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Difference between revisions of "Resident Evil 3: Nemesis"
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== Colt M4A1 Carbine == | == Colt M4A1 Carbine == | ||
− | Jill starts with a customized [[M4A1 Carbine]] in her inventory on easy mode. In-game it is equipped with a vertical grip, a bi-pod, a rear back-up sight, and an AimPoint optical sight. Carlos is armed with an M4A1 in both the Mercenaries and the small part of the main game in which you play as him. Mikhail is also equipped with an M4A1 carbine in the main game and depending on events he uses it to kill off both zombies and distract the | + | Jill starts with a customized [[M4A1 Carbine]] in her inventory on easy mode. In-game it is equipped with a vertical grip, a bi-pod, a rear back-up sight, and an AimPoint optical sight. Carlos is armed with an M4A1 in both the Mercenaries and the small part of the main game in which you play as him. Mikhail is also equipped with an M4A1 carbine in the main game and depending on events he uses it to kill off both zombies and distract the Nemesis. It is also used by the majority of U.B.C.S. members. It is erroneously depicted with both a three-round burst and a fully automatic option; M4A1s only have Safe-Semi-Full Auto trigger groups. |
− | A curious note about the M4 is that despite it using a rifle cartridge, which would be | + | A curious note about the M4 is that despite it using a rifle cartridge, one which would be comparable in power to the .44 Magnum revolver, the M4 is quite weak, requiring around 8 rounds to dispatch a normal zombie while the 92F only requires around 4-5 shots and the magnum is capable of taking out everything but boss-type enemies in a single shot. This is likely a balancing measure in response to the percentage-based ammo system automatic weapons use in ''Resident Evil'' games prior to ''4'', as each percentage of the M4's ammo is equivalent to three bullets fired. |
*All M4s in CGI cutscenes equipped by U.B.C.S. are seen without any modifications, a most notable scene reflect that Mikhail Victor fires it at Nemesis on the streetcar; the two M4A1s in in-game scene and CGI scene are quite different, despite the fact that they must be the same one. The vertical foregrip and bi-pod seem to be attached via a rail bolted to the hand guard as the rest of the hand guard resembles the standard hand guard and not a R.I.S. hand guard. The AimPoint is attached via an older mount. | *All M4s in CGI cutscenes equipped by U.B.C.S. are seen without any modifications, a most notable scene reflect that Mikhail Victor fires it at Nemesis on the streetcar; the two M4A1s in in-game scene and CGI scene are quite different, despite the fact that they must be the same one. The vertical foregrip and bi-pod seem to be attached via a rail bolted to the hand guard as the rest of the hand guard resembles the standard hand guard and not a R.I.S. hand guard. The AimPoint is attached via an older mount. |
Revision as of 04:08, 23 September 2015
The following weapons were used in the videogame Resident Evil 3: Nemesis:
Pistols
Beretta 92FS "Samurai Edge" Custom
Jill's main weapon is a custom Beretta 92FS Brigadier made especially for S.T.A.R.S. Members. It can fire modified bullets for more power. It is specifically designated as a Custom 92FS in a fax from Robert Kendo. The game incorrectly refers to the gun as "M92FS".
STI Edge
Jill finds parts to make a STI Edge in 9mm with purple grips after two encounters with the Nemesis. It is also Carlos Olivera's primary sidearm in the Mercenaries mini-game. The weapon fires and reloads twice as fast as the standard handgun and the scope allows the weapon to occasionally inflict critical shots on standard zombie enemies, instantly killing them. For some reason, the scope is mounted backwards.
SIG Pro SP 2009
The SIG Pro SP 2009 is used by Nicholai Ginovaef in both the main and Mercenaries mini-game and by Carlos in his segment of the main game. It is functionally identical to Jill's 92FS Samurai Edge pistol.
Smith & Wesson Model 629 Classic
A Smith & Wesson Model 629 Classic can be found either in the S.T.A.R.S. Office weapons locker or the locker in the Power Station. The in-game description says the weapon is fitted with weights to reduce recoil, yet the weapon has a heavy recoil anyway. This is Mikhail's primary sidearm in the Mercenaries bonus game.
Browning Hi-Power
The old official sidearm of the RPD. Browning Hi-Powers are seen being used in the opening scene but not used during the game.
Shotguns
Remington 870
Two variants of the Remington 870 are seen in the opening FMV cutscene, the police folder, and the synthetic fullstocked variant with a Surefire light, used by the RPD and SPF (Select Police Force), respectively.
Benelli M3 Super 90
Jill finds a Benelli M3 Super 90 shotgun with a pistol grip on a corpse in a zombie ridden basement. It correctly holds 7 rounds and seems to have wood furniture instead of the usual plastic furniture. It can fire modified shells for increased firepower.
Winchester 1892 "Mare's Leg"
Jill finds parts to make a Winchester 1892 "Mare's Leg", where it is incorrectly named as the "M37 Western Custom", with a loop lever after five encounters with the Nemesis, it is incorrectly depicted as being a 12 gauge shotgun like a Winchester Model 1887. It cannot use the Modified shells but seems to have a faster rate of fire. Jill "flip-cocks" the lever mechanism with one hand; unlike most videogames, the lever loop at least appears to have been widened on the inventory icon to accommodate this.
Submachine Guns
Heckler & Koch MP5A3
RPD SPF members are seen using MP5A3s with Navy trigger groups. Although the models are somewhat low detailed, they have Navy fire-selector levers but lack the pictogram markings. This weapon only appears in the cutscene and is not available in game.
Assault Rifles
Colt M4A1 Carbine
Jill starts with a customized M4A1 Carbine in her inventory on easy mode. In-game it is equipped with a vertical grip, a bi-pod, a rear back-up sight, and an AimPoint optical sight. Carlos is armed with an M4A1 in both the Mercenaries and the small part of the main game in which you play as him. Mikhail is also equipped with an M4A1 carbine in the main game and depending on events he uses it to kill off both zombies and distract the Nemesis. It is also used by the majority of U.B.C.S. members. It is erroneously depicted with both a three-round burst and a fully automatic option; M4A1s only have Safe-Semi-Full Auto trigger groups.
A curious note about the M4 is that despite it using a rifle cartridge, one which would be comparable in power to the .44 Magnum revolver, the M4 is quite weak, requiring around 8 rounds to dispatch a normal zombie while the 92F only requires around 4-5 shots and the magnum is capable of taking out everything but boss-type enemies in a single shot. This is likely a balancing measure in response to the percentage-based ammo system automatic weapons use in Resident Evil games prior to 4, as each percentage of the M4's ammo is equivalent to three bullets fired.
- All M4s in CGI cutscenes equipped by U.B.C.S. are seen without any modifications, a most notable scene reflect that Mikhail Victor fires it at Nemesis on the streetcar; the two M4A1s in in-game scene and CGI scene are quite different, despite the fact that they must be the same one. The vertical foregrip and bi-pod seem to be attached via a rail bolted to the hand guard as the rest of the hand guard resembles the standard hand guard and not a R.I.S. hand guard. The AimPoint is attached via an older mount.
Machine Guns
Minigun
The same three-barreled Gatling Gun from RE2 returns as an unlockable weapon.
Launchers
"Hk-P" (Fictional Grenade Launcher)
A grenade launcher called the "Hk-P" in-game seems to be based on an DefTech 1315 37mm gas gun with the addition of a horizontal foregrip, OD furniture, and a folding grenade sight. The "Hk-P" is found randomly inside either the locker inside the S.T.A.R.S office or inside a locker in the powerplant. Like in most Resident Evil games, it can use many different (and usually fictional) grenades rounds which include: standard (explosive), acid, flame, and nitrogen.
"Mine Thrower"
The Mine Thrower is an fictional break-action, cylinder-fed, weapon created by Umbrella that is designed to fire Anti-Personnel SMART mines which explode after a short delay or when a creatures comes close to them.
M202 FLASH
Perhaps the most powerful weapon available. The M202 FLASH, incorrectly identified as the "M66 Rocket Launcher" is capable of firing powerful rockets that will kill almost any enemy in the game. It can take down Nemesis in only 2 shots. A regular non-unlimited rocket launcher can be found in the very late portion of the game or an unlimited ammo version can be bought in the Mercenaries bonus game. Mikhail has the same rocket launcher in the Bonus game but this holds 8 rounds as opposed to 4.
Fictional Hybrid Missile Launcher
A weapon based loosely on the FIM-92A Stinger which lacks the top-mounted tracking antenna combined with the design and soft launch system of the FGM-148 Javelin is used by the Nemesis. The weapon can also fire multiple shots one after the other, and the missiles it launches are smaller than the launcher's length, being roughly similar in size to 83mmm rockets. The launcher is also much longer than the real-life FIM-92A, with a length of over 7 feet, almost as tall as Nemesis. It is used randomly by him throughout the game and is eventually destroyed by Carlos Oliveira while in battle against Nemesis.