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Difference between revisions of "Talk:Bioshock"

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:Well, the fact that they're all insane does go some way to explaining that. But then it's more a question of how they've managed to keep them working if they don't care about breaking them. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:25, 6 January 2015 (EST)
 
:Well, the fact that they're all insane does go some way to explaining that. But then it's more a question of how they've managed to keep them working if they don't care about breaking them. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:25, 6 January 2015 (EST)
 
::And I want to add more. Drum magazine in the Bioshock accommodates 40 rounds, so it's an explanation of what it is small (unlike real drum magazines for 50 rounds). [[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 26 January 2015 (EST)
 
::And I want to add more. Drum magazine in the Bioshock accommodates 40 rounds, so it's an explanation of what it is small (unlike real drum magazines for 50 rounds). [[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 26 January 2015 (EST)
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=Page=
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[[Image:Bioshock.jpg|thumb|right|300px|''Bioshock'' (2007)]]
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''Bioshock'' is the award-winning Bio-Punk First-Person Shooter from 2007, created by Irrational Games. Set in 1960, player character "Jack" (who is never actually called that in-game), is stranded in the middle of the ocean after his place crash-lands. Seeking shelter in a lighthouse, he soon comes across the city of Rapture, an underwater Heaven-turned-Hell filled to burst with leaks, a powerful element called ADAM, power-giving Plasmids, violently ADAM-addicted "Splicers", little girls with giant diving-suited protectors and a friendly Irish man called Atlas. Arming himself with these powerful Plasmids and various weapons, Jack ventures out into Rapture to defeat the tyrannical Andrew Ryan and find out that not all is what it seems...
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'''These weapons were used in the video game ''BioShock'':'''
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__TOC__<br clear=all>
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=Handguns=
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== Webley Mk VI ==
 +
The first firearm the player character finds is the "Pistol," based on the [[Webley Mk VI]] Revolver. This is also the weapon of choice for Leadhead Splicers for most the game. Its ammunition is very common until the Splicers begin to use other weapons. The pistol uses .38 caliber rounds and it can use rare armor-piercing rounds or rarer antipersonnel rounds. The pistol can be upgraded with a damage boost and a secondary wheel holding twenty-four rounds. The pistol model held by Splicers is smaller than the one held by the player.
 +
Also, it should be noted that the hammer is always locked back, even though there is no animation for cocking it and the pistol operates in Double-Action. This is from an early build of the game, where the Webly was single-action. Another interesting thing is that Jack reloads the gun replacing the entire cylinder rather than using a speedloader (indeed, ammo packs for the pistol are of multiple cylinders, even when upgraded with the capacity increase).
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[[Image:Webley.JPG|thumb|none|400px|Webley Mk. VI - .455 Webley]]
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[[Image:BioshockPistol1.png|thumb|none|400px|"Pistol," chambered in .38 S&W. This is probably one of the best modeled weapons in the game, along with the Wrench.]]
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[[Image:BioshockPistol2.png|thumb|none|500px|'''"Pistol"'''. '''From left''' : ''Regular'', ''extended cylinder magazine'', ''increased damage'' '''and''' ''fully-upgraded''.]]
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[[Image:Bioshock pistol kill.jpg|thumb|none|500px|Player Character "Jack" fires his pistol at two splicers. Note that flame is somehow coming out from '''behind''' the cylinder.]]
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== Single Action Army ==
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The logo on the "El Ammo Bandito" vending machine features a pair of [[Single Action Army]] revolvers.
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[[Image:ColtSingleActionArmy.jpg‎ |thumb|none|400px|Single Action Army - Colt Single Action Army w/ 5.5" barrel known as the "Artillery" model - .45 Long Colt]]
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== Unknown revolver ==
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[[File:Unkbisrev.JPG|none|thumb||400px|The Wrench Jockey combat tonic]]
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A cartoon image of an unknown revolver <!-- possibly a charter bulldog? --> appears in the description of Combat Tonics.
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=Submachine Guns=
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== Thompson Submachine Gun ==
 +
The "Machine Gun" is the third weapon in the game and is based on the [[Thompson Submachine Gun#M1921 Thompson|Thompson M1921]] with a charging handle on both sides of the weapon.
 +
At the early stages of the game after it's found, ammo is very scarce. The weapon and its ammo become increasingly more common when Leadhead Splicers upgrade to this weapon from their revolvers towards the end of the game. The Splicer model is smaller and lacks the foregrip and stock. A modified version is the standard armament for security bots.
 +
The weapon's casings eject to the left, as is common in video games. The weapon uses a forty-round drum (a real Tommy's drum would hold fifty rounds). The Thompson can fire standard ammo, rare antipersonnel rounds, and inventable armor-piercing rounds. It can be upgraded with a damage boost and a recoil reduction which resembles a suppressor. The ones used by Security Bots appear to be [[M1 Thompson]]s.
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[[Image:M1921Thompson.jpg‎ |thumb|none|500px|M1921 Thompson - .45 ACP]]
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[[Image:BIOSHOCKMACHINEGUN1.png|thumb|none|500px|Regular "Machine gun." Note the poorly-rendered Cutts compensator with the front sight at the wrong end. The stock and rear sight wings are a weird hybrid of M1921 and M1. Also note the hideous modeling on the weapon, with grips around twice the size they should be and the drum magazine smaller than it should be, which looks awkward in first person view.]]
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[[Image:BIOSCHOCKMG3.PNG|thumb|none|500px|'''"Machine gun"'''. '''From left''' : ''Regular'', ''increased damage upgrade'', ''decreased kickback upgrade'' '''and''' ''fully-upgraded''.]]
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[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with 30-round magazine - .45 ACP]]
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[[Image:Bioshock bot.jpg|thumb|none|400px|Security Bots carry their own machine guns. This version is belt-fed and the trigger and pistol grip have been replaced with parts integrated with the Bot's mechanism. Its damage and physics are identical to the model the player uses.]]
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= Machine Guns =
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== Browning M1919 ==
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The [[Browning M1919]] is the weapon mounted on the automated gun turrets found throughout the game. It is not directly available to player character, who can hack the turrets to fight for him. Destroyed gun turrets sometimes drop .45 ammunition, implying that this gun somehow uses that instead of .30-06, which would mean technically it has been converted into an SMG.
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[[Image:M1919A4Browning.jpg|thumb|none|600px|Browning M1919 - .30-06 on M2 tripod]]
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=Shotguns=
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==Spencer 1882 shotgun==
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The "Shotgun" is the fourth firearm in Bioshock. It is based on a [[Spencer 1882]] with custom antique-style golden engravings on the receiver/main body of the gun, but loads from under the receiver instead of on top. Ammo for the shotgun is not common throughout the first half of the game, especially since enemies don't carry it, so it often has to be brought from vending machines. A mechanical auto-loader can be fitted to the weapon as part of the "Increased Rate-of-fire" upgrade. The weapon can fire 00 buckshot as well as electrified or explosive slugs.
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[[Image:SpencerShotgun.jpg |thumb|none|500px|Spencer 1882 - 12 Gauge]]
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[[Image:BIOSHOCKSHOTGUN.png|thumb|none|500px|Regular "Shotgun". Grip looks a bit iffy, but otherwise okay.]]
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[[Image:BIOSCHOCKSHOTGUN2.PNG|thumb|none|500px|'''"Shotgun"'''. '''From left''' : ''Regular'', ''increased rate of fire upgrade'', ''increased power upgrade'' '''and''' ''fully-upgraded''.]]
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=Launchers=
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==Home-made Grenade Launcher==
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The "Grenade Launcher" is the fifth weapon in the game. It is a custom setup built from common household and industrial parts. The Grenade Launcher seems to be made from one of the many pipes available in Rapture, complete with their Art Deco patterns, a converted handle and trigger to fit that pipe, and various other parts - even including a box of "Home-Grown Asparagus" for the magazine/grenade box. Jack loads the next round by twisting the rear of the gun to the left, which exposes the breech and loads a new grenade from the box, and reloads by replacing the entire module behind the barrel. Ammo is somewhat rare until the final areas, where it suddenly becomes extremely abundant. Luckily, no enemies wield this weapon, though Rosie Big Daddies will often throw proximity mines when attacking, and RPG turrets fire RPGs (which may be heat-seeking like the ones you can get for the grenade launcher). The three ammo types for the Grenade Launcher are:
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- Fragmentation Grenades; a very crude concoction of empty sardine cans filled with explosives. After shot from the grenade launcher, these will explode on impact with the nearest enemy or surface - but will often take some time before they explode, and will not explode after hitting the first surface due to their very primitive and simplistic design and manufacture. They are fired in a ballistic arc, so long-distance aiming might be more difficult. Fragmentation grenades are the standard ammo type and by far the most common.
 +
 +
- Proximity Mines; these are a significant technological step up from the regular grenades. These will only explode when an enemy/NPC (including friendly Big Daddies and Little Sisters) enters a certain radius around them - basically anyone except you. These are most effectively used as traps, to set up a defensive radius, or to inflict massive damage in a single attack to enemies who require it (the so-called "Big Daddy Buster"). These also fire in a ballistic arc but adhere to any surface, including walls and ceilings. Since they will also stay in place until detonated (even after transitioning to a different level), proximity mines are ideal for setting up on the known paths of Big Daddies so they take immediate damage and have to hunt you down. These are considerably rarer than the normal fragmentation grenades but also become more abundant towards the end of the game.
 +
 +
- Heat-Seeking RPG; the most advanced and rarest of the ammo types for the grenade launcher. As the name suggests, these projectiles are not only propelled by rockets - so don't follow a ballistic arc - they also actively seek the closest heat source. This is very useful if that closest source of heat are enemies, as you only need to aim in their general direction and the rocket will seek and destroy on its own. However, they will also aim towards fires and other hot masses if they are larger and/or hotter than your target. These are ideal in taking down Big Daddies as quickly as possible, as you don't need to precisely aim; just back away while facing their general direction while shooting RPG's at them from a very long distance. These are also ideal against targets who are not only very far off, but also semi-obstructed from direct line of sight, as well as groups of splicers due to its large radius of damage.
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[[Image:Bioshock Grenade Launcher.jpg|thumb|none|600px|The grenade launcher. Just like Grandma used to make...]]

Revision as of 23:14, 23 February 2015

Redoing This Page.

Hi, just browsing through and noticed this page for Bioshock is very lacking in a lot of weapons and info about them. Since I got some spare time right now, my Circadian rhythm is in complete disarray and can't sleep - I'm gonna try and write this page. I think the original author might have probably been very early in the game, or only seen trailers, so since I've almost completed the game - I think some of the info about the weapons I have might be more accurate. I'll be watching this section, so please feel free to discuss or raise any issues you have, and I'll try and get back as soon as possible. TC, Tec-9 08:33, 31 July 2009 (UTC)

I'm still on the process of re-writing this section - I did three weapons, and will hopefully do the rest soon. I didn't comment on each weapon's performance like on bioshock.wikia.com/wiki/Weapons because I'm not really sure if we're allowed to write that kind of walkthrough stuff on this wiki - so I tried just leaving it as commenting on the availability of the weapons and what each type of ammo is designed for ingame. If it is ok to comment on each weapon's ingame performance, anyone please feel free to add it in. Also if anyone wants to do the other weapons in a similar style - to keep the section consistent - please also feel free to do so, and discuss any issues, questions or comments here please. Thanks :) Tec-9 09:38, 31 July 2009 (UTC)
Why is there so much info on the grenade launcher, which isn't a real weapon? Also, I'm pretty sure the crossbow is homemade.--Davinfelth 18:40, 25 July 2010 (UTC)
Also- I can't find such a thing as a Morris crossbow.--Davinfelth 18:40, 25 July 2010 (UTC)

Webley

I seem to remember that there's 2 pistol variants, the standard one and a bigger one that you find in the cradle at the start. Is that one the same model of Webley?


Is the Webley the player uses a Mk. VI, because it is bigger (way bigger) than the Webleys used by the Splicers. - Kilgore 17:43, 9 August 2010 (UTC)


But the player model in-game still looks just like a VI not a IV, but it uses .38 caliber rounds like the IV. You know that's not unusual in video games, I've seen a pistol that was obviously a single-stacked 1911 .45 use 9mm rounds from a 17 magazine! So lets say it's a Mk. VI chambered for .38 special.

Bioshock Pistol Add-On Question

I remember in some screenshots when Bioshock was first announced seeing a werid add-on for the Pistol. I WISH i could find the picture again but what I can remember is that it looked like a huge cylinder and it was screwed on to it.User:SeanWolf

http://xbox360media.ign.com/xbox360/image/article/705/705251/bioshock-20060505102000676.jpg Is this the add-on you mean? I can only assume it's the original appearance of the damage upgrade, as it clearly still has the increased capacity upgrade. Also note the bizzare weapons the Bouncer Big Daddy used to use.

Is the Shotgun Really a Remington 870

I don't think the shotgun in Bioshock is a Remington 870, it looks like the bastard child of an Ithica 37, but that may be just be me. - Kilgore 19:49, 10 August 2010 (UTC)

Actually, if anything it's really close to a Spencer 1882, but none of the guns in the game are very accurate renderings of real guns. - Nyles
Spencer 1882

It does look very simular indeed. - Kilgore 22:08, 10 August 2010 (UTC)

Is the Grenade Launcher lever-action?

Judging from the picture of it, and the animation between shots, it appears lever-action. If this is not the case i can only think of it being double-action. Anyone can tell?--Z008MJ 05:42, 24 April 2012 (CDT)

Is the lever on the grip a trigger? It reminds me of the huge triggers of medieval crossbows. Chitoryu12 18:29, 23 April 2012 (CDT)

I don't know, the trigger could be hidden behind the box. But what else are those movements when a new grenade is loaded: http://www.youtube.com/watch?v=s-XxNXltaCI It reminds me of handling a lever-action gun.--Z008MJ 05:40, 24 April 2012 (CDT)

If you look at the actual movement of the breech and how the gun twists, the breech actually opens to the side while a normal lever-action would open vertically. Judging from the movement of the sight compared to the electric ignition mechanism (the orange thing), it's almost like he's twisting the rear half of the gun to the left. Chitoryu12 06:59, 24 April 2012 (CDT)

I think you are right, it's not semi-auto, or loaded by bolt, pump, crank, or manual insertion. I never even thought of looking at the actual movement of the rear half. Should we assume BioShock apparently inventead a new firearm action? Is it theoretically possible to re-chamber a weapon like that?--Z008MJ 08:17, 24 April 2012 (CDT)

Well, you could have a geared bolt or lever action which rotated the action like that. But since he seems to replace everything aft of the chamber when reloading, it seems more likely that he's just twisting the back of the gun relative to the front to chamber new rounds. Given there seems to be nothing guiding the rounds into the chamber, the reason this hasn't been tried is because they'd probably just fall out the top of the hopper when you moved around. In fact since there's no stop and the hole at the top of the hopper is big enough for a whole grenade to fit though, I can't see why the follower doesn't just eject the contents of the magazine onto the floor. Evil Tim 08:25, 24 April 2012 (CDT)

Of course though, according to video game logic, if there is a chance in a million it will work perfectly, then it will work perfectly every single time (like with how in most video games guns never jam). But i assume you could just put them back in the magazine through the hole if they fell out. A dangerous design, as risking to drop a High Explosive Grenade/RPG on your feets every time you re-chamber isn't exactly safe.--Z008MJ 08:51, 24 April 2012 (CDT)

The action you'd describe as a manual rotary breech. Evil Tim 08:25, 24 April 2012 (CDT)

And that answers my original question, thanks a lot. :D--Z008MJ 08:55, 24 April 2012 (CDT)

Thompson Machine Gun - M1A1?

Now it seems to me that Thompson - it's actually M1A1; only altered under adoption drum magazines, and further established Cutts compensator and vertical grip. Like how it was done with the M1A1 in Fallout: New Vegas.

Um, you say it's an M1A1 and then list a bunch of ways it isn't one. What are you basing this on? Evil Tim (talk) 14:26, 5 January 2015 (EST)

Now I myself confused. Rear - as of M1A1, with side handle; but it has rudement a channel for a vertical-grip shutter, which seems to be brewed! (?) Barrel - obviously from the M1927. To be honest, it's more like some kind of homemade machine gun, collected from different parts of the Thompson (since they are replaceable in return) and some Metal scrap? Slon95

Game designers sometimes create curious combinations of various firearms as they doesn't need to make live versions of their creation, unlike movie prop masters. So let's call this SMG a generic Tommy Gun rather than an exact copy of some real model. Greg-Z (talk) 09:33, 6 January 2015 (EST)
Well, it's already listed as just "Thompson Submachine Gun," the reference image is just to illustrate the version it's closest to visually. It's basically an M1A1 receiver with an M1921 / M1927 barrel and grip and the non-military model's ability to accept drum magazines. Evil Tim (talk) 09:43, 6 January 2015 (EST)

At the same time it is not clear why splicers use machine guns without butts and handles. Besides their machine guns very different from the machine gun of player. Slon95

Well, the fact that they're all insane does go some way to explaining that. But then it's more a question of how they've managed to keep them working if they don't care about breaking them. Evil Tim (talk) 14:25, 6 January 2015 (EST)
And I want to add more. Drum magazine in the Bioshock accommodates 40 rounds, so it's an explanation of what it is small (unlike real drum magazines for 50 rounds). Slon95 (talk) 26 January 2015 (EST)

Page

Bioshock (2007)

Bioshock is the award-winning Bio-Punk First-Person Shooter from 2007, created by Irrational Games. Set in 1960, player character "Jack" (who is never actually called that in-game), is stranded in the middle of the ocean after his place crash-lands. Seeking shelter in a lighthouse, he soon comes across the city of Rapture, an underwater Heaven-turned-Hell filled to burst with leaks, a powerful element called ADAM, power-giving Plasmids, violently ADAM-addicted "Splicers", little girls with giant diving-suited protectors and a friendly Irish man called Atlas. Arming himself with these powerful Plasmids and various weapons, Jack ventures out into Rapture to defeat the tyrannical Andrew Ryan and find out that not all is what it seems...

These weapons were used in the video game BioShock:


Handguns

Webley Mk VI

The first firearm the player character finds is the "Pistol," based on the Webley Mk VI Revolver. This is also the weapon of choice for Leadhead Splicers for most the game. Its ammunition is very common until the Splicers begin to use other weapons. The pistol uses .38 caliber rounds and it can use rare armor-piercing rounds or rarer antipersonnel rounds. The pistol can be upgraded with a damage boost and a secondary wheel holding twenty-four rounds. The pistol model held by Splicers is smaller than the one held by the player. Also, it should be noted that the hammer is always locked back, even though there is no animation for cocking it and the pistol operates in Double-Action. This is from an early build of the game, where the Webly was single-action. Another interesting thing is that Jack reloads the gun replacing the entire cylinder rather than using a speedloader (indeed, ammo packs for the pistol are of multiple cylinders, even when upgraded with the capacity increase).

Webley Mk. VI - .455 Webley
"Pistol," chambered in .38 S&W. This is probably one of the best modeled weapons in the game, along with the Wrench.
"Pistol". From left : Regular, extended cylinder magazine, increased damage and fully-upgraded.
Player Character "Jack" fires his pistol at two splicers. Note that flame is somehow coming out from behind the cylinder.

Single Action Army

The logo on the "El Ammo Bandito" vending machine features a pair of Single Action Army revolvers.

Single Action Army - Colt Single Action Army w/ 5.5" barrel known as the "Artillery" model - .45 Long Colt

Unknown revolver

The Wrench Jockey combat tonic

A cartoon image of an unknown revolver appears in the description of Combat Tonics.

Submachine Guns

Thompson Submachine Gun

The "Machine Gun" is the third weapon in the game and is based on the Thompson M1921 with a charging handle on both sides of the weapon. At the early stages of the game after it's found, ammo is very scarce. The weapon and its ammo become increasingly more common when Leadhead Splicers upgrade to this weapon from their revolvers towards the end of the game. The Splicer model is smaller and lacks the foregrip and stock. A modified version is the standard armament for security bots. The weapon's casings eject to the left, as is common in video games. The weapon uses a forty-round drum (a real Tommy's drum would hold fifty rounds). The Thompson can fire standard ammo, rare antipersonnel rounds, and inventable armor-piercing rounds. It can be upgraded with a damage boost and a recoil reduction which resembles a suppressor. The ones used by Security Bots appear to be M1 Thompsons.

M1921 Thompson - .45 ACP
Regular "Machine gun." Note the poorly-rendered Cutts compensator with the front sight at the wrong end. The stock and rear sight wings are a weird hybrid of M1921 and M1. Also note the hideous modeling on the weapon, with grips around twice the size they should be and the drum magazine smaller than it should be, which looks awkward in first person view.
"Machine gun". From left : Regular, increased damage upgrade, decreased kickback upgrade and fully-upgraded.
M1A1 Thompson with 30-round magazine - .45 ACP
Security Bots carry their own machine guns. This version is belt-fed and the trigger and pistol grip have been replaced with parts integrated with the Bot's mechanism. Its damage and physics are identical to the model the player uses.

Machine Guns

Browning M1919

The Browning M1919 is the weapon mounted on the automated gun turrets found throughout the game. It is not directly available to player character, who can hack the turrets to fight for him. Destroyed gun turrets sometimes drop .45 ammunition, implying that this gun somehow uses that instead of .30-06, which would mean technically it has been converted into an SMG.

Browning M1919 - .30-06 on M2 tripod

Shotguns

Spencer 1882 shotgun

The "Shotgun" is the fourth firearm in Bioshock. It is based on a Spencer 1882 with custom antique-style golden engravings on the receiver/main body of the gun, but loads from under the receiver instead of on top. Ammo for the shotgun is not common throughout the first half of the game, especially since enemies don't carry it, so it often has to be brought from vending machines. A mechanical auto-loader can be fitted to the weapon as part of the "Increased Rate-of-fire" upgrade. The weapon can fire 00 buckshot as well as electrified or explosive slugs.

Spencer 1882 - 12 Gauge
Regular "Shotgun". Grip looks a bit iffy, but otherwise okay.
"Shotgun". From left : Regular, increased rate of fire upgrade, increased power upgrade and fully-upgraded.

Launchers

Home-made Grenade Launcher

The "Grenade Launcher" is the fifth weapon in the game. It is a custom setup built from common household and industrial parts. The Grenade Launcher seems to be made from one of the many pipes available in Rapture, complete with their Art Deco patterns, a converted handle and trigger to fit that pipe, and various other parts - even including a box of "Home-Grown Asparagus" for the magazine/grenade box. Jack loads the next round by twisting the rear of the gun to the left, which exposes the breech and loads a new grenade from the box, and reloads by replacing the entire module behind the barrel. Ammo is somewhat rare until the final areas, where it suddenly becomes extremely abundant. Luckily, no enemies wield this weapon, though Rosie Big Daddies will often throw proximity mines when attacking, and RPG turrets fire RPGs (which may be heat-seeking like the ones you can get for the grenade launcher). The three ammo types for the Grenade Launcher are:

- Fragmentation Grenades; a very crude concoction of empty sardine cans filled with explosives. After shot from the grenade launcher, these will explode on impact with the nearest enemy or surface - but will often take some time before they explode, and will not explode after hitting the first surface due to their very primitive and simplistic design and manufacture. They are fired in a ballistic arc, so long-distance aiming might be more difficult. Fragmentation grenades are the standard ammo type and by far the most common.

- Proximity Mines; these are a significant technological step up from the regular grenades. These will only explode when an enemy/NPC (including friendly Big Daddies and Little Sisters) enters a certain radius around them - basically anyone except you. These are most effectively used as traps, to set up a defensive radius, or to inflict massive damage in a single attack to enemies who require it (the so-called "Big Daddy Buster"). These also fire in a ballistic arc but adhere to any surface, including walls and ceilings. Since they will also stay in place until detonated (even after transitioning to a different level), proximity mines are ideal for setting up on the known paths of Big Daddies so they take immediate damage and have to hunt you down. These are considerably rarer than the normal fragmentation grenades but also become more abundant towards the end of the game.

- Heat-Seeking RPG; the most advanced and rarest of the ammo types for the grenade launcher. As the name suggests, these projectiles are not only propelled by rockets - so don't follow a ballistic arc - they also actively seek the closest heat source. This is very useful if that closest source of heat are enemies, as you only need to aim in their general direction and the rocket will seek and destroy on its own. However, they will also aim towards fires and other hot masses if they are larger and/or hotter than your target. These are ideal in taking down Big Daddies as quickly as possible, as you don't need to precisely aim; just back away while facing their general direction while shooting RPG's at them from a very long distance. These are also ideal against targets who are not only very far off, but also semi-obstructed from direct line of sight, as well as groups of splicers due to its large radius of damage.

The grenade launcher. Just like Grandma used to make...

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