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Difference between revisions of "Metal Gear Solid: Peace Walker"
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==Browning M2== | ==Browning M2== | ||
− | The LAV Type G appears to be a Canadian Grizzly APC, a MOWAG Piranha variant fitted with the same Cadillac Gage turret as the AAVP7A1 but mounting a [[Browning M2]] and a Canadian C6 FN MAG rather than an M2 and a Mk 19 grenade launcher. | + | The LAV Type G appears to be a Canadian AVGP Grizzly APC, a MOWAG Piranha variant fitted with the same Cadillac Gage turret as the AAVP7A1 but mounting a [[Browning M2]] and a Canadian C6 FN MAG rather than an M2 and a Mk 19 grenade launcher. |
[[Image:BrowningM2_plain.jpg|thumb|none|400px|Browning M2HB - .50 BMG]] | [[Image:BrowningM2_plain.jpg|thumb|none|400px|Browning M2HB - .50 BMG]] |
Revision as of 06:18, 23 December 2014
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Metal Gear Solid: Peace Walker is a side-story in the main Metal Gear series released in 2010 for the PSP and re-released in 2011 as part of the Metal Gear HD Collection for the PS3 and Xbox 360, with enhanced graphics and a control scheme optimised for twin-joystick controllers.
The story takes place in 1974, four years after the events of Portable Ops, but does not really follow up on that game's story threads, instead being primarily a direct sequel to Metal Gear Solid 3. Disillusioned with the US, the legendary soldier Big Boss has abandoned his former country and taken a group of loyal troops to form a mercenary group called MSF (Militaires Sans Frontières, Soldiers Without Borders). When Big Boss receives a mysterious recording implying that his mentor The Boss may still be alive, he agrees to assist the Sandinista forces in Costa Rica, hoping to discover more about her fate.
See the discussion page for fictional weapons.
The following weapons are used in the game Metal Gear Solid: Peace Walker:
Overview
Being a portable game, Peace Walker is built around a series of short missions designed for single or cooperative play, with many RPG-like elements added which are unique to it. During the first chapter MSF acquires a converted oil platform dubbed "Mother Base" which is used as justification for the in-game various systems. The player can recruit additional troops by either accepting volunteers or using the rather comical "Fulton Recovery" mechanic to kidnap enemy soldiers by launching them into the sky using magic balloons which somehow even work underground.
Weapons are not simply found in the game world; instead, the player can find or unlock blueprints which are then developed via the R&D department using points acquired by the Combat Team; all weapons have a minimum level for at least one of the various Mother Base teams, before which they cannot be developed. The weapon selection system is similar to that in MGS4, but more restricted; the "backpack" loadout is fixed during a mission, and only a limited number of firearms can be carried; two, unless the "Battle Dress" suit is used, in which case it is three. The remainder of the player's weaponry slots can only be occupied by thrown and placed items.
There are a large number of missions where the player faces off against an armoured vehicle supported by infantry; despatching all the escorts and damaging the vehicle severely or stealthily taking down the escorts will reveal the commander, and killing or knocking out out the commander will allow the vehicle to be captured intact. It can then be used in a series of Pokemon-like "Outer Ops" battles where the player can earn additional rewards, including some not available in regular missions. These use a "random drop" mechanic like an RPG, with a common, uncommon and rare reward for each mission; often, the rare reward is a weapon blueprint.
Handguns
Mk. 22 Mod 0 "Hush Puppy" (Smith & Wesson Model 39)
A Mk. 22 Mod 0 (Navy modified Smith & Wesson Model 39) modified into a tranquillizer gun is one of Big Boss' starting weapons in the first mission. A suppressor has been fitted and further upgrades in the game increases its durability before it wears out; unlike in MGS3 and MGS4 the player only gets one suppressor per mission. As ever, it fires a "Hollywood" tranquilizer dart round which will instantly knock out an enemy with a shot to the head and safely put soldiers to sleep every time; in real life, administering anaesthetic is a skilled balancing act between fully conscious and dead, which is why such weapons are not popular there.
Owing to the odd ability to hold up soldiers and have them stay in place terrified forever, it is not quite as necessary for stealth / no kill runs as in the other games.
Colt M1911A1
A normal M1911A1 is found as well as the custom M1911A1 Big Boss uses in Metal Gear Solid 3: Snake Eater. A suppressor can be fitted from Rank 2 and 4 onwards for the normal and custom version respectively, further upgrades in the game increases its durability before it wears out.
Makarov PM
A Makarov PM serves as the most inconspicuous handgun carrying a S rank, increasing camouflage rating compared to other firearms. Zadornov carries one during the comic cutscenes.
6P9 PB
The 6P9 PB is a modified Makarov PM that contains an integral suppressor that never wears out during gameplay.
Mauser M712 Schnellfeuer
The Mauser M712 Schnellfeuer with a 10-round magazine is available in the game, though it's simply called "C96." It can be upgraded to a 20-round magazine, although this incorrectly increases the length of the magazine well as well as the magazine.
Smith & Wesson Model 19
The Smith & Wesson Model 19 gains a longer barrel at Rank 3 reducing recoil and Rank 4 introduces a laser sight.
Leuchtpistole
The Leuchtpistole is in the game. Further upgrades introduce a stock to mitigate recoil. This turns the Leuchtpistole into a Sturmpistole.
Sturmpistole
The Sturmpistole is a WWII German flare pistol, modified to shoot grenades in lieu of standard flares.
EZ Gun (modified FP-45 Liberator)
The modified FP-45 Liberator appears as the "EZ Gun", which fires special rounds that either recover LIFE or PSYCHE; these are basically useless outside of co-op play, and rather gimmicky even there since these guns take up a weapon slot. The EZ Gun is equipped with a built-in suppressor that never wears off. For no obvious reason, Paz has the blueprint to the Psyche recovery version, and Big Boss must brave an intensely creepy mission to retrieve it.
Besides the LIFE or PSYCHE variants, there are also two Support Beacon Gun variants which use the same model; these are similar in function to the beacon and grenade support markers, their ability to be fired anywhere being balanced by a lower number of support calls available before they are exhausted.
Submachine Guns
Ingram MAC-10
The MAC-10 is available in two forms without an extended barrel with can be equipped with a suppressor and one with an extended barrel including shroud for increased accuracy.
M1928/A1 Thompson
The Thompson makes an appearance in it's M1928A1 variant, though it can be upgraded to the original M1928 variant with a vertical foregrip for increased stability and a 50 round drum magazine. The "Tommy Gun's" inclusion could be a throwback to The Pain's own M1928 in Metal Gear Solid 3: Snake Eater
Heckler & Koch MP5A2
An early MP5A2 variant with a "slimline" handguard and a straight box magazine is present in the game and can be attached with a suppressor.
Heckler & Koch MP5SD2
The integrally suppressed version of the MP5A2 is also available. Unlike its detachable counterpart, this suppressor does not wear out.
Česká Zbrojovka SA Vz. 61 "Skorpion"
The ČZ SA Vz.61 "Škorpion" appears as "Uz61" in the game. Holds only 20 rounds, but can be used in conjunction with the shield.
Assault/Battle Rifles
Colt M16A1
The M16A1 is Big Boss' preferred weapon during cutscenes and can be fitted with a suppressor, grenade launcher, shotgun and/or laser sight. The default version with no accessories is Big Boss' starting weapon in the first mission, and one of the only weapons that does not require any research.
Colt Model 653
The Model 653 can be fitted with a suppressor, grenade launcher or shotgun.
"Patriot"
A highly modified AR-15 platform used by The Boss in Metal Gear Solid 3: Snake Eater. Carries an "infinity shaped" drum magazine granting infinite ammo. Acquiring it requires knocking out Kazuhira Miller during a get-together at a beach and patting him down to get the blueprints to develop it, though given what else happens in that mission, it is quite likely Miller was hoping that's what Big Boss would do.
Izhmash AK-47
The AK-47 is called an "RK-47" and can be fitted with a GP-25 grenade launcher. For some reason, the reloading animation uses the charging handle animation of AR-15 rifles, despite other AK rifles using a correct animation.
FÉG AMD-63
The Hungarian AMD-63 appears as "AMD63" in the game, although it is implied to actually be the Romanian version, the Pistolia Militarea Model 1963.
FÉG AMD-65
A Hungarian AMD-65 is called an "ADM65" in game and is a AK-type carbine with folding wire stock and vertical foregrip. Just like the Thompson, this weapon is a Throwback from MGS3, sometimes seen carried by a few members of the Ocelot Unit.
Steyr AUG A1
The AUG A1 is called the "SUG" in game, its reception in MSF is well liked and becomes the service rifle of Outer Heaven in the Metal Gear universe. This weapon is anachronistic, because it was not developed until 1977 and the game takes place in '74.
Heckler & Koch G11
The G11 is noted in game for its high accuracy and rate of fire, at a cost of low damage. The prototype variant depicted in game is the second prototype of the G11 developed around 1975, about a year after the game is set.
It is quite hard to unlock since its blueprint requires an S-rank in a Perfect Stealth mission which only unlocks after almost the entire game has been completed, and it has a very high level requirement to develop.
FN FAL Paratrooper
The Fabrique Nationale FAL Paratrooper can be upgraded to have a shorter barrel for easier handling and equipped with a laser sight at Rank 4.
Shotguns
Ithaca 37
The Ithaca 37 makes an appearance with a sawed-off stock and barrel. Further upgrades fit the gun with an extended magazine tube, a suppressor, full-length barrel, and a full stock, meaning Mother Base develops radical new unsawing technology. It is also the under-barrel shotgun attachment for the Colt M16A1 and Model 653.
A special slug-firing accurised version with a scope and full barrel and stock can also be unlocked.
Heckler & Koch CAWS
The Heckler & Koch CAWS shotgun's in-game description says that this it is a "Prototype full-auto shotgun. Its outstanding capacity and firing speed make it the most powerful shotgun in the world". It is anachronistic, because it was developed in the 1980s.
Its blueprint randomly drops in some of the harder Outer Ops missions, and it has a very high level requirement to develop.
"Twin Barrel"
The "Twin Barrel" is a 12 Gauge Double Barreled Shotgun. It initially starts off as a regular length 12 Gauge Double Barreled Shotgun. Rank 2 saws the barrel and stock off. The other ranks reduce the reload time of the gun, weight and kickback. It also had two types of ammunition. The usual lethal slugs, and rubber slugs that only knock the enemy out.
Franchi SPAS-12
The Franchi SPAS-12 is another usable shotgun in the game. Appears in semi-automatic mode. Another anachronistic weapon in the game, as it was not developed until 1979.
Sniper/Anti-Tank Rifles
SVD Dragunov
The Soviet Union's official sniper rifle at the time of the game. It is the exact same as in Metal Gear Solid: Portable Ops and MGS3 in terms of design and use, at early levels at least. In mid levels, the SVD Dragunov obtains an extended magazine, granting 10 extra rounds. At its full development, it gets equipped with an anachronistic 1980s NSPUM (1PN58) night vision scope; it does not appear to be the earlier NSPU (1PN34) since there is a circle (representing a switch) at the top of the scope mounting; on an NSPU it would be at the bottom.
Mosin Nagant
Mosin Nagant sniper rifle modified to fire tranquilizer darts. At Rank 3 it becomes the same gun as used by "The End" in Metal Gear Solid 3: Snake Eater. When fully upgraded to Rank 5, it becomes equipped with a limited-use suppressor, though this cannot be achieved until Mother Base's R&D, Medical and Intelligence divisions are at almost maximum level; even then the development time is dozens of missions.
Walther WA 2000
One of the most demanding sniper rifles in the game in terms of level requirement is the WA 2000 The in-game description says that it's hard to handle but very accurate; it is one of the weapons with the "armour piercing" ability, allowing it to instantly kill soldiers wearing helmets. Anachronistic as it was not developed until 1982.
M21
The M21 sniper rifle is another with the "armour piercing" ability, and is a late-game weapon. When fully upgraded, it gains a suppressor.
M1-C
The M1-C is the earliest sniper rifle to unlock, and one of the worst, with low power and extremely heavy scope sway.
Remington 700
The Remington 700 appears as M700 in the game.
Degtyarov PTRD-41
The PTRD-41 is a powerful single-shot rifle which can instantly kill any soldier and deal significant damage to vehicles; its real benefit, however, is its ability to deal damage to the canopies of enemy helicopters; if the canopy is destroyed it will instantly reveal the Commander. This is the only practical way to S-rank some of the harder helicopter battles since they will have more escorting troops than the player is able to Fulton.
The player character will carry the PTRD on their shoulder, and it takes some time to actually bring it into firing position or shoulder it to move.
Degtyarov PTRS-41
The PTRS-41 rifle appears as "PTRS1941" and fires in semi-auto. Has a 5-round magazine capacity. It is essentially a direct replacement for the PTRD, having all the same capabilities with regard to damaging helicopter canopies, and the same drawback of taking time to level and pick up.
Machine Guns
PKM
The PKM is available in hand-held or vehicle-mounted varieties. Upgrades shorten the barrel, increase damage and fitted with larger magazine box.
RPK
The RPK is used mainly be Soviet soldiers in the game.
M60
The M60 is a devastating weapon but also significantly reduces the player's mobility. It produces higher recoil than many other small arms and has a very low rate of fire. Can be upgraded to reduce its length which also reduces weight.
MG3
The MG3 is a very powerful machine gun and an excellent choice against heavy targets such as armored vehicles, tanks and helicopters.
Stoner 63
Stoner 63 in light machine gun configuration appears in-game called "M63A1". Further upgrades fit the gun with shortened barrel, larger magazine box and armor piercing rounds.
GE M134 Minigun
This man-portable Minigun, which appears to be based on the "Sasha" configuration from Team Fortress 2, has excellent firepower and an amazing rate of fire, at a cost of a huge mobility penalty. The requirements for developing it are just as ridiculous as the concept itself, requiring an R&D level of 98, S-ranking a very difficult battle against a customised Cougar IFV, and recovering a specific enemy soldier after unlocking a mission which requires completing almost the entire game. And the almost half a million GMP required to pay for it will then require the player complete about fifty more missions to actually develop it.
Launchers
M203
The M203 can be attached to the M16A1 or Model 653 and fires either high explosive or smoke grenades.
GP-25
Can be mounted on the AK-47. Anachronistic, as it was not introduced until 1978.
RPG-2
The RPG-2 (the predecessor of the RPG-7) is one of the usable launchers in the game. It weighs around 300 grams more than the M72 LAW, but Big Boss can carry one extra rocket for it.
RPG-7
The RPG-7 is actually one of the more advanced launchers, and is a massive step up from the RPG-2 in terms of capabilities, though it is later eclipsed by the Carl Gustav and Dragon. Late in the game it starts to be used extensively by enemies, and in the harder vehicle battles it is not uncommon for every single enemy soldier to have one.
M72 LAW
Single-shot disposable anti-tank rocket launcher. In cutscenes it is depicted in the same way as in Metal Gear Solid 4, with Snake aiming using only the LAW's front sight. With each upgrade, the LAW will get a firepower boost, along with a different color scheme, except for the last and final upgrade where it becomes longer, still retaining the black paint job. Unlike most procurable weapons in the game, it does not require that the player get design specs to develop it.
FIM-43 Redeye
The FIM-43 Redeye appears in the game as a guided missile launcher. Being an early version of it, its lock-on computer is weaker and takes a considerable time to lock-on targets. Can be dumb-fired or fired after locking on. Lock-on works on both air and ground targets, despite the real weapon only being capable of engaging airborne targets.
M202A1
The M202 FLASH's in-game description: A rocket launcher loaded with four rockets that can be fired one after another, allowing the user to deliver massive firepower in a hurry. Anachronistic, as it was not developed until 1978.
Carl Gustav M2
Powerful recoilless rifle with an optic for precise launches. Has a longer reload time than the other single-shot rocket launchers since there is a spent casing that needs to be removed before a new shell can be loaded. Available in 3 variants. The first, and default variant fires standard AT rounds. The second is a blue-painted version which is stated to fire a round "filled with sleep gas and Fulton Recovery Balloons" (Peace Walker is not the most sensible of games) which allows soldiers to be kidnapped from places the player character cannot physically reach. The third, denoted by a yellow launcher body, fires HE rounds rather than AT rounds, and sacrifices some damage for extra area-of-effect.
X-FIM-92 Stinger
The prototype version of the FIM-92A Stinger, as it is known today. Although the concept was technically created in 1968, and initial testing began in 1972, full scale testing as prototypes were not developed until 1978 due to some flaws in the system. Its warhead is slightly more powerful, along with the lock-on computer, taking slightly more than one second to lock. Once fired, the missile behaves exactly like the FIM-43's.
M47 Dragon
The most powerful launcher in the game which does not require at least one co-op partner is the M47 Dragon (the fully charged Railgun and Human Catapult are stronger, but respectively require two and four players). It is incorrectly shown with lock-on fire-and-forget missiles as opposed to the SACLOS guidance of the real system (the reverse of the MGS4 Javelin, oddly enough) and has no backblast. It is somewhat anachronistic, since it did not enter service until the year after the game takes place.
Mounted weaponry
Afanasev A-12.7
Both Hind-A variants mount an Afanasev A-12.7 machine gun on their nose.
Browning M2
The LAV Type G appears to be a Canadian AVGP Grizzly APC, a MOWAG Piranha variant fitted with the same Cadillac Gage turret as the AAVP7A1 but mounting a Browning M2 and a Canadian C6 FN MAG rather than an M2 and a Mk 19 grenade launcher.
DShK
DShK heavy machine guns can be found in fixed locations during various missions.
FN MAG
The C6 derivative of the FN MAG is mounted on the AVGP Grizzly APC in a Cadillac Gage turret alongside a Browning M2, and on the AVGP Cougar IFV ("LAV Type C") alongside an L23A1 76mm cannon in a turret developed for the British Scorpion reconnaissance vehicle.
Hedgehog Anti-Submarine Projector
The Cocoon AI weapon mounts not only a ridiculous collection of guns, but also what is apparently a scaled-down Hedgehog anti-submarine rocket system, repurposed as a land-based mortar. Precisely why Huey did this rather than just using a more normal system is not particularly clear, but then again, this is the same battle where the player character can throw the hull of a tank which would weigh about a thousand tons into the air, so making sense was probably not a high priority.
KPVT Machine Gun
The BTR-60PB is armed with a KPVT heavy machine gun instead of the PKB of the PA version; this is incorrectly listed as a 25mm cannon.
M139 Autocannon
The Kampfpanzer 70, the German variant of the MBT-70 prototype tank which has apparently been adopted by Peace Sentinel, is armed with a retractable 20mm cannon as its secondary weapon. Oddly, the MBT-70 itself is not, even though both variants were supposed to have this as their anti-aircraft armament; it is instead a fictional configuration equipped with eight missile launch tubes mounted on the rear of its turret.
M61 Vulcan
The Cocoon AI weapon is equipped with what appear to be M61 Vulcan cannons in multiple installations on its hull and turret.
NSV Heavy Machine Gun
The T-72U variants mount an NSV heavy machine gun on their commander's hatch. Oddly, the T-72A variant does not, instead having only an empty mounting. The A variant itself would anachronistic, since it was first produced in 1979; this is compounded by the Peace Sentinel version actually being an even later variant with explosive reactive armour.
PKB Machine Gun
The PKB, the spade-grip version of the PKM, is seen fitted to both variants of the BTR-60PA.
XM140 Autocannon
The "raider" variant of the AH-56 Cheyenne compound helicopter mounts the XM52 Armament Subsystem, a belly-mounted turret containing the cancelled XM140 30mm autocannon. This gun was also suggested for the bizarre Convair Model 49 VTOL aircraft, another entrant in the US Army's Advanced Aerial Fire Support System program. Ultimately the requirement for a 30mm cannon in the replacement Advanced Attack Helicopter program led to the deployment of the M230 Chain Gun on the AH-64 Apache.
The AH-56 program still being around in Peace Walker is a little strange since it was cancelled in 1972 due to handling problems and use of outdated technologies, with a production run of just ten prototypes, at least two of which had already been destroyed in testing; if Outer Ops are included, the game contains at least twice the number of AH-56s that were actually built.
XM196 Minigun
The "bomber" variant of the AH-56 uses the nose-mounted XM53 Armament Subsystem, a mounting for a M134 minigun variant called the XM196 which was modified with an additional ejection sprocket. What appears to be a flattened version of the XM196 barrel texture is also used for the several dozen tiny gunports on Cocoon's sides.
Yakushev-Borzov Yak-B
The game's two Hind-D variants are equipped with a Yakushev-Borzov Yak-B gatling gun under their chin, along with a strange gunpod under each wing with one full-sized Yak-B and two tiny ones.
Explosives
Airsoft gas charger grenade
A grenade with a thin, smooth cylindrical body is used as the model for smoke grenades, almost the same model used in Metal Gear Solid 4. This appears to be based on a grenade-shaped gas bottle for Airsoft guns, such as the one shown below.
M112 C4 Demolition Charge
The M112 Demolition Charge is a remote detonated explosive with devastating power. Like in many video games, it can be detonated by shooting it, however the real-life C4 will not explode when shot at or set on fire, something that's ironically commented on in-game. It played a major role in-story with the Barricade mission, where Big Boss, its development having ordered by his second-in-command Kazuhira Miller in its use for the mission based on intel supplied by the FSLN child soldier Chico, used it to destroy a barricade at the Aldea de los Despiertos village to access a back route after an encounter with a tank forced him to find an alternate route due to its tank blast causing a train car to block the tunnel. It also was utilized during the alternate route mission, where MSF soldiers blew up a portion of a wall connecting Selva de la Leche and Selva de la Muerte's bottom cliff in the event that Big Boss needed a shortcut back. The C4 also ran on a timer, as hinted at by the ticking sounds. It also saw use in sabotage/equipment theft missions.
M18A1 "Claymore"
The M18A1 Claymore Mine appears as a weapon the player can set for ambushing enemies. It was also a major factor in some extra ops, including two dedicated to disarming claymores and two rescue missions where the prisoner is positioned near claymore mines.
M15 Anti-tank Mine
The M15 anti-tank mine can be used to temporarily disable vehicles and kill anyone close to the explosion.
M67 Hand Grenade
The standard frag grenades seen in game are M67 hand grenades. Apparently, even Soviet soldiers use the weapon instead of the Soviet standard-issue grenade RGD-5.
Other
Tanegashima
The Tanegashima, a 16th-century Japanese muzzle-loading black powder matchlock arquebus, is an unlockable weapon ingame. Its low damage and single-shot nature coupled with a lengthy reload time makes it fairly useless in combat, but similar to its Metal Gear Solid 4 incarnation, each hit scored against an enemy soldier (as opposed to each round fired) has a 1 in 3 chance of summoning a tornado; as well as scattering items as it did before, any soldier caught in the tornado will be thrown into the sky and land in MSF's recovery helicopter, much to Kaz's bemusement.