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Difference between revisions of "User:TheExplodingBarrel/Sandbox"
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In September 2003, a year before the game's release, a hacker stole an unfinished build from Valve's servers which was later leaked onto the internet. The firearms featured only in this leaked version are detailed at the bottom of this page in the "Cut Weapons" section. | In September 2003, a year before the game's release, a hacker stole an unfinished build from Valve's servers which was later leaked onto the internet. The firearms featured only in this leaked version are detailed at the bottom of this page in the "Cut Weapons" section. | ||
− | == | + | ==Handguns== |
− | The [[ | + | ===Heckler & Koch USP Match=== |
− | [[File: | + | The [[Heckler & Koch USP Match]] in 9x19mm is the standard issue sidearm of the Combine's "Civil Protection" police force. It is first seen wielded by a guard in the train station and is soon after used against the player as they flee across the rooftops in the chapter "Point Insertion". Later, one can be taken from a slain CP and then used throughout the game. Its stopping power is lax, but its decent accuracy, rate of fire, and high capacity make it suitable for a variety of applications, such as attacking weak but difficult to hit enemies like headcrabs and manhacks and setting explosive barrels on fire from a distance. Oddly enough, while it can be found in many supply caches and beside civilian corpses, Resistance members are never actually seen using it. |
− | [[File: | + | |
− | [[File: | + | Despite it using standard 15-round magazines (with finger-rest floorplates like in the picture below), it holds 18 rounds like the extended magazines that are meant to be used in conjunction with H&K's "Jet-funnel" extended mag-wells. |
− | [[File: | + | |
− | [[File: | + | Early versions of the game had a bug which allowed the player to "charge" a shot by holding down both the primary and secondary fire buttons at once, resulting in a shotgun-like spread of multiple bullets; this was fixed in ''Episode Two'' and in the May 26th, 2010 update for the base game and ''Episode One''. |
− | [[File: | + | [[File:H&K-USP-Compensator.jpg|thumb|none|400px|Heckler & Koch USP Match - 9x19mm Parabellum]] |
− | [[File: | + | [[File:Hl2usp-1.jpg|thumb|none|600px|Drawing the USP.]] |
− | [[File: | + | [[File:Hl2usp-2.jpg|thumb|none|600px|The USP in idle.]] |
− | [[File: | + | [[File:Hl2usp-3.jpg|thumb|none|600px|Gordon fires his pistol. Note that the barrel weight is incorrectly shown as completely solid, which would prevent the barrel from tilting and permanently lock the action. Also note that it does not eject casings, however the (otherwise identical) pistol in the pre-release demonstrations did.]] |
− | [[File: | + | [[File:Hl2usp-4.jpg|thumb|none|600px|Starting the reload will have the slide lock back on its own, no matter how much ammunition was remaining, and will for some reason make the magazine move to the left slightly.]] |
+ | [[File:Hl2usp-5.jpg|thumb|none|600px|He then dumps a magazine...]] | ||
+ | [[File:Hl2usp-6.jpg|thumb|none|600px|...shoves in a new one...]] | ||
+ | [[File:Hl2usp-7.jpg|thumb|none|600px|...gives it a smack...]] | ||
+ | [[File:Hl2usp-8.jpg|thumb|none|600px|...which apparently also releases the slide. Note the markings on the grip; the HK logo has been replaced with what appears to be a Black Mesa logo, and the text "USP" has been replaced with "K.HU".]] | ||
+ | [[File:Hl2usp-9.jpg|thumb|none|600px|Gordon looks at another USP Match and an 9mm ammo box. Note that the aforementioned marking on the world model actually says "HK USP", as it is based on a slightly older version of the view model. Also of note is the ammo box, whose markings indicate that it was manufactured at the Lake City Army Ammunition Plant in 1993; how so many of them wound up in Eastern Europe, however, is anyone's guess.]] | ||
− | ==Colt Anaconda== | + | ===Colt Anaconda=== |
The [[Colt Anaconda]] is first acquired by the player in a Civil Protection outpost in the chapter "Water Hazard". It's powerful, accurate, and can kill many lower end enemies in one shot and most of the higher end ones with a well placed shot to the head. Its accuracy makes it effective at long range if its user utilizes the suit zoom. Simply zoom in on an enemy's head, quickly zoom out, and fire. | The [[Colt Anaconda]] is first acquired by the player in a Civil Protection outpost in the chapter "Water Hazard". It's powerful, accurate, and can kill many lower end enemies in one shot and most of the higher end ones with a well placed shot to the head. Its accuracy makes it effective at long range if its user utilizes the suit zoom. Simply zoom in on an enemy's head, quickly zoom out, and fire. | ||
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[[File:Hl2anaconda-9.jpg|thumb|none|601px|Gordon looks at an Anaconda and a .357 ammo box. The world model for the Anaconda is just a retextured version of ''Half-Life'''s model; the world model also includes a grip medallion which isn't present on the view model, and the markings on the barrel actualy says "Colt Anaconda", unlike the view model. The rounds in the ammo box are also of note, as they have silver colored cases and the rounds themselves are about the size of the revolver's entire cylinder.]] | [[File:Hl2anaconda-9.jpg|thumb|none|601px|Gordon looks at an Anaconda and a .357 ammo box. The world model for the Anaconda is just a retextured version of ''Half-Life'''s model; the world model also includes a grip medallion which isn't present on the view model, and the markings on the barrel actualy says "Colt Anaconda", unlike the view model. The rounds in the ammo box are also of note, as they have silver colored cases and the rounds themselves are about the size of the revolver's entire cylinder.]] | ||
− | == | + | ==Submachine Guns== |
− | + | ===Heckler & Koch MP7 Prototype=== | |
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− | ==Heckler & Koch | ||
The second [[Heckler & Koch MP7]] prototype is the main weapon for most Resistance members and Combine Soldiers, and is also issued to Civil Protection teams in volatile situations. Gordon can first acquire the gun from CP officers wielding the SMG in "Route Kanal". It is modeled with two protruding barrels, and a full top rail. It is fitted with a small and unusable holographic sight. It holds 45 rounds per magazine, even though the real MP7 only comes with 20, 30 and 40 round magazines, and the in-game weapon is not modeled with an extended magazine. | The second [[Heckler & Koch MP7]] prototype is the main weapon for most Resistance members and Combine Soldiers, and is also issued to Civil Protection teams in volatile situations. Gordon can first acquire the gun from CP officers wielding the SMG in "Route Kanal". It is modeled with two protruding barrels, and a full top rail. It is fitted with a small and unusable holographic sight. It holds 45 rounds per magazine, even though the real MP7 only comes with 20, 30 and 40 round magazines, and the in-game weapon is not modeled with an extended magazine. | ||
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[[File:Hl2mp7-2.jpg|thumb|none|600px|The MP7 in idle. Note the full-length top rail (which would only be introduced on the final production MP7), lack of fire selector, and two protruding barrels.]] | [[File:Hl2mp7-2.jpg|thumb|none|600px|The MP7 in idle. Note the full-length top rail (which would only be introduced on the final production MP7), lack of fire selector, and two protruding barrels.]] | ||
[[File:Hl2mp7-3.jpg|thumb|none|600px|Firing the MP7. Note the ejected case, which is not only the wrong shape (the case for the 4.6x30mm cartridge is much longer and is bottlenecked), but also say ".45 Colt" on the headstamps, even though the ammo boxes have the correct caliber written on them.]] | [[File:Hl2mp7-3.jpg|thumb|none|600px|Firing the MP7. Note the ejected case, which is not only the wrong shape (the case for the 4.6x30mm cartridge is much longer and is bottlenecked), but also say ".45 Colt" on the headstamps, even though the ammo boxes have the correct caliber written on them.]] | ||
− | [[File:Hl2mp7-4.jpg|thumb|none|600px|45 rounds later, Gordon | + | [[File:Hl2mp7-4.jpg|thumb|none|600px|45 rounds later, Gordon reloads...]] |
− | [[File:Hl2mp7-5.jpg|thumb|none|600px|...and slaps in a new mag. Of note is that the magazine actually stays completely stationary within the gun, and Gordon just slaps the bottom of the grip, however considering that the bottom of the grip is almost always offscreen, this is not very noticeable.]] | + | [[File:Hl2mp7-5.jpg|thumb|none|600px|...and slaps in a new mag. Of note is that the magazine actually stays completely stationary within the gun, and Gordon just slaps the bottom of the grip, however considering that the bottom of the grip is almost always offscreen, this is not very noticeable. The charging handle is also never pulled.]] |
[[File:Hl2mp7-6.jpg|thumb|none|600px|Gordon fires a grenade from his MP7. Note that the grenade appears to come out of the center of the screen, and that the back of the grenade appears to have something ''really'' bad happen to it.]] | [[File:Hl2mp7-6.jpg|thumb|none|600px|Gordon fires a grenade from his MP7. Note that the grenade appears to come out of the center of the screen, and that the back of the grenade appears to have something ''really'' bad happen to it.]] | ||
[[File:Hl2mp7-7.jpg|thumb|none|600px|The grenade explodes on impact.]] | [[File:Hl2mp7-7.jpg|thumb|none|600px|The grenade explodes on impact.]] | ||
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[[File:Hl2mp7-9.jpg|thumb|none|600px|Gordon looks at an Overwatch Elite reloading his MP7; this is the only Elite in the game to use an MP7, whereas every other Elite uses the OSIPR. This Elite will also attempt to use the MP7's altfire to no avail, only playing the charging sound effect of the OSIPR's altfire.]] | [[File:Hl2mp7-9.jpg|thumb|none|600px|Gordon looks at an Overwatch Elite reloading his MP7; this is the only Elite in the game to use an MP7, whereas every other Elite uses the OSIPR. This Elite will also attempt to use the MP7's altfire to no avail, only playing the charging sound effect of the OSIPR's altfire.]] | ||
− | == | + | ==Shotguns== |
− | The [[ | + | ===Franchi SPAS-12=== |
+ | The [[Franchi SPAS-12]] without a stock is used by the Combine Overwatch and some Resistance members. It is first given to the player by the crazed Ravenholm preacher Father Grigori in the chapter "We Don't Go To Ravenholm...". It is very useful in close quarters combat, particularly against Headcrab Zombies and Antlions. One soldier in each Combine squad is equipped with the SPAS-12. It is also used by some major characters on occasion. | ||
− | + | In ''Half-Life 2'', like many other games, the player can only use the SPAS-12 in pump-action mode, while the real one can be switched between semi-auto and pump-action based on the power of loads it's using; NPCs appear to use the weapon in semi-auto mode, however. It only holds six shells like the short barreled variant, although the in-game model shows the full-size version which should hold eight instead. | |
− | + | Just like in the original ''Half-Life'', it has the unrealistic ability to fire two shells at the same time. The magazine tube is mistaken for a second barrel, and both "barrels" can be fired at once for the secondary fire mode; the game even gives an on-screen hint calling this ability "fire both barrels". | |
− | [[File: | + | [[File:FSpas12orign.jpg|thumb|none|450px|Franchi SPAS-12 without stock - 12 gauge]] |
− | [[File: | + | [[File:Hl2spas-1.jpg|thumb|none|600px|''"You've stirred up hell! Man after my own heart!"'']] |
− | [[File: | + | [[File:Hl2spas-2.jpg|thumb|none|600px|''"Here, I have a more suitable gun for you. You'll need it. Catch!"'' Father Grigori rather haphazardly throws a 9.7 lb shotgun across to another rooftop.]] |
− | + | [[File:Hl2spas-3.jpg|thumb|none|600px|Gordon takes a closer look at his newfound shotgun.]] | |
− | + | [[File:Hl2spas-4.jpg|thumb|none|600px|The SPAS in idle. Note the strange round button-like protrusion on the side of the receiver.]] | |
− | [[File: | + | [[File:Hl2spas-5.jpg|thumb|none|600px|Gordon fires his shotgun.]] |
− | [[File: | + | [[File:Hl2spas-6.jpg|thumb|none|600px|Racking the pump of the SPAS. The ejected shell appears to come out of the heatshield, instead of the actual ejection port (which at least lines up with where the game thinks its loading gate is).]] |
− | + | [[File:Hl2spas-7.jpg|thumb|none|600px|Gordon fires "both barrels" of his SPAS; Freeman has evidently improved his firearm handling since the first game despite being in stasis for the last 20 years, as it no longer flies out of his hands.]] | |
− | + | [[File:Hl2spas-8.jpg|thumb|none|600px|Even though two shells have been fired, racking the pump still only ejects one.]] | |
− | + | [[File:Hl2spas-9.jpg|thumb|none|600px|Gordon [[Half-Life#Franchi SPAS-12|follows tradition]] and reloads his SPAS by cramming a shell into the heatshield...]] | |
− | + | [[File:Hl2spas-10.jpg|thumb|none|600px|...which promptly falls back out only for Gordon to shove it back inside; this appears to be a glitch with the animation blending.]] | |
− | + | [[File:Hl2spas-11.jpg|thumb|none|600px|The empty reload will have Gordon pump it one last time.]] | |
− | + | [[File:Hl2spas-12.jpg|thumb|none|600px|A few SPAS-12s and a box of 12 gauge shells on the ground. Note that the world model has ejection ports on ''both'' sides of the gun; this is a result of using the same texture for both sides of the receiver. The rounds in the ammo box also have struck primers, which isn't necessarily ideal.]] | |
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− | ==Overwatch Standard Issue Pulse Rifle== | + | ==Rifles== |
+ | ===Overwatch Standard Issue Pulse Rifle=== | ||
The Overwatch Standard Issue Pulse Rifle (often referred to as the AR2) is a fictional weapon mainly used by the Combine. It fires powerful pulse energy rounds from 30-round pulse plugs. Its secondary fire mode is a dark energy orb launcher, which launches orbs of dark energy that can disintegrate enemies. | The Overwatch Standard Issue Pulse Rifle (often referred to as the AR2) is a fictional weapon mainly used by the Combine. It fires powerful pulse energy rounds from 30-round pulse plugs. Its secondary fire mode is a dark energy orb launcher, which launches orbs of dark energy that can disintegrate enemies. | ||
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[[File:Hl2ar2-14.jpg|thumb|none|600px|Gordon then finds out that he did not exactly think through the angle he was firing at.]] | [[File:Hl2ar2-14.jpg|thumb|none|600px|Gordon then finds out that he did not exactly think through the angle he was firing at.]] | ||
[[File:Hl2ar2-1.jpg|thumb|none|601px|Gordon looks at an OSIPR, one of its magazines, and a Dark Energy Orb. The magazine asks even more questions as for how it loads, as it only gives 30 rounds; the Dark Energy Orb is also far too large to fit in the rifle. The rifle itself also lacks a pulse plug in the chamber or in the magazine.]] | [[File:Hl2ar2-1.jpg|thumb|none|601px|Gordon looks at an OSIPR, one of its magazines, and a Dark Energy Orb. The magazine asks even more questions as for how it loads, as it only gives 30 rounds; the Dark Energy Orb is also far too large to fit in the rifle. The rifle itself also lacks a pulse plug in the chamber or in the magazine.]] | ||
− | ===Emplacement Gun=== | + | ====Emplacement Gun==== |
A machine gun variation of the OSIPR, known as the "Emplacement Gun" can be found in various points throughout the game as, predictably enough, an emplaced machine gun. It has infinite ammunition (despite not having any visible source of ammunition), and a faster rate of fire than the OSIPR. It also seems to lack any sort of trigger mechanism. | A machine gun variation of the OSIPR, known as the "Emplacement Gun" can be found in various points throughout the game as, predictably enough, an emplaced machine gun. It has infinite ammunition (despite not having any visible source of ammunition), and a faster rate of fire than the OSIPR. It also seems to lack any sort of trigger mechanism. | ||
[[File:Hl2emplacement-1.jpg|thumb|none|600px|Taking a look at the left side of the Emplacement Gun. Note the OSIPR magazine that has no ammunition feeding to the gun at all.]] | [[File:Hl2emplacement-1.jpg|thumb|none|600px|Taking a look at the left side of the Emplacement Gun. Note the OSIPR magazine that has no ammunition feeding to the gun at all.]] | ||
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[[File:Hl2emplacement-4.jpg|thumb|none|600px|Firing off at the field.]] | [[File:Hl2emplacement-4.jpg|thumb|none|600px|Firing off at the field.]] | ||
− | == | + | ===Winchester Model 1886=== |
− | + | The [[Winchester Model 1886]] is used by Father Grigori in the chapter "We don't go to Ravenholm...". The weapon is identified in earlier versions of the game by the loading gate. In the game, it functions as a double-barrel rifle with one shot per barrel and .357 Magnum chambering, despite its real life counterpart holding 9 rounds in the tubular magazine and not being available in .357 Magnum. It contains high-damage values when dealing with enemies and can be given to the player despite never being intended to if the game story is followed. Of note is that despite being referred to as the "Annabelle" in the game files, it is never called this within the game. | |
− | [[File: | + | |
− | [[File: | + | Like the "Alyxgun", Annabelle can be spawned through the developer's console using the code "give weapon_annabelle", or by using [http://www.youtube.com/watch?v=rCe7nW4YXwQ some] [http://www.youtube.com/watch?v=oFUQ0JbeJzk glitches]. Because it wasn't intended to be usable, the view model is identical to the SPAS-12's and the animations are riddled with glitches. |
− | [[File: | + | [[File:Winchester 1886.jpg|thumb|none|400px|Winchester Model 1886 - .45-70 Government]] |
+ | [[File:Hl21886-1.jpg|thumb|none|600px|Father Grigori holds his Winchester Model 1886.]] | ||
+ | [[File:Hl21886-2.jpg|thumb|none|600px|Grigori fires his rifle, which produces far more recoil than what a rifle in .357 should. Also note that it ejects shotgun shells for some reason.]] | ||
+ | [[File:Hl21886-3.jpg|thumb|none|600px|Grigori reloads his rifle, by inserting only one round into the loading gate on the wrong side of the receiver.]] | ||
+ | |||
+ | ==Explosives== | ||
+ | ===ATK SLAM=== | ||
+ | The [[SLAM]] was originally cut from ''Half-Life 2'', but was later reimplemented in ''Half-Life 2: Deathmatch'' where it has two modes of operation - it can be used as a laser tripmine to set up ambushes, or can be used as remotely detonated explosives, similarly to the Satchel Charges from the original ''[[Half-Life]]''. The player can carry a total of 5 SLAMs at once. | ||
+ | [[File:SLAM.jpg|none|thumb|300px|ATK M3 SLAM]] | ||
+ | [[File:Hl2slam-1.jpg|thumb|none|600px|The SLAM in-game.]] | ||
+ | [[File:Hl2slam-2.jpg|thumb|none|600px|Preparing to toss the SLAM. Note the markings which denote it as an M2 SLAM.]] | ||
+ | [[File:Hl2slam-3.jpg|thumb|none|600px|The SLAM in mid-air.]] | ||
+ | [[File:Hl2slam-4.jpg|thumb|none|600px|Afterwards, the detonator will be equipped and the thrown SLAM will have a blinking red light turn on.]] | ||
+ | [[File:Hl2slam-5.jpg|thumb|none|600px|Detonating the SLAM.]] | ||
+ | [[File:Hl2slam-6.jpg|thumb|none|600px|Bracing against a wall will switch it to tripmine mode, as shown by the player opening the infrared sensor cover.]] | ||
+ | [[File:Hl2slam-7.jpg|thumb|none|600px|Placing it on the wall.]] | ||
+ | [[File:Hl2slam-8.jpg|thumb|none|600px|When it is deployed on the wall, it will emit a laser. Note that the laser it visible, unlike the real thing which uses a passive infrared sensor.]] | ||
+ | [[File:Hl2slam-9.jpg|thumb|none|600px|If something crosses the beam (e.g. a player), the SLAM will detonate.]] | ||
+ | |||
+ | ===MK3A2 Offensive Hand Grenade=== | ||
+ | While "M83 FRAG" is written on them in-game, the hand grenades in ''Half-Life 2'' are closely based on the [[MK3 offensive hand grenade|MK3A2]] concussion grenade, but emit a red LED light and a beeping sound when armed as they are made by the Combine Overwatch for its soldiers. | ||
+ | [[File:MK3A2.jpg|thumb|none|200px|MK3A2 offensive hand grenade]] | ||
+ | [[File:Hl2mk3-1.jpg|thumb|none|600px|Gordon pulls out a MK3A2 and rips the pin; this is not the best idea, as grenade pins are typically quite hard to put back in.]] | ||
+ | [[File:Hl2mk3-2.jpg|thumb|none|600px|Afterwards, Gordon will secure the lever with his thumb.]] | ||
+ | [[File:Hl2mk3-3.jpg|thumb|none|600px|Tossing the grenade. Interestingly, grenades thrown by Gordon have 3-second fuses and beep five times, but grenades thrown by NPCs have 5-second fuses and beep seven times.]] | ||
+ | [[File:Hl2mk3-4.jpg|thumb|none|600px|After either 3 or 5 seconds, the grenade explodes.]] | ||
+ | [[File:Hl2mk3-5.jpg|thumb|none|600px|Gordon performs an underhanded grenade toss.]] | ||
+ | [[File:Hl2mk3-6.jpg|thumb|none|600px|Performing an underhand throw while crouched will have Gordon roll the grenade.]] | ||
+ | [[File:Hl2mk3-7.jpg|thumb|none|600px|Gordon looks at some unprimed grenades on a desk. The markings read "GRENADE HAND", "OFFENSIVE MK3A2", and "TNT", much like on the real thing.]] | ||
+ | [[File:Hl2mk3-8.jpg|thumb|none|600px|Gordon looks at a crate of grenades. Even though these crates visibly contain ten grenades (of which five will be depleted when Gordon takes any amount), it actually contains an infinite amount of grenades (which magically regenerates when the cover is closed). Also note that it has the LED on the top of the spoon, rather than on the fuse.]] | ||
− | ==Saab Bofors Dynamics AT4== | + | ===Saab Bofors Dynamics AT4=== |
The rocket launcher in ''Half-Life 2'' is based on the [[Saab Bofors Dynamics AT4]], albeit backwards (the launcher's muzzle is actually the AT4's rear in real life) and with an [[FIM-92 Stinger]]-like gripstock assembly. Having replaced the "GAM14B" (a futuristic version of the [[Armbrust ATW]]) from ''Half-Life'', it is quite frequently used by the Resistance members to take down Striders and Gunships. Like the GAM14B, it is laser-guided; while rather slow, the weapon's rockets are extremely sophisticated (with instantaneous mid-flight corrections being achieved by simply pointing the launcher at a different target), highly maneuverable, and never run out of fuel. Unlike the Armbrust from the previous game, the laser guidance cannot be turned off with the secondary fire, though pre-release builds of the game had this feature. | The rocket launcher in ''Half-Life 2'' is based on the [[Saab Bofors Dynamics AT4]], albeit backwards (the launcher's muzzle is actually the AT4's rear in real life) and with an [[FIM-92 Stinger]]-like gripstock assembly. Having replaced the "GAM14B" (a futuristic version of the [[Armbrust ATW]]) from ''Half-Life'', it is quite frequently used by the Resistance members to take down Striders and Gunships. Like the GAM14B, it is laser-guided; while rather slow, the weapon's rockets are extremely sophisticated (with instantaneous mid-flight corrections being achieved by simply pointing the launcher at a different target), highly maneuverable, and never run out of fuel. Unlike the Armbrust from the previous game, the laser guidance cannot be turned off with the secondary fire, though pre-release builds of the game had this feature. | ||
[[File:AT-4Launcher.jpg|none|thumb|400px|Saab Bofors Dynamics AT4 - 84mm]] | [[File:AT-4Launcher.jpg|none|thumb|400px|Saab Bofors Dynamics AT4 - 84mm]] | ||
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[[File:Hl2at4-12.jpg|thumb|none|600px|Gordon looks at another rocket launcher and some spare rockets; note that the world model appears to have a blue tint, despite the view model being green. The rockets are also far too large to actually fit into the launcher.]] | [[File:Hl2at4-12.jpg|thumb|none|600px|Gordon looks at another rocket launcher and some spare rockets; note that the world model appears to have a blue tint, despite the view model being green. The rockets are also far too large to actually fit into the launcher.]] | ||
− | == | + | ==Mounted Weapons== |
− | The [[ | + | ===Hunter-Chopper Gun=== |
+ | The turret mounted on the Hunter-Chopper is mostly fictional, but appears to be loosely based on a [[KPV heavy machine gun]]. Unlike the Combine's other pulse-firing weapons, the Hunter-Chopper gun has a charge time. | ||
+ | [[File:Kpvt_01.jpg|thumb|none|400px|KPVT - 14.5x114mm]] | ||
+ | [[File:Hl2heli-1.jpg|thumb|none|600px|Freeman looks at the gun on a Hunter-Chopper as it flies ''very'' low down.]] | ||
+ | [[File:Hl2heli-2.jpg|thumb|none|600px|The Chopper shooting at Gordon.]] | ||
+ | ====Airboat Gun==== | ||
+ | While the game claims that the gun mounted on the Airboat is the same as the one on the Hunter-Chopper, they are clearly different, both aesthetically and functionally. The one mounted on the Airboat appears to be inspired by a [[Browning M2HB]], and does not require charging. | ||
+ | |||
+ | Concept art for the Jet Ski, the predecessor to the Airboat, showed it with a mounted [[M60]]. | ||
+ | [[File:BrowningM2_plain.jpg|thumb|none|400px|Browning M2HB - .50 BMG]] | ||
+ | [[File:Hl2airboat-1.jpg|thumb|none|600px|Gordon looks at the right side of an Airboat gun that is not mounted on the Airboat. This gun, along with another one in the same room as it, are the only usable mounted guns in the game that are not Emplacement Guns.]] | ||
+ | [[File:Hl2airboat-2.jpg|thumb|none|600px|The left side of the gun.]] | ||
+ | [[File:Hl2airboat-3.jpg|thumb|none|600px|Firing it into the water.]] | ||
+ | [[File:Hl2airboat-4.jpg|thumb|none|600px|The Airboat gun, actually mounted on the Airboat this time.]] | ||
+ | [[File:Hl2airboat-5.jpg|thumb|none|600px|Firing at a similar target as before.]] | ||
+ | |||
+ | ===PKT=== | ||
+ | A machine gun based on the [[PKT]] is mounted on Combine APCs as its secondary armament. It fires pulse energy (like many of the Combine's weapons) and has infinite ammunition despite not having any visible source of it. | ||
+ | [[File:Machine_gun_PKT.jpg|thumb|none|400px|PKT - 7.62x54mmR]] | ||
+ | [[File:Hl2pkt-1.jpg|thumb|none|600px|The PKT on an unattended Combine APC.]] | ||
+ | [[File:Hl2pkt-2.jpg|thumb|none|600px|An APC firing its PKT at Gordon.]] | ||
+ | |||
+ | ==Cut Weapons== | ||
+ | ===AKM=== | ||
+ | The [[AKM]], known in the game as "AR1" was to be given to many of the Rebels. The in-game AKM holds 30 rounds and has 5 different firing modes, ranging from fastest to slowest, the faster modes being weaker, and the slower firing modes dealing more damage per shot. | ||
+ | [[File:AKMRifle.jpg|thumb|none|400px|AKM - 7.62x39mm]] | ||
+ | [[File:Hl2akm-1.jpg|thumb|none|600px|Freeman holds the AKM, showing off its very broken model. Note the ejection port on the rifle's opposite side, which, to be frank, is the least of its worries.]] | ||
+ | |||
+ | ===Heckler & Koch MP5K=== | ||
+ | The [[Heckler & Koch MP5K]], aka "SMG1", is a removed weapon in ''Half-Life 2''. It is the world model for the MP7 in the ''Half-Life 2'' leaked alpha. Based on unused sound effects included within the build, the MP5K featured two firing modes: fully automatic and burst fire and would've been able to be suppressed. | ||
+ | [[File:MP5KA3.jpg|thumb|none|400px|Heckler & Koch MP5K with Navy lower - 9x19mm Parabellum]] | ||
+ | [[File:Hl2mp5k-1.jpg|thumb|none|600px|An MP5K on the ground.]] | ||
+ | |||
+ | ===Heckler & Koch XM29 OICW=== | ||
+ | The [[XM29 OICW]] was to be the standard weapon of the Combine forces. It was removed from the game and replaced with the OSIPR following a brush-up on consistency with weapon standards and themes relevant to the game. The OICW featured a functional scope which lowered the weapon's rate of fire and made it more accurate; earlier versions of the game allowed the OICW's grenade launcher to be used as well, but this was later removed and the grenade launcher function was placed onto the SMG. | ||
− | + | The in-game weapon's textures were based on the reference image below. | |
− | [[File: | + | [[File:Oicw.jpg|thumb|none|400px|Heckler & Koch XM29 OICW, 2002 prototype - 5.56x45mm NATO & 20x28mm]] |
− | [[File: | + | [[File:Hl2oicw-1.jpg|thumb|none|600px|Freeman holds his OICW while onboard the ''Borealis'', a ship cut from ''Half-Life 2''. Not to be confused with the ''Borealis'', a ship that was not cut from ''Half-Life 2: Episode Two''.]] |
− | [[File: | + | [[File:Hl2oicw-2.jpg|thumb|none|600px|Aiming down the scope puts a green tint over the screen.]] |
− | [[File: | + | [[File:Hl2oicw-3.jpg|thumb|none|600px|Firing the rifle; like the final game's OSIPR, the OICW features very high recoil, but is more noticeable on the OICW due to its higher fire rate. Also, while not very noticeable here, is that the bolt itself never moves when the gun is fired; only the charging handle reciprocates.]] |
+ | [[File:Hl2oicw-4.jpg|thumb|none|600px|Freeman pulls out an empty magazine (that still has rounds in it)...]] | ||
+ | [[File:Hl2oicw-5.jpg|thumb|none|600px|...loads in a new one...]] | ||
+ | [[File:Hl2oicw-6.jpg|thumb|none|600px|...and taps it in place; the charging handle is never pulled. Also note that the safety is on.]] | ||
+ | [[File:Hl2oicw-7.jpg|thumb|none|600px|The OICW's world model, featuring barrels that are much longer than both the real weapon and the in-game viewmodel and a completely useless second magazine.]] | ||
=PARANOIA= | =PARANOIA= |
Revision as of 14:59, 21 May 2022
My sandbox for WIP projects (and maybe other stuff). I work on this stuff sporadically, so there will probably be long periods of inactivity between each major update; what I work on is also heavily dependant on what I'm currently interested in. Feel free to correct any typos/grammatical errors/coding errors that you may notice.
Hunt Down The Freeman
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Hunt Down The Freeman is a 2018 video game developed by Royal Rudius Entertainment. A demo (although drastically different to the final game) was first released in 2016.
The plot presents itself as the opposing side of Half-Life, starting with the protagonist Mitchell, a HECU soldier deployed in Black Mesa during the incident, getting beaten up by Gordon Freeman and swears revenge on him.
Upon release, the game was critically panned and received a "Mostly Negative" rating on Steam, with a majority of the criticism being towards the glitches, level design, poor writing, and lack of direction. Though patches were released, a lot of issues remain.
The game had multiple scandals during development, including accusations of stolen assets and the usage of bots to get it approved on Steam's now-defunct Greenlight service.
The following weapons appear in the video game Hunt Down The Freeman:
Pistols
Beretta 92FS Inox
A Beretta 92FS Inox with wood grips appears in-game. It is the very first weapon the player can use in-game (acquired right when the game starts; it is given even before the melee weapon, which is a few steps behind Mitchell at the game's starting location), and is the standard handgun during Act 1. Like most of the other weapons that do not appear in Act 3, it is not seen again after its appropriate act.
Colt M1911A1
A Colt M1911A1 can be used in-game. It is first seen during the opening cutscene, and Mitchell gets his hands on one during the Arctic section of Act 2, and uses it throughout; it is never seen again afterwards.
Heckler & Koch USP Match
A pistol based on Half-Life 2’s rendition of the Heckler & Koch USP Match appears in-game. Even though Half-Life 2’s depiction of the USP was already somewhat stylised, Hunt Down The Freeman takes it a step further and turns it into a pistol that only superficially resembles the USP Match - it now appears to be striker-fired, and the hammer turns into a small, seemingly useless nub on the back of the slide, and certain features like the safety are completely removed. It is first seen being used by Civil Protection officers during Act 3, and Mitchell will be given one at the start of the raid on Black Mesa East.
Smith & Wesson Model 629 Performance Center Hunter
A Smith & Wesson Model 629 Performance Center Hunter can be used in-game. It is also prominently featured in the game's infamous ending.
Submachine Guns
Heckler & Koch MP5SD3
A Heckler & Koch MP5SD3 fitted with a Tasco red dot sight can be used in-game. It is the second firearm acquired, being located under a large door, and will later be the standard submachine gun throughout the rest of Act 1. It is also Adam's primary weapon during Act 1.
Heckler & Koch MP7A1
Sa vz. 61 Skorpion
An Sa vz. 61 Skorpion can be used in-game. It is first found on a table in a warehouse during Act 1 but is not seen again until Act 3. It is incorrectly chambered in 9x19mm Parabellum.
Steyr TMP
A Steyr TMP with its somewhat rarely seen shoulder stock can be used in-game. It is given to Mitchell at the start of the Black Mesa East raid, and will remain the standard submachine gun in the rest of Act 3.
Shotguns
Double Barrel Shotgun
A 12 Gauge Double Barreled Shotgun of indistinct manufacture can be used in-game. It is found right after the raid on Black Mesa East and is kept afterwards as the only shotgun in Act 3. A flashlight will be attached to it Left 4 Dead-style when it is picked up in order to navigate the areas after it.
Remington 870
A Remington 870 with polymer furniture and an unused shell holder can be used in-game. It is the standard shotgun throughout Act 1.
Assault Rifles
AK-47
The AK-47 can be used in-game. It is a rather strange hybrid of Type 1 and Type 2 AKs with the stock mounting bracket and left side of the receiver of a Type 2, but the right side of the receiver of a Type 1; it also has an unusable laser sight on the right side of the handguard. It, like many of Act 3's weapons, is given at the start of the raid on Black Mesa East; it also appears to be standard-issue within Mitchell's army.
M16A4 with M203 Grenade Launcher
An M16A4 (that incorrectly fires full-auto) with an M203 Grenade Launcher and a Trijicon ACOG can be used in-game. Mitchell will most likely first encounter it from a dead soldier at a fortification (this area was also one of the major criticisms of the game, incidentally) and will remain the standard assault rifle during Act 1. It is also the only weapon to have an attached underbarrel grenade launcher.
Sniper Rifles
Accuracy International Arctic Warfare Magnum
An Accuracy International Arctic Warfare Magnum can be used in-game. It is the first sniper rifle acquired, given by Adam, and is the standard sniper rifle in Act 1. It is incorrectly chambered in 7.62x51mm NATO.
Mauser Karabiner 98k
A Karabiner 98k with a Zeiss ZF42 scope can be used in-game. It is the last sniper rifle in the game, being found in Act 2 in a shack.
Machine Guns
Browning M2HB
Browning M2HBs can be found as emplaced turrets and mounted on Humvees.
General Dynamics GAU-17/A
A handheld General Dynamics GAU-17/A styled after the handheld M134 minigun seen in Terminator 2 can be used in-game. It is only used in a rather bizzare scripted defence segment where Mitchell has to fend off Gunships attacking a train while standing on top of said train.
Explosives
M18A1 Claymore
M18A1 Claymores can be used in-game. They incorrectly function like proximity mines instead of remotely detonated ones.
MK3A2 Offensive Hand Grenade
MK3A2 offensive hand grenades styled after the "M83" grenades seen in Half-Life 2 can be used in-game.
Cut, Demo, & Unusable Weapons
These weapons were either cut, only present in the demo or unavailable to the player.
Colt Anaconda
The Colt Anaconda model from Half-Life 2 can be very briefly seen in the demo's recap cutscene.
FN Five-seveN
FN Five-seveNs can be seen in the holsters on the various soldier NPCs around the second half of Act 1. They are never unholstered.
Franchi SPAS-12
The Franchi SPAS-12 is only seen once in the final game, which is in a cutscene near the end of the game. The model appears to be from Half-Life 2. It is also seen in the demo; this time the model appears to be from Left 4 Dead 2.
Heckler & Koch MP5A3
A Heckler & Koch MP5A3 appears in the recap cutscene that plays when the demo is launched. The model appears to be from Counter-Strike: Source. It also appears as the HUD icon for the MP5K.
Heckler & Koch MP5K "Reverse Stretch"
A Heckler & Koch MP5K mated with an MP5A5 receiver is the standard SMG in the demo.
Heckler & Koch MP7 Prototype
The Heckler & Koch MP7 Prototype model from Half-Life 2 can be seen in the hands of rebels, Civil Protection officers, and Mitchell's soldiers. It can be seen in both the demo and the final game.
Heckler & Koch USP Match
The Heckler & Koch USP Match model from Half-Life 2 can be seen in a cutscene in the demo depicting Gordon acquiring the USP Match for the first time.
M16A2
What appears to be the M16A2 model from Left 4 Dead can be very briefly seen in the demo's opening cutscene. It does not appear anywhere else.
M67 Hand Grenade
M67 hand grenades appear in-game, however, they cannot be picked up, meaning you cannot use them without using console commands.
Remington 700
A Remington 700 can be found in the game files.
Remington 870 Field Gun
A Remington 870 Field Gun is the standard shotgun in the demo. It is simply a reskin of the SPAS-12 from Half-Life 2, and retains the "fire both barrels" feature from there.
Sawn-off Double Barreled Shotgun
A Sawed-off Double Barrel Shotgun can be found in the game files as the "oneshotgun".
SIG-Sauer SIG556xi Russian
Whilst not normally accessible during the game, the SIG-Sauer SIG556xi Russian can be acquired using console commands.
Sphinx SDP Compact Duty
The standard handgun in the demo is the Sphinx SDP Compact Duty. Its model (although missing textures) can still be found in the final game.
Unidentified Pistol
Low-detail handguns vaguely resembling the Stechkin APS can be seen in the holsters of Nick and other NPCs. Like the Five-seveN, it is never unholstered.
Winchester Model 1886
Father Grigori can be seen holding his Winchester Model 1886 in the demo's recap cutscene. The model is from Half-Life 2.
[[Category:Video Game]] [[Category:First-Person Shooter]] [[Category:Science-Fiction]]
Afraid of Monsters
Afraid of Monsters is a mod for Half-Life developed by Andreas "ruMpel" Rönnberg. It was first released in 2005 with an updated "Director's Cut" released in 2007. A Co-op version of AoM:DC called Afraid of Monsters: Dark Assistance was released into beta in 2020.
Afraid of Monsters follows David Leatherhoff, a drug addict who visits a hospital for rehab. During a trip to the restroom, he passes out and when he wakes up, the hospital is seemingly abandoned and filled with monsters.
The game received a spiritual successor in the form of Cry of Fear in 2012.
Note: firearms in Director's Cut are not named during gameplay; the names listed for the Director's Cut firearms are from the closing credits, which lists off each weapon and its modeller, animator, and texture artist. The exception to this is the L85A1, which is never named during gameplay nor the credits.
The following weapons appear in the video game Afraid of Monsters, Afraid of Monsters: Director's Cut, & Afraid of Monsters: Dark Assistance:
Pistols
Handguns in Director's Cut are split into two categories: the first being "small" handguns, and the second being "heavy" handguns. The first category includes the Beretta 92FS, the Glock 19, and the P226. The second includes the Colt Anaconda and the Desert Eagle. All weapons in the first category share ammunition, despite the caliber and magazine differences.
Beretta 92FS
The Beretta 92FS appears as the world model for the Beretta 92FS Inox in the original Afraid of Monsters. The model is from the optional HD model pack from Half-Life.
Director's Cut
The Beretta makes another appearance in Director's Cut as the "Beretta", this time with an Inox slide and barrel. It is between the Glock and P226 in terms of power, packing a higher magazine capacity than the P226 and more damage than the Glock, but has a smaller capacity than the Glock and less damage than the P226.
Dark Assistance
The Beretta in Dark Assistance is a standard black model, with the only modification being the mirroring of the model.
Beretta 92FS Inox
The Beretta 92FS Inox appears in the original as the "9MM". It functions identically to the Glock 17 from Half-Life.
Colt Anaconda
The Colt Anaconda appears in Director's Cut as the "Revolver". Interestingly, a few points in the game files indicate that it was meant to be a Taurus Raging Bull.
Firstly, some of its sound files have the prefix "bull_". And secondly, the back of the cartridges say ".454 Casull".
Colt Python
The Colt Python appears as the world model for the Desert Eagle in the original game.
Desert Eagle Mark XIX
The Desert Eagle Mark XIX appears as the "DGL" in the original. Its model is of the .50 AE version but its ammo pickups say .357 Magnum on them. It also has a six-round capacity, which is not on any Desert Eagle model. Strangely, a second, lower-quality model can be seen offscreen on the viewmodel; it is unclear why is it there, as it is never onscreen. This model appears to have a fluted barrel like those on the .44 and .357 versions. This second model is also a Mark XIX variant, as it has the scope rails.
Director's Cut
The Desert Eagle returns in Director's Cut as the "Desert Eagle". This time it has a matte black finish and wood grips, making it heavily resemble the Bruni Combat, a blank-firing copy of the Desert Eagle. It is slightly weaker than the Anaconda, despite firing a larger cartridge.
Dark Assistance
The Dark Assistance model is nearly identical to the Director's Cut model, with the only update being new animations.
Glock 17 Pro
Dark Assistance replaces the Glock 19 with a Glock 17 Pro.
Glock 19
The Glock 19 appears in Director's Cut as the "Glock". It has an incorrect 20-round capacity and full-auto firing mode. It deals the least amount of damage out of all the handguns but makes up for it with its high capacity and full-auto firing mode.
SIG-Sauer P226R
The SIG-Sauer P226R appears in Director's Cut as the "P228", and is the first firearm David comes across. It does the most damage out of all the small handguns, but has the lowest magazine capacity at 13 rounds.
SIG-Sauer P228
An actual SIG-Sauer P228 replaces the P226 in Dark Assistance.
Submachine Guns
Heckler & Koch MP5K
The Heckler & Koch MP5K appears in Director's Cut as the "MP5K". It has a 30-round capacity, which is twice the size of its modeled magazine.
IMI Uzi
The IMI Uzi appears in Director's Cut as the "Uzi". It holds 25 rounds in its 32-round magazine. It deals more damage than the MP5K but has a lower magazine capacity
Shotguns
Benelli M3 Super 90
The Benelli M3 Super 90 with wooden furniture appears as the sole shotgun in Director's Cut. It operates exclusively in pump-action mode.
Franchi SPAS-12
The Franchi SPAS-12 appears as the world model for the Mossberg 500A in the original game. Its model is from the Half-Life's HD model pack.
Mossberg 500A
The Mossberg 500A appears in the original game as the "SG". Strangely, it can fire two shells at the same time, as it is functionally identical to Half-Life's SPAS-12.
Assault Rifles
AKS-47 with GP-25 Grenade Launcher
An AKS-47 with a GP-25 grenade launcher appears in the original game as the "9MMAR". It is functionally identical to Half-Life's MP5SD3 and as such, shares ammo with the Beretta 92FS. Ammunition for the GP-25 is incredibly rare, only appearing twice throughout the entire game.
Colt Model 727 with M203 Grenade Launcher
A Colt Model 727 with an M203 grenade launcher appears in the original AoM as the world model for the AKS-47.
Enfield L85A1
The Enfield L85A1 appears in Director's Cut; it is not assigned any name during gameplay, but the game files refer to it as the "gm_general". It has infinite ammo and is unlocked when the player sees every ending in the game. The model is from S.T.A.L.K.E.R.: Shadow of Chernobyl.
Other
M7A3 CS Gas Grenade
The M7A3 CS gas grenade appears in the original AoM as the "HE". It incorrectly functions as an explosive grenade. Its model is based on (but not identical to) the "HE Grenade" from Counter-Strike.
[[Category:Video Game]] [[Category:First-Person Shooter]] [[Category:Horror]] [[Category:Swedish Produced/Filmed]]
Postal 4: No Regerts
Pistols
Desert Eagle Mark XIX
The Desert Eagle Mark XIX returns as the "Pistol" and functions similarly to its Postal 2 counterpart. It has a 7-round capacity, correct for the model in-game.
SIG-Sauer P250 Compact
Introduced in the "The Cure" update, the SIG-Sauer P250 appears in-game as the "P350". It is one of the few weapons to not have appeared or have an equivalent in any previous Postal game.
Smith & Wesson Model 629 Stealth Hunter
The Smith & Wesson Model 629 Stealth Hunter appears in-game as the "Revolver" and functions not unlike its Postal 2: Paradise Lost counterpart. It has an incorrect 7-round cylinder.
Shotguns
"The Fournicator"
A fictional quad-barreled shotgun known as "The Fournicator" was added in the "Dream of Scooter Fournication" update, and its model being updated in the "The Cure" update. It holds an appropriate 4 shells and has two firing modes: the first firing one barrel at a time, and the second firing all four barrels.
Fabarm Martial Pro Forces
The Fabarm Martial Pro Forces appears as the "Shotgun". It has an 8-round capacity, three rounds higher than its modeled magazine tube.
Submachine Guns
Ingram MAC-10
Added in the "Tuesday" update, the Ingram MAC-10 appears in-game as the "Ingram".
Rifles
AKM
The AKM appears in-game as the "AK", and is the standard automatic weapon in the game. Its presence may be a reference to a CNN showcase of the original Postal, where a silhouette of an M16 was described as the "unmistakable image of an AK-47 rifle". It recieved a new model on the "Thursday" update.
M16A4
The M16A4 was added in the "Tuesday" update and is referred to as the "M16". It has an incorrect 35-round capacity and has a higher rate of fire and more controllable recoil than the AKM, but has a seperate ammo type and deals less damage. Of note is that when it was first added, it had two front sights.
Sako 85
The Sako 85 was added on the "Thursday" update.
Machine Guns
Browning M2 Aircraft
The Browning M2 Aircraft is mounted on the
Other
Orion Flare Gun
The Orion Flare Gun was added in the "Frames, flares and feet" update, and is known simply as the "Flare Gun".
RG-42 Hand Grenade
The RG-42 hand grenade appears in-game as the "Grenade".
Unusable Weapons
Remington 870 Police Folder
The Remington 870 Police Folder appears in the intro cinematic during a scene depicting the Dude during the battle with Krotchy.
Saab Bofors Dynamics AT4
A low-detail and somewhat stylized Saab Bofors Dynamics AT4 can be seen in the hands of Krotchy during the aforementioned cinematic.
[[Category:Video Game]] [[Category:First-Person Shooter]]
Half-Life 2
Half-Life 2 is a 2004 first-person shooter developed by Valve Software and the sequel to Half-Life. It was followed by two episodic sequels, Episode One and Episode Two, released in 2006 and 2007, respectively. In 2020, 13 years after the release of Episode Two, a prequel known as Half-Life: Alyx was released as a VR exclusive.
Approximately 20 years after the events of the first game, the world is under the oppressive rule of an interdimensional empire known as the Combine. Gordon Freeman, having been put into stasis by the G-Man at the end of Half-Life, is awakened and placed on a train headed for City 17, an Eastern European city serving the Combine's capital, where he quickly becomes involved in the resistance movement.
In September 2003, a year before the game's release, a hacker stole an unfinished build from Valve's servers which was later leaked onto the internet. The firearms featured only in this leaked version are detailed at the bottom of this page in the "Cut Weapons" section.
Handguns
Heckler & Koch USP Match
The Heckler & Koch USP Match in 9x19mm is the standard issue sidearm of the Combine's "Civil Protection" police force. It is first seen wielded by a guard in the train station and is soon after used against the player as they flee across the rooftops in the chapter "Point Insertion". Later, one can be taken from a slain CP and then used throughout the game. Its stopping power is lax, but its decent accuracy, rate of fire, and high capacity make it suitable for a variety of applications, such as attacking weak but difficult to hit enemies like headcrabs and manhacks and setting explosive barrels on fire from a distance. Oddly enough, while it can be found in many supply caches and beside civilian corpses, Resistance members are never actually seen using it.
Despite it using standard 15-round magazines (with finger-rest floorplates like in the picture below), it holds 18 rounds like the extended magazines that are meant to be used in conjunction with H&K's "Jet-funnel" extended mag-wells.
Early versions of the game had a bug which allowed the player to "charge" a shot by holding down both the primary and secondary fire buttons at once, resulting in a shotgun-like spread of multiple bullets; this was fixed in Episode Two and in the May 26th, 2010 update for the base game and Episode One.
Colt Anaconda
The Colt Anaconda is first acquired by the player in a Civil Protection outpost in the chapter "Water Hazard". It's powerful, accurate, and can kill many lower end enemies in one shot and most of the higher end ones with a well placed shot to the head. Its accuracy makes it effective at long range if its user utilizes the suit zoom. Simply zoom in on an enemy's head, quickly zoom out, and fire.
Ammunition for this weapon is rare when you first get it. Later on it becomes a little more common, but resupply remains relatively infrequent, which means it has to be used sparingly, compounded with its low ammo reserve of only two cylinders.
Strangely, it is said in-game to be chambered in .357 Magnum (both its in-game name and ammo pickups refer to it and its ammunition as .357), and its markings identify it as a Colt Python Elite, reading "PYTHON ELITE .357 MAGNUM" (its HUD icon is of an actual Python Elite however); it seems the developers had intended to implement a Colt Python but had referenced the model from an Anaconda.
Submachine Guns
Heckler & Koch MP7 Prototype
The second Heckler & Koch MP7 prototype is the main weapon for most Resistance members and Combine Soldiers, and is also issued to Civil Protection teams in volatile situations. Gordon can first acquire the gun from CP officers wielding the SMG in "Route Kanal". It is modeled with two protruding barrels, and a full top rail. It is fitted with a small and unusable holographic sight. It holds 45 rounds per magazine, even though the real MP7 only comes with 20, 30 and 40 round magazines, and the in-game weapon is not modeled with an extended magazine.
The MP7 comes with a secondary fire capability, which allows it to fire explosive grenade rounds. The player can carry up to 3 grenade rounds at once, and there is no reload animation between firing, the weapon apparently carrying the entire grenade ammo pool at once and able to fire them semi-automatically. The MP7's model does not feature any mounted grenade launchers; instead, the grenades seem to be fired out of the second barrel above the normal gun barrel, which itself is also smaller in diameter than the grenades it fires. The MP7 itself is also too small to plausibly contain a launcher, let alone storage for three grenades and a semi-automatic feed system for them.
These abilities are uncharacteristic of the MP7, but are characteristic of the OICW assault rifle (which was originally the Combine's standard issue automatic weapon, the role the MP7 now fills). Given the correlation, it can be surmised that when the developers opted to use the MP7 as the generic automatic weapon, they grafted the OICW's grenade launcher capability onto it to make it more useful.
Given the opportunity, Resistance members using this weapon usually discard it in favor of a more powerful Pulse Rifle or SPAS-12 shotgun.
Shotguns
Franchi SPAS-12
The Franchi SPAS-12 without a stock is used by the Combine Overwatch and some Resistance members. It is first given to the player by the crazed Ravenholm preacher Father Grigori in the chapter "We Don't Go To Ravenholm...". It is very useful in close quarters combat, particularly against Headcrab Zombies and Antlions. One soldier in each Combine squad is equipped with the SPAS-12. It is also used by some major characters on occasion.
In Half-Life 2, like many other games, the player can only use the SPAS-12 in pump-action mode, while the real one can be switched between semi-auto and pump-action based on the power of loads it's using; NPCs appear to use the weapon in semi-auto mode, however. It only holds six shells like the short barreled variant, although the in-game model shows the full-size version which should hold eight instead.
Just like in the original Half-Life, it has the unrealistic ability to fire two shells at the same time. The magazine tube is mistaken for a second barrel, and both "barrels" can be fired at once for the secondary fire mode; the game even gives an on-screen hint calling this ability "fire both barrels".
Rifles
Overwatch Standard Issue Pulse Rifle
The Overwatch Standard Issue Pulse Rifle (often referred to as the AR2) is a fictional weapon mainly used by the Combine. It fires powerful pulse energy rounds from 30-round pulse plugs. Its secondary fire mode is a dark energy orb launcher, which launches orbs of dark energy that can disintegrate enemies.
The rifle has an interesting loading system. The magazine hanging off to the side holds 2 pulse plugs (a stat based on the in-game reserve ammo count of 60 rounds), and when the gun is reloaded, a little insect leg-like manipulator grabs a new pulse plug and inserts it into the chamber. As for dark energy orbs, three can be carried at a time as well, though there is no reload animation for it; like with the MP7's secondary fire, the gun appears to hold the entire secondary reserve ammunition pool at once. NPCs reload the OSIPR by visibly replacing a magazine and pulling a nonexistent left-side charging handle; this is a remnant of the OICW, which was originally meant to be the AR2.
The model is recycled from a cut weapon known as the "IRifle", essentially a 5-round flare gun, which explains its weird loading system.
The AR2 has extremely high recoil during sustained automatic fire, and should be fired in short bursts.
Emplacement Gun
A machine gun variation of the OSIPR, known as the "Emplacement Gun" can be found in various points throughout the game as, predictably enough, an emplaced machine gun. It has infinite ammunition (despite not having any visible source of ammunition), and a faster rate of fire than the OSIPR. It also seems to lack any sort of trigger mechanism.
Winchester Model 1886
The Winchester Model 1886 is used by Father Grigori in the chapter "We don't go to Ravenholm...". The weapon is identified in earlier versions of the game by the loading gate. In the game, it functions as a double-barrel rifle with one shot per barrel and .357 Magnum chambering, despite its real life counterpart holding 9 rounds in the tubular magazine and not being available in .357 Magnum. It contains high-damage values when dealing with enemies and can be given to the player despite never being intended to if the game story is followed. Of note is that despite being referred to as the "Annabelle" in the game files, it is never called this within the game.
Like the "Alyxgun", Annabelle can be spawned through the developer's console using the code "give weapon_annabelle", or by using some glitches. Because it wasn't intended to be usable, the view model is identical to the SPAS-12's and the animations are riddled with glitches.
Explosives
ATK SLAM
The SLAM was originally cut from Half-Life 2, but was later reimplemented in Half-Life 2: Deathmatch where it has two modes of operation - it can be used as a laser tripmine to set up ambushes, or can be used as remotely detonated explosives, similarly to the Satchel Charges from the original Half-Life. The player can carry a total of 5 SLAMs at once.
MK3A2 Offensive Hand Grenade
While "M83 FRAG" is written on them in-game, the hand grenades in Half-Life 2 are closely based on the MK3A2 concussion grenade, but emit a red LED light and a beeping sound when armed as they are made by the Combine Overwatch for its soldiers.
Saab Bofors Dynamics AT4
The rocket launcher in Half-Life 2 is based on the Saab Bofors Dynamics AT4, albeit backwards (the launcher's muzzle is actually the AT4's rear in real life) and with an FIM-92 Stinger-like gripstock assembly. Having replaced the "GAM14B" (a futuristic version of the Armbrust ATW) from Half-Life, it is quite frequently used by the Resistance members to take down Striders and Gunships. Like the GAM14B, it is laser-guided; while rather slow, the weapon's rockets are extremely sophisticated (with instantaneous mid-flight corrections being achieved by simply pointing the launcher at a different target), highly maneuverable, and never run out of fuel. Unlike the Armbrust from the previous game, the laser guidance cannot be turned off with the secondary fire, though pre-release builds of the game had this feature.
Mounted Weapons
Hunter-Chopper Gun
The turret mounted on the Hunter-Chopper is mostly fictional, but appears to be loosely based on a KPV heavy machine gun. Unlike the Combine's other pulse-firing weapons, the Hunter-Chopper gun has a charge time.
Airboat Gun
While the game claims that the gun mounted on the Airboat is the same as the one on the Hunter-Chopper, they are clearly different, both aesthetically and functionally. The one mounted on the Airboat appears to be inspired by a Browning M2HB, and does not require charging.
Concept art for the Jet Ski, the predecessor to the Airboat, showed it with a mounted M60.
PKT
A machine gun based on the PKT is mounted on Combine APCs as its secondary armament. It fires pulse energy (like many of the Combine's weapons) and has infinite ammunition despite not having any visible source of it.
Cut Weapons
AKM
The AKM, known in the game as "AR1" was to be given to many of the Rebels. The in-game AKM holds 30 rounds and has 5 different firing modes, ranging from fastest to slowest, the faster modes being weaker, and the slower firing modes dealing more damage per shot.
Heckler & Koch MP5K
The Heckler & Koch MP5K, aka "SMG1", is a removed weapon in Half-Life 2. It is the world model for the MP7 in the Half-Life 2 leaked alpha. Based on unused sound effects included within the build, the MP5K featured two firing modes: fully automatic and burst fire and would've been able to be suppressed.
Heckler & Koch XM29 OICW
The XM29 OICW was to be the standard weapon of the Combine forces. It was removed from the game and replaced with the OSIPR following a brush-up on consistency with weapon standards and themes relevant to the game. The OICW featured a functional scope which lowered the weapon's rate of fire and made it more accurate; earlier versions of the game allowed the OICW's grenade launcher to be used as well, but this was later removed and the grenade launcher function was placed onto the SMG.
The in-game weapon's textures were based on the reference image below.
PARANOIA
Just the foundations of something I plan to do sometime.
Pistols
Glock 17C
A Glock 17C can be used in-game.
Stechkin APS
The Stechkin APS appears in-game as the "Stechkin APS". It operates exclusively in semi-auto mode.
Submachine Guns
Heckler & Koch MP5A3 with RM Equipment M203PI
A Heckler & Koch MP5A3 with an RM Equipment M203PI can be used in-game. It is modeled after the weapon seen in End of Days, but with a Navy trigger group.
Assault Rifles
AKM
The AKM incorrectly appears in-game as the "AK-74M".
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AKS-74
The AKS-74 correctly appears in-game as the "AKS-74"
AS Val
The AS Val with a PSO-1 scope can be used in-game.
OTs-14-4A-03 Groza
The OTs-14-4A-03 Groza can be used in-game.
Machine Guns
PK
The PK machine gun appears as the "RPK-74".
Shotguns
Franchi SPAS-12
The Franchi SPAS-12 can be used in-game.
Other
F-1 hand grenade
The F-1 hand grenade can be used in-game.
RPG-7
The RPG-7 can be used in-game.
Unusable weapons
AK-74
AK-74M
AKMS
AKS-74
AKS-74U
AS Val
GP-25
Makarov PM
OTs-02 Kiparis
PKT
PP-19 Bizon-2
PP-91 Kedr
PP-93
RPK-74
Shipunov 2A42
SVD Dragunov
Yakushev-Borzov Yak-B
Postal Redux
Postal Redux is a 2016 video game and the remake of 1997's Postal, both developed by Running With Scissors. Its gameplay is that of an isometric shooter, and the player is required to kill a certain amount of hostiles (typically 90%) to complete a level.
The following weapons appear in the video game Postal Redux:
Pistols
Colt Python
The Colt Python is the only pistol that can be obtained without cheats, and one of the many additions in Redux. It functions as a hard-hitting weapon with a longer range than most weapons, though with a low ammo limit (24 by default; 48 with the backpack) along with infrequent ammo supply.
Glock
A 3rd Generation full-sized Glock pistol is frequently used by police officers. It can only be obtained by the Dude with cheats.
Submachine Guns
Heckler & Koch MP5KN
The Heckler & Koch MP5KN is the standard weapon in the game. It has infinite ammo, but is quite inaccurate and deals relatively puny damage, making it more of a fallback weapon. Enemies will also occasionally use it.
Shotguns
Double Barreled Shotgun
A double barreled shotgun (presumably in 12 gauge, though it doesn't share ammo with the AA-12 which implies a different gauge) is the standard shotgun in-game. Oddly, its HUD icon is of a sawn-off shotgun, despite the model being full-length.
MPS AA-12 CQB
The MPS AA-12 CQB is the other shotgun in the game. It fires much faster than the double barrel shotgun, but doesn't share ammo with it (one of the changes in Redux) and is slightly weaker.
Assault Rifles
Diemaco C7
The Diemaco C7 is frequently used by enemies as a "heavier" automatic weapon, dealing more damage and being more accurate than the MP5K. The Dude can also use it himself via cheats.
Draco Pistol
A Draco Pistol is featured on the loading screen image for the "Air Force Base" level. It is the only weapon that is not usable by the player in any form.
Other
M202 FLASH
The M202 FLASH is the only rocket launcher in the game. It is depicted as single-barreled, and has two rocket types: standard dumbfire rockets, and seeking rockets.
M2 Flamethrower
The M2 Flamethrower is the sole flamethrower in the game.
M67 Hand Grenade
The M67 hand grenade is the standard grenade in the game.
Postal III
Postal III is a 2011 third-person shooter developed by Running With Scissors and Trashmasters, and published by Akella. It is the third main installment in the Postal franchise and the sequel to Postal 2.
The plot continues from Postal 2: Apocalypse Weekend as the Postal Dude and his dog, Champ, escape the town of Paradise. Their journey gets cut short when the Dude's car runs out of gas and the duo get stuck in the Arizona town of Catharsis. The Dude then decides to try to build up enough money for gas.
Postal III is generally considered the worst installment in the series; critics primarily focused on the boring gameplay, large amounts of bugs, and outdated writing. This led to IP owner Running With Scissors disowning the game, and the entire game was later retconned in the Postal 2 DLC Postal 2: Paradise Lost.
The game's poor quality had its roots in the 2007 financial crisis which caused mass layoffs of Akella's in-house studio Trashmasters. The game's failure, combined with lawsuits against Akella totaling $6,000,000, eventually pushed Akella to the edge of bankruptcy which led to cessation of all of the company's operations.
The following weapons appear in the video game Postal III:
Pistols
Colt SSP
The Colt SSP, Colt's entry into the XM9 trials, appears in-game as the "Pistol". Unlike the real weapon, it is extremely common in the game, being the only pistol available.
Interestingly, early gameplay videos showed that it was originally meant to be a Desert Eagle, like in Postal 2; textures for the Desert Eagle model (which was taken from Counter-Strike: Source) can still be found in the final game.
Shotguns
Remington 870
The Remington 870 appears in-game as the "Boomstek". It is equipped with an M4-style stock, door-breaching muzzle brake, reflex sight; it is also oddly depicted as semi-automatic. It is the only shotgun in the game, and ammunition is noticeably scarcer than in the previous game.
Assault Rifles
M16A2
The M16A2 appears in-game as the "M16", making it the only firearm in the game referred to by its real name. It is the only assault rifle in the game; it is also generally considered the best weapon in the game, as it is accurate, high-damaging, and has plentiful ammo.
Machine Guns
FN M249 SAW
An M249 SAW with a short barrel and Picatinny rail handguard appears in-game as the "M-Gun". It is, again, the only weapon of its class featured in the game.
Like the SSP, early gameplay videos reveal that it was originally meant to be a different gun altogether, this time an M60; remnants of its previous incarnation can still be found in the game's files. An achievement description also refers to it as an M60.
Other
M67 hand grenade
The M67 hand grenade appears in-game as the "Grenades". Like in Postal 2, they will detonate upon impact with a person, otherwise it will operate on a short timer.
Saab Bofors Dynamics AT4
The Saab Bofors Dynamics AT4 appears in-game as the "Rocket Launcher". It is somewhat similar to its Postal 2 depiction. Primary fire (left mouse button) will launch a non-guided rocket, and has to "charge" a rocket for longer travel; if one decides to not charge the primary fire, the rocket will explode immediately after firing. Secondary fire will launch a seeking rocket, which will seek out the target closest to its launching location; the secondary fire will also bypass the charge-up required for the primary fire. It is depicted as reloadable, in contrast to how it worked in the previous game (in 2, its ammunition is rocket fuel, and the launcher itself seems to contain infinite rockets).
Taser X26
The Taser X26 appears in-game simply as the "Taser". Its depiction is rather unrealistic - in-game, when a shot connects to its target, they will stand in place and convulse (and, if a pulse is applied long enough, go unconscious), whereas in reality, its target will lose muscle control and simply fall over. It also has two rather odd firing modes: primary fire will fire a dart, and if it hits a valid target, allows the trigger to be held down to apply a longer pulse; the secondary fire will allow a shot to be charged, though it doesn't appear to make much difference to the primary fire.
Unusable Weapons
Colt Python
What appear to be Colt Pythons appear on the Raging Arsenal gun shop sign. They appear to have the barrel from a different revolver instead of the Python's, though the resolution of the texture makes it impossible to identify what revolver the barrel came from.
Desert Eagle Mark VII
A Desert Eagle Mark VII can be seen on the game's boxart. As mentioned, the game's pistol was originally meant to be a Desert Eagle, but was replaced with the Colt SSP sometime before release.
Glock 19
A 3rd Generation Glock 19 appears in one of the "Yes/No" screens that appear when finishing an Insane Path mission at full morality.
M60
A strange stockless and pistol grip-less M60 is mounted as the door gun on the helicopter boss the Dude has to fight if the player decides to side with the Ecotologists during the Cash Mart robbery. Its gunner appears to use it as if it has spade grips, which it clearly does not.
Mossberg 590
A Mossberg 590 appears in the loading screen to the third mission, held by Jennifer Walcott. A few standees of Walcott featuring the same artwork are present in the Catharsis Mega Mall.
Tokarev TT-33
A Tokarev TT-33 can be seen held by Sergei Mavrodi in the intro video.
H3VR
Temporary listing for guns (and not really guns) confirmed for future updates.
Browning Auto-5
A Sosiggun version of the Browning Auto-5 was added in Update #(?) as part of the 1920's Gangster Sosiggun set.
Colt M1911A1
Among the "mid-century" set of Sosigguns added in Update #77 was a Colt M1911A1. A Hyman Lebman machine pistol variant was added in Update #(?).
Colt R80 Monitor
The R80 variant of the Colt Monitor was added in Update #(?) as part of the gangster Sosiggun set.
M1A1 Thompson
Update #77's mid-century set's designated submachine gun was an M1A1 Thompson. A variant with a drum magazine and vertical front grip, apparently meant to emulate the M1928 Thompson, was added in Update #(?) as part of the gangster Sosiggun set.
M79 grenade launcher
The M79 grenade launcher was added in Update #(?) as the Sosigs' first real grenade launcher.
RPG-7
Update #(?) added the RPG-7 as an additional rocket launcher for the Sosigs.
Weapons List For Future Reference
Just a list of weapons for potential future projects.
PARANOIA
- AK-74 with bayonet (unusable, on poster)
- AK-74M (unusable, on poster and startup video)
- AKMS (unusable, on poster)
- AKS-74 (unusable variants also seen on posters)
- AKS-74U (unusable, on poster)
- AS Val (also seen on startup video)
- GP-25 (unusable, on poster)
- Makarov PM (unusable, on poster)
- OTs-02 Kiparis (unusable, on poster)
- PKT (unusable, on BTR-90 and poster)
- PP-19 Bizon-2 (unusable, on poster)
- PP-91 Kedr (unusable, on poster)
- PP-93 (unusable, on poster)
- RPK-74 (unusable, on poster)
- Shipunov 2A42 (unusable, on BTR-90 and Kamov Ka-50)
- SVD (unusable, on poster)
- Yakushev-Borzov Yak-B (unusable, on Mil Mi-24)
S.T.A.L.K.E.R.: Call of Pripyat
- AK-47 (on cover art)
- AKMSU
- AKS-74
- AN-94
- Armsel Protecta/Striker hybrid
- AS Val
- Beretta 92FS
- Browning Hi-Power Mark III
- Colt M1911
- Desert Eagle Mark XIX
- Enfield L85A1
- F-1 hand grenade
- FN F2000
- FN GL-1
- Fort-12
- Franchi SPAS-12
- GP-25
- GP-30
- Heckler & Koch G36
- Heckler & Koch MP5A3
- Heckler & Koch USP Compact
- Makarov PB
- Makarov PM
- Maverick Model 88
- OTs-14-4A Groza
- PKM
- RG-6
- RGD-5 hand grenade
- RPG-7
- SIG GL 5040
- SIG SG 550
- SIG-Sauer P220
- TOZ-34
- TOZ-66
- SVD
- SVU
- VSS Vintorez
- Walther P99
- Yakushev-Borzov Yak-B (unusable, on Mil Mi-24)
American Dream, The
- Airsoft M1911 pistol (unusable; seen in intro video)
- Antique cannon (unusable; seen at final boss fight)
- Beretta 92FS (unusable; seen in intro video)
- Beretta 92FS Inox (unusable; seen in intro video)
- Cane gun (unusable; seen in theatre video)
- Colt 1851 Navy (unusable; seen in theatre video)
- Colt M1911A1 (named as "Carter 1912" in-game)
- Colt Python (also seen in theatre video)
- FN Model 1900 (unusable; seen in theatre video)
- Gatling Gun (unusable; seen in theatre video)
- Luger P08 ("Gruger 1898")
- M16-style rifle with bump stock (actual variant currently unknown)
- M1903 Springfield/Lee-Enfield No. 4 hybrid ("Simpson M1905")
- M1911-style fake gun (unusable; seen in TV video)
- M1A1 Thompson ("Johnson"; also seen in intro video)
- SIG P210 (unusable; seen in theatre video)
- Spencer 1860 (unusable; seen in theatre video)
- Vickers (unusable; seen in theatre video)
- Winchester Model 1897 Trench Gun ("Steinberg")