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Metal Gear Ac!d

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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.



Metal Gear: Ac!d
MetalgearAC!DCover.jpg
Release Date: 2005
Developer: Konami Computer Entertainment Japan
Publisher: Konami
Platforms: PSP
Genre: Turn Based Strategy


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.)

Handguns

Heckler & Koch Mark 23 Phase II Prototype

Snake's starting Handgun, the Socom appears as an Instant-use firearm, firing 4 .45 ACP bullets per use, the Socom is always suppressed and it's .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.

Airsoft Heckler & Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP
Snake fires the Socom in a close-up.

Heckler & Koch USP

The HK USP from MGS2 appears as a usuable weapon, Teliko has some in her starting deck, the Laser sight/Tactical Flashlight mountedon the bottom is removed from the basic version in the card but is always present on the 3D model.

Heckler & Koch USP - 9x19mm
Teliko with her USP.

Rifles

AKS-74U

The AKS-74U is used by most guards and Teliko Friedman starts with it in her deck, it's model is recycled from MGS2 for the most part.

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.

AKS-74U - 5.45x39mm
A dead enemy soldier holds his AKS-74U

M4A1

The M4A1 Carbine from MGS2 returns, in addition to being used by Snake/Teliko (With Teliko having some in her starting deck), a version with a drum magazine appears mounted on Cameras with machine guns attached.

Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO
A Gun Camera with the M4A1 with drum magazine.

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, in the FAMAS' case, it adds COST per every bullet that hits the target.

The FAMAS' model is recycled from MGS1.

FAMAS G1 - 5.56x45mm. Older intermediate version of the G2 with magazine and magazine release system from the FAMAS F1.
Snake holding the FAMAS.

Explosives

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.)

A Stun Grenade is thrown during a cutscene.



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