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Difference between revisions of "Metal Gear Ac!d"
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== AK-47 == | == AK-47 == | ||
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The [[AK-47]] from MGS3 re-appears as the "AKM". | The [[AK-47]] from MGS3 re-appears as the "AKM". | ||
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]] | [[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]] | ||
[[Image:AKMRifle.jpg|thumb|450px|none|AKM Stamped Receiver - 7.62x39mm]] | [[Image:AKMRifle.jpg|thumb|450px|none|AKM Stamped Receiver - 7.62x39mm]] | ||
− | [[File:MetalGearAc!dAKM.jpg|thumb|none|600px|Snake holds the AKM | + | [[File:MetalGearAc!dAKM.jpg|thumb|none|600px|Snake holds the AKM during an attack. Note that there's no loaded magazine.]] |
= Sniper Rifles = | = Sniper Rifles = |
Revision as of 03:42, 9 January 2023
Work In Progress This article is still under construction. It may contain factual errors. See Talk:Metal Gear Ac!d for current discussions. Content is subject to change. |
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Metal Gear: Ac!d is a turn-based stealth-strategy card game spin-off in the Metal Gear series for the PSP.
Gameplay consists of turn-based actions initiated via cards, firearm cards can either be instantly used or equipped to use later depending on the type, equipped firearm cards actually use a calibre-system, as weapons will need to be "loaded" (except when used as part of a reaction-counter attack, which destroys the card), via a card of the same calibre: for instance, the AKM/SVD/PSG1/Mosin Nagant use "7.62mm" ammo in-game, so equipping an SVD Card, it can be then "Loaded" with an AKM card to fire it. (And each card also provides a different amount of bullets, loading a Mosin-Nagant with an AKM will have 3 Mosin-shots while loading an AKM with a Mosin will result in only one.)
The game also uses a "COST" System for turns, every card adds a certain amount of COST to a timer on every character, and this timer must reach zero for them to get another turn. (With stronger weapons usually having a higher cost penalty.)
Most of the firearms in Ac!d return from past games, often with an unchanged/slightly altered model but there is a decent selection of new/unique firearms. (some of which would return in later games such as Peace Walker.)
The following weapons appear in the video game Metal Gear Ac!d:
Handguns
Heckler & Koch Mark 23 Phase II Prototype
Snake's starting Handgun, the Socom appears as an Instant-use firearm, firing four .45 ACP bullets per use. The Socom is always suppressed and its .45 ACP bullets are given a permanent knock-down effect, knocking the target down with the first shot that connects. (While other weapons usually require an additional card that gives the effect to them)
The model is recycled from MGS1 as it's part of the early-game "MGS1 Card Pack" instead of the MGS2 Model.
IMI Desert Eagle Mark XIX
The Desert Eagle Mark XIX from MGS1 appears as a rare card, it fires a single inaccurate shot that deals 1/2 the target's current life. This awkwardly makes the Desert Eagle only good for Boss fights, as it's low accuracy, single shot that only deals half-HP can easily be surpassed by most firearms (Including weapons such as the M9.). With the rather low health of most guards in the game with only bosses having enough HP, this makes the Desert Eagle worthwhile over most weapons post-MGS1 pack during boss fights but inferior otherwise.
Heckler & Koch USP
The HK USP from MGS2 appears as a usable weapon, Teliko has some in her starting deck. The Laser sight/Tactical Flashlight mounted below the barrel is removed from the basic version in the card, but is always present on the 3D model.
Baikal 442
The "Makarov PM" from MGS2 from MGS2 re-appears now as a player-usable weapon (With the original MGS2 Makarov on the Card), however the simplifications to the model in-game (such as a less round trigger guard) means it now unintentionally resembles a Baikal 442 more than an actual Makarov, it uses a generic "9mm" caliber shared with weapons such as the MP5. It's also used by enemy soldiers who carry bulletproof shields.
Beretta M9
The Beretta M9 from MGS2 (with a simplified model) appears as a usuable tranqulizer weapon, it inaccuractely shares the same kind of 9MM ammo as other 9MM weapons for gameplay purposes. (Which means Makarov bullets can be somehow loaded as non-lethal Tranquilizer darts or Tranquilizer darts can be somehow fired as lethal bullets from a Makarov.)
A lethal non-suppressed version appears in the "Chronicles" pack, with an modified MGS2 model standing in for an "M92F", the Pistol from Metal Gear 2 Solid Snake. (With the MG2 Solid Snake Icon appearing as the Card's image)
Colt Single Action Army
The Colt Single Action Army appears as an MGS2 pack weapon. It uses the firing animation from MGS3, where it was usable by the player.
Fabrique Nationale Five-seveN
The FN Five-seveN appears as a Chronicles pack card, returning from Ghost Babel but now with a 3D model.
Unknown M1911-style handgun
Teliko in concept art uses dual 1911-like Handguns, in addition, in artwork and on her character model, she carries three of these pistols, two in holsters on each leg and a third one in a shoulder holster on her left side.
Unfortunately, like Venus' Shurikens from MGA2, dual 1911s aren't available, infact despite having MGS3 weapons, no sort of 1911 handgun is available in-game in Ac!d 1, rendering Teliko incapable of ever using the firearm despite game artwork that shows Teliko using said weapon.
Submachine Guns
Heckler & Koch MP5SD6
The MP5SD, exclusive to the Japan-only Metal Gear Solid: Integral version of MGS1 as well as all regions of the PC port, re-appears with a new model as a usable weapon. This new model is an SD6, as noted by the 3-round burst fire selector and collapsing stock.
FN P90
The FN P90 submachine gun from MGS2 returns, this time as as a usable weapon, it attacks in an AOE spread pattern unlike most firearms by default, letting it hit multiple enemies in one attack. It uses 5.7mm bullets shared with the Five-Seven from Ghost Babel, this game (Unlike later in Portable Ops Plus) uses the lower quality "Tengu" model for the P90 instead of the higher quality model used by Solidus in that game.
It is also used by some late game ACUA Troops that are re-skins of the Hi-Tech Ninja soldiers from MGS2
Sa. Vz.61 Skorpion
The Sa. Vz.61 Skorpion machine pistol from MGS3 returns in Ac!d. Its underbarrel laser sight is no longer an anachronism due to Ac!d's 2016 setting.
Shotgun
Franchi SPAS-12
The Franchi SPAS-12 from MGS2 returns and is now a usable weapon.
Rifles
AKS-74U
The AKS-74U is used by most guards and Teliko has with it in her deck. The game model is recycled from MGS2. While always attached with a suppressor, the AKS-74U suffers from a low base-damage, needing damage boosting effects to do decent damage compared to even the starting FAMAS/Socom.
M4A1
The M4A1 Carbine from MGS2 returns, in addition to being used by Snake/Teliko (With Teliko having some in her starting deck). There's a version with a drum magazine mounted on cameras with machine guns attached.
M16A1
The M16A1 appears as the "XM16E1" from MGS3. The magazine is absent and covered in camouflage tape and paint.
FAMAS G1
The FAMAS bullpup rifle appears in Snake's deck from the start. Like the Socom, it is instant-use and has a special effect that other weapons require an additional card to add to them. Using the FAMAS card adds COST per every bullet that hits the target, therefore delaying the target's turn.
The FAMAS' model is recycled from MGS1.
Vektor R5
The Vektor R5 assault rifle appears as the "R-5", returning from Ghost Babel as a Chronicles Pack Card. It is treated as suppressed despite visually lacking a suppressor.
Degtyarov PTRS-41
The PTRS-41 rifle is used by Leone, it is not usable by the player in Ac!d 1.
Heckler & Koch XM8 Carbine
Appearing New to Ac!d, The XM8 is depicted as Snakes weapon in most concept art, despite this, it's more than likely a player can finish the game without even obtaining it, as it's exclusively a rare card drop from the MGS3 Pack, though entering "XMEIGHT" as a code will add 1 XM8 to the player's cards.
The XM8 is the game's "super" weapon, dealing high damage, using the the common 5.56mm Ammo type, can be used to move 6 tiles instead of 4 (While normally the player needs dedicated movement cards to move further in one turn.) and most absurdly, will inflict random status effects, this can result in the XM8 tranquilizing enemies, knocking them down or setting them on fire as well as other status effects and for one last bit of absurdity, this is per-hit rather than per-use.
AK-47
The AK-47 from MGS3 re-appears as the "AKM".
Sniper Rifles
Heckler & Koch PSG-1
The Heckler & Koch PSG-1 returns from MGS1 re-appears as a usable weapon. At first it has to be acquired by backtracking to the armory. (in a sequence that's clearly inspired from MGS 1/2's mandatory PSG1 backtracking). But the PSG-1 can be obtained from MGS2 Card Packs after this mission. It inaccurately uses the same 7.62mm as the AKM/SVD/Mosin-Nagant.
Mosin Nagant M91/30
The Mosin Nagant from MGS3 with The End's modifications appears as a weapon, despite being based on The End's modified version, The Mosin-Nagant in Ac!d fires lethal high damage bullets instead of tranqulizer darts.
SVD Dragunov
The SVD Dragunov from MGS3 appears as a usuable weapon, like most MGS3 weapons, it is inexplicably missing it's Magazine.
Machine Guns
Stoner 63
The light machine gun configuration of the modular Stoner 63 weapon system from MGS3 returns as a usuable weapon
Grenades
M67 hand grenade
The high quality M67 hand grenade model from the VR missions menu for MGS1 appears as the Grenade. It normally has a timer of 8 COST but can be detonated instantly via gunfire and Leone throws (presumably short-fused) M67 Grenades that explode with a timer of 5 COST.
The Blast Radius of the M67 (And most grenades with an AOE effect such as the Stun Grenade) is a 3X3 radius around the grenade.
"Chaff Grenades"
"Chaff Grenades" appear, using their MGS2 model. They most closely resemble M18 Smoke Grenades, they temporarily disable Cameras/Robots/UAVs.
Fictional Soviet Grenade
The same fictional grenade design with a slender cylindrical body and an RGD-5 style UZRGM fuze assembly used in MGS3 reappears as the "Stun Grenade", despite being an MGS1 pack card, the in-game stun grenade uses an MGS3 model. (Likely to make it more visually distinct than the other grenades since the grenade isn't super effective with guards only remaining knocked out for a small amount of time and the MGS3 pack is a late-game pack.)
It has a timer of 5 COST but can be detonated instantly by shooting it.
Available from the MGS3 Pack is the Incendiary version of this grenade, called the "M15 Grenade"
Launchers
FIM-92 Stinger
The FIM-92 Stinger surface-to-air missile launcher reappears from MGS2, though with some differences, namely, it can no longer be used against human foes, the Stinger can only be used against machine targets (Such as UAVs, small robots and the mandatory Metal Gear boss battle), the ""Flying Platforms" from MGS3 (which reappear in this game, just with mounted machine guns instead of the pilot using a Sa. Vz.61 Skorpion) do not count and cannot be targeted with the Stinger.
RPG-7
The RPG-7 from MGS3 returns as a usuable weapon.
Nikita
Re-appearing from MGS2, the fictional Nikita appears as a usuable weapon, the Nikita also appears when using the "RC Missile" from Metal Gear 2, though now fired from a top-down perspective like MGS1. It still has a limited amount of fuel (50 "Cost") and realistically still doesn't very much make sense.
Other
M2 Flamethrower
The slightly fictionalized M2 Flamethrower from MGS3 reappears in-game. It was used by Pyro Bison in Ghost Babel and the "Fire Trooper" from Metal Gear, both characters appear as cards that, when used, will have Snake/Teliko use the M2 Flamethrower.
C4
C4 from MGS1 appears as an item, when placed down, C4 can be detonated either by attaching a timer (30 Cost), a "Bomb Switch" Card (Which will detonate all placed C4) or by shooting it directly.
C3
Returning from MGS3, C3 appears as a better equivalent of the C4. It share's C4's methods of detonation.