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Difference between revisions of "Terminator: Resistance"
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'''Note:''' As was the case in the first two ''Terminator'' films, ballistic weaponry in this game cannot harm Terminators of any type, nor can they harm the Hunter-Killer (HK) vehicles or the T-47 combat walkers. Also, all ingame ballistic weapons (with the exception of the M1911 Pistol) lack chambering animations while reloading, and are never seen to eject spent shell casings while firing. | '''Note:''' As was the case in the first two ''Terminator'' films, ballistic weaponry in this game cannot harm Terminators of any type, nor can they harm the Hunter-Killer (HK) vehicles or the T-47 combat walkers. Also, all ingame ballistic weapons (with the exception of the M1911 Pistol) lack chambering animations while reloading, and are never seen to eject spent shell casings while firing. | ||
==M1911 Pistol== | ==M1911 Pistol== | ||
− | The M1911 Pistol is the first firearm available to the player within the game, and also the first firearm that the player must obtain. It has a nine-round magazine capacity, sports an odd two-dot sighting system (see below), and uses ingame Small Caliber Ammunition. The M1911's low stats and limited magazine capacity more or less restrict its use to the tutorial level or being an emergency sidearm in later levels. However, it is also the only firearm in the game to feature a hammer-cocking animation and a slide-racking animation, as similar animations are missing from other ingame guns. It is also the most accurate firearm in the game when not using iron sights, which is somewhat unrealistic since as a handgun it lacks the additional points of contact a long gun would possess for more accuracy. No NPCs use the M1911 Pistol ingame, but several NPCs do sport pistol-scale holsters that are always depicted as empty, implying that they were originally going to be equipped with the handgun. | + | The M1911 Pistol is the first firearm available to the player within the game, and also the first firearm that the player must obtain. It has a nine-round magazine capacity (implying that it is chambered in 9x19mm, which is confirmed by details on its ammunition pickup item), sports an odd two-dot sighting system (see below), and uses ingame Small Caliber Ammunition. The M1911's low stats and limited magazine capacity more or less restrict its use to the tutorial level or being an emergency sidearm in later levels. However, it is also the only firearm in the game to feature a hammer-cocking animation and a slide-racking animation, as similar animations are missing from other ingame guns. It is also the most accurate firearm in the game when not using iron sights, which is somewhat unrealistic since as a handgun it lacks the additional points of contact a long gun would possess for more accuracy. No NPCs use the M1911 Pistol ingame, but several NPCs do sport pistol-scale holsters that are always depicted as empty, implying that they were originally going to be equipped with the handgun. |
The M1911 Pistol is available from the Scavengers' supply locker for a meager 50 TRUs, or 150 TRUs from the Resistance Shelter Armoury. | The M1911 Pistol is available from the Scavengers' supply locker for a meager 50 TRUs, or 150 TRUs from the Resistance Shelter Armoury. | ||
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[[Image:TRes_-_PC_-_FPV_-_M1911_(No-Shoot_Pose).jpg|thumb|none|600px|Being a trained Resistance soldier, Jacob Rivers knows to point his gun in a safe direction when meeting those who might be friendlies, showing more details on the slide. Here he is looking at Colin the Scavenger who is holding an M16 Rifle.]] | [[Image:TRes_-_PC_-_FPV_-_M1911_(No-Shoot_Pose).jpg|thumb|none|600px|Being a trained Resistance soldier, Jacob Rivers knows to point his gun in a safe direction when meeting those who might be friendlies, showing more details on the slide. Here he is looking at Colin the Scavenger who is holding an M16 Rifle.]] | ||
[[Image:TRes_-_PC_-_FPV_-_M1911_(Iron_Sights).jpg|thumb|none|600px|Not one to trust what might come out of a dark hallway, Jacob Rivers readies his M1911 Pistol. The iron sights seen here are an odd two-dot configuration with dots only on the rear sight, with no corresponding dot on the front sight to aid in target acquisition. Either the developers did not remember to add a third dot to the front sight, or else they used the wrong references for dot-based sighting systems on a handgun.]] | [[Image:TRes_-_PC_-_FPV_-_M1911_(Iron_Sights).jpg|thumb|none|600px|Not one to trust what might come out of a dark hallway, Jacob Rivers readies his M1911 Pistol. The iron sights seen here are an odd two-dot configuration with dots only on the rear sight, with no corresponding dot on the front sight to aid in target acquisition. Either the developers did not remember to add a third dot to the front sight, or else they used the wrong references for dot-based sighting systems on a handgun.]] | ||
+ | [[Image:TRes_-_PC_-_FPV_-_M1911_(Reloading).jpg|thumb|none|600px|Having destroyed a Skynet Plasma Container in the distance, Jacob Rivers drops out the magazine in his M1911 Pistol while reloading it. One of the round-count holes in the magazine is visible, which is a nice detail from the developers.]] | ||
[[Image:TRes_-_PC_-_FPV_-_M1911_(Slide_Racking).jpg|thumb|none|600px|After taking a bit of advice from a wall, Jacob Rivers racks the slide on his M1911 Pistol after reloading it. This is the only animation of its type in the game; no other ingame ballistic weapon has an equivalent chambering animation.]] | [[Image:TRes_-_PC_-_FPV_-_M1911_(Slide_Racking).jpg|thumb|none|600px|After taking a bit of advice from a wall, Jacob Rivers racks the slide on his M1911 Pistol after reloading it. This is the only animation of its type in the game; no other ingame ballistic weapon has an equivalent chambering animation.]] | ||
[[Image:TRes_-_PC_-_FPV_-_M1911_(Sprinting_Pose).jpg|thumb|none|600px|While exploring the Warehouse District of post-apocalyptic Los Angeles, Jacob Rivers remembers to point his M1911 Pistol in a safe direction while sprinting.]] | [[Image:TRes_-_PC_-_FPV_-_M1911_(Sprinting_Pose).jpg|thumb|none|600px|While exploring the Warehouse District of post-apocalyptic Los Angeles, Jacob Rivers remembers to point his M1911 Pistol in a safe direction while sprinting.]] |
Revision as of 20:07, 26 April 2020
Work In Progress This article is still under construction. It may contain factual errors. See Talk:Terminator: Resistance for current discussions. Content is subject to change. |
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The following weapons are used in the video game Terminator: Resistance:
WARNING! THIS PAGE CONTAINS SPOILERS!
Overview
Ballistic Weaponry
Note: As was the case in the first two Terminator films, ballistic weaponry in this game cannot harm Terminators of any type, nor can they harm the Hunter-Killer (HK) vehicles or the T-47 combat walkers. Also, all ingame ballistic weapons (with the exception of the M1911 Pistol) lack chambering animations while reloading, and are never seen to eject spent shell casings while firing.
M1911 Pistol
The M1911 Pistol is the first firearm available to the player within the game, and also the first firearm that the player must obtain. It has a nine-round magazine capacity (implying that it is chambered in 9x19mm, which is confirmed by details on its ammunition pickup item), sports an odd two-dot sighting system (see below), and uses ingame Small Caliber Ammunition. The M1911's low stats and limited magazine capacity more or less restrict its use to the tutorial level or being an emergency sidearm in later levels. However, it is also the only firearm in the game to feature a hammer-cocking animation and a slide-racking animation, as similar animations are missing from other ingame guns. It is also the most accurate firearm in the game when not using iron sights, which is somewhat unrealistic since as a handgun it lacks the additional points of contact a long gun would possess for more accuracy. No NPCs use the M1911 Pistol ingame, but several NPCs do sport pistol-scale holsters that are always depicted as empty, implying that they were originally going to be equipped with the handgun.
The M1911 Pistol is available from the Scavengers' supply locker for a meager 50 TRUs, or 150 TRUs from the Resistance Shelter Armoury.
Uzi
The Uzi in its full-size submachine gun configuration appears in the game, referred to ingame as the "Uzi SMG." Dealing slightly more damage than the M1911 Pistol, the ingame Uzi has a magazine capacity of 30 rounds of Small Caliber Ammunition and is restricted to fully-automatic fire. No NPCs use it ingame. It also sports an extendable metal stock that cannot be extended. Whether the ingame Uzi is open bolt or closed bolt cannot be determined as the weapon lacks any sort of charging animation for this weapon. Its presence in the game is clearly a reference to the Uzi's appearance in the first film of the series.
The Uzi can be obtained for free in the first level if the player makes a certain choice; otherwise, it is available from the Scavengers' supply locker for 100 TRUs, or from the Resistance Shelter's Armoury for 300 TRUs.
"M16 Rifle"
A composite M16 appears in the game, with a 30-round magazine capacity while being restricted to fully-automatic fire, and is the second firearm that the player must obtain. The in-game version sports a retractable buttstock, a quad rail with two rail covers, and an unusable (and anachronistic) AN/PEQ-15 laser module. This combination of features was not standard-issue for M16 rifles in real-life 1997 (the year Judgment Day occurred in the Terminator timeline), suggesting that either American firearms development continued after the nuclear holocaust (rather unlikely) or that the M16s ingame are in fact M16A4s with full-auto lowers and replaced buttstocks. Colin the Scavenger and Ryan the Mechanic from the Scavengers' group are seen to use these weapons during the first level of the game. Jennifer the Scavenger also uses one during Skynet's attack on the Metro station.
The M16 rifle is available for 200 TRUs at the Scavengers' supply locker, or for 600 TRUs at the Resistance Shelter Armoury.
Baikal MP-133
The Baikal MP-133 appears in the game, as the "Remington Shotgun." It is supposed to stand in for the Remington 870, but its true identity can be discerned by the shape of its trigger guard, the rectangular ejection port, the magazine cut-off button, and the cylindrical "corncob" forend. It has a tube magazine capacity of seven rounds, and like the real deal can only fire once every time the pumping animation is complete. The seven-round magazine capacity is clearly intended to replicate the real MP-133's 6+1 magazine capacity, but like the other ballistic weapons in this game the player character never chambers the shotgun while reloading to get the seventh round in the chamber. As with many video game shotguns, its projectiles disappear past 10 metres or so and have a very wide and unrealistic spread when fired.
Like the rest of the game's ballistic weaponry, the MP-133 cannot damage Terminators, but it can knock them down for a short time if enough hits are scored, which is a reference to the first film in the series with the same unrealistic aspects. Ryan the Mechanic uses one in a cutscene, but no other NPCs use it. The presence of the Baikal MP-133 in this game is anachronistic and out-of-place, since it was developed in 2000 and Judgment Day happened in 1997, unless Eastern European shotgun development continued somehow after the apocalypse and the MP-133 somehow became the most common shotgun in America.
The MP-133 can be found free of charge in an abandoned gun store in the Warehouse District level, or in the locked trunks of certain cop cars scattered throughout some of the game's levels. Otherwise, it can be purchased for 150 TRUs from the Scavengers' supply locker, or 450 TRUs from the Resistance Shelter Armoury.
Ballistic Ammunition
Ammunition for ballistic weaponry can be found throughout the ingame levels, or can be crafted at a Crafting Table with the right components. The exact amount of ammunition available per pick-up varies with the difficulty level selected.