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Difference between revisions of "Battlefield Hardline"
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|series=[[Battlefield]] | |series=[[Battlefield]] | ||
|date=March 17, 2015 | |date=March 17, 2015 | ||
− | |developer=Visceral | + | |developer=Visceral Games |
|platforms=PC<br>Playstation 4<br>Playstation 3<br>Xbox One<br>Xbox 360 | |platforms=PC<br>Playstation 4<br>Playstation 3<br>Xbox One<br>Xbox 360 | ||
|publisher=Electronic Arts | |publisher=Electronic Arts | ||
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}} | }} | ||
− | ''Battlefield Hardline'' is | + | ''Battlefield Hardline'' is a spin-off entry in the ''[[Battlefield]]'' first-person shooter series (released between ''[[Battlefield 4]]'' and ''[[Battlefield 1]]''), developed by Visceral Games instead of DICE. Instead of pitting armies against each other, the game focuses on the "war" between criminals and police. |
As in previous games, player take on as one of four classes: | As in previous games, player take on as one of four classes: | ||
*Operator is akin to the Assault/Medic class, wielding assault rifles and carbines, able to revive and heal other players, and for the first time in the series, revive him/herself under certain conditions. | *Operator is akin to the Assault/Medic class, wielding assault rifles and carbines, able to revive and heal other players, and for the first time in the series, revive him/herself under certain conditions. | ||
− | *Enforcer is a powerhouse class, wielding high-caliber battle rifles, heavy carbines, and shotguns, as well as dropping ammo for allies. A riot shield and C4 explosive is also unlocked by this class. | + | *Enforcer is a powerhouse class (a pseudo analogue to the Support), wielding high-caliber battle rifles, heavy carbines, and shotguns, as well as dropping ammo for allies. A riot shield and C4 explosive is also unlocked by this class. |
*Mechanic class is the stand-in for the Engineer, using sub-machine guns and revolvers. Due to a lesser emphasis on vehicles, the Mechanic now gets more unique equipment like torso armor or the deployable spawn point, though still retains a 40mm grenade launcher and repair tool | *Mechanic class is the stand-in for the Engineer, using sub-machine guns and revolvers. Due to a lesser emphasis on vehicles, the Mechanic now gets more unique equipment like torso armor or the deployable spawn point, though still retains a 40mm grenade launcher and repair tool | ||
*Professional class is the Recon/Sniper of this game, unlocking both bolt action and high caliber semi-automatic weapons. Gadgets available to this class include the trip mine and a surveillance camera. | *Professional class is the Recon/Sniper of this game, unlocking both bolt action and high caliber semi-automatic weapons. Gadgets available to this class include the trip mine and a surveillance camera. | ||
− | All of the classes are capable of equipping a zip-line crossbow, grappling hook launcher, gas mask, or a driving upgrade in place of either or both of their unique gadgets | + | All of the classes are capable of equipping a zip-line crossbow, grappling hook launcher, gas mask, or a driving upgrade in place of either or both of their unique gadgets. |
− | Rocket launchers and light machine guns are not available | + | Rocket launchers and light machine guns are not available as parts of loadouts, but can be found as "Battle Pickups" at fixed locations on the maps, or taken from the trunk of a car if the proper upgrade has been purchased for it. |
− | As in many prior Battlefield games, most weapons are exclusive to one side when purchased, such as the Saiga .308 being only usable by the criminals, or the SCAR-H only being usable by the police. However, obtaining 1250 kills with a specific weapon allows players to purchase a Weapon License, letting them use it regardless of their team. | + | As in many prior ''Battlefield'' games, most weapons are exclusive to one side when purchased, such as the Saiga .308 being only usable by the criminals, or the SCAR-H only being usable by the police. However, obtaining 1250 kills with a specific weapon allows players to purchase a Weapon License, letting them use it regardless of their team. |
{{Game Title}} | {{Game Title}} | ||
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=Handguns= | =Handguns= | ||
− | Unlike previous games in the series, pistols are now class-specific, sorted in different categories. The Operator kit uses the lower-caliber semi-automatics, such as the 92FS and Glock 17. The Mechanic uses revolvers, including the Judge. The Enforcer kit uses heavier pistols such as the M1911 and Desert Eagle, and the Professional uses machine pistols such as the Glock 18 and MAC-10 | + | Unlike previous games in the series, pistols are now class-specific, sorted in different categories. The Operator kit uses the lower-caliber semi-automatics, such as the 92FS and Glock 17. The Mechanic uses revolvers, including the Judge. The Enforcer kit uses heavier pistols such as the M1911 and Desert Eagle, and the Professional uses machine pistols such as the Glock 18 and MAC-10. |
==Beretta 92FS== | ==Beretta 92FS== | ||
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[[File:BFH 92FS 1.jpg|thumb|none|600px|A sneaky SWAT operator with a kitted-out 92FS.]] | [[File:BFH 92FS 1.jpg|thumb|none|600px|A sneaky SWAT operator with a kitted-out 92FS.]] | ||
[[File:BFH 92FS 2.jpg|thumb|none|600px|The suppressor blocks out the default iron sights, though.]] | [[File:BFH 92FS 2.jpg|thumb|none|600px|The suppressor blocks out the default iron sights, though.]] | ||
− | [[File:BFH 92FS 3.jpg|thumb|none|600px|Firing the Beretta.]] | + | [[File:BFH 92FS 3.jpg|thumb|none|600px|Firing the Beretta. The slide doesn't go as far back as it should, this is also true when the pistol locks empty.]] |
[[File:BFH 92FS 4.jpg|thumb|none|600px|A frame of the mid-reload animation. Note the Inforce APL weapon light.]] | [[File:BFH 92FS 4.jpg|thumb|none|600px|A frame of the mid-reload animation. Note the Inforce APL weapon light.]] | ||
− | [[File:BFH 92FS 5.jpg|thumb|none|600px|Dropping out an empty magazine.]] | + | [[File:BFH 92FS 5.jpg|thumb|none|600px|Dropping out an empty magazine. Note that the trigger is in double action mode, despite the weapon always being used in single action.]] |
[[File:BFH 92FS 6.jpg|thumb|none|600px|Powerstroking the 92FS's slide.]] | [[File:BFH 92FS 6.jpg|thumb|none|600px|Powerstroking the 92FS's slide.]] | ||
==Beretta 92FS "93R"== | ==Beretta 92FS "93R"== | ||
− | The [[Beretta 93R|Beretta 92FS "93R"]] was originally one of the "hidden guns", it's the same "93R" from [[Battlefield 3]] which, of course, is a normal [[Beretta 92FS|92FS]] made to resemble the 93R. Unlike Battlefield 4's model, it has the extended magazine and ported barrel as it had in Battlefield 3. It is the only burst-fire machine pistol and is exclusive to Law Enforcement Professional Class. | + | The [[Beretta 93R|Beretta 92FS "93R"]] was originally one of the "hidden guns", it's the same "93R" from ''[[Battlefield 3]]'' which, of course, is a normal [[Beretta 92FS|92FS]] made to resemble the 93R. Unlike ''Battlefield 4'''s model, it has the extended magazine and ported barrel as it had in ''Battlefield 3''. It is the only burst-fire machine pistol and is exclusive to Law Enforcement Professional Class. |
[[File:Beretta92FS ExtR.jpg|thumb|none|350px|Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm]] | [[File:Beretta92FS ExtR.jpg|thumb|none|350px|Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm]] | ||
[[Image:BFH93R.jpg|thumb|none|600px|Beretta 92FS as the "M93R" in the loadout menu]] | [[Image:BFH93R.jpg|thumb|none|600px|Beretta 92FS as the "M93R" in the loadout menu]] | ||
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==CZ 75 SP-01 SHADOW== | ==CZ 75 SP-01 SHADOW== | ||
− | The [[CZ 75#CZ 75 SP-01 SHADOW|CZ-75 SP-01 SHADOW]] appears simply as the 'CZ-75' and can be purchased for the Criminal Operator. It has a larger magazine than the 92FS and P226, and is quite accurate. Unlike Battlefield 4's version, it appears to be a 9x19mm model rather than .40 S&W. | + | The [[CZ 75#CZ 75 SP-01 SHADOW|CZ-75 SP-01 SHADOW]] appears simply as the 'CZ-75' and can be purchased for the Criminal Operator. It has a larger magazine than the 92FS and P226, and is quite accurate. Unlike ''Battlefield 4'''s version, it appears to be a 9x19mm model rather than .40 S&W. |
[[Image:CZ 75 SP-01 SHADOW.jpg|thumb|none|350px|CZ 75 SP-01 SHADOW - 9x19mm]] | [[Image:CZ 75 SP-01 SHADOW.jpg|thumb|none|350px|CZ 75 SP-01 SHADOW - 9x19mm]] | ||
[[Image:BFH CZ75 01.jpg|thumb|none|600px|Idle]] | [[Image:BFH CZ75 01.jpg|thumb|none|600px|Idle]] | ||
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[[Image:BFH G17 02.jpg|thumb|none|600px|Reloading]] | [[Image:BFH G17 02.jpg|thumb|none|600px|Reloading]] | ||
[[Image:BFH G17 03.jpg|thumb|none|600px|Iron sights]] | [[Image:BFH G17 03.jpg|thumb|none|600px|Iron sights]] | ||
+ | [[Image:BFH Glock.jpg|thumb|none|600px|Khai holds up drug kingpin Neil Roark on his own webcam with a Glock 17.]] | ||
+ | [[File:Carver Custom G17.jpg|thumb|none|350px|Glock 17 race gun - 9x19mm. Similar to the in-game weapon.]] | ||
[[Image:BFH G17RACE 01.jpg|thumb|none|600px|"G17 RACE" variant]] | [[Image:BFH G17RACE 01.jpg|thumb|none|600px|"G17 RACE" variant]] | ||
[[Image:BFH G17RACE 02.jpg|thumb|none|600px|Firing the "G17 RACE"]] | [[Image:BFH G17RACE 02.jpg|thumb|none|600px|Firing the "G17 RACE"]] | ||
− | |||
==Glock 18== | ==Glock 18== | ||
− | The [[Glock 18]] appears as the default sidearm for the Professional class | + | The [[Glock 18]] appears as the default sidearm for the Professional class; it is incorrectly named the 'G18C', which refers to the version with compensator cuts on the slide and barrel. Its model is ported from ''Battlefield 4''’s Glock 18, which had the same slide serrations as a semi-automatic model rather than the unique ones for the 18's fire selector. It comes with a Laser Sight by default. Incidentally, it shares its Battlelog render with the Glock 17. |
− | [[ | + | [[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm]] |
[[Image:BFH G18 01.jpg|thumb|none|600px|Idle]] | [[Image:BFH G18 01.jpg|thumb|none|600px|Idle]] | ||
[[Image:BFH G18 02.jpg|thumb|none|600px|Reloading]] | [[Image:BFH G18 02.jpg|thumb|none|600px|Reloading]] | ||
==Heckler & Koch HK45C== | ==Heckler & Koch HK45C== | ||
− | [[Heckler & Koch HK45|Heckler & Koch HK45C]] with threaded barrel is the default sidearm of the Enforcer kit on both teams. During the June 2014 beta, it was called "HK45C", but was renamed to "45T" by the February 2015 beta. By default it comes with a Mini Reflex sight. It is also used by several characters throughout the story. | + | The [[Heckler & Koch HK45|Heckler & Koch HK45C]] with threaded barrel is the default sidearm of the Enforcer kit on both teams. During the June 2014 beta, it was called "HK45C", but was (incorrectly) renamed to the "45T" by the February 2015 beta. By default it comes with a Mini Reflex sight. It is also used by several characters throughout the story. |
[[Image:H&K HK45C.jpg|thumb|none|350px|Heckler & Koch HK45C - .45 ACP]] | [[Image:H&K HK45C.jpg|thumb|none|350px|Heckler & Koch HK45C - .45 ACP]] | ||
[[Image:HK45C with Threaded Barrel.jpg|thumb|none|350px|Actual Heckler & Koch HK45C'''T''' for comparison - .45 ACP. Note the different sights.]] | [[Image:HK45C with Threaded Barrel.jpg|thumb|none|350px|Actual Heckler & Koch HK45C'''T''' for comparison - .45 ACP. Note the different sights.]] | ||
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==IMI Desert Eagle Mark XIX== | ==IMI Desert Eagle Mark XIX== | ||
− | The [[IMI Desert Eagle Mark XIX]] appears once again from Battlefield 4 although this time it is called the "Bald Eagle". Unlike in Battlefield 4, this Desert Eagle has a chrome finish as opposed to blued and is now chambered in .50 Action Express instead of .44 Magnum. It can be unlocked for both teams' Enforcer class by completing the Enforcer Assignment 2. A gold-plated version is also used by the VIP in the Crosshair game mode. | + | The [[IMI Desert Eagle Mark XIX]] appears once again from ''Battlefield 4'' although this time it is called the "Bald Eagle". Unlike in ''Battlefield 4'', this Desert Eagle has a chrome finish as opposed to blued and is now chambered in .50 Action Express instead of .44 Magnum. It can be unlocked for both teams' Enforcer class by completing the Enforcer Assignment 2. A gold-plated version is also used by the VIP in the Crosshair game mode. |
[[File:DesertEagle50AE.jpg|thumb|none|350px|IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE]] | [[File:DesertEagle50AE.jpg|thumb|none|350px|IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE]] | ||
[[File:BFHardlineBaldEagle4.jpg|thumb|500px|none|Desert Eagle in the outfitting menu]] | [[File:BFHardlineBaldEagle4.jpg|thumb|500px|none|Desert Eagle in the outfitting menu]] | ||
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[[File:BFH DE 3.jpg|thumb|none|600px|Illuminated ironsights.]] | [[File:BFH DE 3.jpg|thumb|none|600px|Illuminated ironsights.]] | ||
[[File:BFH DE 4.jpg|thumb|none|600px|The far more boring normal Desert Eagle reload.]] | [[File:BFH DE 4.jpg|thumb|none|600px|The far more boring normal Desert Eagle reload.]] | ||
− | [[File:BFH DE 5.jpg|thumb|none|600px|This one's been customized to resemble the two-tone Desert Eagle from Modern Warfare 2.]] | + | [[File:BFH DE 5.jpg|thumb|none|600px|This one's been customized to resemble the two-tone Desert Eagle from ''[[Call of Duty: Modern Warfare 2]]''.]] |
[[File:BFH DE 6.jpg|thumb|none|600px|The empty reload.]] | [[File:BFH DE 6.jpg|thumb|none|600px|The empty reload.]] | ||
[[File:BFH DE 7.jpg|thumb|none|600px|Chambering a .50AE round.]] | [[File:BFH DE 7.jpg|thumb|none|600px|Chambering a .50AE round.]] | ||
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==Smith & Wesson M&P40 Pro== | ==Smith & Wesson M&P40 Pro== | ||
− | The [[Smith & Wesson M&P40|Smith & Wesson M&P40 Pro]] appears as the '.40 Pro', and is a pistol for the Enforcer class. It can be differentiated from the standard M&P40 by the 5 inch barrel. | + | The [[Smith & Wesson M&P40|Smith & Wesson M&P40 Pro]] appears as the '.40 Pro', and is a pistol for the Enforcer class. It can be differentiated from the standard M&P40 by the 5 inch barrel. By default, it is only available to the Criminals' Enforcer; this is rather odd, considering the weapon's name ('''M'''ilitary '''&''' '''P'''olice). It has slightly less power than the other Enforcer handguns, but compensates for this with a higher magazine capacity, acting a bit more like one of the Operator's sidearms. |
[[File:S&W-M&P-40-Pro.jpg|thumb|none|350px|Smith & Wesson M&P40 Pro - .40 S&W]] | [[File:S&W-M&P-40-Pro.jpg|thumb|none|350px|Smith & Wesson M&P40 Pro - .40 S&W]] | ||
− | [[File:BFHardline40Pro.jpg|thumb|none|500px|M&P40 Pro in the selection menu]] | + | [[File:BFHardline40Pro.jpg|thumb|none|500px|The M&P40 Pro in the selection menu.]] |
− | [[Image:BFH Pro 02.jpg|thumb|none|600px|The | + | [[Image:BFH Pro 02.jpg|thumb|none|600px|The M&P in the game's target-practice shooting range.]] |
− | [[Image:BFH Pro 01.jpg|thumb|none|600px| | + | [[Image:BFH Pro 01.jpg|thumb|none|600px|The pistol's default iron sights...]] |
− | [[File:BFH M&P 3.jpg|thumb|none|600px| | + | [[File:BFH M&P 3.jpg|thumb|none|600px|...and its upgraded ones.]] |
− | [[File:BFH M&P 1.jpg|thumb|none|600px| | + | [[File:BFH M&P 1.jpg|thumb|none|600px|Slamming in a new magazine.]] |
− | [[File:BFH M&P 2.jpg|thumb|none|600px| | + | [[File:BFH M&P 2.jpg|thumb|none|600px|A shot from the empty reload animation, just a few frames from releasing the slide. Note that, for whatever reason, the portion of the barrel visible through the ejection port is incorrectly treated as a fixed part of the slide.]] |
==Smith & Wesson Model 327 R8== | ==Smith & Wesson Model 327 R8== | ||
− | The [[ | + | The [[Smith & Wesson Model 327 R8]] makes its video game debut in this entry of the ''[[Battlefield]]'' series, where it can be purchased for the Law Enforcement Mechanic class. It has a higher capacity than any of the other revolvers, holding 8 rounds in the cylinder. It appears under the name ".357 RS". |
[[Image:S&WModel327.jpg|thumb|none|350px|Smith & Wesson 327 R8 - .357 Magnum]] | [[Image:S&WModel327.jpg|thumb|none|350px|Smith & Wesson 327 R8 - .357 Magnum]] | ||
[[Image:BFHSW357.jpg|thumb|none|600px|S&W Model 327 R8 as the "RS357" in the loadout menu]] | [[Image:BFHSW357.jpg|thumb|none|600px|S&W Model 327 R8 as the "RS357" in the loadout menu]] | ||
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==Taurus 4510PLYFS== | ==Taurus 4510PLYFS== | ||
− | The [[Taurus 4510PLYFS]] snub nose version of the [[Taurus Judge]] appears as the ".410 Jury". It is unlocked for both teams by completing Mechanic Assignment 2 | + | The [[Taurus 4510PLYFS]] snub nose version of the [[Taurus Judge]] appears as the ".410 Jury". It is unlocked for both teams by completing Mechanic Assignment 2. |
[[File:Taurus Judge Public Defender.jpg|thumb|none|350px|Taurus 4510PLYFS-SS2 - .45 Long Colt/.410 Bore]] | [[File:Taurus Judge Public Defender.jpg|thumb|none|350px|Taurus 4510PLYFS-SS2 - .45 Long Colt/.410 Bore]] | ||
[[Image:BFH Jury 01.jpg|thumb|none|600px|Iron sights]] | [[Image:BFH Jury 01.jpg|thumb|none|600px|Iron sights]] | ||
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==Taurus Model 44== | ==Taurus Model 44== | ||
− | The [[Taurus Model 44]] returns from both prior Battlefield games, again named the '.44 Magnum.' It can be purchased for the Criminal Mechanic | + | The [[Taurus Model 44]] returns from both prior ''Battlefield'' games, again named the '.44 Magnum.' It can be purchased for the Criminal Mechanic. |
[[Image:Taurus 44.jpg|thumb|none|350px|Taurus Model 44 - .44 Magnum]] | [[Image:Taurus 44.jpg|thumb|none|350px|Taurus Model 44 - .44 Magnum]] | ||
[[Image:BFH Taurus 44 01.jpg|thumb|none|600px|Idle]] | [[Image:BFH Taurus 44 01.jpg|thumb|none|600px|Idle]] | ||
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[[File:BFH T44 1.jpg|thumb|none|600px|The upgraded sights on the Taurus 44.]] | [[File:BFH T44 1.jpg|thumb|none|600px|The upgraded sights on the Taurus 44.]] | ||
[[File:BFH T44 2.jpg|thumb|none|600px|Closing the cylinder, apparently it was loaded with intangible ammunition.]] | [[File:BFH T44 2.jpg|thumb|none|600px|Closing the cylinder, apparently it was loaded with intangible ammunition.]] | ||
− | [[ | + | [[File:BFH TaurusACE.jpg|thumb|none|600px|Tony Alpert brandishes a Taurus Model 44 in his desert compound.]] |
==Vickers Tactical Custom 1911== | ==Vickers Tactical Custom 1911== | ||
− | The [[Colt M1911|Vickers Tactical 1911]] comes back from [[Battlefield 4]], somewhat incorrectly called "M1911A1". It can be purchased for the Law Enforcement Enforcer class. Although it is the same model reused from ''[[Battlefield 4]]'', tritium inserts have been added and the slight misalignment of the sights has been fixed. | + | The [[Colt M1911|Vickers Tactical 1911]] comes back from ''[[Battlefield 4]]'', somewhat incorrectly called "M1911A1". It can be purchased for the Law Enforcement Enforcer class. Although it is the same model reused from ''[[Battlefield 4]]'', tritium inserts have been added and the slight misalignment of the sights has been fixed. |
[[Image:MOH Warfighter Vickers Tactical 1911.jpg|thumb|none|350px|Custom-built Vickers Tactical 1911 for ''Medal of Honor: Warfighter'' fitted with a Surefire X300 light - .45 ACP]] | [[Image:MOH Warfighter Vickers Tactical 1911.jpg|thumb|none|350px|Custom-built Vickers Tactical 1911 for ''Medal of Honor: Warfighter'' fitted with a Surefire X300 light - .45 ACP]] | ||
[[Image:BFH1911.jpg|thumb|none|600px|Vickers Tactical 1911 as the "M1911" in the loadout menu]] | [[Image:BFH1911.jpg|thumb|none|600px|Vickers Tactical 1911 as the "M1911" in the loadout menu]] | ||
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==CZ Scorpion Evo 3 A1== | ==CZ Scorpion Evo 3 A1== | ||
− | The [[ | + | The [[CZ Scorpion Evo 3 A1]] appears as the "Scorpion" in the Robbery DLC. Despite the underbarrel rail, it cannot mount a foregrip, a trait shared with SIG MPX in-game. |
[[Image:CZ SCORPION EVO 3 A1.jpg|thumb|400px|none|CZ Scorpion Evo 3 A1 - 9x19mm]] | [[Image:CZ SCORPION EVO 3 A1.jpg|thumb|400px|none|CZ Scorpion Evo 3 A1 - 9x19mm]] | ||
[[Image:BFH Scoprion 01.jpg|thumb|none|600px|Idle]] | [[Image:BFH Scoprion 01.jpg|thumb|none|600px|Idle]] | ||
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[[Image:BFH MP7 02.jpg|thumb|none|600px|Iron sights. The misalignment from BF4 was fixed.]] | [[Image:BFH MP7 02.jpg|thumb|none|600px|Iron sights. The misalignment from BF4 was fixed.]] | ||
[[Image:BFH MP7 03.jpg|thumb|none|600px|Inserting a magzine on the empty reload.]] | [[Image:BFH MP7 03.jpg|thumb|none|600px|Inserting a magzine on the empty reload.]] | ||
− | [[File:BFH MP7 1.jpg|thumb|none|600px|The mid-reload animation is basically the same as it was in Medal of Honor: Warfighter and Battlefield 4.]] | + | [[File:BFH MP7 1.jpg|thumb|none|600px|The mid-reload animation is basically the same as it was in ''Medal of Honor: Warfighter'' and ''Battlefield 4''.]] |
[[File:BFH MP7 2.jpg|thumb|none|600px|Releasing the MP7's bolt.]] | [[File:BFH MP7 2.jpg|thumb|none|600px|Releasing the MP7's bolt.]] | ||
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==Heckler & Koch UMP45== | ==Heckler & Koch UMP45== | ||
− | The [[Heckler & Koch UMP45]], as the "UMP-45", was the starting weapon for the Mechanic class in June 2014 beta. The front sight assembly is removed when equipped with optics like in [[Battlefield 4]]. In real life, this would not be possible without permanently altering the weapon. During the Feburary 2015 beta, it was available to purchase for the Law Enforcement Mechanic. After the beta, the UMP45 was swapped to the Criminal team for balancing reasons, with Law Enforcement getting the M/45 in exchange. | + | The [[Heckler & Koch UMP45]], as the "UMP-45", was the starting weapon for the Mechanic class in June 2014 beta. The front sight assembly is removed when equipped with optics like in ''[[Battlefield 4]]''. In real life, this would not be possible without permanently altering the weapon. During the Feburary 2015 beta, it was available to purchase for the Law Enforcement Mechanic. After the beta, the UMP45 was swapped to the Criminal team for balancing reasons, with Law Enforcement getting the M/45 in exchange. |
[[Image:UMP 45.jpg|thumb|none|400px|Heckler & Koch UMP45 - .45 ACP]] | [[Image:UMP 45.jpg|thumb|none|400px|Heckler & Koch UMP45 - .45 ACP]] | ||
[[Image:BFHLUMP4501.jpg|thumb|none|600px|UMP45 being held.]] | [[Image:BFHLUMP4501.jpg|thumb|none|600px|UMP45 being held.]] | ||
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==IMI Uzi== | ==IMI Uzi== | ||
− | The [[IMI Uzi]] can be purchased for the Criminal Mechanic class. In the June Beta, it incorrectly chambered a round for 30+1 rounds, but later it was corrected to 32+0. It has a unique bolt handle that extends to the left | + | The [[IMI Uzi]] can be purchased for the Criminal Mechanic class. In the June Beta, it incorrectly chambered a round for 30+1 rounds, but later it was corrected to 32+0. It has a unique bolt handle that extends to the left. |
[[Image:Uzi-1.jpg|thumb|none|400px|IMI Uzi with buttstock extended - 9x19mm]] | [[Image:Uzi-1.jpg|thumb|none|400px|IMI Uzi with buttstock extended - 9x19mm]] | ||
[[Image:BFHLUZI02.jpg|thumb|none|600px|Uzi being held.]] | [[Image:BFHLUZI02.jpg|thumb|none|600px|Uzi being held.]] | ||
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[[Image:MagpulFMG-9.jpg|thumb|none|350px|Magpul FMG-9 - 9x19mm]] | [[Image:MagpulFMG-9.jpg|thumb|none|350px|Magpul FMG-9 - 9x19mm]] | ||
[[Image:BFH FMG9 01.jpg|thumb|none|600px|Unmodified FMG-9 in the loadout menu.]] | [[Image:BFH FMG9 01.jpg|thumb|none|600px|Unmodified FMG-9 in the loadout menu.]] | ||
+ | [[File:BFH FMG-9 (1).jpg|thumb|none|600px|Equipping the FMG-9 results in its signature deployment from a box into a SMG.]] | ||
+ | [[File:BFH FMG-9 (2).jpg|thumb|none|600px|Nick holds the Magpul FMG in the final mission.]] | ||
+ | [[File:BFH FMG-9 (3).jpg|thumb|none|600px|Aiming with the carry handle mounted sights.]] | ||
+ | [[File:BFH FMG-9 (4).jpg|thumb|none|600px|Reloading the FMG-9.]] | ||
+ | [[File:BFH FMG-9 (5).jpg|thumb|none|600px|The charging handle is used when empty rather than the slide catch.]] | ||
==Sa. Vz. 61 Skorpion== | ==Sa. Vz. 61 Skorpion== | ||
− | Dual-wielded [[Sa. Vz. 61 Skorpion]]s are available in the Betrayal DLC, and are the only fully-automatic sidearms that are available to all classes. The ammo count apparently treats the pair of Skorpions as a single weapon, as it oddly has a capacity of 31+1 rounds instead of 30+2 like it is supposed to, aside from the fact that it should actually be 40+2 since there is no 15-round magazine for the Vz. 61 Skorpion in reality. | + | Dual-wielded [[Sa. Vz. 61 Skorpion]]s are available in the Betrayal DLC, and are the only fully-automatic sidearms that are available to all classes. The ammo count apparently treats the pair of Skorpions as a single weapon, as it oddly has a capacity of 31+1 rounds instead of 30+2 like it is supposed to, aside from the fact that it should actually be 40+2 since there is no 15-round magazine for the Vz. 61 Skorpion in reality. The rate of fire is also a bit low - a real VZ.61 fires at around 800-900 RPM, meaning that a pair of Skorpions should have around 1,600-1,800 RPM, but the in-game fire rate is 1300 RPM. |
[[Image:CZ Vz.61.jpg|thumb|none|350px|Sa. Vz. 61 Skorpion - .32 ACP]] | [[Image:CZ Vz.61.jpg|thumb|none|350px|Sa. Vz. 61 Skorpion - .32 ACP]] | ||
[[File:BFH Vz61 1.jpg|thumb|none|600px|A smug crook posing with his Skorpions.]] | [[File:BFH Vz61 1.jpg|thumb|none|600px|A smug crook posing with his Skorpions.]] | ||
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==SIG-Sauer MPX== | ==SIG-Sauer MPX== | ||
− | [[SIG-Sauer MPX]] | + | The [[SIG-Sauer MPX]] appears, this time modeled after the 2013 prototype rather than the 2012 one seen in ''Battlefield 4''. It is a purchasable weapon for the Law Enforcement Mechanic, and is chambered in .40 S&W. It holds 30 rounds in the magazine. Unlike ''Battlefield 4'', its stock is now collapsed by default but can be extended with the Stock accessory, reducing recoil. It also cannot mount foregrips, despite being able to do so in BF4. It is anachronistic to the first part of the single-player story set in July and August 2012, since the MPX was first displayed in October 2012, officially announced by name in January 2013 and produced in 2015. |
− | [[ | + | [[File:MPX SS2013.jpg|thumb|none|400px|SIG-Sauer MPX, 2013 prototype - 9x19mm]] |
[[File:BFH MPX 1.jpg|thumb|none|600px|]] | [[File:BFH MPX 1.jpg|thumb|none|600px|]] | ||
[[File:BFH MPX 2.jpg|thumb|none|600px|ADS view.]] | [[File:BFH MPX 2.jpg|thumb|none|600px|ADS view.]] | ||
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==Franchi SPAS-12== | ==Franchi SPAS-12== | ||
− | The [[SPAS-12]] returns from previous Battlefield games for the Criminal Enforcer class, but this time around appears to be set to semi-automatic rather than pump-action. However, it behaves rather strangely, to say the least, as the pumping animation still plays when firing the shotgun while aiming down the sights, regardless of how fast the player is firing. The reload animation also seems to infer that it the shotgun is still set to pump-action. It has an 8+1 capacity, as it did in Battlefield 4. | + | The [[SPAS-12]] returns from previous ''Battlefield'' games for the Criminal Enforcer class, but this time around appears to be set to semi-automatic rather than pump-action. However, it behaves rather strangely, to say the least, as the pumping animation still plays when firing the shotgun while aiming down the sights, regardless of how fast the player is firing. The reload animation also seems to infer that it the shotgun is still set to pump-action as it is chamber-loaded using the pump, rather than the charging handle required when it is set to semi-auto. It has an 8+1 capacity, as it did in ''Battlefield 4''. |
[[Image:SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]] | [[Image:SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]] | ||
[[File:BFH SPAS 1.jpg|thumb|none|600px|Not sure if this one is a clever girl, or just broken.]] | [[File:BFH SPAS 1.jpg|thumb|none|600px|Not sure if this one is a clever girl, or just broken.]] | ||
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[[File:BFH SPAS 3.jpg|thumb|none|600px|The (bugged?) pumping animation, note the shell flying away in the top right corner. The bolt handle is also still forward.]] | [[File:BFH SPAS 3.jpg|thumb|none|600px|The (bugged?) pumping animation, note the shell flying away in the top right corner. The bolt handle is also still forward.]] | ||
[[File:BFH SPAS 4.jpg|thumb|none|600px|Pulling the pump back; the ejection port does not seem to be buying this, however.]] | [[File:BFH SPAS 4.jpg|thumb|none|600px|Pulling the pump back; the ejection port does not seem to be buying this, however.]] | ||
− | [[File:BFH SPAS 5.jpg|thumb|none|600px|"Chamberloading". Like with the UTAS UTS-15 from Battlefield 4, the shell is inserted backwards.]] | + | [[File:BFH SPAS 5.jpg|thumb|none|600px|"Chamberloading". Like with the UTAS UTS-15 from ''Battlefield 4'', the shell is inserted backwards.]] |
[[File:BFH SPAS 6.jpg|thumb|none|600px|Sending the forend forward.]] | [[File:BFH SPAS 6.jpg|thumb|none|600px|Sending the forend forward.]] | ||
[[File:BFH SPAS 7.jpg|thumb|none|600px|The more familiar tube magazine reload.]] | [[File:BFH SPAS 7.jpg|thumb|none|600px|The more familiar tube magazine reload.]] | ||
==Ithaca 37 "Stakeout"== | ==Ithaca 37 "Stakeout"== | ||
− | The [[Ithaca 37]] in a "Stakeout" configuration is an available shotgun for the Police Enforcer class, known as the "37 Stakeout" in game. It has the length and wooden forearm of the standard "Stakeout", but has the heat shield and unique foregrip of the ''[[Miami Vice]]'' movie gun seen below. The foregrip is somehow installed over the forearm. | + | The [[Ithaca 37]] in a "Stakeout" configuration is an available shotgun for the Police Enforcer class, known as the "37 Stakeout" in game. It has the length and wooden forearm of the standard "Stakeout", but has the heat shield and unique foregrip of the ''[[Miami Vice]]'' movie gun seen below. The foregrip is somehow installed over the forearm. An identical configuration was seen in ''[[Grand Theft Auto: Vice City]]''. It can be bought for the Law Enforcement Enforcer, and can be unlocked early on in the single-player story. It incorrectly holds 5+1 shells instead of 4+1 and has a tighter spread than the 870. |
[[Image:Stakeout-1-.jpg|thumb|none|400px|Ithaca 37 "Stakeout" - 12 gauge]] | [[Image:Stakeout-1-.jpg|thumb|none|400px|Ithaca 37 "Stakeout" - 12 gauge]] | ||
[[Image:Custom37.jpg|thumb|none|400px|Customized Ithaca 37 "Stakeout" with Pachymar pistol grip, vertical foregrip, and heat shield - 12 gauge. This movie gun was seen in ''[[Miami Vice]]'' and various films.]] | [[Image:Custom37.jpg|thumb|none|400px|Customized Ithaca 37 "Stakeout" with Pachymar pistol grip, vertical foregrip, and heat shield - 12 gauge. This movie gun was seen in ''[[Miami Vice]]'' and various films.]] | ||
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==Kel-Tec KSG== | ==Kel-Tec KSG== | ||
− | The [[Kel-Tec KSG]] is available in the Criminal Activity DLC, appearing as the "KSG12". It is exclusive to the Enforcer class on the Law Enforcement team and can be bought fairly cheap, requiring no assignment to complete unlike previous Battlefield games' DLC weapons. Like usual in video games featuring the KSG, the two magazine tubes are incorrectly treated as one continuous tube, as the magazine selector is never operated. The weapon incorrectly has a capacity of 13+1 shells instead of 14+1. | + | The [[Kel-Tec KSG]] is available in the Criminal Activity DLC, appearing as the "KSG12". It is exclusive to the Enforcer class on the Law Enforcement team and can be bought fairly cheap, requiring no assignment to complete unlike previous ''Battlefield'' games' DLC weapons. Like usual in video games featuring the KSG, the two magazine tubes are incorrectly treated as one continuous tube, as the magazine selector is never operated. The weapon incorrectly has a capacity of 13+1 shells instead of 14+1. |
[[Image:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG with Magpul RVG foregrip - 12 gauge]] | [[Image:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG with Magpul RVG foregrip - 12 gauge]] | ||
[[File:BFH KSG (1).jpg|thumb|none|600px|The Kel-Tec KSG on the "Black Friday" multiplayer map.]] | [[File:BFH KSG (1).jpg|thumb|none|600px|The Kel-Tec KSG on the "Black Friday" multiplayer map.]] | ||
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==Saiga-12K== | ==Saiga-12K== | ||
− | The [[ | + | The [[Saiga-12K]] appears as the "Saiga 12" in the Robbery DLC. It uses the same model from BF4. |
[[Image:Saiga 12k-1.jpg|thumb|none|400px|Saiga-12K - 12 gauge]] | [[Image:Saiga 12k-1.jpg|thumb|none|400px|Saiga-12K - 12 gauge]] | ||
[[File:BFH Saiga12 1.jpg|thumb|none|600px|A crook with the Saiga-12K.]] | [[File:BFH Saiga12 1.jpg|thumb|none|600px|A crook with the Saiga-12K.]] | ||
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The [[12 Gauge Double Barreled Shotgun#Short barreled Side by Side Shotgun (Sawed Off)|Sawed-Off Side by Side Shotgun]] is unlocked by the Enforcer class as the "Double-Barrel Shotgun". It is unlocked by completing the Enforcer Syndicate assignment. When reloading, even if only one shot is fired, both shells are replaced. Buying the "Long Barrel" and "Stock" attachments for the sawed-off shotgun will turn it into a full-length [[12 Gauge Double Barreled Shotgun|12 gauge Side-by-Side Shotgun]]. An interesting feature of the shotgun is that the fire selector function allows the player to choose whether to fire both barrels at the same time or not. The full length shotgun can be found as a battle pickup of sorts on some multiplayer levels. | The [[12 Gauge Double Barreled Shotgun#Short barreled Side by Side Shotgun (Sawed Off)|Sawed-Off Side by Side Shotgun]] is unlocked by the Enforcer class as the "Double-Barrel Shotgun". It is unlocked by completing the Enforcer Syndicate assignment. When reloading, even if only one shot is fired, both shells are replaced. Buying the "Long Barrel" and "Stock" attachments for the sawed-off shotgun will turn it into a full-length [[12 Gauge Double Barreled Shotgun|12 gauge Side-by-Side Shotgun]]. An interesting feature of the shotgun is that the fire selector function allows the player to choose whether to fire both barrels at the same time or not. The full length shotgun can be found as a battle pickup of sorts on some multiplayer levels. | ||
[[Image:Remington SBS.jpg|thumb|none|400px|Sawed-Off Remington SBS - 12 gauge]] | [[Image:Remington SBS.jpg|thumb|none|400px|Sawed-Off Remington SBS - 12 gauge]] | ||
− | |||
[[Image:BFHLSAWEDOFF01.jpg|thumb|none|600px|"Sawed Off Shotgun" being held.]] | [[Image:BFHLSAWEDOFF01.jpg|thumb|none|600px|"Sawed Off Shotgun" being held.]] | ||
[[Image:BFHLSAWEDOFF02.jpg|thumb|none|600px|"Sawed Off Shotgun" iron sight.]] | [[Image:BFHLSAWEDOFF02.jpg|thumb|none|600px|"Sawed Off Shotgun" iron sight.]] | ||
[[Image:BFHLSAWEDOFF03.jpg|thumb|none|600px|Stock "Sawed Off Shotgun" in the loadout menu]] | [[Image:BFHLSAWEDOFF03.jpg|thumb|none|600px|Stock "Sawed Off Shotgun" in the loadout menu]] | ||
+ | [[Image:BaikalSBSShotgun.jpg|thumb|none|450px|Baikal SBS shotgun - 12 gauge]] | ||
[[File:BFH SxS 1.jpg|thumb|none|600px|Holding a full-length Double-barreled shotgun on the roof of Alcatraz.]] | [[File:BFH SxS 1.jpg|thumb|none|600px|Holding a full-length Double-barreled shotgun on the roof of Alcatraz.]] | ||
[[File:BFH SxS 2.jpg|thumb|none|600px|Aiming.]] | [[File:BFH SxS 2.jpg|thumb|none|600px|Aiming.]] | ||
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[[File:BFH 1887 5.jpg|thumb|none|600px|Somehow, the tube mag can be reloaded with the action closed. Apparently the developers must have thought the shotgun had some sort of loading gate, but it's hard to tell since it is done almost all offscreen.]] | [[File:BFH 1887 5.jpg|thumb|none|600px|Somehow, the tube mag can be reloaded with the action closed. Apparently the developers must have thought the shotgun had some sort of loading gate, but it's hard to tell since it is done almost all offscreen.]] | ||
[[File:BFH 1887 6.jpg|thumb|none|600px|Looking at the San Francisco Bay with a sawn-off Model 1887]] | [[File:BFH 1887 6.jpg|thumb|none|600px|Looking at the San Francisco Bay with a sawn-off Model 1887]] | ||
− | [[File:BFH 1887 7.jpg|thumb|none|600px|Cycling the | + | [[File:BFH 1887 7.jpg|thumb|none|600px|Cycling the shotgun while aiming.]] |
[[File:BFH 1887 8.jpg|thumb|none|600px|Performing aerobics with the 1887.]] | [[File:BFH 1887 8.jpg|thumb|none|600px|Performing aerobics with the 1887.]] | ||
[[File:BFH 1887 9.jpg|thumb|none|600px|Spin cocking the 1887 with the not-at-all-safe-for-this standard lever loop.]] | [[File:BFH 1887 9.jpg|thumb|none|600px|Spin cocking the 1887 with the not-at-all-safe-for-this standard lever loop.]] | ||
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=Assault Rifles & Carbines= | =Assault Rifles & Carbines= | ||
− | == | + | ==AK Hybrid== |
− | + | An AK hybrid is available to the Criminal Operator class as the "[[AKM]]". While it has most visual characteristics of a real AKM, it feeds from straighter 5.45x39mm magazines similar to those of the Romanian [[WASR-2]], and has a ported gas tube like the older [[AK-47]]. On the right side of the receiver, there is a small texture at the rear, having the shape of the cutout of the rear trunnion seen on AKs with side-folding stocks, such as the [[AKS-74]]. There is another oddity with the rear of the receiver: while the right side correctly has the two rivets of an AKM, on the left side the top rivet is replaced by a slotted screw, and there is a cross-head screw below it, at the same place where an AKS-74's bottom rivet would be. | |
− | [[ | + | |
− | [[ | + | In earlier betas it had a railed handguard, but this was later changed to the original wood furniture (equipping anything in the Accessory slot will return the RIS handguard). It has higher damage and better range than other Operator weapons, but is hard to control and fires slower than the rest. |
− | [[Image:BFHLAKM02.jpg|thumb|none|600px|AKM | + | [[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]] |
− | [[Image:BFHLAKM03.jpg|thumb|none|600px| | + | [[File:WASR2.jpg|thumb|none|450px|WASR-2 - 5.45x39mm]] |
− | [[Image:BFHLAKM01.jpg|thumb|none|600px| | + | [[Image:BFHLAKM02.jpg|thumb|none|600px|The AKM in the beta.]] |
− | [[File:BFH AKM 1.jpg|thumb|none|600px|The AKM and a dilapidated old shack.]] | + | [[Image:BFHLAKM03.jpg|thumb|none|600px|Iron sights.]] |
+ | [[Image:BFHLAKM01.jpg|thumb|none|600px|The stock AKM in the beta loadout menu.]] | ||
+ | [[File:BFH AKM 1.jpg|thumb|none|600px|The retail AKM and a dilapidated old shack.]] | ||
[[File:BFH AKM 2.jpg|thumb|none|600px|Aiming through the little window.]] | [[File:BFH AKM 2.jpg|thumb|none|600px|Aiming through the little window.]] | ||
[[File:BFH AKM 3.jpg|thumb|none|600px|Rocking in the magazine.]] | [[File:BFH AKM 3.jpg|thumb|none|600px|Rocking in the magazine.]] | ||
[[File:BFH AKM 4.jpg|thumb|none|600px|Charging the AK with the dominant hand.]] | [[File:BFH AKM 4.jpg|thumb|none|600px|Charging the AK with the dominant hand.]] | ||
− | [[ | + | [[File:BFH AKMnaked.jpg|thumb|none|600px|An AKM without any handguards, seen in the Preferred Outcomes office building.]] |
==AKS-74U== | ==AKS-74U== | ||
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[[File:BFH AKS74U 1.jpg|thumb|none|600px|The AKS-74U with a stubby grip.]] | [[File:BFH AKS74U 1.jpg|thumb|none|600px|The AKS-74U with a stubby grip.]] | ||
[[File:BFH AKS74U 2.jpg|thumb|none|600px|ADS view.]] | [[File:BFH AKS74U 2.jpg|thumb|none|600px|ADS view.]] | ||
− | [[File:BFH AKS74U 3.jpg|thumb|none|600px|Grabbing the magazine.]] | + | [[File:BFH AKS74U 3.jpg|thumb|none|600px|Grabbing the magazine. As with ''[[BF3]]'' it uses an incorrect milled receiver.]] |
[[File:BFH AKS74U 4.jpg|thumb|none|600px|...aaand motion blur! Unfortunately, the excessive motion blur cannot be turned down on the console versions for some reason.]] | [[File:BFH AKS74U 4.jpg|thumb|none|600px|...aaand motion blur! Unfortunately, the excessive motion blur cannot be turned down on the console versions for some reason.]] | ||
[[File:BFH AKS74U 5.jpg|thumb|none|600px|Followed by some slick underhanded charging action.]] | [[File:BFH AKS74U 5.jpg|thumb|none|600px|Followed by some slick underhanded charging action.]] | ||
+ | |||
+ | ==Colt Model 901== | ||
+ | The fully-automatic [[M16A4|Colt Model 901]] appears as the "M16A3". It can be purchased by the Law Enforcement Operator, though in early betas it was the kit's default weapon. | ||
+ | [[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]] | ||
+ | [[Image:BFHLM16A30Hold.jpg|thumb|none|600px|The M16A3 being held. Evident in this screenshot are the incorrectly raised receiver rails, resulting in a small gap between the rear of the carrying handle and the receiver. This is possibly due to needing to match the height of the new handguard rail model (discussed in a following screenshot caption).]] | ||
+ | [[Image:BFHLM16A302.jpg|thumb|none|600px|Iron sights. Like in BF3 and BF4, the ghost ring assembly is incorrectly modelled with the small aperture style ring but with the opening of a large aperture.]] | ||
+ | [[Image:BFHLM16A303.jpg|thumb|none|600px|Stock M16A3 in the loadout menu. Note the long-awaited bayonet lug has been added with a sling swivel (though the swivel should be mounted on the rear lug of the front sight base) along with a new Daniel Defense M4 12.0 free float handguard (a Knight's Armament Company RAS M5 in previous titles).]] | ||
+ | [[Image:BFHLM16A301.jpg|thumb|none|600px|Promotional screenshot of the M16; this SWAT officer's misfortune at least gives us good lighting on his newly upgraded Magpul PMAGs. Note that the character seems to be using the CIRAS maritime body armor.]] | ||
+ | [[File:BFH M16 1.jpg|thumb|none|600px|The final M16A3, with the carry handle issue resolved.]] | ||
+ | [[File:BFH M16 2.jpg|thumb|none|600px|Aiming.]] | ||
+ | [[File:BFH M16 3.jpg|thumb|none|600px|Dumping out the spent PMAG rather dramatically.]] | ||
+ | [[File:BFHL M16 4.jpg|thumb|none|600px|And in with a new one.]] | ||
+ | [[File:BFH M16 5.jpg|thumb|none|600px|Tapping the bolt release.]] | ||
==Colt Model 933== | ==Colt Model 933== | ||
The [[Colt Model 933]] is featured as the "RO933" and is the starting carbine for the Operator class. By default it is equipped with a stubby grip, a flash hider, and an Aimpoint T1 Micro sight. A variant chambered in .300 Blackout with an integral suppressor is available in the Blackout DLC as an all-kit weapon, referred to as "RO933 .300 BLK". | The [[Colt Model 933]] is featured as the "RO933" and is the starting carbine for the Operator class. By default it is equipped with a stubby grip, a flash hider, and an Aimpoint T1 Micro sight. A variant chambered in .300 Blackout with an integral suppressor is available in the Blackout DLC as an all-kit weapon, referred to as "RO933 .300 BLK". | ||
[[Image:Colt m933 03.jpg|thumb|none|450px|Colt Model 933 with SIRS handguard, Aimpoint M68 CCO, and SureFire M900 WeaponLight foregrip - 5.56x45mm NATO]] | [[Image:Colt m933 03.jpg|thumb|none|450px|Colt Model 933 with SIRS handguard, Aimpoint M68 CCO, and SureFire M900 WeaponLight foregrip - 5.56x45mm NATO]] | ||
− | [[Image:BFHardlineRO933.jpg|thumb|none| | + | [[Image:BFHardlineRO933.jpg|thumb|none|600px|"RO933" in a trailer.]] |
[[Image:BFH RO933.jpg|thumb|none|600px|Unmodified Colt Model 933 carbine in-game.]] | [[Image:BFH RO933.jpg|thumb|none|600px|Unmodified Colt Model 933 carbine in-game.]] | ||
[[Image:BFH RO933-1.jpg|thumb|none|600px|Iron sight view.]] | [[Image:BFH RO933-1.jpg|thumb|none|600px|Iron sight view.]] | ||
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==Desert Tech Micro Dynamic Rifle== | ==Desert Tech Micro Dynamic Rifle== | ||
− | The [[Desert Tech Micro Dynamic Rifle]] appears as the "MDC" ( | + | The [[Desert Tech Micro Dynamic Rifle]] appears as the "MDC" (despite being modeled as a full sized MDR) in the Robbery DLC. It is coded to use 7.62x39mm ammunition. |
− | [[file:Desert Tech MDR.jpg|thumb|450px|none|Desert Tech Micro Dynamic Rifle - | + | [[file:Desert Tech MDR.jpg|thumb|450px|none|Prototype/Pre-production Desert Tech Micro Dynamic Rifle - 7.62x51mm NATO]] |
− | [[file:Desert Tech MDR-C.jpg|thumb| | + | [[file:Desert Tech MDR-C.jpg|thumb|400px|none|Prototype Desert Tech Micro Dynamic Rifle Compact, for comparison - 5.56x45mm NATO]] |
[[File:BFH MDR 1.jpg|thumb|none|600px|The Desert Tech MDR in idle.]] | [[File:BFH MDR 1.jpg|thumb|none|600px|The Desert Tech MDR in idle.]] | ||
[[File:BFH MDR 2.jpg|thumb|none|600px|ADS view.]] | [[File:BFH MDR 2.jpg|thumb|none|600px|ADS view.]] | ||
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==Enfield L85A2== | ==Enfield L85A2== | ||
− | The [[L85A2]] is available to the Operator class, a rather odd choice given that only a very small number of semi-automatic SA80s have been imported into the United States and probably no L85A2s will ever end up in the hands of cops or criminals. It was only available for pre-ordering the game or buying the Deluxe Edition Upgrade, but as of the Robbery DLC is free to all players. Equipped with an ACOG scope by default, it has a fire rate of 675 RPM in-game. Player characters in-game reload the weapon rather slowly in comparison to other weapons with an empty reload taking 4.2 seconds. | + | The [[L85A2]] is available to the Operator class, a rather odd choice given that only a very small number of semi-automatic SA80s have been imported into the United States and probably no L85A2s will ever end up in the hands of American cops or criminals. It was only available for pre-ordering the game or buying the Deluxe Edition Upgrade, but as of the Robbery DLC is free to all players. Equipped with an ACOG scope by default, it has a fire rate of 675 RPM in-game. Player characters in-game reload the weapon rather slowly in comparison to other weapons with an empty reload taking 4.2 seconds. |
[[File:L85A2 upgraded.jpg|thumb|none|450px|L85A2 with magazine removed, railed forend, ACOG scope, Grippod foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm NATO]] | [[File:L85A2 upgraded.jpg|thumb|none|450px|L85A2 with magazine removed, railed forend, ACOG scope, Grippod foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm NATO]] | ||
[[File:BFH L85 1.jpg|thumb|none|600px|The L85 with it's default ACOG sight.]] | [[File:BFH L85 1.jpg|thumb|none|600px|The L85 with it's default ACOG sight.]] | ||
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==FAMAS Valorisé== | ==FAMAS Valorisé== | ||
− | The [[FAMAS Valorisé]] appears as the "FAMAS" in the Robbery DLC. It is a bit slower than prior Battlefield games at 900 RPM, and keeps its 25+1 capacity from prior games as well. It is available to both teams' Operator class. As with the L85A2 mentioned above, it is another odd choice as only a few (about 200) "MAS .223" semi-automatic civilian rifles were ever imported into the United States prior the 1989 ban on the importation of foreign semi-automatic rifles, and these rifles were essentially FAMAS F1s with "bugle" carry handle as they predated the FÉLIN program. The variant in-game has the incorrect [[FAMAS#FAMAS_G2|G1/G2]] style trigger guard rather than the [[FAMAS#FAMAS_F1|F1]] type, and it also incorrectly has a ribbed F1 style barrel. | + | The [[FAMAS Valorisé]] appears as the "FAMAS" in the Robbery DLC. It is a bit slower than prior ''Battlefield'' games at 900 RPM, and keeps its 25+1 capacity from prior games as well. It is available to both teams' Operator class. As with the L85A2 mentioned above, it is another odd choice as only a few (about 200) "MAS .223" semi-automatic civilian rifles were ever imported into the United States prior the 1989 ban on the importation of foreign semi-automatic rifles, and these rifles were essentially FAMAS F1s with "bugle" carry handle as they predated the FÉLIN program. The variant in-game has the incorrect [[FAMAS#FAMAS_G2|G1/G2]] style trigger guard rather than the [[FAMAS#FAMAS_F1|F1]] type, and it also incorrectly has a ribbed F1 style barrel. |
− | [[File: | + | [[File:FAMAS Valorise EoTech.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]] |
[[File:BFH FAMAS 1.jpg|thumb|none|600px|Looking at a plane crash with a customized FAMAS.]] | [[File:BFH FAMAS 1.jpg|thumb|none|600px|Looking at a plane crash with a customized FAMAS.]] | ||
[[File:BFH FAMAS 2.jpg|thumb|none|600px|Reloading.]] | [[File:BFH FAMAS 2.jpg|thumb|none|600px|Reloading.]] | ||
[[File:BFH FAMAS 3.jpg|thumb|none|600px|Charging the FAMAS.]] | [[File:BFH FAMAS 3.jpg|thumb|none|600px|Charging the FAMAS.]] | ||
− | ==FN F2000== | + | ==FN F2000 Tactical== |
− | The [[FN F2000]], equipped with the | + | The [[FN F2000 Tactical]], equipped with the railed handguard of the FS2000 CQB, appears as the "F2000" in the Robbery DLC, exclusive to the Criminal Operator. Unlike in ''Battlefield 4'', the original F2000's scope is used as the default ironsights instead of the F2000 Tactical's backup irons. Also unlike BF4, where the weapon turns back into the original F2000 when the original F2000 scope is used, the scope in ''Hardline'' is apparently mounted onto the F2000 Tactical's raised rails, with a piece of the raised rails visibly protruding from the front; this is impossible in reality, and the protruding rail would be occupied by the front sling loop on the real F2000. |
+ | [[Image:FN_F2000_tactical.jpg|thumb|none|450px|FN F2000 Tactical TR with CAA FVG5 folding foregrip - 5.56x45mm NATO]] | ||
+ | [[File:FN FS2000 RIS.jpg|thumb|none|450px|FN FS2000 CQB - 5.56x45mm NATO]] | ||
[[Image:F2000.jpg|thumb|none|450px|FN F2000 - 5.56x45mm NATO]] | [[Image:F2000.jpg|thumb|none|450px|FN F2000 - 5.56x45mm NATO]] | ||
− | |||
[[File:BFH F2000 1.jpg|thumb|none|600px|Looking at the F2000.]] | [[File:BFH F2000 1.jpg|thumb|none|600px|Looking at the F2000.]] | ||
[[File:BFH F2000 2.jpg|thumb|none|600px|Aiming through the 1.6x scope.]] | [[File:BFH F2000 2.jpg|thumb|none|600px|Aiming through the 1.6x scope.]] | ||
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==Heckler & Koch G36C== | ==Heckler & Koch G36C== | ||
− | [[Heckler & Koch G36C]] is available to purchase for the Law Enforcement Operator class. Like in Battlefield 4, during the beta it has an incorrect rate of fire of 650 rounds per minute instead of 750. but was corrected in the full game to its proper 750 RPM. In betas, it was exclusive to the Criminal team, but was swapped after the February beta for balancing reasons | + | [[Heckler & Koch G36C]] is available to purchase for the Law Enforcement Operator class. Like in ''Battlefield 4'', during the beta it has an incorrect rate of fire of 650 rounds per minute instead of 750. but was corrected in the full game to its proper 750 RPM. In betas, it was exclusive to the Criminal team, but was swapped after the February beta for balancing reasons. |
[[Image:Hkg36c.jpg|thumb|none|450px|Heckler & Koch G36C - 5.56x45mm NATO]] | [[Image:Hkg36c.jpg|thumb|none|450px|Heckler & Koch G36C - 5.56x45mm NATO]] | ||
[[Image:BFHLG36C02.jpg|thumb|none|600px|Being held.]] | [[Image:BFHLG36C02.jpg|thumb|none|600px|Being held.]] | ||
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[[File:BFH G36C 4.jpg|thumb|none|600px|Releasing the charging handle.]] | [[File:BFH G36C 4.jpg|thumb|none|600px|Releasing the charging handle.]] | ||
− | ==Heckler & Koch | + | ==Heckler & Koch G36 ("MG36")== |
− | + | ||
− | [[Image:HKG36E-KV(MG36).jpg|thumb|none|450px|'''Airsoft''' | + | The [[Heckler & Koch G36]] with the G36C carrying handle, bipod, and 100-round Beta C-Mags appears as the "MG36"; the actual MG36 is a rare G36 variant with export G36 sights, and ceased development before the standardization of Picatinny rails. |
+ | |||
+ | It was the default Enforcer weapon during the June 2014 beta, but became a Battle Pickup from the February 2015 beta onwards (into the release version), along with the other LMGs. It always spawns with a CompM4S sight, Muzzle Brake, and Laser Sight and can be equipped from the trunk of a player's car with the LMG Armory vehicle upgrade. | ||
+ | |||
+ | The G36C carry handle lacks its integral iron sights; during the Beta, when using the gun with iron sights, the gun uses rail-mouted aftermarket backup iron sights instead. The gun is also depicted with an incorrect non-reciprocating bolt. | ||
+ | |||
+ | [[Image:HKG36E-KV(MG36).jpg|thumb|none|450px|'''Airsoft''' G36 with G36C carrying handle and bipod - (fake) 5.56x45mm NATO]] | ||
+ | [[Image:G36 CMag.jpg|thumb|450px|none|Configuration typically called "MG36;" actually just a standard G36 with a bipod handguard and C-Mag - 5.56x45mm NATO]] | ||
[[Image:BFHLG36K01.jpg|thumb|none|600px|"MG36" being held.]] | [[Image:BFHLG36K01.jpg|thumb|none|600px|"MG36" being held.]] | ||
[[Image:BFHLG36K02.jpg|thumb|none|600px|"MG36" iron sights.]] | [[Image:BFHLG36K02.jpg|thumb|none|600px|"MG36" iron sights.]] | ||
[[Image:BFHLG36K04.jpg|thumb|none|600px|"MG36" with an EOtech holographic sight.]] | [[Image:BFHLG36K04.jpg|thumb|none|600px|"MG36" with an EOtech holographic sight.]] | ||
[[Image:BFHLG36K03.jpg|thumb|none|600px|Stock "MG36" in the beta loadout menu.]] | [[Image:BFHLG36K03.jpg|thumb|none|600px|Stock "MG36" in the beta loadout menu.]] | ||
− | [[File:BFH MG36 1.jpg|thumb|none|600px|Preparing to lay an ambush in the infamous Alcatraz shower room with the final game's MG36.]] | + | [[File:BFH MG36 1.jpg|thumb|none|600px|Preparing to lay an ambush in the [[The Rock|infamous Alcatraz shower room]] with the final game's MG36.]] |
[[File:BFH MG36 3.jpg|thumb|none|600px|Aiming the MG36.]] | [[File:BFH MG36 3.jpg|thumb|none|600px|Aiming the MG36.]] | ||
[[File:BFH MG36 4.jpg|thumb|none|600px|Grabbing the C-Mag.]] | [[File:BFH MG36 4.jpg|thumb|none|600px|Grabbing the C-Mag.]] | ||
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==Heckler & Koch HK416== | ==Heckler & Koch HK416== | ||
− | The [[Heckler & Koch HK416]] with 14.5 inch barrel is available to the Criminal Operator class as the "M416". With the heavy barrel attachment, it becomes a long length 19.9 inch barrel. In betas, it was exclusive to the Law Enforcement team, though after the Februrary beta was changed to the Criminal team for balancing. It is tied with the RO933 for the highest rate of fire in its weapon class | + | The [[Heckler & Koch HK416]] with 14.5 inch barrel is available to the Criminal Operator class as the "M416". With the heavy barrel attachment, it becomes a long length 19.9 inch barrel. In betas, it was exclusive to the Law Enforcement team, though after the Februrary beta was changed to the Criminal team for balancing. It is tied with the RO933 for the highest rate of fire in its weapon class. |
[[Image:HK416 14.5 Current.jpg|thumb|none|450px|Heckler & Koch HK416 with 14.5 inch barrel - 5.56x45mm NATO]] | [[Image:HK416 14.5 Current.jpg|thumb|none|450px|Heckler & Koch HK416 with 14.5 inch barrel - 5.56x45mm NATO]] | ||
− | [[File:BFH 416 1.jpg|thumb|none|600px|Looking at some rocks with one of the most popular weapons featured in the modern Battlefield games.]] | + | [[File:BFH 416 1.jpg|thumb|none|600px|Looking at some rocks with one of the most popular weapons featured in the modern ''Battlefield'' games.]] |
[[File:BFH 416 2.jpg|thumb|none|600px|Aiming the old style HK416 iron sights.]] | [[File:BFH 416 2.jpg|thumb|none|600px|Aiming the old style HK416 iron sights.]] | ||
[[File:BFH 416 3.jpg|thumb|none|600px|Reloading. The worn finish isn't actually default; the universal "Black" camouflage gives it a neat worn look though.]] | [[File:BFH 416 3.jpg|thumb|none|600px|Reloading. The worn finish isn't actually default; the universal "Black" camouflage gives it a neat worn look though.]] | ||
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The [[Galil AR]] is available to the Operator class; it is referred to as the ARM variant, despite not having a carrying handle nor a folding bipod. It holds an extremely high capacity of 50 rounds and can be unlocked by completing the Operator Syndicate assignment. | The [[Galil AR]] is available to the Operator class; it is referred to as the ARM variant, despite not having a carrying handle nor a folding bipod. It holds an extremely high capacity of 50 rounds and can be unlocked by completing the Operator Syndicate assignment. | ||
[[File:GalilAR.jpg|thumb|none|450px|IMI Galil AR - 5.56x45mm NATO]] | [[File:GalilAR.jpg|thumb|none|450px|IMI Galil AR - 5.56x45mm NATO]] | ||
− | [[Image:BFH Galil ARM 01.jpg|thumb|none|600px|Default ARM in the loadout menu. Note 50-round Galil magazine.]] | + | [[Image:BFH Galil ARM 01.jpg|thumb|none|600px|Default ARM in the loadout menu. Note 50-round Galil magazine and the custom handguard.]] |
[[File:BFH ARM gunrange.jpg|thumb|none|600px|A Galil in the loading sequence of the test range. A long Galil ACE barrel lies above it.]] | [[File:BFH ARM gunrange.jpg|thumb|none|600px|A Galil in the loading sequence of the test range. A long Galil ACE barrel lies above it.]] | ||
==IWI Galil ACE 22== | ==IWI Galil ACE 22== | ||
− | The [[ | + | The [[Galil ACE 22]] is available to the Operator class as the "CAR-556". It was only available for pre-ordering the game or buying the Deluxe Edition Upgrade, but as of the Robbery DLC it is free for all players. It possesses the second largest magazine capacity of the Operator Weapons (with the ARM being first) holding an incorrect 40 rounds in its 30-round STANAG magazines (which are, as in ''BF4'', incorrectly shoved into the rock-and-lock Galil magazine well). |
− | The pre-alpha | + | The pre-alpha version of the "CAR-556" was modeled after the shorter barreled Galil ACE 21; the menu icon still displays an ACE 21. |
− | [[ | + | [[File:Galil ACE 22.jpg|thumb|none|400px|Galil ACE 22 - 5.56x45mm NATO]] |
− | [[ | + | [[File:Galil ACE 21.jpg|thumb|none|350px|Galil ACE 21 - 5.56x45mm NATO, seen in the menu icon and the pre-alpha.]] |
[[File:BFH ACE 1.jpg|thumb|none|600px|Looking down a road with the Galil ACE.]] | [[File:BFH ACE 1.jpg|thumb|none|600px|Looking down a road with the Galil ACE.]] | ||
[[File:BFH ACE 2.jpg|thumb|none|600px|Aiming.]] | [[File:BFH ACE 2.jpg|thumb|none|600px|Aiming.]] | ||
− | [[File:BFH ACE 3.jpg|thumb|none|600px|Mid-firing, note the aftermarket charging handle. The sliding dust cover that normally covers the charging handle port is gone, for some reason.]] | + | [[File:BFH ACE 3.jpg|thumb|none|600px|Mid-firing, note the aftermarket charging handle, which appears to be a slightly-shrunken version of the [[FN F2000]]'s. The sliding dust cover that normally covers the charging handle port is gone, for some reason.]] |
[[File:BFH ACE 4.jpg|thumb|none|600px|Rocking in a STANAG magazine with the tell-tale indents.]] | [[File:BFH ACE 4.jpg|thumb|none|600px|Rocking in a STANAG magazine with the tell-tale indents.]] | ||
[[File:BFH ACE 5.jpg|thumb|none|600px|Chambering the ACE.]] | [[File:BFH ACE 5.jpg|thumb|none|600px|Chambering the ACE.]] | ||
+ | [[File:BFH TaurusACE.jpg|thumb|none|600px|Tony Alpert's minutemen goons wield unique ACE 22s fitted with stocks, never seen elsewhere in the game.]] | ||
==M1A1 Carbine== | ==M1A1 Carbine== | ||
− | The [[M1A1 Carbine]] appears in the Robbery DLC, incorrectly called "M1" only (likely to avoid confusion with M1A1 Thompson). It uses 30-round magazines and has the stock folded by default. It can be unfolded by using the "Stock" | + | The [[M1A1 Carbine]] appears in the Robbery DLC, incorrectly called "M1" only (likely to avoid confusion with M1A1 Thompson). It uses 30-round magazines and has the stock folded by default. It can be unfolded by using the "Stock" attachment. Like the M1A1 Thompson, the M1A1 Carbine is one of the few primary weapon that can be used by all classes. Also similarly to the M1A1 Thompson, it has very limited attachments available, as it can only use stock, stubby grip, and flash hider options. |
[[Image:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine with original L style rear sights, and side-folding stock, often referred to as the 'Paratrooper' carbine - .30 Carbine]] | [[Image:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine with original L style rear sights, and side-folding stock, often referred to as the 'Paratrooper' carbine - .30 Carbine]] | ||
[[File:BFH M1A1Carbine 1.jpg|thumb|none|600px|The default M1A1 Carbine.]] | [[File:BFH M1A1Carbine 1.jpg|thumb|none|600px|The default M1A1 Carbine.]] | ||
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[[File:BFH M1A1Carbine 6.jpg|thumb|none|600px|A fully upgraded M1A1 in the loadout screen. Note that the cheekrest on the stock should be facing this way.]] | [[File:BFH M1A1Carbine 6.jpg|thumb|none|600px|A fully upgraded M1A1 in the loadout screen. Note that the cheekrest on the stock should be facing this way.]] | ||
[[File:BFH M1A1Carbine 7.jpg|thumb|none|600px|Reloading the modified carbine.]] | [[File:BFH M1A1Carbine 7.jpg|thumb|none|600px|Reloading the modified carbine.]] | ||
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==Mk 12 Mod 1 SPR== | ==Mk 12 Mod 1 SPR== | ||
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==Remington ACR== | ==Remington ACR== | ||
− | The [[Remington ACR]] is available to the Operator class as the "ACW-R". It is featured in-game as a Carbine. It was only available for pre-ordering the game or purchasing the Deluxe Edition Upgrade. As of the Robbery DLC, it is free to all players | + | The [[Remington ACR]] is available to the Operator class as the "ACW-R". It is featured in-game as a Carbine. It was only available for pre-ordering the game or purchasing the Deluxe Edition Upgrade. As of the Robbery DLC, it is free to all players. |
[[Image:Rem ACR.jpg|thumb|none|450px|Remington ACR with 14.5-inch barrel and fixed stock - 5.56x45mm NATO]] | [[Image:Rem ACR.jpg|thumb|none|450px|Remington ACR with 14.5-inch barrel and fixed stock - 5.56x45mm NATO]] | ||
[[File:BFH ACR 1.jpg|thumb|none|600px|A pimped-out "ACW-R".]] | [[File:BFH ACR 1.jpg|thumb|none|600px|A pimped-out "ACW-R".]] | ||
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[[File:BFH ACR 3.jpg|thumb|none|600px|Mid-magazine reload.]] | [[File:BFH ACR 3.jpg|thumb|none|600px|Mid-magazine reload.]] | ||
[[File:BFH ACR 4.jpg|thumb|none|600px|Putting in a fresh one.]] | [[File:BFH ACR 4.jpg|thumb|none|600px|Putting in a fresh one.]] | ||
− | [[File:BFH ACR 5.jpg|thumb|none|600px|Hitting the bolt release with the trigger finger as in Battlefield 4; it may be a more efficient method but it isn't as interesting to watch.]] | + | [[File:BFH ACR 5.jpg|thumb|none|600px|Hitting the bolt release with the trigger finger as in ''Battlefield 4''; it may be a more efficient method but it isn't as interesting to watch.]] |
==SAR 21 MMS== | ==SAR 21 MMS== | ||
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==SIG SG 553== | ==SIG SG 553== | ||
− | + | Returning from ''3'' and ''4'', the [[SIG SG 553]] is available to the Law Enforcement Operator class. It is equipped with an SRS Red Dot by default. | |
− | [[File:SIG SG 553- | + | [[File:SIG SG 553-1 SP.jpg|none|thumb|450px|SIG SG 553-1 SP with railed handguard - 5.56x45mm]] |
[[File:BFH 553 1.jpg|thumb|none|600px|A properly decked-out SG 553.]] | [[File:BFH 553 1.jpg|thumb|none|600px|A properly decked-out SG 553.]] | ||
− | [[File:BFH 553 2.jpg|thumb|none|600px|Reloading.]] | + | [[File:BFH 553 2.jpg|thumb|none|600px|Reloading. Note the serial numbers, which are those of a semi-auto only SIG SG 553-1 SP, identical to the previous games and also to the exact reference image above.]] |
[[File:BFH 553 3.jpg|thumb|none|600px|Fresh mag in.]] | [[File:BFH 553 3.jpg|thumb|none|600px|Fresh mag in.]] | ||
[[File:BFH 553 4.jpg|thumb|none|600px|Thumbing the bolt release.]] | [[File:BFH 553 4.jpg|thumb|none|600px|Thumbing the bolt release.]] | ||
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==DSA SA58 OSW== | ==DSA SA58 OSW== | ||
− | The [[DSA SA58 OSW]] can be purchased for the Criminal Enforcer and appears as the "SA-58 OSW". It holds 20+1 rounds and comes with a PK-A 3.5x scope by default | + | The [[DSA SA58 OSW]] can be purchased for the Criminal Enforcer and appears as the "SA-58 OSW". It holds 20+1 rounds and comes with a PK-A 3.5x scope by default. |
[[File:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW - 7.62x51mm NATO]] | [[File:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW - 7.62x51mm NATO]] | ||
[[Image:BfhlbetaFal1.jpg|thumb|none|600px|Being held.]] | [[Image:BfhlbetaFal1.jpg|thumb|none|600px|Being held.]] | ||
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==FN FAL== | ==FN FAL== | ||
− | [[FN FAL]] is available in Criminal Activity DLC for the Criminal Enforcer class. | + | The [[FN FAL]] is available in the Criminal Activity DLC for the Criminal Enforcer class. Tthe stock attachment gives it synthetic furniture. It is nearly identical to its more modern counterpart except for a faster rate of fire. It can also use the "Extended Magazine" option, unlike the SA58, which gives it a long 30-round straight magazine, although it only holds 25 rounds. |
[[Image:Fn fal g series.jpg|thumb|450px|none|FN FAL "G Series" - 7.62x51mm NATO]] | [[Image:Fn fal g series.jpg|thumb|450px|none|FN FAL "G Series" - 7.62x51mm NATO]] | ||
[[Image:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]] | [[Image:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]] | ||
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==FN SCAR-H== | ==FN SCAR-H== | ||
The Third Generation [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]], listed in-game as the "SCAR-H", is an unlockable heavy carbine for the Law Enforcement Enforcer. With the heavy barrel attachment, it becomes a mid length SCAR-H STD. The game also incorrectly shows the magazine release button being pressed instead of the bolt release. | The Third Generation [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]], listed in-game as the "SCAR-H", is an unlockable heavy carbine for the Law Enforcement Enforcer. With the heavy barrel attachment, it becomes a mid length SCAR-H STD. The game also incorrectly shows the magazine release button being pressed instead of the bolt release. | ||
− | [[ | + | |
+ | [[File:SCAR-H CQC.jpg|thumb|none|400px|FN SCAR-H CQC - 7.62x51mm NATO.]] | ||
[[Image:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]] | [[Image:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]] | ||
[[Image:BFH SCAR.jpg|thumb|none|600px|SCAR-H CQB in-game, note the folded stock. It can be extended with the "Stock" attachment, which already comes with the weapon upon purchase.]] | [[Image:BFH SCAR.jpg|thumb|none|600px|SCAR-H CQB in-game, note the folded stock. It can be extended with the "Stock" attachment, which already comes with the weapon upon purchase.]] | ||
− | [[Image:BFH SCAR-1.jpg|thumb|none|600px|SCAR-H iron sights; the rear aperture is cropped like its ''Call of Duty'' counterparts, unlike the model in Battlefield 4.]] | + | [[Image:BFH SCAR-1.jpg|thumb|none|600px|SCAR-H iron sights; the rear aperture is cropped like its ''Call of Duty'' counterparts, unlike the model in ''Battlefield 4''.]] |
[[Image:BFH SCAR-2.jpg|thumb|none|600px|Reloading.]] | [[Image:BFH SCAR-2.jpg|thumb|none|600px|Reloading.]] | ||
[[Image:BFH SCAR-3.jpg|thumb|none|600px|Reloading the SCAR-H STD from empty; apparently the left side mag release pulls double-duty as the bolt catch. And the iron sights have been sacrificed to the gods of Aimpoint.]] | [[Image:BFH SCAR-3.jpg|thumb|none|600px|Reloading the SCAR-H STD from empty; apparently the left side mag release pulls double-duty as the bolt catch. And the iron sights have been sacrificed to the gods of Aimpoint.]] | ||
− | == | + | ==HK51== |
− | The [[ | + | The [[HK51]] is available for the Criminal Enforcer class. It has a slow rate of fire and its collapsible stock can be extended after the weapon's purchase. |
− | [[File:NPSHK51.JPG|thumb|400px|none| | + | [[File:NPSHK51.JPG|thumb|400px|none|HK51 - 7.62x51mm NATO]] |
[[File:BFH HK51.jpg|thumb|none|600px|The chopped G3 in first person.]] | [[File:BFH HK51.jpg|thumb|none|600px|The chopped G3 in first person.]] | ||
[[File:BFH HK51-1.jpg|thumb|none|600px|View down the open diopter sights.]] | [[File:BFH HK51-1.jpg|thumb|none|600px|View down the open diopter sights.]] | ||
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[[File:BFH M110K5 4.jpg|thumb|none|600px|Moving to smack the bolt release.]] | [[File:BFH M110K5 4.jpg|thumb|none|600px|Moving to smack the bolt release.]] | ||
− | ==M14 | + | ==M14 (Sage EBR chassis)== |
− | An [[M14]] | + | An [[M14]] fitted in a Sage EBR chassis is available in the Getaway DLC. In early stages it was appropriately called an "M14 Sage", but in the retail release it has been incorrectly renamed to the "[[M39 Enhanced Marksman Rifle|M39 EMR]]", like it was in the two previous games. It is depicted with a full-auto setting in-game, which is possible for an M14, but not for the M39 EMR in reality. |
[[Image:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage stock and scope - 7.62x51mm NATO]] | [[Image:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage stock and scope - 7.62x51mm NATO]] | ||
[[File:BFH M39 1.jpg|thumb|none|600px|The "M39 EMR" with a foregrip and infrared laser. Another odd quirk of the rifle is that the default flash hider is present in the world/menu model, but not in first person view.]] | [[File:BFH M39 1.jpg|thumb|none|600px|The "M39 EMR" with a foregrip and infrared laser. Another odd quirk of the rifle is that the default flash hider is present in the world/menu model, but not in first person view.]] | ||
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==PTR 91== | ==PTR 91== | ||
− | The [[ | + | The [[PTR 91]] is available as a marksman rifle to the Criminal Professional class. It appears to be a PTR 91 F, noted by the barrel length and the shape of the handguard, though it has a 6 o'clock rail on the handguard and a welded scope mount on the receiver as seen on other versions (a combination of all these elements would later become standard on the PTR 91 FR variant after the game's release). It is shown with a fluted barrel, similarly to some variants such as the PTR MSG 91. |
− | [[File: | + | |
− | [[Image:BFHLPTR02.jpg|thumb|none|600px|PTR | + | [[File:PTR 91 F.jpg|thumb|none|450px|PTR 91 F - 7.62x51mm NATO]] |
− | [[Image:BFHLPTR03.jpg|thumb|none|600px| | + | [[File:PTR 91 FR.jpg|thumb|none|450px|PTR 91 FR - 7.62x51mm NATO, for comparison. The configuration pictured here seems to have entered production after the game's release.]] |
− | [[Image:BFHLPTR01.jpg|thumb|none|600px|Stock PTR | + | [[Image:BFHLPTR02.jpg|thumb|none|600px|The PTR 91 being held.]] |
+ | [[Image:BFHLPTR03.jpg|thumb|none|600px|Iron sights.]] | ||
+ | [[Image:BFHLPTR01.jpg|thumb|none|600px|Stock PTR 91 in the alpha loadout menu. The rails are shorter compared to the retail release. Note that the handguard is slightly longer than the real PTR 91F.]] | ||
[[File:BFH PTR91 1.jpg|thumb|none|600px|The iron sights of the PTR 91 in the final build of the game, note the sight picture is further forward and the front sight post is lower, fitting into the v-notch.]] | [[File:BFH PTR91 1.jpg|thumb|none|600px|The iron sights of the PTR 91 in the final build of the game, note the sight picture is further forward and the front sight post is lower, fitting into the v-notch.]] | ||
[[File:BFH PTR91 2.jpg|thumb|none|600px|Changing magazines, this PTR has the original G3 paddle release.]] | [[File:BFH PTR91 2.jpg|thumb|none|600px|Changing magazines, this PTR has the original G3 paddle release.]] | ||
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[[File:BFH PRT91 4.jpg|thumb|none|600px|About to send it home with a hearty HK slap.]] | [[File:BFH PRT91 4.jpg|thumb|none|600px|About to send it home with a hearty HK slap.]] | ||
− | == | + | ==Saiga 308== |
− | The [[ | + | The [[Saiga 308]] as the "SAIGA .308" can be purchased for the Criminal Professional class. In the beta, no iron sight was available to this gun. Due to either modeling or point of perspective, when viewed from the first person, the scope seems ridiculously large. In the full game, correct iron sights have been added, replicating the AKM ironsights. It uses 10-shot magazines that erroneously hold 20 rounds in gameplay. |
− | [[Image:Saiga 308.jpg|thumb|none|450px| | + | [[Image:Saiga 308.jpg|thumb|none|450px|Saiga 308 - 7.62х51mm NATO]] |
− | [[Image:BFHLSAIGA30802.jpg|thumb|none|600px| | + | [[Image:BFHLSAIGA30802.jpg|thumb|none|600px|Saiga 308 being held.]] |
− | [[Image:BFHLSAIGA30801.jpg|thumb|none|600px|Stock | + | [[Image:BFHLSAIGA30801.jpg|thumb|none|600px|Stock Saiga 308 in the loadout menu.]] |
− | [[File:BFH Saiga308 1.jpg|thumb|none|600px|On the prowl with a vanilla | + | [[File:BFH Saiga308 1.jpg|thumb|none|600px|On the prowl with a vanilla Saiga 308.]] |
[[File:BFH Saiga308 2.jpg|thumb|none|600px|Aiming the Saiga. In the second beta, these were misaligned but fortunately got rectified in the final product.]] | [[File:BFH Saiga308 2.jpg|thumb|none|600px|Aiming the Saiga. In the second beta, these were misaligned but fortunately got rectified in the final product.]] | ||
[[File:BFH Saiga308 3.jpg|thumb|none|600px|Reloading.]] | [[File:BFH Saiga308 3.jpg|thumb|none|600px|Reloading.]] | ||
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==Springfield Armory M1A SOCOM 16== | ==Springfield Armory M1A SOCOM 16== | ||
− | The [[ | + | The [[Springfield Armory M1A SOCOM 16]], known simply as the "SOCOM 16", is a marksman rifle for the Law Enforcement Professional class. With the heavy barrel attachment, it becomes similar to a full length M1A. |
[[Image:M1A-Socom.jpg|thumb|none|450px|Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO]] | [[Image:M1A-Socom.jpg|thumb|none|450px|Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO]] | ||
[[File:Springfield Armory M1A Black.jpg|thumb|none|450px|Springfield Armory M1A with synthetic stock - 7.62x51mm NATO]] | [[File:Springfield Armory M1A Black.jpg|thumb|none|450px|Springfield Armory M1A with synthetic stock - 7.62x51mm NATO]] | ||
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==FN M240B== | ==FN M240B== | ||
− | The [[M240B]] comes back from the previous [[Battlefield]] series. It spawns on some maps as a Battle Pickup equipped with a Holographic sight, stubby grip and a muzzle device. | + | The [[M240B]] comes back from the previous ''[[Battlefield]]'' series. It spawns on some maps as a Battle Pickup equipped with a Holographic sight, stubby grip and a muzzle device. |
[[Image:M240-1.jpg|thumb|none|450px|FN M240B - 7.62x51mm NATO]] | [[Image:M240-1.jpg|thumb|none|450px|FN M240B - 7.62x51mm NATO]] | ||
− | [[Image:BFHM240B.jpg|thumb|none|600px|The M240B in the alpha loadout menu.]] | + | [[Image:BFHM240B.jpg|thumb|none|600px|The M240B in the alpha loadout menu. As in previous games, it is fitted with a fictional bottom-mounted belt box, which cannot be attached and would block the ejection port.]] |
[[File:BFH M240 1.jpg|thumb|none|600px|Manhandling the M240.]] | [[File:BFH M240 1.jpg|thumb|none|600px|Manhandling the M240.]] | ||
[[File:BFH M240 2.jpg|thumb|none|600px|240 Bravo, in idle.]] | [[File:BFH M240 2.jpg|thumb|none|600px|240 Bravo, in idle.]] | ||
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==FN M249 Para== | ==FN M249 Para== | ||
The [[M249]] is mounted on the Counter/Heavy Attack Truck, and is usable by the secondary gunner. It was available as a portable weapon for the Enforcer class during early betas, but was removed in the final release. | The [[M249]] is mounted on the Counter/Heavy Attack Truck, and is usable by the secondary gunner. It was available as a portable weapon for the Enforcer class during early betas, but was removed in the final release. | ||
− | [[Image:M249 Para ACOG.jpg|thumb|none|400px| | + | [[Image:M249 Para ACOG.jpg|thumb|none|400px|M249 with Rapid Fielding Initiative telescoping stock, short barrel, heat shield, RIS handguard, Picatinny rail, ACOG scope, and 100-round cloth ammo bag - 5.56x45mm]] |
[[Image:BFHLSAW01.jpg|thumb|none|600px|M249 SAW mounted on top of the Mk19 grenade launcher and M2HB machine gun, which is mounted on top of a Counter/Heavy Attack Truck.]] | [[Image:BFHLSAW01.jpg|thumb|none|600px|M249 SAW mounted on top of the Mk19 grenade launcher and M2HB machine gun, which is mounted on top of a Counter/Heavy Attack Truck.]] | ||
[[File:BFH M249 Mk19.jpg|thumb|none|600px|A somewhat clearer view of the guns mounted on the Counter Attack Truck.]] | [[File:BFH M249 Mk19.jpg|thumb|none|600px|A somewhat clearer view of the guns mounted on the Counter Attack Truck.]] | ||
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==Lewis Gun== | ==Lewis Gun== | ||
− | A customized [[Lewis Gun]] is available in the Betrayal DLC as the "Syndicate Gun". It has a truncated barrel, | + | A customized [[Lewis Gun]] is available in the Betrayal DLC as the "Syndicate Gun". It has a truncated barrel, no stock, an AN/PEQ-15 laser, and a PK-A scope with a custom reticule. In the CTE pre-release tests, it was the same base Lewis gun used in DICE's ''[[Star Wars Battlefront]]'' and ''[[Battlefield 1]]''. The final in-game model actually has the same ribbing on the forced-air cooling shroud as seen in the former game. |
− | [[ | + | |
− | [[File:BFH Lewis (1).jpg|thumb|none|600px|A Lewis Gun pilfered from another player | + | In the CTE pre-release, the "Syndicate Gun" was in its original length configuration with the rear sight folded down. |
+ | [[File:Lewis gun.JPG|thumb|none|450px|Lewis Gun - .303 British]] | ||
+ | [[File:BFH Lewis (1).jpg|thumb|none|600px|A Lewis Gun pilfered from another player. Note the green laser dots in the center of the crosshair. Also note the Syndicate symbol on the top of the magazine; while neat-looking, this does somewhat problematically block the magazine release.]] | ||
[[File:BFH Lewis (2).jpg|thumb|none|600px|Aiming down the scope.]] | [[File:BFH Lewis (2).jpg|thumb|none|600px|Aiming down the scope.]] | ||
+ | [[File:BFH Lewis (3).jpg|thumb|none|600px|Pulling the pan magazine off on a reload.]] | ||
+ | [[File:BFH Lewis (4).jpg|thumb|none|600px|Charging the Lewis.]] | ||
− | ==RPK== | + | ==RPK / Zastava M72 Hybrid== |
− | + | A hybrid of the [[RPK]] and the [[Zastava M72]] was added to the game in the Robbery DLC, as the "RPK". It has many visual features of the Zastava M72 (specifically the early milled receiver model), such as the left side of the receiver, the barrel ribbing, the handguard and the front sight, combined with the right side of an RPK's stamped receiver, along with the RPK's cleaning rod retainer. | |
− | [[ | + | |
− | [[ | + | Like the Galil AR, the "RPK" holds a high capacity of 50 rounds, in this case in a drum magazine (even though actual RPKs' drum magazines hold 75 rounds) and is now categorized as an Assault Rifle. Like the "AKM", the RPK is fitted with its original wood handguard by default, but when equipping anything in the Accessory slot it becomes an RIS handguard. |
− | [[File:BFH RPK.jpg|thumb|none|600px|Robbery RPK in game | + | |
+ | [[File:Rpk 01 drum.jpg|thumb|none|450px|RPK with 75-round drum magazine - 7.62x39mm]] | ||
+ | [[File:Zastava M72 milled.jpg|thumb|none|450px|Zastava M72 with 30-round box magazine - 7.62x39mm]] | ||
+ | [[File:BFH RPK.jpg|thumb|none|600px|Robbery RPK in game.]] | ||
[[File:BFH RPK-4.jpg|thumb|none|600px|Same, with the "Stock" attachment.]] | [[File:BFH RPK-4.jpg|thumb|none|600px|Same, with the "Stock" attachment.]] | ||
[[File:BFH RPK-1.jpg|thumb|none|600px|Robbery RPK with the railed forend in first person view.]] | [[File:BFH RPK-1.jpg|thumb|none|600px|Robbery RPK with the railed forend in first person view.]] | ||
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[[File:BFH RPK 4.jpg|thumb|none|600px|thumb|none|600px|Shoving another underloaded drum in.]] | [[File:BFH RPK 4.jpg|thumb|none|600px|thumb|none|600px|Shoving another underloaded drum in.]] | ||
[[File:BFH RPK-3.jpg|thumb|none|600px|Racking the hybrid RPK's bolt.]] | [[File:BFH RPK-3.jpg|thumb|none|600px|Racking the hybrid RPK's bolt.]] | ||
− | [[ | + | |
+ | ==RPK== | ||
+ | Another RPK was added in the Betrayal DLC, modeled with a standard 40-round box magazine (that still holds 50 rounds), and incorrectly referred to as an [[RPK-74]] (similarly to ''[[Battlefield 3]]''). In contrast to the first version, it has a proper RPK's receiver and barrel components, though it lacks a cleaning rod retainer. It also has a ribbed dust cover, a feature of certain variants such as early Soviet RPKs and Romanian RPKs. | ||
+ | |||
+ | [[File:RPK right side.jpg|thumb|none|450px|RPK with 40-round magazine - 7.62x39mm]] | ||
[[File:BFH RPK 5.jpg|thumb|none|600px|thumb|none|600px|Other side of the border, other RPK.]] | [[File:BFH RPK 5.jpg|thumb|none|600px|thumb|none|600px|Other side of the border, other RPK.]] | ||
− | [[File:BFH RPK 6.jpg|thumb|none|600px|thumb|none|600px|Aiming the not-RPK- | + | [[File:BFH RPK 6.jpg|thumb|none|600px|thumb|none|600px|Aiming the not-RPK-74.]] |
[[File:BFH RPK 7.jpg|thumb|none|600px|thumb|none|600px|"Where's my bipod?"]] | [[File:BFH RPK 7.jpg|thumb|none|600px|thumb|none|600px|"Where's my bipod?"]] | ||
− | [[File:BFH RPK 8.jpg|thumb|none|600px|thumb|none|600px|Charging the RPK with the right hand, the biggest difference from | + | [[File:BFH RPK 8.jpg|thumb|none|600px|thumb|none|600px|Charging the RPK with the right hand, the biggest difference from its ''Battlefield 3'' and ''4'' animation reel.]] |
=Sniper Rifles= | =Sniper Rifles= | ||
==AAC Integrally Suppressed Remington 700== | ==AAC Integrally Suppressed Remington 700== | ||
The AAC Integrally Suppressed [[Remington 700]] appears as the ".300 Knockout". It can be unlocked for both teams by completing the Professional Syndicate assignment. It also comes with a straight-pull bolt by default. It has a default magazine capacity of 10+1 rounds in singleplayer, and 5+1 in multiplayer. | The AAC Integrally Suppressed [[Remington 700]] appears as the ".300 Knockout". It can be unlocked for both teams by completing the Professional Syndicate assignment. It also comes with a straight-pull bolt by default. It has a default magazine capacity of 10+1 rounds in singleplayer, and 5+1 in multiplayer. | ||
− | [[Image: | + | [[Image:R700 AAC.jpg|thumb|none|450px|AAC Integrally Suppressed Remington 700 - .300 BLK]] |
[[File:BFH R700 AAC (1).jpg|thumb|none|600px|Cycling the bolt on an acquired AAC R700.]] | [[File:BFH R700 AAC (1).jpg|thumb|none|600px|Cycling the bolt on an acquired AAC R700.]] | ||
[[File:BFH R700 AAC (2).jpg|thumb|none|600px|Reloading after a kill. The chrome finish on the metal parts is an unlock.]] | [[File:BFH R700 AAC (2).jpg|thumb|none|600px|Reloading after a kill. The chrome finish on the metal parts is an unlock.]] | ||
==Accuracy International AWC== | ==Accuracy International AWC== | ||
− | The [[ | + | The [[Accuracy International Arctic Warfare Covert]] is available in the Getaway DLC. In-game it is inaccurately referred to as "AWS" (Arctic Warfare Suppressed), which refers to the non-folding stock variant. It was the only bolt-action sniper rifle that was available to all classes before the addition of the Springfield M1903. |
[[File:Mystery AWC.jpg|thumb|none|450px|Accuracy International AW Covert - 7.62x51mm NATO]] | [[File:Mystery AWC.jpg|thumb|none|450px|Accuracy International AW Covert - 7.62x51mm NATO]] | ||
[[File:BFH AWC 1.jpg|thumb|none|600px|A customized Arctic Warfare Covert in a Chinatown market.]] | [[File:BFH AWC 1.jpg|thumb|none|600px|A customized Arctic Warfare Covert in a Chinatown market.]] | ||
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==Accuracy International AWM-F== | ==Accuracy International AWM-F== | ||
− | The [[Accuracy International Arctic Warfare series#Accuracy International Arctic Warfare|AWM-F]]. This time around, it is correctly designated "AWM", | + | The [[Accuracy International Arctic Warfare series#Accuracy International Arctic Warfare|AWM-F]] can be purchased for the Criminal Professional. This time around, it is correctly designated "AWM". However, the weapon's projectile in the game files is erroneously stated to be 7.62x51mm NATO instead of .338 Lapua Magnum. Nevertheless, the weapon can be equipped with the ".338 Magnum Rounds" accessory, which essentially corrects this. |
[[Image:AI L115A3.jpg|thumb|none|450px|Accuracy International AWM-F - .338 Lapua Magnum]] | [[Image:AI L115A3.jpg|thumb|none|450px|Accuracy International AWM-F - .338 Lapua Magnum]] | ||
− | [[Image:BFHAWMF.jpg|thumb|none|600px|The hidden incomplete "AWM" on June 2014 beta. Note the weapon model is actually reused of [[Battlefield 4]]'s AWM-F.]] | + | [[Image:BFHAWMF.jpg|thumb|none|600px|The hidden incomplete "AWM" on June 2014 beta. Note the weapon model is actually reused of ''[[Battlefield 4]]'''s AWM-F.]] |
[[File:BFH AWM 1.jpg|thumb|none|600px|The AWM in the released game. The stock now has the familiar green color by default.]] | [[File:BFH AWM 1.jpg|thumb|none|600px|The AWM in the released game. The stock now has the familiar green color by default.]] | ||
[[File:BFH AWM 2.jpg|thumb|none|600px|Ejecting a .338 casing.]] | [[File:BFH AWM 2.jpg|thumb|none|600px|Ejecting a .338 casing.]] | ||
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==Barrett M98B== | ==Barrett M98B== | ||
The [[Barrett M98B]] is available in the Betrayal DLC. | The [[Barrett M98B]] is available in the Betrayal DLC. | ||
− | [[Image: | + | [[Image:Barrett M98B.jpg|thumb|none|500px|Barrett M98B with Harris bipod and Scope - .338 Lapua Magnum]] |
[[File:BFH M98B 1.jpg|thumb|none|600px|Handling a tan Barrett M98 Bravo.]] | [[File:BFH M98B 1.jpg|thumb|none|600px|Handling a tan Barrett M98 Bravo.]] | ||
[[File:BFH M98B 2.jpg|thumb|none|600px|Reloading the M98B.]] | [[File:BFH M98B 2.jpg|thumb|none|600px|Reloading the M98B.]] | ||
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[[File:BFH M82 3.jpg|thumb|none|600px|...and through the reflex sight. Attempting to fire a Barrett from this posture would probably be very painful.]] | [[File:BFH M82 3.jpg|thumb|none|600px|...and through the reflex sight. Attempting to fire a Barrett from this posture would probably be very painful.]] | ||
[[File:BFH M82 4.jpg|thumb|none|600px|Rocking in a magazine.]] | [[File:BFH M82 4.jpg|thumb|none|600px|Rocking in a magazine.]] | ||
− | [[File:BFH M82 5.jpg|thumb|none|600px|Tugging the M107's massive bolt. Basically the same procedure seen in [[Battlefield_4#Barrett_M107|Battlefield 4]], from a slightly different angle.]] | + | [[File:BFH M82 5.jpg|thumb|none|600px|Tugging the M107's massive bolt. Basically the same procedure seen in ''[[Battlefield_4#Barrett_M107|Battlefield 4]]'', from a slightly different angle.]] |
==Desert Tactical Arms Stealth Recon Scout== | ==Desert Tactical Arms Stealth Recon Scout== | ||
− | The [[Desert Tactical Arms Stealth Recon Scout]] is available in the Getaway DLC. | + | The [[Desert Tactical Arms Stealth Recon Scout]] is available in the Getaway DLC. It is strangely named "388-Recon" (as opposed to "338-Recon" as seen in BF4). |
[[Image:DTASRS.jpg|thumb|none|450px|Desert Tactical Arms Stealth Recon Scout - .338 Lapua Magnum]] | [[Image:DTASRS.jpg|thumb|none|450px|Desert Tactical Arms Stealth Recon Scout - .338 Lapua Magnum]] | ||
[[File:BFH SRS 1.jpg|thumb|none|600px|Looking at a black Stealth Recon Scout.]] | [[File:BFH SRS 1.jpg|thumb|none|600px|Looking at a black Stealth Recon Scout.]] | ||
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The [[Knight's Armament SR-25|SR-25 E2 Advanced Combat Carbine]] appears in the game, incorrectly referred to as the SR-25 ECC (Enhanced Combat Carbine) variant. It can be purchased for the Law Enforcement Professional. | The [[Knight's Armament SR-25|SR-25 E2 Advanced Combat Carbine]] appears in the game, incorrectly referred to as the SR-25 ECC (Enhanced Combat Carbine) variant. It can be purchased for the Law Enforcement Professional. | ||
[[Image:SR25 E2 ACC.jpg|thumb|none|450px|Knight's Armament SR-25 E2 Advanced Combat Carbine - 7.62x51mm NATO]] | [[Image:SR25 E2 ACC.jpg|thumb|none|450px|Knight's Armament SR-25 E2 Advanced Combat Carbine - 7.62x51mm NATO]] | ||
− | [[Image:BFHSR25.jpg|thumb|none|600px|The hidden incomplete "SR-25 ECC" in the loadout menu on June 2014 beta. Note the alpha weapon model is actually reused of [[Battlefield 4]]'s Mk 11 Mod 0.]] | + | [[Image:BFHSR25.jpg|thumb|none|600px|The hidden incomplete "SR-25 ECC" in the loadout menu on June 2014 beta. Note the alpha weapon model is actually reused of ''[[Battlefield 4]]'''s Mk 11 Mod 0.]] |
[[File:BFH SR25 1.jpg|thumb|none|600px|The final game's SR25 Advanced Combat Carbine.]] | [[File:BFH SR25 1.jpg|thumb|none|600px|The final game's SR25 Advanced Combat Carbine.]] | ||
[[File:BFH SR25 2.jpg|thumb|none|600px|Aiming the SR25.]] | [[File:BFH SR25 2.jpg|thumb|none|600px|Aiming the SR25.]] | ||
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==M1903A1 Springfield== | ==M1903A1 Springfield== | ||
− | The [[M1903A1_Springfield#M1903A1_Springfield_Rifle|M1903A1 Springfield]] with the rear sight of the M1903A3 is available in the Betrayal DLC. As with the other WWII weapons, it is available to all kits. Another strange attribute of this rifle is that the reload animation simply has a single .30-06 round loaded into the chamber, regardless of how many rounds have actually been fired. The empty reload animation also only "loads" 4 rounds, so the Springfield has to be topped off as if it was fed by detachable magazines. | + | The [[M1903A1_Springfield#M1903A1_Springfield_Rifle|M1903A1 Springfield]] with the rear sight of the M1903A3 is available in the Betrayal DLC. As with the other WWII weapons, it is available to all kits. Another strange attribute of this rifle is that the reload animation simply has a single .30-06 round loaded into the chamber, regardless of how many rounds have actually been fired. The empty reload animation also only "loads" 4 rounds, so the Springfield has to be topped off as if it was a closed-bolt weapon fed by detachable magazines. |
[[Image:M1903 scoped.jpg|thumb|none|450px|M1903A1 Springfield sniper rifle with 7.8x Unertl scope - .30-06 Springfield]] | [[Image:M1903 scoped.jpg|thumb|none|450px|M1903A1 Springfield sniper rifle with 7.8x Unertl scope - .30-06 Springfield]] | ||
[[File:M1903A3 Rifle made by Remington Arms.jpg|thumb|none|450px|M1903A3 Rifle manufactured by Remington Arms for use during World War II. Note the C-type pistol-grip stock - .30-06]] | [[File:M1903A3 Rifle made by Remington Arms.jpg|thumb|none|450px|M1903A3 Rifle manufactured by Remington Arms for use during World War II. Note the C-type pistol-grip stock - .30-06]] | ||
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==Remington Model 700 LTR== | ==Remington Model 700 LTR== | ||
− | The [[Remington 700| Remington Model 700 LTR]], as "R700LTR", was the default weapon of the Professional class in the June 2014 beta. It is equipped with a fluted barrel. Currently it can be purchased for the Law Enforcement Professional. | + | The [[Remington 700| Remington Model 700 LTR]], as "R700LTR", was the default weapon of the Professional class in the June 2014 beta. It is equipped with a fluted barrel. Currently it can be purchased for the Law Enforcement Professional. By default, it is chambered in 7.62x51mm NATO, but can optionally use ".338 Magnum Rounds" as an accessory, like the AWM. |
− | [[ | + | [[File:Remington 700P LTR right side.jpg|thumb|none|450px|Remington Model 700P LTR - 7.62x51mm NATO]] |
[[Image:BFHLR70001.jpg|thumb|none|600px|Remington 700 LTR being held.]] | [[Image:BFHLR70001.jpg|thumb|none|600px|Remington 700 LTR being held.]] | ||
[[Image:BFHLR70002.jpg|thumb|none|600px|Stock Remington 700 LTR in the alpha loadout menu.]] | [[Image:BFHLR70002.jpg|thumb|none|600px|Stock Remington 700 LTR in the alpha loadout menu.]] | ||
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==Steyr Elite== | ==Steyr Elite== | ||
− | The [[Steyr Elite]] appear as "Scout Elite", is the default weapon of the Professional class starting with the February 2015 beta. By default it is equipped with a straight-pull bolt accessory, removing the need to unscope between aimed shots. Unlike the heavier bolt-action rifles, it comes with only a 6x scope by default, rather than 8x | + | The [[Steyr Elite]] appear as "Scout Elite", is the default weapon of the Professional class starting with the February 2015 beta. By default it is equipped with a straight-pull bolt accessory, removing the need to unscope between aimed shots. Unlike the heavier bolt-action rifles, it comes with only a 6x scope by default, rather than 8x. |
[[Image:ELITE.jpeg|thumb|none|450px|Steyr Elite - 7.62x51mm NATO]] | [[Image:ELITE.jpeg|thumb|none|450px|Steyr Elite - 7.62x51mm NATO]] | ||
[[File:BFH Elite 1.jpg|thumb|none|600px|Inspecting the Steyr Elite.]] | [[File:BFH Elite 1.jpg|thumb|none|600px|Inspecting the Steyr Elite.]] | ||
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=Launchers= | =Launchers= | ||
− | Both the Stinger and the RPG-7 were available gadgets for the Mechanic class during the June 2014 beta, but these have since been relegated to Battle Pickups. | + | Both the "Stinger" and the RPG-7 were available gadgets for the Mechanic class during the June 2014 beta, but these have since been relegated to Battle Pickups. |
+ | |||
+ | ==Training Set Guided Missile M134== | ||
+ | The "[[FIM-92 Stinger]]" appears to be the same Training Set Guided Missile M134 model in ''Battlefield 3'' and ''4''. It is available as a pick-up weapon only. Just how the police and a criminal syndicate can get a hold of this advanced military grade weapon is beyond anyone's guess, but it functions just like the previous games. The Anti-Air Armory upgrade for certain vehicles allows it to be claimed from their trunk. | ||
− | + | [[Image:M134 Stinger.jpg|thumb|none|400px|Training Set Guided Missile M134, a tracking and acquisition training device for the FIM-92 Stinger - 70mm]] | |
− | [[FIM- | + | [[Image:Trainer-v-BCU.jpg|thumb|none|400px|Training Set Guided Missile M134 training battery compared to FIM-92 Stinger Battery Coolant Unit.]] |
− | [[Image:- | + | [[Image:BFHLStinger01.jpg|thumb|none|600px|Holding the "Stinger".]] |
− | [[Image:BFHLStinger01.jpg|thumb|none|600px|Holding the Stinger.]] | + | [[Image:BFHLStinger02.jpg|thumb|none|600px|Aiming down the sights of the "Stinger".]] |
− | [[Image:BFHLStinger02.jpg|thumb|none|600px|Aiming down the sights of the Stinger.]] | ||
==Heckler & Koch M320== | ==Heckler & Koch M320== | ||
− | The [[Heckler & Koch M320]] is available to the Law Enforcement Mechanic class. The description of the weapon reads "''It's not exactly clear how Law Enforcement got a hold of this baby. A breach-loading launcher, it fires a 40mm high explosive grenade that is effective against light vehicles and agents.''" As in the previous two games, 40mm grenades are more useful for finishing weakened enemies off or taking down vehicles than for direct kills. The Police Operator class can use a unique version firing tear gas grenades | + | The [[Heckler & Koch M320]] is available to the Law Enforcement Mechanic class. The description of the weapon reads "''It's not exactly clear how Law Enforcement got a hold of this baby. A breach-loading launcher, it fires a 40mm high explosive grenade that is effective against light vehicles and agents.''" As in the previous two games, 40mm grenades are more useful for finishing weakened enemies off or taking down vehicles than for direct kills. The Police Operator class can use a unique version firing tear gas grenades. |
[[Image:XM320 stock extended.jpg|thumb|none|300px|Heckler & Koch M320 - 40x46mm]] | [[Image:XM320 stock extended.jpg|thumb|none|300px|Heckler & Koch M320 - 40x46mm]] | ||
[[File:BFH M320 1.jpg|thumb|none|600px|The M320 in idle.]] | [[File:BFH M320 1.jpg|thumb|none|600px|The M320 in idle.]] | ||
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==M79 Grenade Launcher== | ==M79 Grenade Launcher== | ||
− | The [[M79]] is available for the Criminal Mechanic Class. Its description states that the weapon was (obviously) not obtained through legal channels. It functions identically to the M320. The Operator can use a unique version firing tear gas grenades | + | The [[M79]] is available for the Criminal Mechanic Class. Its description states that the weapon was (obviously) not obtained through legal channels. It functions identically to the M320. The Operator can use a unique version firing tear gas grenades. |
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]] | [[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]] | ||
[[File:BFH M79 1.jpg|thumb|none|600px|The M79 launcher. This seems to be the first one in the series without the ''Apocalypse Now'' tiger stripe paint job.]] | [[File:BFH M79 1.jpg|thumb|none|600px|The M79 launcher. This seems to be the first one in the series without the ''Apocalypse Now'' tiger stripe paint job.]] | ||
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[[File:BFH M79 5.jpg|thumb|none|600px|Snapping the barrel shut with a new round loaded.]] | [[File:BFH M79 5.jpg|thumb|none|600px|Snapping the barrel shut with a new round loaded.]] | ||
− | ==Mk 153 | + | ==Mk 153 SMAW== |
− | The [[Mk 153 | + | The [[Mk 153 SMAW]] spawns as a Battle Pickup throughout some maps. It is a single shot weapon, being discarded upon use (similar to ''[[Battlefield 4]]'''s AT4) and is much more powerful than the RPG-7. |
[[Image:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]] | [[Image:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]] | ||
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==AN/M14 incendiary grenade== | ==AN/M14 incendiary grenade== | ||
Available to purchase for any Police class. Incendiaries grenades (and molotovs) thrown by teammates will have blue fire. two are carried at once. Criminals use Molotov cocktails instead. | Available to purchase for any Police class. Incendiaries grenades (and molotovs) thrown by teammates will have blue fire. two are carried at once. Criminals use Molotov cocktails instead. | ||
− | + | [[File:Gh-ANM14-TH3.jpg|thumb|150px|none|AN/M14 incendiary grenade]] | |
− | [[File: | ||
[[File:BFH ANM14 1.jpg|thumb|none|600px|Contemplating kicking off the Lunar new year with an AN-M14 grenade.]] | [[File:BFH ANM14 1.jpg|thumb|none|600px|Contemplating kicking off the Lunar new year with an AN-M14 grenade.]] | ||
[[File:BFH ANM14 2.jpg|thumb|none|600px|The results went about as expected.]] | [[File:BFH ANM14 2.jpg|thumb|none|600px|The results went about as expected.]] | ||
==M18 smoke grenade== | ==M18 smoke grenade== | ||
− | Available for purchase for any class. As in Battlefield 4, smoke clouds can prevent spotting. | + | Available for purchase for any class. As in ''Battlefield 4'', smoke clouds can prevent spotting. |
[[Image:M18red.jpg|thumb|none|120px|M18 smoke grenade]] | [[Image:M18red.jpg|thumb|none|120px|M18 smoke grenade]] | ||
[[File:BFH M18.jpg|thumb|none|600px|"This isn't a lotto ticket."]] | [[File:BFH M18.jpg|thumb|none|600px|"This isn't a lotto ticket."]] | ||
Line 1,032: | Line 1,064: | ||
[[File:BFH A8S (2).jpg|thumb|none|600px|Reloading a "hairpoon".]] | [[File:BFH A8S (2).jpg|thumb|none|600px|Reloading a "hairpoon".]] | ||
− | == | + | ==Triple Rifle== |
− | A triple-barreled | + | A triple-barreled rifle (a ''drilling'') chambered in .700 Nitro Express is available in the Betrayal DLC as the "Mammoth Gun". |
[[File:BFH MammothGun.jpg|thumb|none|600px|The "Mammoth Gun" in the loadout menu.]] | [[File:BFH MammothGun.jpg|thumb|none|600px|The "Mammoth Gun" in the loadout menu.]] | ||
− | [[File:BFH Mammothgun (1).jpg|thumb|none|600px|The | + | [[File:BFH Mammothgun (1).jpg|thumb|none|600px|The Drilling with a fancy finish.]] |
[[File:BFH Mammothgun (2).jpg|thumb|none|600px|Aiming.]] | [[File:BFH Mammothgun (2).jpg|thumb|none|600px|Aiming.]] | ||
− | [[File:BFH Mammothgun (3).jpg|thumb|none|600px|Ejecting .700 rounds from the | + | [[File:BFH Mammothgun (3).jpg|thumb|none|600px|Ejecting .700 rounds from the Drilling. Notice how the character rests it in the crook of his left arm. As with the similar rifle in [[Far_Cry_4#Double_Rifle|Far Cry 4]], he at least has the decency to actually thumb the latch when opening the barrels.]] |
[[File:BFH Mammothgun (4).jpg|thumb|none|600px|All three cartridges are always ejected and replaced.]] | [[File:BFH Mammothgun (4).jpg|thumb|none|600px|All three cartridges are always ejected and replaced.]] | ||
Latest revision as of 19:38, 26 May 2024
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Battlefield Hardline is a spin-off entry in the Battlefield first-person shooter series (released between Battlefield 4 and Battlefield 1), developed by Visceral Games instead of DICE. Instead of pitting armies against each other, the game focuses on the "war" between criminals and police.
As in previous games, player take on as one of four classes:
- Operator is akin to the Assault/Medic class, wielding assault rifles and carbines, able to revive and heal other players, and for the first time in the series, revive him/herself under certain conditions.
- Enforcer is a powerhouse class (a pseudo analogue to the Support), wielding high-caliber battle rifles, heavy carbines, and shotguns, as well as dropping ammo for allies. A riot shield and C4 explosive is also unlocked by this class.
- Mechanic class is the stand-in for the Engineer, using sub-machine guns and revolvers. Due to a lesser emphasis on vehicles, the Mechanic now gets more unique equipment like torso armor or the deployable spawn point, though still retains a 40mm grenade launcher and repair tool
- Professional class is the Recon/Sniper of this game, unlocking both bolt action and high caliber semi-automatic weapons. Gadgets available to this class include the trip mine and a surveillance camera.
All of the classes are capable of equipping a zip-line crossbow, grappling hook launcher, gas mask, or a driving upgrade in place of either or both of their unique gadgets.
Rocket launchers and light machine guns are not available as parts of loadouts, but can be found as "Battle Pickups" at fixed locations on the maps, or taken from the trunk of a car if the proper upgrade has been purchased for it.
As in many prior Battlefield games, most weapons are exclusive to one side when purchased, such as the Saiga .308 being only usable by the criminals, or the SCAR-H only being usable by the police. However, obtaining 1250 kills with a specific weapon allows players to purchase a Weapon License, letting them use it regardless of their team.
The following weapons appear in the video game Battlefield Hardline:
Handguns
Unlike previous games in the series, pistols are now class-specific, sorted in different categories. The Operator kit uses the lower-caliber semi-automatics, such as the 92FS and Glock 17. The Mechanic uses revolvers, including the Judge. The Enforcer kit uses heavier pistols such as the M1911 and Desert Eagle, and the Professional uses machine pistols such as the Glock 18 and MAC-10.
Beretta 92FS
The Beretta 92FS makes an appearance as the "92FS", and is the starting weapon of the Operator for both factions, and by default comes with improved ironsights. In single-player it is also a default weapon for Nick Mendoza.
Beretta 92FS "93R"
The Beretta 92FS "93R" was originally one of the "hidden guns", it's the same "93R" from Battlefield 3 which, of course, is a normal 92FS made to resemble the 93R. Unlike Battlefield 4's model, it has the extended magazine and ported barrel as it had in Battlefield 3. It is the only burst-fire machine pistol and is exclusive to Law Enforcement Professional Class.
CZ 75 SP-01 SHADOW
The CZ-75 SP-01 SHADOW appears simply as the 'CZ-75' and can be purchased for the Criminal Operator. It has a larger magazine than the 92FS and P226, and is quite accurate. Unlike Battlefield 4's version, it appears to be a 9x19mm model rather than .40 S&W.
FN Five-seveN
Originally cut from release, the FN Five-seveN appears as the "FN57" in an update released alongside the Robbery DLC. It is an all-class sidearm, and it holds 20+1 rounds.
Glock 17
The Glock 17 makes a return from Battlefield 3 with a new model as the "G17", unlocked for both teams by completing the Operator Assignment 2. It has the highest magazine capacity in its class, just ahead of the CZ-75, and has a much higher firecap than the other semi-automatic handguns. A variant outfitted as a racegun is available in the Getaway DLC as the "G17 Race"; this one is an all-kit weapon and fitted with a red dot sight and a compensator.
Glock 18
The Glock 18 appears as the default sidearm for the Professional class; it is incorrectly named the 'G18C', which refers to the version with compensator cuts on the slide and barrel. Its model is ported from Battlefield 4’s Glock 18, which had the same slide serrations as a semi-automatic model rather than the unique ones for the 18's fire selector. It comes with a Laser Sight by default. Incidentally, it shares its Battlelog render with the Glock 17.
Heckler & Koch HK45C
The Heckler & Koch HK45C with threaded barrel is the default sidearm of the Enforcer kit on both teams. During the June 2014 beta, it was called "HK45C", but was (incorrectly) renamed to the "45T" by the February 2015 beta. By default it comes with a Mini Reflex sight. It is also used by several characters throughout the story.
IMI Desert Eagle Mark XIX
The IMI Desert Eagle Mark XIX appears once again from Battlefield 4 although this time it is called the "Bald Eagle". Unlike in Battlefield 4, this Desert Eagle has a chrome finish as opposed to blued and is now chambered in .50 Action Express instead of .44 Magnum. It can be unlocked for both teams' Enforcer class by completing the Enforcer Assignment 2. A gold-plated version is also used by the VIP in the Crosshair game mode.
SIG-Sauer P226R
The SIG-Sauer P226R in .40 S&W appears as the 'P226' and is available for purchase by Law Enforcement Operators. It has a lower magazine size than any of the Operator's other sidearms.
Smith & Wesson M&P40 Pro
The Smith & Wesson M&P40 Pro appears as the '.40 Pro', and is a pistol for the Enforcer class. It can be differentiated from the standard M&P40 by the 5 inch barrel. By default, it is only available to the Criminals' Enforcer; this is rather odd, considering the weapon's name (Military & Police). It has slightly less power than the other Enforcer handguns, but compensates for this with a higher magazine capacity, acting a bit more like one of the Operator's sidearms.
Smith & Wesson Model 327 R8
The Smith & Wesson Model 327 R8 makes its video game debut in this entry of the Battlefield series, where it can be purchased for the Law Enforcement Mechanic class. It has a higher capacity than any of the other revolvers, holding 8 rounds in the cylinder. It appears under the name ".357 RS".
Smith & Wesson Model 642
The Smith & Wesson Model 642 revolver is the default sidearm for the Mechanic on both teams; called the ".38 Snub". It initially had an incorrect 6-round capacity during the June 2014 beta. This has since been rectified to 5 rounds as of the February 2015 beta. It has a laser sight equipped by default, which is the only attachment it can use.
Taurus 4510PLYFS
The Taurus 4510PLYFS snub nose version of the Taurus Judge appears as the ".410 Jury". It is unlocked for both teams by completing Mechanic Assignment 2.
Taurus Model 44
The Taurus Model 44 returns from both prior Battlefield games, again named the '.44 Magnum.' It can be purchased for the Criminal Mechanic.
Vickers Tactical Custom 1911
The Vickers Tactical 1911 comes back from Battlefield 4, somewhat incorrectly called "M1911A1". It can be purchased for the Law Enforcement Enforcer class. Although it is the same model reused from Battlefield 4, tritium inserts have been added and the slight misalignment of the sights has been fixed.
Submachine Guns
Beretta M12S
The Beretta M12S is available in the Getaway DLC for the Law Enforcement Mechanic. As with the Carl Gustav M/45, the bolt is pulled back at the start of an empty reload.
Beretta Mx4 Storm
The Beretta Mx4 Storm is available in the Betrayal DLC.
Brügger & Thomet MP9
The Brügger & Thomet MP9 is available in the Betrayal DLC as a sidearm for Law Enforcement snipers.
Carl Gustav M/45
The Carl Gustav M/45 appears simply as the 'M/45' and can be purchased for the Law Enforcement Mechanic. It is correctly depicted as being open-bolt and lacking a fire selector, unable to chamber an extra round and limited to automatic fire. In prior betas it was a Criminal-exclusive weapon, though for balance reasons was shifted to the Law Enforcement team. It holds 36 rounds with no extra in the chamber and unlike other open-bolt weapons in the game, the bolt is pulled back at the start of an empty reload rather than the end.
CZ Scorpion Evo 3 A1
The CZ Scorpion Evo 3 A1 appears as the "Scorpion" in the Robbery DLC. Despite the underbarrel rail, it cannot mount a foregrip, a trait shared with SIG MPX in-game.
FN P90 TR
The FN P90 TR is available for purchase for the Criminal Mechanic class as the "P90". Earlier beta versions had 40 round capacity, later corrected to 50. The game also shows the magazine to be incorrectly removed without pressing the magazine release button. By default it starts with a heavy barrel attachment which makes it appear similar to the civilian variant, the FN PS90.
Heckler & Koch MP5A4
The Heckler & Koch MP5A4 is available in the Getaway DLC for the Law Enforcement Mechanic. It appears as "M5 Navy", and by default is shown with a 15-round magazine that holds 30 rounds.
Heckler & Koch MP5KA4
The Heckler & Koch MP5KA4 is an available sub-machine gun for the Mechanic class of both teams. This is the starting weapon for the Mechanic in the February 2015 beta, and is equipped with a red dot sight, suppressor and extended magazine, which for some reason holds only 25 rounds. The weapon always has the buttcap of the MP5K-PDW, and the folding stock is optional. Attaching a muzzle device will turn it into an actual MP5K-PDW.
Heckler & Koch MP5SD5
The Heckler & Koch MP5SD5 is available in the Getaway DLC. Appears as "M5SD", and like the "M5 Navy", it is also shown with a 15-round magazine that holds 30 rounds. It's the third submachine gun that is available to all classes, the first two being M1A1 Thompson and MP7A1.
Heckler & Koch MP7A1
The MP7A1 appears as the "MP7" in the Robbery DLC. It comes with a default 40-round magazine, and is another weapon that can be used by all classes of both Law Enforcement and Criminals.
Heckler & Koch UMP9
The Heckler & Koch UMP9 is available in the Getaway DLC for both factions' Mechanic. For some reason it shares Battlelog render with UMP45, but the ingame model correctly has the curved magazine. Like the UMP45, the charging handle incorrectly locks back when the last round is fired.
Heckler & Koch UMP45
The Heckler & Koch UMP45, as the "UMP-45", was the starting weapon for the Mechanic class in June 2014 beta. The front sight assembly is removed when equipped with optics like in Battlefield 4. In real life, this would not be possible without permanently altering the weapon. During the Feburary 2015 beta, it was available to purchase for the Law Enforcement Mechanic. After the beta, the UMP45 was swapped to the Criminal team for balancing reasons, with Law Enforcement getting the M/45 in exchange.
Homemade submachine gun
A homemade submachine gun, based on a weapon seized by Brazilian police, is available to the Criminals in the Betrayal DLC as the "Improvised Gun". Its only attachment is a similarly-improvised oil filter can suppressor, unlocked at 70 kills.
IMI Uzi
The IMI Uzi can be purchased for the Criminal Mechanic class. In the June Beta, it incorrectly chambered a round for 30+1 rounds, but later it was corrected to 32+0. It has a unique bolt handle that extends to the left.
Ingram MAC-10
The Ingram MAC-10 equipped with rails is an available machine pistol sidearm for the Professional class. The MAC-10 in game has a Masterpiece Arms upper receiver, which adds a full-length top rail and relocates the bolt handle to the left side. It can be unlocked by completing Professional Assignment 2, and can be used by both teams. By default it starts with a Suppressor and a Stock option and a small magazine size of only 15 rounds, and is portrayed as being able track +1 round in the chamber despite being an open bolt weapon (although the MPA pistol clones are closed bolt for legal reasons; the in-game gun could be some sort of select-fire, closed bolt conversion).
Intratec TEC-9
A full-auto converted Intratec TEC-9 is available for purchase for the Criminal Professional class. It chambers +1 round, which is correct as the TEC-9 is a closed-bolt gun. (Only the original KG-9 is open-bolt) The magazine is shown to be incorrectly holding 20 rounds in a 32 rounds magazine, but this is corrected to 32 with use of the "Extended Magazines" option.
KRISS K10
The KRISS K10 appears as the 'K10' and can be purchased for the Law Enforcement Mechanic, with an astounding RPM of 1200. To balance out its firing rate, its accuracy is quite low. It also has a slightly below-average magazine size of 25+1 in multiplayer, and 27+1 in singleplayer. Its use in the game is incorrect, since the K10 never made it past SHOT Show 2013, and seems to have been cancelled.
M1A1 Thompson
An M1A1 Thompson is introduced in patch 1.04 that was released alongside the Criminal Activity expansion, although the expansion is not required to own the weapon, which appears simply as M1A1. It was the first of a few primary weapons that can be used by all classes. It is equipped with a 30-round magazine by default, and the extended magazine incorrectly gives it the 50-round drum, despite the real M1/M1A1 Thompson not accepting the 50 round drum magazines used on the M1921/M1928A1. It can also equip a classic wooden vertical foregrip as a "stubby grip", but no barrel attachments or different sights. Unlike other weapons, it cannot use camouflages, instead only able to use the Bronze, Silver, or Gold finishes.
Interestingly, no bolt operation is seen when the weapon is reloaded while empty. This makes sense, since the Thompson is an open-bolt weapon, and thus wouldn't need to be cocked if the user lets their finger off of the trigger immediately after sending the bolt forward for the last shot. Nevertheless, this exception is only seen on this weapon among the open bolt weapons of Hardline, and is a rare sight in video games.
Magpul FMG-9
The Magpul FMG-9 can be unlocked for both teams' Mechanic class by completing the Mechanic Syndicate assignment. By default, it is equipped with a red dot and laser sight. Its availability in the game is odd, considering that the real weapon never went into full production.
Sa. Vz. 61 Skorpion
Dual-wielded Sa. Vz. 61 Skorpions are available in the Betrayal DLC, and are the only fully-automatic sidearms that are available to all classes. The ammo count apparently treats the pair of Skorpions as a single weapon, as it oddly has a capacity of 31+1 rounds instead of 30+2 like it is supposed to, aside from the fact that it should actually be 40+2 since there is no 15-round magazine for the Vz. 61 Skorpion in reality. The rate of fire is also a bit low - a real VZ.61 fires at around 800-900 RPM, meaning that a pair of Skorpions should have around 1,600-1,800 RPM, but the in-game fire rate is 1300 RPM.
SIG-Sauer MPX
The SIG-Sauer MPX appears, this time modeled after the 2013 prototype rather than the 2012 one seen in Battlefield 4. It is a purchasable weapon for the Law Enforcement Mechanic, and is chambered in .40 S&W. It holds 30 rounds in the magazine. Unlike Battlefield 4, its stock is now collapsed by default but can be extended with the Stock accessory, reducing recoil. It also cannot mount foregrips, despite being able to do so in BF4. It is anachronistic to the first part of the single-player story set in July and August 2012, since the MPX was first displayed in October 2012, officially announced by name in January 2013 and produced in 2015.
Steyr AUG A3 9mm XS
The Steyr AUG A3 9mm XS is available in the Getaway DLC for the Criminal Mechanic. It is referred to as the AUG Para, and is available to Criminal mechanics.
Shotguns
Benelli M1
A Benelli M1 with a fixed stock and top rail incorrectly appears as the "M4" in Betrayal DLC. It appears identical to Medal of Honor 2010's singleplayer and BF4's "M1014".
Franchi SPAS-12
The SPAS-12 returns from previous Battlefield games for the Criminal Enforcer class, but this time around appears to be set to semi-automatic rather than pump-action. However, it behaves rather strangely, to say the least, as the pumping animation still plays when firing the shotgun while aiming down the sights, regardless of how fast the player is firing. The reload animation also seems to infer that it the shotgun is still set to pump-action as it is chamber-loaded using the pump, rather than the charging handle required when it is set to semi-auto. It has an 8+1 capacity, as it did in Battlefield 4.
Ithaca 37 "Stakeout"
The Ithaca 37 in a "Stakeout" configuration is an available shotgun for the Police Enforcer class, known as the "37 Stakeout" in game. It has the length and wooden forearm of the standard "Stakeout", but has the heat shield and unique foregrip of the Miami Vice movie gun seen below. The foregrip is somehow installed over the forearm. An identical configuration was seen in Grand Theft Auto: Vice City. It can be bought for the Law Enforcement Enforcer, and can be unlocked early on in the single-player story. It incorrectly holds 5+1 shells instead of 4+1 and has a tighter spread than the 870.
Kel-Tec KSG
The Kel-Tec KSG is available in the Criminal Activity DLC, appearing as the "KSG12". It is exclusive to the Enforcer class on the Law Enforcement team and can be bought fairly cheap, requiring no assignment to complete unlike previous Battlefield games' DLC weapons. Like usual in video games featuring the KSG, the two magazine tubes are incorrectly treated as one continuous tube, as the magazine selector is never operated. The weapon incorrectly has a capacity of 13+1 shells instead of 14+1.
Remington 870 Marine Magnum
The Remington 870 Marine Magnum is the default weapon for the Enforcer class as the "870P Magnum", taking the MG36's place during the June 2014 beta as this class' default weapon, as the MG36, along with all other LMGs, are now Battle Pickups as of the February 2015 beta. It has a rail attached to the top of the receiver and rifle sights on the barrel. It holds 7+1 shells in singleplayer, and 6+1 in multiplayer. By default it is equipped with a Tactical Light, which differs from a regular flashlight in that it only activates when aiming
Saiga-12K
The Saiga-12K appears as the "Saiga 12" in the Robbery DLC. It uses the same model from BF4.
Side by Side Shotgun
The Sawed-Off Side by Side Shotgun is unlocked by the Enforcer class as the "Double-Barrel Shotgun". It is unlocked by completing the Enforcer Syndicate assignment. When reloading, even if only one shot is fired, both shells are replaced. Buying the "Long Barrel" and "Stock" attachments for the sawed-off shotgun will turn it into a full-length 12 gauge Side-by-Side Shotgun. An interesting feature of the shotgun is that the fire selector function allows the player to choose whether to fire both barrels at the same time or not. The full length shotgun can be found as a battle pickup of sorts on some multiplayer levels.
Winchester Model 1887
The Winchester Model 1887 is available in the Getaway DLC. Buying the "Short Barrel" and "Sawed Off Stock" will turn it into the sawed-off variant. It's the only shotgun that is available to all classes.
Assault Rifles & Carbines
AK Hybrid
An AK hybrid is available to the Criminal Operator class as the "AKM". While it has most visual characteristics of a real AKM, it feeds from straighter 5.45x39mm magazines similar to those of the Romanian WASR-2, and has a ported gas tube like the older AK-47. On the right side of the receiver, there is a small texture at the rear, having the shape of the cutout of the rear trunnion seen on AKs with side-folding stocks, such as the AKS-74. There is another oddity with the rear of the receiver: while the right side correctly has the two rivets of an AKM, on the left side the top rivet is replaced by a slotted screw, and there is a cross-head screw below it, at the same place where an AKS-74's bottom rivet would be.
In earlier betas it had a railed handguard, but this was later changed to the original wood furniture (equipping anything in the Accessory slot will return the RIS handguard). It has higher damage and better range than other Operator weapons, but is hard to control and fires slower than the rest.
AKS-74U
The AKS-74U is an available carbine for the Criminal team's Operator class. It uses an aftermarket railed handguard and is equipped with a laser sight by default.
Colt Model 901
The fully-automatic Colt Model 901 appears as the "M16A3". It can be purchased by the Law Enforcement Operator, though in early betas it was the kit's default weapon.
Colt Model 933
The Colt Model 933 is featured as the "RO933" and is the starting carbine for the Operator class. By default it is equipped with a stubby grip, a flash hider, and an Aimpoint T1 Micro sight. A variant chambered in .300 Blackout with an integral suppressor is available in the Blackout DLC as an all-kit weapon, referred to as "RO933 .300 BLK".
Desert Tech Micro Dynamic Rifle
The Desert Tech Micro Dynamic Rifle appears as the "MDC" (despite being modeled as a full sized MDR) in the Robbery DLC. It is coded to use 7.62x39mm ammunition.
Enfield L85A2
The L85A2 is available to the Operator class, a rather odd choice given that only a very small number of semi-automatic SA80s have been imported into the United States and probably no L85A2s will ever end up in the hands of American cops or criminals. It was only available for pre-ordering the game or buying the Deluxe Edition Upgrade, but as of the Robbery DLC is free to all players. Equipped with an ACOG scope by default, it has a fire rate of 675 RPM in-game. Player characters in-game reload the weapon rather slowly in comparison to other weapons with an empty reload taking 4.2 seconds.
FAMAS Valorisé
The FAMAS Valorisé appears as the "FAMAS" in the Robbery DLC. It is a bit slower than prior Battlefield games at 900 RPM, and keeps its 25+1 capacity from prior games as well. It is available to both teams' Operator class. As with the L85A2 mentioned above, it is another odd choice as only a few (about 200) "MAS .223" semi-automatic civilian rifles were ever imported into the United States prior the 1989 ban on the importation of foreign semi-automatic rifles, and these rifles were essentially FAMAS F1s with "bugle" carry handle as they predated the FÉLIN program. The variant in-game has the incorrect G1/G2 style trigger guard rather than the F1 type, and it also incorrectly has a ribbed F1 style barrel.
FN F2000 Tactical
The FN F2000 Tactical, equipped with the railed handguard of the FS2000 CQB, appears as the "F2000" in the Robbery DLC, exclusive to the Criminal Operator. Unlike in Battlefield 4, the original F2000's scope is used as the default ironsights instead of the F2000 Tactical's backup irons. Also unlike BF4, where the weapon turns back into the original F2000 when the original F2000 scope is used, the scope in Hardline is apparently mounted onto the F2000 Tactical's raised rails, with a piece of the raised rails visibly protruding from the front; this is impossible in reality, and the protruding rail would be occupied by the front sling loop on the real F2000.
Heckler & Koch G36C
Heckler & Koch G36C is available to purchase for the Law Enforcement Operator class. Like in Battlefield 4, during the beta it has an incorrect rate of fire of 650 rounds per minute instead of 750. but was corrected in the full game to its proper 750 RPM. In betas, it was exclusive to the Criminal team, but was swapped after the February beta for balancing reasons.
Heckler & Koch G36 ("MG36")
The Heckler & Koch G36 with the G36C carrying handle, bipod, and 100-round Beta C-Mags appears as the "MG36"; the actual MG36 is a rare G36 variant with export G36 sights, and ceased development before the standardization of Picatinny rails.
It was the default Enforcer weapon during the June 2014 beta, but became a Battle Pickup from the February 2015 beta onwards (into the release version), along with the other LMGs. It always spawns with a CompM4S sight, Muzzle Brake, and Laser Sight and can be equipped from the trunk of a player's car with the LMG Armory vehicle upgrade.
The G36C carry handle lacks its integral iron sights; during the Beta, when using the gun with iron sights, the gun uses rail-mouted aftermarket backup iron sights instead. The gun is also depicted with an incorrect non-reciprocating bolt.
Heckler & Koch HK416
The Heckler & Koch HK416 with 14.5 inch barrel is available to the Criminal Operator class as the "M416". With the heavy barrel attachment, it becomes a long length 19.9 inch barrel. In betas, it was exclusive to the Law Enforcement team, though after the Februrary beta was changed to the Criminal team for balancing. It is tied with the RO933 for the highest rate of fire in its weapon class.
IMI Galil AR
The Galil AR is available to the Operator class; it is referred to as the ARM variant, despite not having a carrying handle nor a folding bipod. It holds an extremely high capacity of 50 rounds and can be unlocked by completing the Operator Syndicate assignment.
IWI Galil ACE 22
The Galil ACE 22 is available to the Operator class as the "CAR-556". It was only available for pre-ordering the game or buying the Deluxe Edition Upgrade, but as of the Robbery DLC it is free for all players. It possesses the second largest magazine capacity of the Operator Weapons (with the ARM being first) holding an incorrect 40 rounds in its 30-round STANAG magazines (which are, as in BF4, incorrectly shoved into the rock-and-lock Galil magazine well).
The pre-alpha version of the "CAR-556" was modeled after the shorter barreled Galil ACE 21; the menu icon still displays an ACE 21.
M1A1 Carbine
The M1A1 Carbine appears in the Robbery DLC, incorrectly called "M1" only (likely to avoid confusion with M1A1 Thompson). It uses 30-round magazines and has the stock folded by default. It can be unfolded by using the "Stock" attachment. Like the M1A1 Thompson, the M1A1 Carbine is one of the few primary weapon that can be used by all classes. Also similarly to the M1A1 Thompson, it has very limited attachments available, as it can only use stock, stubby grip, and flash hider options.
Mk 12 Mod 1 SPR
The Mk 12 Special Purpose Rifle is available in the Getaway DLC. In early stages it was more appropriately called "M12 Mod 1", but in the retail release it has been incorrectly renamed to "RO933 M1". The rifle's default flash hider appears to count as a muzzle brake; the only other barrel attachment for the Mark 12 is a sound suppressor.
Remington ACR
The Remington ACR is available to the Operator class as the "ACW-R". It is featured in-game as a Carbine. It was only available for pre-ordering the game or purchasing the Deluxe Edition Upgrade. As of the Robbery DLC, it is free to all players.
SAR 21 MMS
The SAR 21 MMS is available in the Getaway DLC. As with the FAMAS and L85A2 mentioned above, SAR-21s are pretty uncommon rifles within the United States, as most rifles are civilian semi-automatics of the original model that lacks the rail system.
SIG SG 553
Returning from 3 and 4, the SIG SG 553 is available to the Law Enforcement Operator class. It is equipped with an SRS Red Dot by default.
Steyr AUG A3
The Steyr AUG A3 is available in the Betrayal DLC.
Battle Rifles
DSA SA58 OSW
The DSA SA58 OSW can be purchased for the Criminal Enforcer and appears as the "SA-58 OSW". It holds 20+1 rounds and comes with a PK-A 3.5x scope by default.
FN FAL
The FN FAL is available in the Criminal Activity DLC for the Criminal Enforcer class. Tthe stock attachment gives it synthetic furniture. It is nearly identical to its more modern counterpart except for a faster rate of fire. It can also use the "Extended Magazine" option, unlike the SA58, which gives it a long 30-round straight magazine, although it only holds 25 rounds.
FN SCAR-H
The Third Generation FN SCAR-H CQC, listed in-game as the "SCAR-H", is an unlockable heavy carbine for the Law Enforcement Enforcer. With the heavy barrel attachment, it becomes a mid length SCAR-H STD. The game also incorrectly shows the magazine release button being pressed instead of the bolt release.
HK51
The HK51 is available for the Criminal Enforcer class. It has a slow rate of fire and its collapsible stock can be extended after the weapon's purchase.
Knight's Armament M110K5
The integrally suppressed M110K5 is available in the Blackout DLC as an all-class selective fire battle rifle.
M14 (Sage EBR chassis)
An M14 fitted in a Sage EBR chassis is available in the Getaway DLC. In early stages it was appropriately called an "M14 Sage", but in the retail release it has been incorrectly renamed to the "M39 EMR", like it was in the two previous games. It is depicted with a full-auto setting in-game, which is possible for an M14, but not for the M39 EMR in reality.
Ohio Ordnance HCAR
The Ohio Ordnance HCAR is available for the Law Enforcement Enforcer class. It incorrectly has a full-auto option; the real one is semi-auto only. Much like its counterpart on the Criminal team, the HK51, it has a slow rate of fire but high power. In single-player it has a capacity of 20 rounds, compared to the more common 30-round magazine used in multiplayer. It is anachronistic to the first part of the single-player story set in 2012, as the HCAR was announced in 2013.
PTR 91
The PTR 91 is available as a marksman rifle to the Criminal Professional class. It appears to be a PTR 91 F, noted by the barrel length and the shape of the handguard, though it has a 6 o'clock rail on the handguard and a welded scope mount on the receiver as seen on other versions (a combination of all these elements would later become standard on the PTR 91 FR variant after the game's release). It is shown with a fluted barrel, similarly to some variants such as the PTR MSG 91.
Saiga 308
The Saiga 308 as the "SAIGA .308" can be purchased for the Criminal Professional class. In the beta, no iron sight was available to this gun. Due to either modeling or point of perspective, when viewed from the first person, the scope seems ridiculously large. In the full game, correct iron sights have been added, replicating the AKM ironsights. It uses 10-shot magazines that erroneously hold 20 rounds in gameplay.
SIG SG 510-4 / StG 57 Hybrid
The SIG SG 510 is available in the Criminal Activity DLC for the Law Enforcement Enforcer class. It's modeled after both the StG 57 and SG 510-4, as it has the overall black furniture and stock of the StG 57, but ironsights and charging handle are from SG 510-4, and it is chambered in 7.62x51mm NATO. The default magazine manages to hold 24 rounds despite being rather small, while the "Extended Magazine" accessory gives it the longer mag of the StG 57 that holds 29+1 rounds.
Springfield Armory M1A SOCOM 16
The Springfield Armory M1A SOCOM 16, known simply as the "SOCOM 16", is a marksman rifle for the Law Enforcement Professional class. With the heavy barrel attachment, it becomes similar to a full length M1A.
Machine Guns
As noted in the intro, man-portable machine guns are Battle Pickups in this entry of the series, and are no longer part of any class' kit.
FN M240B
The M240B comes back from the previous Battlefield series. It spawns on some maps as a Battle Pickup equipped with a Holographic sight, stubby grip and a muzzle device.
FN M249 Para
The M249 is mounted on the Counter/Heavy Attack Truck, and is usable by the secondary gunner. It was available as a portable weapon for the Enforcer class during early betas, but was removed in the final release.
Lewis Gun
A customized Lewis Gun is available in the Betrayal DLC as the "Syndicate Gun". It has a truncated barrel, no stock, an AN/PEQ-15 laser, and a PK-A scope with a custom reticule. In the CTE pre-release tests, it was the same base Lewis gun used in DICE's Star Wars Battlefront and Battlefield 1. The final in-game model actually has the same ribbing on the forced-air cooling shroud as seen in the former game.
In the CTE pre-release, the "Syndicate Gun" was in its original length configuration with the rear sight folded down.
RPK / Zastava M72 Hybrid
A hybrid of the RPK and the Zastava M72 was added to the game in the Robbery DLC, as the "RPK". It has many visual features of the Zastava M72 (specifically the early milled receiver model), such as the left side of the receiver, the barrel ribbing, the handguard and the front sight, combined with the right side of an RPK's stamped receiver, along with the RPK's cleaning rod retainer.
Like the Galil AR, the "RPK" holds a high capacity of 50 rounds, in this case in a drum magazine (even though actual RPKs' drum magazines hold 75 rounds) and is now categorized as an Assault Rifle. Like the "AKM", the RPK is fitted with its original wood handguard by default, but when equipping anything in the Accessory slot it becomes an RIS handguard.
RPK
Another RPK was added in the Betrayal DLC, modeled with a standard 40-round box magazine (that still holds 50 rounds), and incorrectly referred to as an RPK-74 (similarly to Battlefield 3). In contrast to the first version, it has a proper RPK's receiver and barrel components, though it lacks a cleaning rod retainer. It also has a ribbed dust cover, a feature of certain variants such as early Soviet RPKs and Romanian RPKs.
Sniper Rifles
AAC Integrally Suppressed Remington 700
The AAC Integrally Suppressed Remington 700 appears as the ".300 Knockout". It can be unlocked for both teams by completing the Professional Syndicate assignment. It also comes with a straight-pull bolt by default. It has a default magazine capacity of 10+1 rounds in singleplayer, and 5+1 in multiplayer.
Accuracy International AWC
The Accuracy International Arctic Warfare Covert is available in the Getaway DLC. In-game it is inaccurately referred to as "AWS" (Arctic Warfare Suppressed), which refers to the non-folding stock variant. It was the only bolt-action sniper rifle that was available to all classes before the addition of the Springfield M1903.
Accuracy International AWM-F
The AWM-F can be purchased for the Criminal Professional. This time around, it is correctly designated "AWM". However, the weapon's projectile in the game files is erroneously stated to be 7.62x51mm NATO instead of .338 Lapua Magnum. Nevertheless, the weapon can be equipped with the ".338 Magnum Rounds" accessory, which essentially corrects this.
Barrett M98B
The Barrett M98B is available in the Betrayal DLC.
Barrett M107
The Barrett M107 appears as the "M82 .416" in the Robbery DLC. It is actually modeled after the version chambered in .50 BMG; the real .416 Barrett variant has a cylindrical muzzle brake with three holes.
Desert Tactical Arms Stealth Recon Scout
The Desert Tactical Arms Stealth Recon Scout is available in the Getaway DLC. It is strangely named "388-Recon" (as opposed to "338-Recon" as seen in BF4).
FN FNAR
The FN FNAR is available in the Betrayal DLC as "SP-AR".
Knight's Armament SR-25 E2 Advanced Combat Carbine
The SR-25 E2 Advanced Combat Carbine appears in the game, incorrectly referred to as the SR-25 ECC (Enhanced Combat Carbine) variant. It can be purchased for the Law Enforcement Professional.
M1903A1 Springfield
The M1903A1 Springfield with the rear sight of the M1903A3 is available in the Betrayal DLC. As with the other WWII weapons, it is available to all kits. Another strange attribute of this rifle is that the reload animation simply has a single .30-06 round loaded into the chamber, regardless of how many rounds have actually been fired. The empty reload animation also only "loads" 4 rounds, so the Springfield has to be topped off as if it was a closed-bolt weapon fed by detachable magazines.
Remington Model 700 LTR
The Remington Model 700 LTR, as "R700LTR", was the default weapon of the Professional class in the June 2014 beta. It is equipped with a fluted barrel. Currently it can be purchased for the Law Enforcement Professional. By default, it is chambered in 7.62x51mm NATO, but can optionally use ".338 Magnum Rounds" as an accessory, like the AWM.
Steyr Elite
The Steyr Elite appear as "Scout Elite", is the default weapon of the Professional class starting with the February 2015 beta. By default it is equipped with a straight-pull bolt accessory, removing the need to unscope between aimed shots. Unlike the heavier bolt-action rifles, it comes with only a 6x scope by default, rather than 8x.
Launchers
Both the "Stinger" and the RPG-7 were available gadgets for the Mechanic class during the June 2014 beta, but these have since been relegated to Battle Pickups.
Training Set Guided Missile M134
The "FIM-92 Stinger" appears to be the same Training Set Guided Missile M134 model in Battlefield 3 and 4. It is available as a pick-up weapon only. Just how the police and a criminal syndicate can get a hold of this advanced military grade weapon is beyond anyone's guess, but it functions just like the previous games. The Anti-Air Armory upgrade for certain vehicles allows it to be claimed from their trunk.
Heckler & Koch M320
The Heckler & Koch M320 is available to the Law Enforcement Mechanic class. The description of the weapon reads "It's not exactly clear how Law Enforcement got a hold of this baby. A breach-loading launcher, it fires a 40mm high explosive grenade that is effective against light vehicles and agents." As in the previous two games, 40mm grenades are more useful for finishing weakened enemies off or taking down vehicles than for direct kills. The Police Operator class can use a unique version firing tear gas grenades.
M79 Grenade Launcher
The M79 is available for the Criminal Mechanic Class. Its description states that the weapon was (obviously) not obtained through legal channels. It functions identically to the M320. The Operator can use a unique version firing tear gas grenades.
Mk 153 SMAW
The Mk 153 SMAW spawns as a Battle Pickup throughout some maps. It is a single shot weapon, being discarded upon use (similar to Battlefield 4's AT4) and is much more powerful than the RPG-7.
RPG-7V2
The RPG-7V2 can no longer be equipped by the Mechanic class, but can be picked up from various locations. The Anti-Armor Armory upgrade for certain vehicles allows it to be claimed from the vehicle's trunk.
Explosives
AN/M14 incendiary grenade
Available to purchase for any Police class. Incendiaries grenades (and molotovs) thrown by teammates will have blue fire. two are carried at once. Criminals use Molotov cocktails instead.
M18 smoke grenade
Available for purchase for any class. As in Battlefield 4, smoke clouds can prevent spotting.
M67 fragmentation hand grenade
Every class in the game can equip one M67 fragmentation hand grenade. It is the default grenade.
M84 Stun Grenade
Available for purchase for any class. Players using the Flashbang carry two at a time.
Mounted Weapons
Bofors 40mm L/60
In the "Sovereign Land" chapter of the single-player story, Nick makes use of the Bofors 40mm cannon mounted to a grounded AC130. The GAU-12/U and M102 Howitzer are also present but unusable.
Browning M2HB
The Browning M2HB appears on many vehicles. It is the main weapon for the Counter Attack Trucks. It is also the default door gunner weapon for the transport helicopters, and can be purchased for the SUVs to replace the default M134.
FN M3M
The FN M3M is purchasable for the SUV turret, and the helicopter door gunners, referred to as "M3M". It differs from the M2HB by having a higher rate of fire.
Mk 19 Grenade Launcher
The Mk 19 grenade launcher is also mounted on the Counter Attack Truck as a secondary weapon to the Browning M2HB, it can be customized to fire 25mm flechette ammunition.
M134 Minigun
M134 Miniguns are mounted on the Transport Helicopters, Armoured SUVs, and Attack Helicopter's nose mount.
PKP Pecheneg
The PKP Pecheneg is the default machine gun mounted on the Armored Rescue Vehicle/Hardened Attack Truck. It is the default gun used by the driver.
Misc.
Airrow A-8S Stealth
The Airrow A-8S Stealth is available in the Betrayal DLC.
Triple Rifle
A triple-barreled rifle (a drilling) chambered in .700 Nitro Express is available in the Betrayal DLC as the "Mammoth Gun".
Taser X26E
The Taser X26E appears as an all-kit gadget, in the sidearm slot. It is called the "T62 CEW" (for Conducted Energy Weapon, the official classification for Taser-like weapons) in the game. The in-game version can mount a reflex sight, something not possible with the real-life weapon, and indeed the in-game model shows no rails or other attachment points where one could be mounted. The reticle consists of a large white circle, and two green dots appear in the center if an enemy is within range. Enemies hit with the Taser will visibly spark for several seconds and collapse, and Taser takedowns will award a "Non-Lethal Takedown" score bonus, in addition to allowing players to interrogate the stunned enemy (which reveals the location of the victim's teammates on the minimap for a short time).