vz.61 Skorpion Machine Pistol, .32 ACP


Ingram MAC-10

Only available in the Resistance expansion pack, added in 1.85 update

As the Ingram. The Ingram MAC-10 is used by Resistance snipers (of all people) as a backup weapon. Having been added in a late patch, no official missions contain this weapon, but it has seen use in user-made missions.

Ingram MAC-10 Machine Pistol, .45 ACP


Handguns

Beretta M9

Only available in the Resistance expansion pack

The Beretta M9 is the standard U.S. sidearm. Its magazine capacity is incorrect at only 10 rounds instead of 15. For a 'standard sidearm' this is very rare, because the handguns were only added in the Resistance expansion. Since the Resistance campaign only features a few American soldiers, this gun only appears once or twice at the most. Meanwhile, the Cold War Crisis campaign (which is played from the U.S. perspective) was made before the pistols were added to the game, so no pistols are available in it. This weapon is also something of an anachronism. Cold War Crisis takes place in early 1985, and the Resistance campaign takes place two years earlier in 1983. While the Beretta did exist in both of those years, it hadn't even begun to replace the M1911A1 in Army service in 1985.

Beretta M9 Semi-Automatic Pistol, 9x19mm

Tokarev TT-33

Only available in the Resistance expansion pack

The Tokarev TT-33 is the standard Soviet sidearm. Given the 1980s setting, it's peculiar that the Soviet soldiers in the game use the TT-33, not the Makarov PM.

Tokarev TT-33 Semi-Automatic Pistol, 7.62x25mm
A Soviet officer uses his TT-33 to execute a civilian, possibly for his terrible fashion sense. The soldier to the left has an AK-74 with GP-25 grenade launcher slung over his back.


CZ 75

Only available in the Resistance expansion pack

The CZ 75 is the Resistance sidearm of choice. Its magazine capacity is incorrect at 14 rounds instead of 15.

CZ 75 Semi-Automatic Pistol, 9x19mm

Glock 17

Only available in the Resistance expansion pack

The Glock 17 is used on rare occasions by U.S. special forces operatives. It comes in both unsuppressed and suppressed versions. Due to its accuracy, subtlety (when suppressed), and capacity, it's arguably the best pistol in the game. Like most of the other pistols, its magazine capacity is incorrect at 14 rounds instead of 17.

Glock 17 Semi-Automatic Pistol, 9x19mm


Smith & Wesson Model 686

Only available in the Resistance expansion pack

As the S&W. The Smith & Wesson Model 686 is the most powerful pistol in the game and likely the most accurate. It is extremely rare, however, because it was added in one of the last patches and none of the official missions incorporate it. It has no doubt seen some use in user-made missions, however, and you can always test the weapon in the mission editor.

Smith & Wesson Model 686 Revolver, .357 Magnum
File:OFPRevolver-2.jpg
Gunning down some thugs with the 686 in the mission editor.
A civilian wields the Model 686... sideways. Note the Flashpoint t-shirt.


Other

M72 LAW

The M72 LAW is the primary man-portable anti-tank weapon of the American forces. It is incorrectly depicted as being reloadable when it is, in fact, designed to be disposed of after one shot.

M72 LAW Light Anti-Tank Weapon, 66mm


RPG-22

Referred to in-game by the (apparently) non-existent designation RPG NH-75, the RPG-22 appears in the game as the standard man-portable anti-tank weapon for the Soviets. It is functionally identical to the M72 LAW and, like it, is incorrectly depicted as reloadable.

-RPG-75 actually does exist. However, it is a Czechoslovakia produced one shot anti-tank rocket similar to RPG-18 (the predecessor of RPG-22). It's unlikely that the Soviet Army would deploy this weapon though.
RPG-22 Rocket Propelled Grenade Launcher, 72.5mm


Carl Gustav Recoilless Rifle

The Carl Gustav recoilless rifle is the heavy anti-tank weapon used by U.S. forces in the game.

File:Carl Gustaf recoilless rifle.jpg
Carl Gustav Recoilless Rifle, 84mm


AT-4 Spigot

The AT-4 Spigot (Russian name: 9K111 Fagot) missile system (itself similiar to the Western TOW) is incorrectly portrayed as a shoulder-fired launcher, and is identical to the Carl Gustav in terms of performance.

FIM-92A Stinger

The FIM-92A Stinger is featured in the game and serves as the man-portable anti-aircraft missile launcher for the U.S. side.

File:-0976t.jpg
FIM-92A Stinger Anti-Aircraft Missile Launcher


SA-7 Grail

The SA-7 Grail appears in the game as the 9K32 Strela, and is functionally identical to the Stinger. It is used by Soviet and Resistance infantry.

File:Strela.jpg
SA-7 Grail Anti-Aircraft Missile Launcher


MM-1

Added in 1.30 update

The MM-1 revolver grenade launcher appears in the game and is used by American heavy grenadiers in some missions. Very powerful, but it lacks any working sights and it's impossible to carry more than 12 grenades (that's one magazines' worth) at once, meaning that hitting anything at range requires guesswork, with only 12 tries to get it right. A very difficult weapon to use effectively unless you're fighting right next to a crate full of grenades for it.

MM-1 Revolver Grenade Launcher


RG-6 Grenade Launcher

Added in 1.30 update

The RG-6 grenade launcher appears in the game as the 6G30 and is used by Soviet heavy grenadiers in some missions. Like the MM-1, it's impossible to carry more than 12 grenades for this weapon at any one time, but the fact that you can't fire all of those at once (it only holds 6 grenades at a time) and the fact that the RG-6 has a ladder sight (difficult to use though it may be) mean that this weapon is somewhat more effective than the MM-1, but still highly impractical for doing anything but defending an ammunition stockpile.

RG-6 Revolver Grenade Launcher


M-26 hand grenade

The M26 hand grenade is used by all sides. In addition to their primary weapon, riflemen on all sides have a standard loadout of six hand grenades. They're ideal for killing enemies behind cover and in forests, and can be useful for destroying vehicles up close, but otherwise they're quite useless so most players drop them to make room for more ammunition. Strangely enough, the grenades are not fuse detonated but simply detonate on impact. You'd definitely not want to drop one after pulling the pin.

It's likely, given the 1980s setting, that the grenade is actually the improved M-61, but it's impossible to tell, no specific details are given of the weapon.
Some game modifications, such as the Enhanced Configuration Project, rework grenades so they bounce off of objects and are fuse-detonated, rather than detonating on impact. ECP also replaces the single grenade model with different models for each side: the M-26 for the Americans, and the RGD-1 for the Russians.
M-26 Fragmentation Grenade


CZ-584

Added in 1.20 update

The CZ-584 over-and-under shotgun appears in the game as the 'Kozlice' (which is simply the Czech word for "Shotgun" according to Google translate). It is used occasionally by civilian militia and Resistance fighters in the Red Hammer and Resistance campaigns. It features prominently in one of the first missions of the Resistance campaign, where the player is given the choice to use the gun to kill some Soviet soldiers intruding upon his property, or else turn the Resistance fighter hiding in his barn over to them and become their informant in the process.

The gun can fire two types of ammunition, ball and shell. Shells consist of several pellets and have decent stopping power, but ball is not particularly powerful. Neither type of ammunition is particularly accurate. Each ball or shell takes up one whole inventory slot (up to a maximum of ten), meaning that it's impossible to carry more than 10 rounds of ammunition for this gun at any one time! (For comparison, a 30 round magazine for an assault rifle fits in the same space as one shell for the shotgun) Combined, all of these negative traits make the CZ-584 the worst weapon in the game.

File:CZ-584.jpg
CZ-584 Shotgun, 12 gauge.
The CZ-584 in first person view.
A civilian holds a CZ-584.



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