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Difference between revisions of "Talk:Spec Ops: The Line"

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(→‎Mortar scene: new section)
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I took out the comment of removing the flash hider before adding the suppressor for the M4, since there are flash hiders, or muzzle attachments that are threaded outside for QD suppressors [[User:Excalibur01|Excalibur01]] 13:35, 24 July 2012 (CDT)
 
I took out the comment of removing the flash hider before adding the suppressor for the M4, since there are flash hiders, or muzzle attachments that are threaded outside for QD suppressors [[User:Excalibur01|Excalibur01]] 13:35, 24 July 2012 (CDT)
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== Mortar scene ==
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So I've been recording this game, and I noticed that the mortar sequence is impossible in at least four different ways.
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 +
*The mortar has a milder version of the magic TARDIS rounds from ''Homefront''. The M722 smoke round for the M224 weighs a mighty 3.7 rounds, and when you take into account the tail, fuze, bursting charge, propelling charge and so on, that's probably all of 1 pound of WP per round.
 +
*Which doesn't matter, because it has an impact fuze and so the only way to hurt someone with it would be to land a round on top of them, in which case they'd be more worried about the bursting charge blowing their head off.
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*Which doesn't matter either, because the minimum range of the mortar is 70 metres, which is close to the ''maximum'' range Walker fires it at.
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*Which ''also'' doesn't matter, because there's only one round shown in the vicinity of the mortar, and it's the camera round.
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So the central plot event of the game is caused by the team firing rounds they don't have to somewhere they couldn't hit, detonating in a way they can't and doing damage they couldn't possibly do. Thus, um, showing the...true...horror...um... [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:48, 31 July 2013 (EDT)

Revision as of 12:48, 31 July 2013

Just a suggestion, but could the unknown rifle be a Steyr Scout? Jimmoy 17:04, 22 June 2010 (UTC)


i have updated with some of the guns from the closed private invite only beta which is now up --Smish34 18:56, 24 July 2010 (UTC)


I want to know the M4A1 rail that used in this game.

fictional of course Excalibur01 17:24, 19 February 2011 (UTC)

It's fictional, yeah. Spartan198 08:33, 20 February 2011 (UTC)

Thanks a lot.but I saw it from some screen shot I think it were CAS-V from Vltor but somehow thanks very much.

No, it's not a CAS-V. Admittedly it bears a bit of resemblance, but it isn't one. Spartan198 06:19, 15 December 2011 (CST)

Weapons list

The demo has the standard UE3 config format that holds all the weapon info.

Pistols

Deagle .50| Berreta M9A1| Glock 18| Sig P220| FNP45| Python Elite


SMGs

UMP45| P90| TDI Vector| Micro UZI| MP7


Shotguns

Mossberg 590A1| Benelli M1014| Sawn-off| AA-12


ARs

AKS-74U| OTs14 Groza| HK417| FAMAS| TAR-21| AK-47| AK-74| M4| SCAR

Snipers

Barrett M99| Steyr Elite| M110 SRSS| MSG90


LMGs

M249


Launchers

Milkor MGL| RPG


Heavy Weapons

M2E2| Minigun| Mk47 Striker

Edited the list a bit so its more readable(Sorry if you take offence). --Mercury 16:03, 22 June 2012 (CDT)

Blue tape on handguard

Anybody else frustrated with that blue tape on the handguard of the AK?I know i saw it before in some other game, but have no luck finding it. Here's a image of it in Spec Ops

Walker ponders how the rope is going though his skin while looking at the landscape


Do tell me if you know, 'cause it's been bugging me for a while now.--Mercury 16:03, 22 June 2012 (CDT)

I thing the AK-74 in Mercenaries 2 had some tape on it. BeardedHoplite 16:17, 22 June 2012 (CDT)

There is no AK-74 in Mercenaries 2, at least in the PC version. - bozitojugg3rn4ut 06:24, 23 June 2012 (CDT)
Hmm, I had it for the Xbox, but I could sworn there was a 74 in there. It had the same name and stats as the AKM, but it mighta been a AK-47 with the synthetic furniture and the 74 muzzle break. BeardedHoplite 16:43, 23 June 2012 (CDT)
Looks like it might be Mercenaries 2, a little disappointed that the blue tape isn't on the hand-guard like in Spec Ops, but thanks anyway.Isn't blue tape around a mag to show that they are blanks?

Also according to Mercs2 page, AK47 is nowhere in any version of the game, AK-47 is just a silhouette for images.--Mercury 17:09, 24 June 2012 (CDT)

He's referring to the AKM, which is present in Mercs 2. Spartan198 15:37, 27 August 2012 (CDT)

Tired of the Desert Eagle

I am actually getting tired of seeing the Desert Eagle in the hands of military characters. When are game developers going to learn that the Desert Eagle stopped being cool after Arnold stopped making movies? Excalibur01 19:50, 25 June 2012 (CDT)

Desert Eagle is 'gangsta'. Doubt its going to go away any time soon. --DeltaOne 00:32, 26 June 2012 (CDT)

If by "gangsta", you mean "perfect compensation for an exceptionally small penis", then yes, it is quite "gangsta". Spartan198 19:06, 19 July 2012 (CDT)
Well, clearly Walker's ability to pull a Deagle out of his ass when injured is because he's Delta. You're not an operator, you wouldn't understand. Evil Tim 04:46, 27 August 2012 (CDT)
Yes, I am, my phone number is 0 and people call me when they can't find a phone number, yet I still don't understand. Spartan198 15:35, 27 August 2012 (CDT)

Double iron sights

I could be wrong, but while I am playing this I swear the M4 has 2 rear iron sights. It's got an A2 type that's positioned forward and a flip up one towards the rear. This is by far the most stupid sight configuration I've seen for this system. I mean, these guys are Delta, no optics on any of their guns at all Excalibur01 11:50, 27 June 2012 (CDT)


M4 suppressors

I took out the comment of removing the flash hider before adding the suppressor for the M4, since there are flash hiders, or muzzle attachments that are threaded outside for QD suppressors Excalibur01 13:35, 24 July 2012 (CDT)

Mortar scene

So I've been recording this game, and I noticed that the mortar sequence is impossible in at least four different ways.

  • The mortar has a milder version of the magic TARDIS rounds from Homefront. The M722 smoke round for the M224 weighs a mighty 3.7 rounds, and when you take into account the tail, fuze, bursting charge, propelling charge and so on, that's probably all of 1 pound of WP per round.
  • Which doesn't matter, because it has an impact fuze and so the only way to hurt someone with it would be to land a round on top of them, in which case they'd be more worried about the bursting charge blowing their head off.
  • Which doesn't matter either, because the minimum range of the mortar is 70 metres, which is close to the maximum range Walker fires it at.
  • Which also doesn't matter, because there's only one round shown in the vicinity of the mortar, and it's the camera round.

So the central plot event of the game is caused by the team firing rounds they don't have to somewhere they couldn't hit, detonating in a way they can't and doing damage they couldn't possibly do. Thus, um, showing the...true...horror...um... Evil Tim (talk) 08:48, 31 July 2013 (EDT)


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