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Difference between revisions of "Max Payne 3"
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=Handguns= | =Handguns= | ||
==Colt M1911A1== | ==Colt M1911A1== | ||
− | The [[Colt M1911A1]] (simply referred to as the "1911") is a fairly common handgun throughout the game, appearing first in the New Jersey flashback levels, where it is widely used by mobsters. It is also apparently the standard sidearm of the UFE. It is incorrectly depicted as double-action only. The M1911 offers higher damage than many of the game's other pistols, but only holds 8 rounds per magazine (unless you find all the gold parts, which increases the magazine capacity to 12). Interestingly, at the beginning of Chapter 12, Max is seen pulling out an M1911A1 and attaching a makeshift suppressor, but as soon as the cutscene ends, the M1911A1 is replaced with the [[Taurus PT92]] below. Its presence in the Brazil chapters may represent various IMBEL or Taurus-made M1911 variants. | + | The [[Colt M1911A1]] (simply referred to as the "1911") is a fairly common handgun throughout the game, appearing first in the New Jersey flashback levels, where it is widely used by mobsters. It is also apparently the standard sidearm of the UFE. It is incorrectly depicted as double-action only. The M1911 offers higher damage than many of the game's other pistols, but only holds 8 rounds per magazine (unless you find all the gold parts, which increases the magazine capacity to 12). Interestingly, at the beginning of Chapter 12, Max is seen pulling out an M1911A1 and attaching a makeshift suppressor, but as soon as the cutscene ends, the M1911A1 is replaced with the [[Taurus PT92]] below. Its presence in the Brazil chapters may represent various [[IMBEL]] or [[Taurus]]-made M1911 variants. |
[[file:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]] | [[file:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]] | ||
[[file:MaxPayne3 colt 1911 viu.jpg|thumb|none|600px|Max skulks around Hoboken with his M1911; note the uncocked hammer.]] | [[file:MaxPayne3 colt 1911 viu.jpg|thumb|none|600px|Max skulks around Hoboken with his M1911; note the uncocked hammer.]] | ||
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[[file:MaxPayne3 colt 1911 2.jpg|thumb|none|600px|A pair of M1911s in the weapon menu.]] | [[file:MaxPayne3 colt 1911 2.jpg|thumb|none|600px|A pair of M1911s in the weapon menu.]] | ||
[[File:GoldM1911Airsoft.jpg|thumb|none|350px|Gold tone replica of an M1911A1 - (fake) .45 ACP]] | [[File:GoldM1911Airsoft.jpg|thumb|none|350px|Gold tone replica of an M1911A1 - (fake) .45 ACP]] | ||
− | [[file:MaxPayne3 colt 1911 gold viu.jpg|thumb|none|600px|Having collected all the parts, Max takes his single Golden M1911 for a stroll through the UFE station.]] | + | [[file:MaxPayne3 colt 1911 gold viu.jpg|thumb|none|600px|Having collected all the parts, Max takes his single Golden M1911 for a stroll through the UFE station. Also, the magazine is now slightly extended.]] |
[[file:MaxPayne3 colt 1911 3.jpg|thumb|none|600px|Back in the past, Max ducks behind a car to show everyone at home his pair of pimp guns.]] | [[file:MaxPayne3 colt 1911 3.jpg|thumb|none|600px|Back in the past, Max ducks behind a car to show everyone at home his pair of pimp guns.]] | ||
==Glock 17/18C== | ==Glock 17/18C== | ||
− | Third-generation full-auto [[Glock 17]]s are available in several levels as the "Auto 9mm", with one being the starting handgun in Chapter 11. It can be identified as a Gen 3 model by the finger grooves in the grip and accessory rail groove. The actual notch is oddly modeled, as it only appears visible when looking from below the gun. The Auto 9mm comes with [[Glock 18C]]-style compensator ports on the top, which are of a different pattern from the 17C. It is not an 18C however, as there is no fire-selector switch on the slide. Despite being modelled with the standard 17-round magazine, the Glock has a magazine capacity of 33 rounds; when upgraded, it will have a capacity of 42 rounds. The Glock 17 has the same damage of that as the PT92 but offers faster rate of fire and magazine | + | Third-generation full-auto [[Glock 17]]s are available in several levels as the "Auto 9mm", with one being the starting handgun in Chapter 11. It can be identified as a Gen 3 model by the finger grooves in the grip and accessory rail groove. The actual notch is oddly modeled, as it only appears visible when looking from below the gun. The Auto 9mm comes with [[Glock 18C]]-style compensator ports on the top, which are of a different pattern from the 17C. It is not an 18C however, as there is no fire-selector switch on the slide. Despite being modelled with the standard 17-round magazine, the Glock has a magazine capacity of 33 rounds; when upgraded, it will have a capacity of 42 rounds. The Glock 17 has the same damage of that as the PT92 but offers a faster rate of fire and increased magazine capacity. Depending on the player's progress, the model of the gun will have an extended magazine if all golden gun parts are found. The weapon comes with a native customization allowing the user to switch from fully automatic to semi-automatic firing modes despite physically lacking a selector switch. |
[[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 (3rd Generation) - 9x19mm Parabellum]] | [[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 (3rd Generation) - 9x19mm Parabellum]] | ||
[[File:Glock_18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm Parabellum]] | [[File:Glock_18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm Parabellum]] | ||
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==IMI/Magnum Research Desert Eagle== | ==IMI/Magnum Research Desert Eagle== | ||
− | The [[Desert Eagle]] makes a return in ''Max Payne 3'' as the "DE .50". The Desert Eagle shown in the game is a hybrid, with a Mark VII barrel with a lack of scope mounts but a Mark XIX's taller slide serrations. Despite being in almost every promotional screenshot and concept art, the pistol only appears a handful of times with extremely limited ammunition. Unusually for the game, it has its own unique ammunition supply rather than using the general reserve for pistols. | + | The [[Desert Eagle]] makes a return in ''Max Payne 3'' as the "DE .50". The Desert Eagle shown in the game is a hybrid, with a Mark VII barrel with a lack of scope mounts but a Mark XIX's taller slide serrations. Despite being in almost every promotional screenshot and concept art, the pistol only appears a handful of times with extremely limited ammunition. Unusually for the game, it has its own unique ammunition supply rather than using the general reserve for pistols. When upgraded to Golden status, the Desert Eagle holds 10 rounds, but its magazine model is not extended. |
[[file:DesertEagleMarkVIInickel.jpg|thumb|none|350px|Desert Eagle Mark VII with nickel finish - .44 Magnum]] | [[file:DesertEagleMarkVIInickel.jpg|thumb|none|350px|Desert Eagle Mark VII with nickel finish - .44 Magnum]] | ||
[[File:DesertEagle50AE.jpg|thumb|350px|none|Desert Eagle Mark XIX with brushed chrome finish - .50 AE]] | [[File:DesertEagle50AE.jpg|thumb|350px|none|Desert Eagle Mark XIX with brushed chrome finish - .50 AE]] | ||
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[[file:MaxPayne3 desert eagle 1.jpg|thumb|none|600px|The "DE .50" in the in-game weapon wheel.]] | [[file:MaxPayne3 desert eagle 1.jpg|thumb|none|600px|The "DE .50" in the in-game weapon wheel.]] | ||
[[Image:VIIGold.jpg|thumb|350px|none|Gold-plated Magnum Research Desert Eagle Mark VII - .44 Magnum]] | [[Image:VIIGold.jpg|thumb|350px|none|Gold-plated Magnum Research Desert Eagle Mark VII - .44 Magnum]] | ||
− | [[file:MaxPayne3 Desert Eagle Gold Viu.jpg|thumb|none|600px|Of all the weapons to have a gold version, this one makes the most sense.]] | + | [[file:MaxPayne3 Desert Eagle Gold Viu.jpg|thumb|none|600px|Of all the weapons to have a gold version, this one makes the most sense. The magazine's length stays the same despite holding 3 more rounds than its standard non-Golden version. ]] |
==Smith & Wesson Model 20== | ==Smith & Wesson Model 20== | ||
− | The [[Smith & Wesson Model 20]] is a common low-level handgun throughout the game, first seen in Chapter 2 in the hands of thugs on the dance floor and is Passos' weapon of choice during the first half of the first New Jersey flashback. Called the ".38 Revolver", it offers higher stopping power than the [[PT92]] but only holds 6 rounds at a time. Interestingly, the cylinder does not rotate during "killcam" moments. | + | The [[Smith & Wesson Model 20]] is a common low-level handgun throughout the game, first seen in Chapter 2 in the hands of thugs on the dance floor and is Passos' weapon of choice during the first half of the first New Jersey flashback. Called the ".38 Revolver", it offers higher stopping power than the [[PT92]] but only holds 6 rounds at a time. Its model in the Rockstar Social Club is different than the actual gun in-game; it features different grips, a lanyard ring, and lack of ejector rod shroud. Instead of using speedloaders to reload the Model 20 as with the majority of video game revolvers, Max instead reloads it round-by-round after selectively ejecting spent casings during the reload animation. When dual-wielding firearms with at least one of them being a Model 20, the revolver's reload animation is significantly sped up with Max reloading only some of its chambers (regardless of how many rounds were fired) before finishing. Interestingly, the Model 20's cylinder does not rotate during "killcam" moments. |
[[file:Smith&WessonModel20.jpg|thumb|none|350px|Smith & Wesson Model 20 - .38/44]] | [[file:Smith&WessonModel20.jpg|thumb|none|350px|Smith & Wesson Model 20 - .38/44]] | ||
[[file:MaxPayne3 2012-06-14 20-36-21-13.jpg|thumb|none|600px|Max uses a borrowed Model 20 on the dance floor, showing off the gun's larger size that helps ID it as the Model 20.]] | [[file:MaxPayne3 2012-06-14 20-36-21-13.jpg|thumb|none|600px|Max uses a borrowed Model 20 on the dance floor, showing off the gun's larger size that helps ID it as the Model 20.]] | ||
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==Taurus Model 608== | ==Taurus Model 608== | ||
− | The [[Taurus Model 608]] is a relatively uncommon revolver, but found more commonly than the [[Desert Eagle]]. It is referred to as the "608 Bull" in-game; this could be due to the game confusing it with the [[Taurus Raging Bull|Raging Bull]] (something which its 8-round cylinder confirms it is not), or simply a reference to "Taurus" being Latin for "bull". Unlike | + | The [[Taurus Model 608]] is a relatively uncommon revolver, but found more commonly than the [[Desert Eagle]]. It is referred to as the "608 Bull" in-game; this could be due to the game confusing it with the [[Taurus Raging Bull|Raging Bull]] (something which its 8-round cylinder confirms it is not), or simply a reference to "Taurus" being Latin for "bull". Like with the S&W Model 20, the Taurus' cylinder is reloaded one round at a time, but it also (incorrectly) ejects spent pistol cartridge casings during its reload animation. Unlike said Model 20 however, when the "killcam" focuses on the 608, its cylinder can be seen rotating. |
[[File:Taurus_608.jpg|thumb|none|350px|Taurus Model 608 with 6.5" barrel and a matte finish - .357 Magnum]] | [[File:Taurus_608.jpg|thumb|none|350px|Taurus Model 608 with 6.5" barrel and a matte finish - .357 Magnum]] | ||
[[File:MaxPayne3 2012-06-15 19-01-05-76.jpg|thumb|none|600px|Max does some sneaky business with a very much not sneaky Taurus 608.]] | [[File:MaxPayne3 2012-06-15 19-01-05-76.jpg|thumb|none|600px|Max does some sneaky business with a very much not sneaky Taurus 608.]] | ||
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==Taurus PT92AF== | ==Taurus PT92AF== | ||
− | Standing in for Max's signature [[Beretta 92FS]] sidearm is its Brazilian cousin, the [[Taurus PT92AF]], where it appears under the correct moniker of "PT92". The PT92 shown in the game is a modern production version with large cocking serrations and no accessory rail. It is widely used by most of the enemy factions Max encounters throughout Brazil. The weapon can be found with a | + | Standing in for Max's signature [[Beretta 92FS]] sidearm is its Brazilian cousin, the [[Taurus PT92AF]], where it appears under the correct moniker of "PT92". The PT92 shown in the game is a modern production version with large cocking serrations and no accessory rail. It is widely used by most of the enemy factions Max encounters throughout Brazil. The weapon can be found with a flashlight, although it's tacked onto the frame due to said lack of a rail. The light - similarly to its abilities in ''[[Battlefield 3]]'' - can blind enemies when aimed at them. The PT92 is one of the more common pistols in the game, second to the [[Glock 17]] for highest handgun magazine capacity and can be seen in several variations through the singleplayer campaign, such as with wooden grips in Chapter 12. When infiltrating the derelict hotel, Max fits his PT92 with an improvised suppressor made from duct tape and a water bottle. In-game, this makeshift suppressor degrades with each shot fired (rather than after a single gunshot) and eventually the bottle will fall off the muzzle, but the tape on it remains. For whatever reason, this particular Taurus holds 16 rounds, whereas every other one in the game holds an appropriate 15. |
[[file:PT92AFRail.jpg|thumb|none|350px|Taurus PT92AF - 9x19mm Parabellum]] | [[file:PT92AFRail.jpg|thumb|none|350px|Taurus PT92AF - 9x19mm Parabellum]] | ||
[[file:MaxPayne3 2012-06-14 20-15-29-64.jpg|thumb|none|600px|Max takes his 92FS' Brazilian cousin for a spin at the Branco HQ.]] | [[file:MaxPayne3 2012-06-14 20-15-29-64.jpg|thumb|none|600px|Max takes his 92FS' Brazilian cousin for a spin at the Branco HQ.]] | ||
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[[file:MaxPayne3 PT92 sd lighter.jpg|thumb|none|600px|Out on the Tietê River on a rescue mission, Max brings his glittery stealth Taurus.]] | [[file:MaxPayne3 PT92 sd lighter.jpg|thumb|none|600px|Out on the Tietê River on a rescue mission, Max brings his glittery stealth Taurus.]] | ||
[[File:MP3 PT92 empty.jpg|thumb|none|600px|Max holds an empty Taurus while watching UFE thugs. Due to certain cutscenes being rendered in real time, Max will be depicted with whichever secondary he was last using and if it was empty or not. This leads to some funny encounters like...]] | [[File:MP3 PT92 empty.jpg|thumb|none|600px|Max holds an empty Taurus while watching UFE thugs. Due to certain cutscenes being rendered in real time, Max will be depicted with whichever secondary he was last using and if it was empty or not. This leads to some funny encounters like...]] | ||
− | [[File:Maxpayne3emptytaurus2.jpg|thumb|none|600px|...Max threatening a corrupt doctor with an empty weapon.]] | + | [[File:Maxpayne3emptytaurus2.jpg|thumb|none|600px|...Max threatening a corrupt doctor with an empty weapon. Note the left over tape from the improvised suppressor.]] |
=Submachine Guns= | =Submachine Guns= | ||
==Heckler & Koch MP5/40== | ==Heckler & Koch MP5/40== | ||
− | The [[Heckler & Koch MP5/40]] appears as the "MPK" in-game. The weapon has the shape of an MP5/40 with the straight mags, but the paddle magazine release is on the ''front'' of the magazine well. By default, the MP5 has an incorrectly low capacity of 20 rounds, but the gold version has the proper 30. | + | The [[Heckler & Koch MP5/40]] appears as the "MPK" in-game. The weapon has the shape of an MP5/40 with the straight mags, but the paddle magazine release is on the ''front'' of the magazine well (interestingly, the HUD icon correctly shows the paddle release behind the mag well). By default, the MP5 has an incorrectly low capacity of 20 rounds, but the gold version has the proper 30. |
[[File:MP540.jpg|thumb|none|450px|Heckler & Koch MP5/40 - .40 S&W]] | [[File:MP540.jpg|thumb|none|450px|Heckler & Koch MP5/40 - .40 S&W]] | ||
[[file:MaxPayne3 mp5-40 viu.jpg|thumb|none|600px|Max takes a purloined MP5 for a spin at the abandoned hotel; just barely visible is the magazine release in front of the mag, a design choice that would be very flawed in reality since holding the handguard could lead to accidental mag release. The gun also lacks all its fire selector markings.]] | [[file:MaxPayne3 mp5-40 viu.jpg|thumb|none|600px|Max takes a purloined MP5 for a spin at the abandoned hotel; just barely visible is the magazine release in front of the mag, a design choice that would be very flawed in reality since holding the handguard could lead to accidental mag release. The gun also lacks all its fire selector markings.]] | ||
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==IMI Mini/Micro Uzi Hybrid== | ==IMI Mini/Micro Uzi Hybrid== | ||
− | A strange [[IMI Uzi]] hybrid is available throughout the game as the "Micro 9mm", starting from the second chapter. It appears to be a [[Mini Uzi]] with the folding stock removed and the whole thing shrunk down to [[Micro Uzi]] size. | + | A strange [[IMI Uzi]] hybrid is available throughout the game as the "Micro 9mm", starting from the second chapter. It appears to be a [[Mini Uzi]] with the folding stock removed and the whole thing shrunk down to [[Micro Uzi]] size. When upgraded to Golden status, the Uzi hybrid's magazines are slightly increased in length and now hold 45 rounds in-game. |
[[File:MiniUzi_01.jpg|thumb|none|400px|IMI Mini Uzi - 9x19mm Parabellum]] | [[File:MiniUzi_01.jpg|thumb|none|400px|IMI Mini Uzi - 9x19mm Parabellum]] | ||
[[file:MicroUziPistolStock.jpg|thumb|none|400px|IMI Micro Uzi - 9x19mm Parabellum]] | [[file:MicroUziPistolStock.jpg|thumb|none|400px|IMI Micro Uzi - 9x19mm Parabellum]] | ||
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==Ingram MAC-10== | ==Ingram MAC-10== | ||
− | The [[Ingram MAC-10]] | + | The [[Ingram MAC-10]] makes a return, appearing in this title as the "M10". It holds 30 rounds in its magazine, suggesting it is the .45 ACP version (though it feeds from an ammo pool seperate from the M1911A1). The MAC-10 also incorrectly fires from a closed bolt. Upon collecting all parts for it, the Golden MAC-10 will be fed by extended 45-round magazines. This weapon is mainly found in the hands of mob hitmen during the New Jersey flashbacks. In Brazil, its only appearance is during the bus ride sequence in Chapter 10, in which Max wields one with infinite ammunition. |
[[file:IngramMAC10.jpg|thumb|none|400px|MAC-10 - 9x19mm Parabellum]] | [[file:IngramMAC10.jpg|thumb|none|400px|MAC-10 - 9x19mm Parabellum]] | ||
[[file:MaxPayne3 mac10 viu.jpg|thumb|none|600px|Having angered every mob goon in New Jersey, Max grabs a stolen MAC to make his escape.]] | [[file:MaxPayne3 mac10 viu.jpg|thumb|none|600px|Having angered every mob goon in New Jersey, Max grabs a stolen MAC to make his escape.]] | ||
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=Shotguns= | =Shotguns= | ||
==Benelli M4 Super 90== | ==Benelli M4 Super 90== | ||
− | A [[Benelli M4 Super 90]] is available throughout the game as the "M4 Super 90", used by almost every enemy faction. It is shown with a | + | A [[Benelli M4 Super 90]] is available throughout the game as the "M4 Super 90", used by almost every enemy faction. It is shown with a civilian 5-round tube magazine (even for the "gold" version) but it holds 7 rounds in-game. Rather inaccurately for the reload animation (only when the gun is empty), the Benelli's bolt is never accounted for; it remains closed and Max only loads in new rounds, and no action is made to chamber a round. |
− | [[file:Benelli_m4_2.jpg|thumb|none|450px|Benelli M4 Super 90 with | + | [[file:Benelli_m4_2.jpg|thumb|none|450px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]] |
− | [[file:MaxPayne3 2012-06-14 21-09-55-61.jpg|thumb|none|600px|Max sweeps the stadium with his M4 Super 90.]] | + | [[file:MaxPayne3 2012-06-14 21-09-55-61.jpg|thumb|none|600px|Max sweeps the stadium with his M4 Super 90. The stock's tube is misaligned with the grip for some reason.]] |
[[file:MaxPayne3 m4 super 90 gold viu.jpg|thumb|none|600px|Future Max sweeps the police station instead, with the golden Super 90.]] | [[file:MaxPayne3 m4 super 90 gold viu.jpg|thumb|none|600px|Future Max sweeps the police station instead, with the golden Super 90.]] | ||
[[file:MaxPayne3 Super 90 1.jpg|thumb|none|600px|Max threatens a former paramilitary Super 90 with his golden PT92.]] | [[file:MaxPayne3 Super 90 1.jpg|thumb|none|600px|Max threatens a former paramilitary Super 90 with his golden PT92.]] | ||
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[[File:Usas-12.jpg|thumb|none|450px|Daewoo USAS-12 CQ with 20-round drum - 12 gauge]] | [[File:Usas-12.jpg|thumb|none|450px|Daewoo USAS-12 CQ with 20-round drum - 12 gauge]] | ||
[[File:MP3 Disorderly Conduct.jpg|thumb|none|600px|The "G9 Grenade Launcher" and "Hammerhead" (below).]] | [[File:MP3 Disorderly Conduct.jpg|thumb|none|600px|The "G9 Grenade Launcher" and "Hammerhead" (below).]] | ||
− | [[file:Max Payne 3 Hammerhead 1.jpeg|thumb|none|600px|Thanks to the magic of PC trainers, Max acquires a mutant shotgun of his own.]] | + | [[file:Max Payne 3 Hammerhead 1.jpeg|thumb|none|600px|Thanks to the magic of PC trainers, Max acquires a mutant shotgun of his own. It is unclear how this shotgun would function properly, given that the ejection port is modelled ''behind'' the magazine.]] |
[[File:Max Payne 3 Hammerhead 2.jpeg|thumb|none|600px|Soon after, the dropped Hammerhead is interrogated to find out just what parts it was cobbled together from.]] | [[File:Max Payne 3 Hammerhead 2.jpeg|thumb|none|600px|Soon after, the dropped Hammerhead is interrogated to find out just what parts it was cobbled together from.]] | ||
[[File:Max Payne 3 Hammerhead 3.jpeg|thumb|none|600px|The weapon wheel icon, a bit shorter than the real thing.]] | [[File:Max Payne 3 Hammerhead 3.jpeg|thumb|none|600px|The weapon wheel icon, a bit shorter than the real thing.]] | ||
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==Mossberg 590== | ==Mossberg 590== | ||
− | The "M500" in the game is actually a [[Mossberg 590]] that also apparently wants to be a folding-stocked [[Remington 870]]. It is seen with an 870-style folding stock rather awkwardly tacked on to the gun's receiver, as well as a wooden | + | The "M500" in the game is actually a [[Mossberg 590]] that also apparently wants to be a folding-stocked [[Remington 870]]. It is seen with an 870-style folding stock rather awkwardly tacked on to the gun's receiver, as well as a wooden forend and pistol grip (which appear to be slightly warped versions of the Mossberg's and Remington's, respectively). Strangely however, the gun in the icon used for in-game achievements relating to this shotgun better resembles a [[Mossberg 500 Cruiser]]; this might be due to features such as the folding stock being added to the shotgun later in development, as a stockless Mossberg is visible in pre-release footage. Appearence-wise, the Mossberg is seen used mostly by gang member enemies early in the game, and this weapon has the highest damage of all shotguns, while sacrificing its accuracy at even mid-range distances. Regardless of whether or not the shotgun has been emptied, Max will never pump its action at the end of its reload animation. |
[[File:Moss590M4.jpg|thumb|none|450px|Mossberg 590 with heat shield, extended magazine, and M4 stock - 12 gauge]] | [[File:Moss590M4.jpg|thumb|none|450px|Mossberg 590 with heat shield, extended magazine, and M4 stock - 12 gauge]] | ||
[[Image:Remington870LONGFolder.jpg|thumb|450px|none|Remington 870 Police Folder with extended magazine tube - 12 gauge]] | [[Image:Remington870LONGFolder.jpg|thumb|450px|none|Remington 870 Police Folder with extended magazine tube - 12 gauge]] | ||
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==Winchester Super X3 Coyote== | ==Winchester Super X3 Coyote== | ||
− | The [[Winchester Super X3|Winchester Super X3 Coyote]] | + | The [[Winchester Super X3|Winchester Super X3 Coyote]] makes an appearance in-game as the "Super Sport". Its model appears to feature the pistol grip stock from the [[Benelli M4 Tactical]]. In-game, the Super X3 holds 5 rounds in its tube (1 more than the real SX3) and boasts the highest rate of fire in its class. It only appears wielded by the Crachá Preto in Chapter 12. As with the Benelli M4, Max neglects the Winchester's bolt during the reload animation, instead choosing to focus on only inserting new shells into the tube. |
[[file:X3 Coyote.jpeg|thumb|450px|none|Winchester Super X3 Coyote - 12 gauge]] | [[file:X3 Coyote.jpeg|thumb|450px|none|Winchester Super X3 Coyote - 12 gauge]] | ||
− | [[file:MaxPayne3 2012-06-17 15-05-59-18.jpg|thumb|none|600px|Max sweeps the hotel with his X3.]] | + | [[File:M4 Tactical.jpg|thumb|450px|none|Benelli M4 Tactical with 5-shot tube - 12 gauge]] |
+ | [[file:MaxPayne3 2012-06-17 15-05-59-18.jpg|thumb|none|600px|Max sweeps the hotel with his X3. Note the complete lack of iron sights.]] | ||
[[file:MaxPayne3 sport shotgun gold viu.jpg|thumb|none|600px|Not to be outdone, he later finds the gold plated version.]] | [[file:MaxPayne3 sport shotgun gold viu.jpg|thumb|none|600px|Not to be outdone, he later finds the gold plated version.]] | ||
[[file:MaxPayne3 sport shotgun 1.jpg|thumb|none|600px|Max interrogates a X3 with his Golden FAL about where the paramilitary is hiding people.]] | [[file:MaxPayne3 sport shotgun 1.jpg|thumb|none|600px|Max interrogates a X3 with his Golden FAL about where the paramilitary is hiding people.]] | ||
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==Heckler & Koch G36V== | ==Heckler & Koch G36V== | ||
− | The UFE paramilitary unit use the [[Heckler & Koch G36V]] which is called the "G6 Commando" in-game. The carry handle is modelled far too low, and the handguard appears to have been based on the one for use with the [[AG36]] grenade launcher; the fire selector also has a completely incorrect design. It also has a strange semi-solid stock and short barrel. The golden upgrade | + | The UFE paramilitary unit use the [[Heckler & Koch G36V]] which is called the "G6 Commando" in-game. The carry handle is modelled far too low, and the handguard appears to have been based on the one for use with the [[AG36]] grenade launcher; the fire selector also has a completely incorrect design. It also has a strange semi-solid stock and short barrel. The golden upgrade features a tiny Beta C-Mag that only holds 40 rounds, and sometimes rifles will spawn with normal mags as well as the Beta C. |
[[file:G36.jpg|thumb|450px|none|Heckler & Koch G36V with export optical sight - 5.56x45mm NATO]] | [[file:G36.jpg|thumb|450px|none|Heckler & Koch G36V with export optical sight - 5.56x45mm NATO]] | ||
[[File:HK_G36_with_AG36.jpg|thumb|none|450px|Heckler & Koch G36 with AG36 grenade launcher - 5.56x45mm NATO/40x46mm grenade]] | [[File:HK_G36_with_AG36.jpg|thumb|none|450px|Heckler & Koch G36 with AG36 grenade launcher - 5.56x45mm NATO/40x46mm grenade]] | ||
[[file:MaxPayne3 2012-06-15 22-05-17-79.jpg|thumb|none|600px|Max takes a former UFE G36 for a spin in the favela; note the completely wrong design of the selector switch which is also set to semi-auto. The rounds visible in the clear window on the magazine (which is also incorrect, as the entire magazine should be translucent) never deplete.]] | [[file:MaxPayne3 2012-06-15 22-05-17-79.jpg|thumb|none|600px|Max takes a former UFE G36 for a spin in the favela; note the completely wrong design of the selector switch which is also set to semi-auto. The rounds visible in the clear window on the magazine (which is also incorrect, as the entire magazine should be translucent) never deplete.]] | ||
− | [[file:MaxPayne3 fx-05 gold viu.jpg|thumb|none|600px|Later on in the UFE station, Max finds a golden one fitted with | + | [[file:MaxPayne3 fx-05 gold viu.jpg|thumb|none|600px|Later on in the UFE station, Max finds a golden one fitted with an undersized Beta C mag and a laser sight.]] |
[[file:MaxPayne3 FX-05 1.jpg|thumb|none|600px|The G36V on the ground.]] | [[file:MaxPayne3 FX-05 1.jpg|thumb|none|600px|The G36V on the ground.]] | ||
[[file:MaxPayne3 g6 1.jpg|thumb|none|600px|Max has a lie down after a very hectic firefight with the UFE and uses this time to check the weapon wheel.]] | [[file:MaxPayne3 g6 1.jpg|thumb|none|600px|Max has a lie down after a very hectic firefight with the UFE and uses this time to check the weapon wheel.]] | ||
Line 270: | Line 271: | ||
[[Image:TAR-21 Flat Top.jpg|thumb|none|450px|IWI Tavor TAR-21 (civilian version) with flat top, Surefire Universal weaponlight, RIS foregrip, and Meprolight red dot sight - .223 Remington]] | [[Image:TAR-21 Flat Top.jpg|thumb|none|450px|IWI Tavor TAR-21 (civilian version) with flat top, Surefire Universal weaponlight, RIS foregrip, and Meprolight red dot sight - .223 Remington]] | ||
[[File:Mp3tav.jpg|thumb|none|600px]] | [[File:Mp3tav.jpg|thumb|none|600px]] | ||
+ | [[File:Max Payne 3 TAR 1.jpg|thumb|none|600px|His tour of the local favela interrupted, Max reaches for a TAR-21. It is equipped with a red dot sight- the weapon lacks irons or optics by default.]] | ||
+ | [[File:Max Payne 3 TAR 2.jpg|thumb|none|600px|Swapping out magazines as the old one tumbles to the ground.]] | ||
+ | [[File:Max Payne 3 TAR 3.jpg|thumb|none|600px|Holding up a dropped TAR-21 to make sure it's not an [[MTAR-21]] or other variant.]] | ||
+ | [[File:Max Payne 3 TAR 4.jpg|thumb|none|600px|The weapon icon similarly lacks sights.]] | ||
+ | [[File:Max Payne 3 TAR 5.jpg|thumb|none|600px|Max, an American, takes his Israeli rifle to defend against Brazilian paramilitary death squads. True multiculturalism.]] | ||
==L1A1 SLR== | ==L1A1 SLR== | ||
Line 294: | Line 300: | ||
[[file:MaxPayne3 ruger mini 2.jpg|thumb|none|600px|The Mini Thirty in the in-game weapon wheel.]] | [[file:MaxPayne3 ruger mini 2.jpg|thumb|none|600px|The Mini Thirty in the in-game weapon wheel.]] | ||
[[file:MaxPayne3 mini 30 scoped.jpg|thumb|none|600px|Max checks out a red dot Mini Thirty on the ground.]] | [[file:MaxPayne3 mini 30 scoped.jpg|thumb|none|600px|Max checks out a red dot Mini Thirty on the ground.]] | ||
− | [[file:MaxPayne3_mini_30_gold_viu.jpg|thumb|none|600px|The golden Mini Thirty with an extended banana mag.]] | + | [[file:MaxPayne3_mini_30_gold_viu.jpg|thumb|none|600px|The golden Mini Thirty with an extended banana mag. Unfortunately, this magazine only holds 20 rounds in-game.]] |
[[file:MaxPayne3 mini 30 scope gold viu.jpg|thumb|none|600px|And yes, it does come with the scope as well.]] | [[file:MaxPayne3 mini 30 scope gold viu.jpg|thumb|none|600px|And yes, it does come with the scope as well.]] | ||
[[file:MaxPayne3 mini 30 gold .jpg|thumb|none|600px|Max hides in cover with his banana gun.]] | [[file:MaxPayne3 mini 30 gold .jpg|thumb|none|600px|Max hides in cover with his banana gun.]] | ||
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[[file:HK21MachineGun.jpg|thumb|none|450px|Heckler & Koch HK21 - 7.62x51mm NATO]] | [[file:HK21MachineGun.jpg|thumb|none|450px|Heckler & Koch HK21 - 7.62x51mm NATO]] | ||
[[File:HK21 Magazine Feed.jpg|thumb|none|450px|Heckler & Koch HK21 with rear mounted bipod and magazine feed - 7.62x51mm NATO]] | [[File:HK21 Magazine Feed.jpg|thumb|none|450px|Heckler & Koch HK21 with rear mounted bipod and magazine feed - 7.62x51mm NATO]] | ||
− | [[File:MaxPayne3HK21.jpg|thumb|none|600px|A heavily armored enemy holds the HK21 by the stock; for some reason he is carrying a belt of ammunition even though his weapon is magazine-fed.]] | + | [[File:MaxPayne3HK21.jpg|thumb|none|600px|A heavily armored enemy holds the HK21 by the stock; for some reason he is carrying a belt of ammunition even though his weapon is magazine-fed. He somehow fires the HK21 in this position despite not touching the trigger.]] |
[[file:MaxPayne3 2012-06-15 19-54-54-71.jpg|thumb|none|600px|Max grabs the HK21 from a crashed paramilitary jeep.]] | [[file:MaxPayne3 2012-06-15 19-54-54-71.jpg|thumb|none|600px|Max grabs the HK21 from a crashed paramilitary jeep.]] | ||
[[file:MaxPayne3 hk gold viu.jpg|thumb|none|600px|Later he brings the pain to the UFE with the gold version.]] | [[file:MaxPayne3 hk gold viu.jpg|thumb|none|600px|Later he brings the pain to the UFE with the gold version.]] | ||
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=Launchers= | =Launchers= | ||
==DefTech 37mm Launcher== | ==DefTech 37mm Launcher== | ||
− | A [[DefTech 37mm Launcher]] fitted with a non-vertical foregrip appears as the "Rotary Grenade Launcher", available in a few levels | + | A [[DefTech 37mm Launcher]] fitted with a non-vertical foregrip appears as the "Rotary Grenade Launcher", available in a few levels. The projectiles it fires are erroneously depicted as explosive. The DefTech launcher can be used to clear groups of enemies at once, but its grenades must be aimed correctly due to their slow travel speed and sharp arcing trajectory. As with thrown grenades in the game, shots fired from this weapon have a flashing light added to make them easier to see, and can be shot down with gunfire. During the launcher's reload animation, Max inserts a round into each individual chamber, but the rounds themselves do not physically appear in the cylinder. The DefTech is also incorrectly depicted as firing caseless rounds. |
[[file:Federallabs37.jpg|thumb|none|450px|DefTech 37mm Launcher - 37mm]] | [[file:Federallabs37.jpg|thumb|none|450px|DefTech 37mm Launcher - 37mm]] | ||
[[file:MaxPayne3 granatnik viu.jpg|thumb|none|600px|Max aims his grenade launcher in the hotel, realizing this might not be the best choice for close quarters.]] | [[file:MaxPayne3 granatnik viu.jpg|thumb|none|600px|Max aims his grenade launcher in the hotel, realizing this might not be the best choice for close quarters.]] | ||
Line 374: | Line 380: | ||
==RPG-7== | ==RPG-7== | ||
− | The [[RPG-7]] appears simply as the "RPG". The weapon is used by enemies in singleplayer, but | + | The [[RPG-7]] appears simply as the "RPG". The weapon is used by enemies in singleplayer, but is only usable in multiplayer. For some reason, golden parts for it can be found in Chapter 12, serving absolutely no purpose whatsoever in singleplayer but unlocking the gold skin for multiplayer. However, it can be spawned using a trainer and is fully usable surprisingly in singleplayer alongside the DLC weaponry. |
[[file:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]] | [[file:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]] | ||
[[file:MaxPayne3 2012-06-14 20-52-38-62.jpg|thumb|none|600px|A thug takes aim at Max's helicopter with his RPG-7.]] | [[file:MaxPayne3 2012-06-14 20-52-38-62.jpg|thumb|none|600px|A thug takes aim at Max's helicopter with his RPG-7.]] |
Revision as of 22:09, 28 April 2024
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Max Payne 3 is the third game in the Max Payne third-person shooter franchise, developed by Rockstar Games and published by Take-Two interactive. Abandoning the film noir detective plotlines of previous games, it instead takes the story nine years after the events of Max Payne 2, with Max having quit the NYPD to become a private security guard for the rich and influential Branco family in São Paulo, Brazil. Following a series of raids by mysterious armed thugs, Max finds himself on a rescue mission, but as ever things are more complicated than they seem.
The following weapons appear in the video game Max Payne 3:
Overview
Max Payne 3 dispenses with the mostly-limitless inventory of the prior games, instead allowing Max to carry two one-handed weapons and one two-handed weapon, which he will hold in his left hand if using a one-handed weapon. If he is not carrying a two-handed weapon he is able to dual-wield any combination of one-handed weapons he is carrying; if a two-handed firearm is currently in the inventory, Max will have to drop it in order to dual-wield. Weapon reload animations are altered depending on Max's current loadout and whether or not he is in cover; awkward positioning results in longer reload times. Ammunition is for the most part divided by weapon class; for example, ammunition for the 5.56mm G36V also works in the 7.62mm FAL. This is also in contrast to the previous games, where weapons rarely shared ammunition with one another.
As with previous installments, the game's gunplay is heavily influenced by Hong Kong action movies, with the same slow motion "bullet time" and "shootdodge" abilities, though Max will now collide heavily with objects and surfaces if he shootdodges into them rather than just brushing against them until the animation completes. While the game discards the "in the zone" mechanic of Max Payne 2 which allowed for showy slow-motion reloads, it retains the "bullet cam" showing the last enemy in a room's death, now rendered in far more grisly detail due to a new damage modelling system which shows both entry and exit wounds. As with previous games in the series, each bullet is treated as a physical projectile with defined speed rather than using hitscans.
Throughout the game, secret "gold" weapon parts can be found, each gold weapon requiring three parts. Typically the gold weapons have larger magazines, and sometimes are altered cosmetically to reflect this; occasionally a modelling glitch results in a weapon being displayed temporarily in a cutscene with the physical alterations (like Max tucking a standard PT92 into his shoulder holster and finding that it now has an extended magazine), while golden weapons do not appear as such in cutscenes but occasionally have the altered magazines, this time without the gold finish. Weapons can sometimes be found with modifications such as red dot scopes or flashlights, though in singleplayer the player has no influence over what upgrades they will have or when they will appear.
Handguns
Colt M1911A1
The Colt M1911A1 (simply referred to as the "1911") is a fairly common handgun throughout the game, appearing first in the New Jersey flashback levels, where it is widely used by mobsters. It is also apparently the standard sidearm of the UFE. It is incorrectly depicted as double-action only. The M1911 offers higher damage than many of the game's other pistols, but only holds 8 rounds per magazine (unless you find all the gold parts, which increases the magazine capacity to 12). Interestingly, at the beginning of Chapter 12, Max is seen pulling out an M1911A1 and attaching a makeshift suppressor, but as soon as the cutscene ends, the M1911A1 is replaced with the Taurus PT92 below. Its presence in the Brazil chapters may represent various IMBEL or Taurus-made M1911 variants.
Glock 17/18C
Third-generation full-auto Glock 17s are available in several levels as the "Auto 9mm", with one being the starting handgun in Chapter 11. It can be identified as a Gen 3 model by the finger grooves in the grip and accessory rail groove. The actual notch is oddly modeled, as it only appears visible when looking from below the gun. The Auto 9mm comes with Glock 18C-style compensator ports on the top, which are of a different pattern from the 17C. It is not an 18C however, as there is no fire-selector switch on the slide. Despite being modelled with the standard 17-round magazine, the Glock has a magazine capacity of 33 rounds; when upgraded, it will have a capacity of 42 rounds. The Glock 17 has the same damage of that as the PT92 but offers a faster rate of fire and increased magazine capacity. Depending on the player's progress, the model of the gun will have an extended magazine if all golden gun parts are found. The weapon comes with a native customization allowing the user to switch from fully automatic to semi-automatic firing modes despite physically lacking a selector switch.
IMI/Magnum Research Desert Eagle
The Desert Eagle makes a return in Max Payne 3 as the "DE .50". The Desert Eagle shown in the game is a hybrid, with a Mark VII barrel with a lack of scope mounts but a Mark XIX's taller slide serrations. Despite being in almost every promotional screenshot and concept art, the pistol only appears a handful of times with extremely limited ammunition. Unusually for the game, it has its own unique ammunition supply rather than using the general reserve for pistols. When upgraded to Golden status, the Desert Eagle holds 10 rounds, but its magazine model is not extended.
Smith & Wesson Model 20
The Smith & Wesson Model 20 is a common low-level handgun throughout the game, first seen in Chapter 2 in the hands of thugs on the dance floor and is Passos' weapon of choice during the first half of the first New Jersey flashback. Called the ".38 Revolver", it offers higher stopping power than the PT92 but only holds 6 rounds at a time. Its model in the Rockstar Social Club is different than the actual gun in-game; it features different grips, a lanyard ring, and lack of ejector rod shroud. Instead of using speedloaders to reload the Model 20 as with the majority of video game revolvers, Max instead reloads it round-by-round after selectively ejecting spent casings during the reload animation. When dual-wielding firearms with at least one of them being a Model 20, the revolver's reload animation is significantly sped up with Max reloading only some of its chambers (regardless of how many rounds were fired) before finishing. Interestingly, the Model 20's cylinder does not rotate during "killcam" moments.
Taurus Model 608
The Taurus Model 608 is a relatively uncommon revolver, but found more commonly than the Desert Eagle. It is referred to as the "608 Bull" in-game; this could be due to the game confusing it with the Raging Bull (something which its 8-round cylinder confirms it is not), or simply a reference to "Taurus" being Latin for "bull". Like with the S&W Model 20, the Taurus' cylinder is reloaded one round at a time, but it also (incorrectly) ejects spent pistol cartridge casings during its reload animation. Unlike said Model 20 however, when the "killcam" focuses on the 608, its cylinder can be seen rotating.
Taurus PT92AF
Standing in for Max's signature Beretta 92FS sidearm is its Brazilian cousin, the Taurus PT92AF, where it appears under the correct moniker of "PT92". The PT92 shown in the game is a modern production version with large cocking serrations and no accessory rail. It is widely used by most of the enemy factions Max encounters throughout Brazil. The weapon can be found with a flashlight, although it's tacked onto the frame due to said lack of a rail. The light - similarly to its abilities in Battlefield 3 - can blind enemies when aimed at them. The PT92 is one of the more common pistols in the game, second to the Glock 17 for highest handgun magazine capacity and can be seen in several variations through the singleplayer campaign, such as with wooden grips in Chapter 12. When infiltrating the derelict hotel, Max fits his PT92 with an improvised suppressor made from duct tape and a water bottle. In-game, this makeshift suppressor degrades with each shot fired (rather than after a single gunshot) and eventually the bottle will fall off the muzzle, but the tape on it remains. For whatever reason, this particular Taurus holds 16 rounds, whereas every other one in the game holds an appropriate 15.
Submachine Guns
Heckler & Koch MP5/40
The Heckler & Koch MP5/40 appears as the "MPK" in-game. The weapon has the shape of an MP5/40 with the straight mags, but the paddle magazine release is on the front of the magazine well (interestingly, the HUD icon correctly shows the paddle release behind the mag well). By default, the MP5 has an incorrectly low capacity of 20 rounds, but the gold version has the proper 30.
IMI Mini/Micro Uzi Hybrid
A strange IMI Uzi hybrid is available throughout the game as the "Micro 9mm", starting from the second chapter. It appears to be a Mini Uzi with the folding stock removed and the whole thing shrunk down to Micro Uzi size. When upgraded to Golden status, the Uzi hybrid's magazines are slightly increased in length and now hold 45 rounds in-game.
Ingram MAC-10
The Ingram MAC-10 makes a return, appearing in this title as the "M10". It holds 30 rounds in its magazine, suggesting it is the .45 ACP version (though it feeds from an ammo pool seperate from the M1911A1). The MAC-10 also incorrectly fires from a closed bolt. Upon collecting all parts for it, the Golden MAC-10 will be fed by extended 45-round magazines. This weapon is mainly found in the hands of mob hitmen during the New Jersey flashbacks. In Brazil, its only appearance is during the bus ride sequence in Chapter 10, in which Max wields one with infinite ammunition.
Taurus M972
The Taurus M972 is featured as the "M972". The in-game weapon has been shortened and the folding stock and foregrip removed to facilitate storage in Max's shoulder holsters. It's found relatively uncommon throughout the game, first in the favela levels.
Taurus MT-40
The Taurus MT-40, a .40 caliber version of the Chilean FAMAE SAF built under license in Brazil appears as the "SAF .40", fitted with an MP5K-PDW-style folding stock. It is only usable in Chapter 13, being a common weapon of the UFE police force.
Shotguns
Benelli M4 Super 90
A Benelli M4 Super 90 is available throughout the game as the "M4 Super 90", used by almost every enemy faction. It is shown with a civilian 5-round tube magazine (even for the "gold" version) but it holds 7 rounds in-game. Rather inaccurately for the reload animation (only when the gun is empty), the Benelli's bolt is never accounted for; it remains closed and Max only loads in new rounds, and no action is made to chamber a round.
Franchi SPAS-15
The Franchi SPAS-15 appears in the game as a high-level shotgun, first used by a mob hitman in the New Jersey cemetery. The SPAS-15 holds less rounds and has more pellet spread than the Benelli M4, but it offers much faster reload times by holding those rounds in a detachable box magazine.
"Hammerhead"
The "Hammerhead" shotgun was added in the Disorderly Conduct DLC, and is only available in multiplayer; it appears to be a rather odd hybrid of the Pancor Jackhammer and the Daewoo USAS-12. It holds 20 rounds in a drum magazine, the highest of the shotguns, and has the highest effective range in its class.
Mossberg 590
The "M500" in the game is actually a Mossberg 590 that also apparently wants to be a folding-stocked Remington 870. It is seen with an 870-style folding stock rather awkwardly tacked on to the gun's receiver, as well as a wooden forend and pistol grip (which appear to be slightly warped versions of the Mossberg's and Remington's, respectively). Strangely however, the gun in the icon used for in-game achievements relating to this shotgun better resembles a Mossberg 500 Cruiser; this might be due to features such as the folding stock being added to the shotgun later in development, as a stockless Mossberg is visible in pre-release footage. Appearence-wise, the Mossberg is seen used mostly by gang member enemies early in the game, and this weapon has the highest damage of all shotguns, while sacrificing its accuracy at even mid-range distances. Regardless of whether or not the shotgun has been emptied, Max will never pump its action at the end of its reload animation.
Sawed-Off Double Barreled Shotgun
A Sawed-Off Double Barreled Shotgun appears only in Chapter 7 in the story, referred to as simply the "Sawn-Off" and counted as a one-handed gun for inventory purposes. Max can, appropriately, find one in the hands of the bartender of a seedy strip club he shoots up in the favela. In the Social Club, singleplayer campaign, and multiplayer feature, it is depicted in menus as having exposed hammers, but the actual model is hammerless in-game.
Winchester Super X3 Coyote
The Winchester Super X3 Coyote makes an appearance in-game as the "Super Sport". Its model appears to feature the pistol grip stock from the Benelli M4 Tactical. In-game, the Super X3 holds 5 rounds in its tube (1 more than the real SX3) and boasts the highest rate of fire in its class. It only appears wielded by the Crachá Preto in Chapter 12. As with the Benelli M4, Max neglects the Winchester's bolt during the reload animation, instead choosing to focus on only inserting new shells into the tube.
Rifles
AK Hybrid
This hybrid of AK models is available all throughout Brazil and the first New Jersey flashback, simply known as the "AK-47". It commonly used by street thugs, although it is replaced by higher-end weapons towards the end of the game. The rifle consists of a Norinco Type 56 stamped receiver, but has an unhooded front sight, the straight stock of an AKM, and the ported gas tube of a Type 1 AK-47. The AK is first found in the burnt-out apartment building next to Max's apartment in Chapter 4 and is used by mobsters throughout the level. It is also a starting weapon in the multiplayer mode.
Colt Model 933
A Colt Model 933 with an optional red dot sight was added in the multiplayer DLC pack Local Justice, incorrectly named the "M4 Assault". It has the carry handle removed and no rear sight installed (even when the red dot is not being used), which would make aiming very difficult.
Heckler & Koch G36V
The UFE paramilitary unit use the Heckler & Koch G36V which is called the "G6 Commando" in-game. The carry handle is modelled far too low, and the handguard appears to have been based on the one for use with the AG36 grenade launcher; the fire selector also has a completely incorrect design. It also has a strange semi-solid stock and short barrel. The golden upgrade features a tiny Beta C-Mag that only holds 40 rounds, and sometimes rifles will spawn with normal mags as well as the Beta C.
IMBEL IA2
The 7.62mm version of Brazil's new service rifle, the IMBEL IA2, was added in the Hostage Negotiation DLC pack. It is called the "IA2 AR" and features an optional sniper scope, the only automatic weapon to do so.
IMBEL MD-97 LC
The IMBEL MD-97 LC is a fairly common assault rifle, mostly used by paramilitaries and the UFE. It's incorrectly named the "MD-97L", which is the designation for the full-length rifle, not the carbine.
IMI Galil ARM
The IMI Galil ARM was added in the Painful Memories DLC pack, oddly named the "IMG 5.56". It is incorrectly depicted as firing in three-round bursts.
IMI Tavor TAR-21
The IMI Tavor TAR-21 is added in the Painful Memories DLC pack. Notably it was the base for the "advanced rifle" in Grand Theft Auto 5's trailer. It is named the "UAR-21" in-game.
L1A1 SLR
The L1A1 SLR appears as the "FAL" and is commonly used by Brazilian gangsters, paramilitary units, and police; given the location, it is probably supposed to be the IMBEL-manufactured M964 version, but has several features distinctive of the L1A1, namely the front sight, two-hole handguard, and a shortened version of the flash hider. However, it fires full-auto in the game and has the charging handle and magazine release from a standard FAL. Due to ammunition being mainly sorted by weapon type, it shares ammo with the game's 5.56x45mm and 7.62x39mm assault rifles. It is loaded with a 20-round magazine; this does not change on the gold version, despite the capacity increasing to 30 rounds.
Ruger Mini Thirty
The Ruger Mini Thirty makes its video game debut as simply the "Mini-30", and is fitted with a Butler Creek folding stock (oddly enough, the Social Club image for the weapon depicts it with a solid stock). It's mostly seen in the beginning of the game, including the first chapter, with a 10 round magazine. Partway through the helicopter sequence in Chapter 2, in a continuity error, Max is briefly shown with a 30-round curved magazine in his Mini Thirty. Several snipers use them with laser sights as late as the final chapter.
Sniper Rifles
Barrett M107
Snipers use Barrett M107s to ambush a deal in the soccer stadium in Chapter 3, while the rifle is only usable in Chapter 12. It is incorrectly referred to in-game as the "M82A1". Max takes a round to the shoulder from one, but thanks to the magic of video games, Passos is able to patch him up with just some bandages and a bottle of painkillers. Max uses an M107 later in the chapter to cover Passos and the rifle is seen used by snipers several times, including by Passos himself. In keeping with Max's surprisingly quick recovery, the M107 in-game is severely underpowered, taking 2 to 3 bodyshots to kill basic enemies, and being utterly incapable of piercing Kevlar vests.
Heckler & Koch G3SG/1
The Heckler & Koch G3SG/1 appears as its Portuguese version, the FMP G3S (Fábrica de Braço de Prata, G3 Sniper). It is the rarest gun in the game, only found in the hands of two enemies in Chapter 13 who stand atop unreachable locations and only acquirable if you kill them in such a way that they drop their rifles to the floor.
M24 Sniper Weapon System
The M24 SWS was added in the Hostage Negotiation DLC pack, with an unlockable suppressor. It is referred to as simply "M24".
Machine Guns
Heckler & Koch HK21
The Heckler & Koch HK21 is known as the "LMG .30". It first appears in the speedboat chase, where it has a belt box and infinite ammo, while later levels have it with a fictional 100-round drum (it appears to be inspired by some of the 50-round drum magazines made for the G3; but larger) and limited ammunition. Several times, heavily armored enemies are encountered wielding the HK21, somehow holding it by the stock and firing it.
RPD
An RPD with the bipod removed (although the Social Club image depicts it with a bipod) appears in the game under its real name. In singleplayer, it is only found in Chapter 12. The 100-round drum only holds 75 rounds on the normal version of the weapon, though the "gold" version has the correct capacity. When reloading, Max simply replaces the belt box and swipes the charging handle, without bothering to position the belt.
Launchers
DefTech 37mm Launcher
A DefTech 37mm Launcher fitted with a non-vertical foregrip appears as the "Rotary Grenade Launcher", available in a few levels. The projectiles it fires are erroneously depicted as explosive. The DefTech launcher can be used to clear groups of enemies at once, but its grenades must be aimed correctly due to their slow travel speed and sharp arcing trajectory. As with thrown grenades in the game, shots fired from this weapon have a flashing light added to make them easier to see, and can be shot down with gunfire. During the launcher's reload animation, Max inserts a round into each individual chamber, but the rounds themselves do not physically appear in the cylinder. The DefTech is also incorrectly depicted as firing caseless rounds.
"G9 Grenade Launcher"
The "G9 Grenade Launcher" was added in the Disorderly Conduct DLC along side the Hammerhead shotgun. It appears to be a combination of the Heckler & Koch HK69A1 and a standalone M203; for reasons which are not readily apparent, it also features the stock of an FN F2000.
M72A2 LAW
The M72A2 LAW appears as the "LAW" and is used in Chapter 13 to destroy an armored UFE truck. It is correctly depicted as a single shot weapon, but an NPC gangster using one uses an invisible RPG foregrip.
RPG-7
The RPG-7 appears simply as the "RPG". The weapon is used by enemies in singleplayer, but is only usable in multiplayer. For some reason, golden parts for it can be found in Chapter 12, serving absolutely no purpose whatsoever in singleplayer but unlocking the gold skin for multiplayer. However, it can be spawned using a trainer and is fully usable surprisingly in singleplayer alongside the DLC weaponry.
Grenades
Unlike previous games, grenades are not usable in the singleplayer campaign, although enemies may still use them; they are only usable in the multiplayer portion of the game.
M18 Smoke Grenade
The M18 smoke grenade is featured in the game, depicted as a tear gas grenade. In the singleplayer, it only appears in Chapter 13, "A Fat Bald Dude with a Bad Temper", where it is used by the UFE to gas a stairwell.
M26 Hand Grenade
The M26 hand grenade appears in the game. In the campaign, enemies will occasionally use them against Max, who can shoot them in mid-air to detonate them prematurely. In the multiplayer, it is one of the several grenades available. When thrown, they emit a bright flashing red light to make spotting them easier.
Other
UFE Arsenal
In several points in the game, Max comes across several cabinets and lockers of unusable firearms, mostly using more correct models of the game's usable firearms.