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Difference between revisions of "Firearms: Source"

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
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(Fixed up the goofy formatting and some mistakes.)
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==Colt M1911A1==
 
==Colt M1911A1==
  
[[Image:Colt1911A1PreWar.jpg|300px|thumb|none|[http://www.imfdb.org/index.php/M1911_pistol_series#M1911A1 Colt's Manufacturing Company M1911A1] - .45 ACP]]
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An original run [[Colt M1911A1]] pistol with wooden grips is featured as the cheapest handgun in FA: Source. It's the only .45 caliber handgun in the mod for the moment and packs a punch despite its cheap cost (8 credits). It is fired semi-auto, and it holds 7 (+1) rounds. It is referred to as "M1911" ingame.
An original run Colt 1911A1 pistol with wooden grips is featured as the cheapest handgun in FA: Source. It's the only .45 caliber handgun in the mod for the moment and packs a punch despite its cheap cost (8 credits). It can be fired semi-auto only, and it holds 7 (+1) rounds. It is referred to as "M1911" ingame.
+
 
 +
[[Image:Colt1911A1PreWar.jpg|400px|thumb|none|Pre-War Colt M1911A1 - .45 ACP]]
  
 
[[Image:Firearms-source-M1911.jpg|600px|thumb|none|none|Colt M1911A1 as the player wields it in '''''Firearms: Source'''''.]]
 
[[Image:Firearms-source-M1911.jpg|600px|thumb|none|none|Colt M1911A1 as the player wields it in '''''Firearms: Source'''''.]]
 
==IWI Desert Eagle==
 
 
[[Image:Desert-Eagle.jpeg|300px|thumb|none|[http://www.imfdb.org/index.php/Desert_Eagle#Desert_Eagle_Mark_XIX Israel Weapon Industries Desert Eagle Mark XIX] - .50 Action Express]]
 
 
The Desert Eagle is featured in FA:S as the heavy-hitting pistol. Despite its caliber, the recoil is relatively similar to a .44 Magnum or .357 Magnum, but this is likely for balancing and gameplay reasons. It accurately uses 7-round magazines, plus one chambered. It costs 13 credits and fires semi-auto only. Named "Desert Eagle" ingame.
 
 
[[Image:Firearms-source-desert-eaglea.jpg|600px|thumb|none|none|Desert Eagle as the player wields it in '''''Firearms: Source'''''.]]
 
 
[[Image:Firearms-source-desert-eagleb.jpg|600px|thumb|none|none|Freshly fired Desert Eagle in '''''Firearms: Source'''''. Shell casing mid-air. ''(another round chambered?)'']]
 
  
 
==Glock 20==
 
==Glock 20==
  
[[Image:Glock20.jpg‎|300px|thumb|none|[http://www.imfdb.org/index.php/Glock#Glock_20 Glock Ges.m.b.H. 20 (third generation)] - 10mm Auto]]
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The [[Glock 20]] is featured in FA:S as one of the "middle-of-the-road" handguns costing 10 credits. It is a 10mm Auto handgun, with a magazine of 15 (+1) rounds. It fires in semi-auto and is named just "G20" ingame. <br> It appears to have a flashlight module mounted in the accessories rail under the barrel, but it's not (currently) useable. It has white 3-dot sights instead of the usual Glock sights.
  
The Glock 20 is featured in FA:S as one of the "middle-of-the-road" handguns costing 10 credits. It is a 10mm Auto handgun, with a magazine of 15 (+1) rounds. It fires in semi-auto and is named just "G20" ingame.
+
[[Image:Glock20.jpg‎|400px|thumb|none|Glock 20 - 10mm Auto]]
  
 
[[Image:Firearms-source-G20a.jpg|600px|thumb|none|none|Glock 20 as the player wields it in '''''Firearms: Source'''''.]]
 
[[Image:Firearms-source-G20a.jpg|600px|thumb|none|none|Glock 20 as the player wields it in '''''Firearms: Source'''''.]]
 
It appears to have a flashlight module mounted in the accessories rail under the barrel, but it's not (currently) useable. Also, the tritium sights are not visible in the darkness, whereas the ones used by the [http://www.imfdb.org/index.php/Half-Life_2#Heckler_.26_Koch_USP_Match H&K USP Match] in [[Half-Life 2]] were.
 
  
 
[[Image:Firearms-source-G20b.jpg|600px|thumb|none|none|Glock 20 during a reload in '''''Firearms: Source'''''.]]
 
[[Image:Firearms-source-G20b.jpg|600px|thumb|none|none|Glock 20 during a reload in '''''Firearms: Source'''''.]]
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==Beretta 92FS==
 
==Beretta 92FS==
  
[[Image:BerettaM92FS.jpg‎‎|300px|thumb|none|[http://www.imfdb.org/index.php/Beretta_92_pistol_series#Beretta_92F.2FFS Fabbrica d'Armi Pietro Beretta 92FS] - 9x19mm Parabellum]]
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Set to be another of the "middle-of-the-road" handguns at 10 credits. Besides caliber, the [[Beretta 92FS]] was made to be more accurate compared to the Glock 20 when fired rapidly, however it is still rather weak against most opponents. It uses 15 (+1)-round magazines, fires semi-auto and is named "92FS" in the selection screen. The website states this weapon has a removable suppressor, but it's since been removed.
  
Set to be another of the "middle-of-the-road" handguns at 10 credits. Besides caliber, the 92FS was made to be more accurate compared to the Glock 20 when fired rapidly, however it is still rather weak against most opponents. It uses 15 (+1)-round magazines, fires semi-auto and is named "92FS" in the selection screen. The website states this weapon has a removable suppressor, but it's since been removed.
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[[Image:BerettaM92FS.jpg‎‎|400px|thumb|none|Beretta 92FS - 9x19mm]]
  
[[Image:Firearms-source-92FSb.jpg|600px|thumb|none|none|Beretta 92FS as the player wields it in '''''Firearms: Source''''', finger on the trigger.]]
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[[Image:Firearms-source-92FSb.jpg|600px|thumb|none|none|Beretta 92FS as the player wields it in '''''Firearms: Source'''''.]]
 +
 
 +
[[Image:Firearms-source-92FSd.jpg|600px|thumb|none|none|Beretta 92FS during a reload in '''''Firearms: Source'''''.]]
  
 
A live round can be seen inside the chamber after firing, as this weapon does not ejects spent shells, probably due to an oversight by the developers (best seen in the second screenshot):<br />
 
A live round can be seen inside the chamber after firing, as this weapon does not ejects spent shells, probably due to an oversight by the developers (best seen in the second screenshot):<br />
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Image:Firearms-source-92FSa.jpg|Beretta 92FS while firing in '''''Firearms: Source''''' (live round chambered).
 
Image:Firearms-source-92FSa.jpg|Beretta 92FS while firing in '''''Firearms: Source''''' (live round chambered).
 
</gallery>
 
</gallery>
 
[[Image:Firearms-source-92FSd.jpg|600px|thumb|none|none|Beretta 92FS during a reload in '''''Firearms: Source'''''.]]
 
  
 
==KBP OTs-33 "Pernach"==
 
==KBP OTs-33 "Pernach"==
  
[[Image:OTs-33_automatic_pistol.jpg‎|300px|thumb|none|[http://www.imfdb.org/index.php/OTs-33_Pernach KBP Instrument Design Bureau OTs-33 "Pernach"] - 9x18mm Makarov]]
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Featured as the designated Machine Pistol in FA:S, the [[OTs-33 Pernach|OTs-33]] "Pernach" ("multi-vaned mace" in Russian) is fully automatic and fires the Russian 9x18mm caliber in 18-round magazines, plus one chambered. It is a favorite of snipers who wish to have an automatic weapon without sacrificing too much on credits (17). Appears as "OTS-33" ingame and fires either semi or full-auto.
  
Featured as the designated Machine Pistol in FA:S, the OTs-33 "Pernach" ("multi-vaned mace" in Russian) is fully automatic and fires the Russian 9x18mm caliber in 18-round magazines, plus one chambered. It is a favorite of snipers who wish to have an automatic weapon without sacrificing too much on credits (17). Appears as "OTS-33" ingame and fires either semi or full-auto.
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[[Image:OTs-33_automatic_pistol.jpg‎|400px|thumb|none|KBP OTs-33 "Pernach" - 9x18mm Makarov]]
  
 
[[Image:Firearms-source-OTS-33.jpg|600px|thumb|none|none|OTs-33 "Pernach" as the player wields it in '''''Firearms: Source'''''. The fire selector is always fixed in full-auto mode.]]
 
[[Image:Firearms-source-OTS-33.jpg|600px|thumb|none|none|OTs-33 "Pernach" as the player wields it in '''''Firearms: Source'''''. The fire selector is always fixed in full-auto mode.]]
  
 +
==IWI Desert Eagle==
 +
 +
The [[Desert Eagle]] is featured in FA:S as the heavy-hitting pistol. Despite its caliber, the recoil is relatively similar to a .44 Magnum or .357 Magnum, but this is likely for balancing and gameplay reasons. It accurately uses 7-round magazines, plus one chambered. It costs 13 credits and fires semi-auto. Named "Desert Eagle" ingame.
 +
 +
[[Image:Desert-Eagle.jpeg|450px|thumb|none|IMI Desert Eagle Mark XIX - .50 Action Express]]
 +
 +
[[Image:Firearms-source-desert-eaglea.jpg|600px|thumb|none|none|Desert Eagle as the player wields it in '''''Firearms: Source'''''.]]
 +
 +
[[Image:Firearms-source-desert-eagleb.jpg|600px|thumb|none|none|Freshly fired Desert Eagle in '''''Firearms: Source'''''. Shell casing mid-air. ''(another round being chambered?)'']]
  
 
== [[Taurus Raging Bull]] ==
 
== [[Taurus Raging Bull]] ==
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==Benelli M3 Super 90==
 
==Benelli M3 Super 90==
  
[[Image:‎‎‎‎Benelli_m3-1-.jpg|500px|thumb|none|[http://www.imfdb.org/index.php/Benelli_M3_Super_90#Benelli_M3 Benelli Armi SpA M3 Super 90] - 12 Gauge]]
 
  
The Benelli M3 Super 90 appears in FA:S with a two tone colour combination of a tan barrel and receiver with a black synthetic pistol gripped stock and synthetic fore-grip as well a side saddle shell holder. It is correctly depicted as a semi-automatic shotgun and holds 7 (+1) shells of 12 gauge 00 Buckshot.
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The [[Benelli M3 Super 90]] appears in FA:S with a two tone color combination of a tan barrel and receiver with a black synthetic pistol gripped stock and synthetic fore-grip as well a side saddle shell holder. It is correctly depicted as a semi-automatic shotgun and holds 7 (+1) shells of 12 gauge 00 Buckshot. It costs 38 credits and is referred to as "M3-S90" ingame. The shotgun has a (currently useless) Picatinny rail above the main body. The reloading animation is somewhat complex, as the player loads the first round directly through the ejection port if the weapon is empty, and the last 7 rounds are inserted one by one.
 +
 
 +
[[Image:‎‎‎‎Benelli_m3-1-.jpg|500px|thumb|none|Benelli M3 Super 90 - 12 Gauge]]
  
 
[[Image:Firearms-source-M3-S90a.jpg‎|600px|thumb|none|none|Benelli M3 Super 90 as the player wields it in '''''Firearms: Source'''''.]]
 
[[Image:Firearms-source-M3-S90a.jpg‎|600px|thumb|none|none|Benelli M3 Super 90 as the player wields it in '''''Firearms: Source'''''.]]
 
It costs 38 credits and is referred to as "M3-S90" ingame. The shotgun has a (currently useless) Picatinny rail above the main body. The reloading animation is somewhat complex, as the player loads the first round directly through the ejection port if the weapon is empty, and the last 6 rounds are taken from the side holder and consequently loaded faster.
 
  
 
[[Image:Firearms-source-M3-S90b.jpg‎|600px|thumb|none|none|Benelli M3 Super 90 being reloaded in '''''Firearms: Source'''''.]]
 
[[Image:Firearms-source-M3-S90b.jpg‎|600px|thumb|none|none|Benelli M3 Super 90 being reloaded in '''''Firearms: Source'''''.]]
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==Remington 870==
 
==Remington 870==
  
[[Image:Remington870PoliceStd.jpg‎‎‎‎‎|500px|thumb|none|[http://www.imfdb.org/index.php/Remington_Model_870_Shotgun#Remington_870 Remington Arms Company, Inc. 870 Police Magnum Riot Shotgun] - 12 Gauge]]
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The [[Remington 870]] was added in the 1.0e patch. The model was based off the Express Magnum variant with an extended magazine tube that holds 6 + 1 shells. The shotgun is pump-action only, firing a new round when the mouse button is depressed, and ejecting it and chambering another when it is released. It costs 32 credits and is named "R870".
  
 
+
[[Image:Remington870PoliceStd.jpg‎‎‎‎‎|500px|thumb|none|Remington 870 Police Magnum Riot Shotgun - 12 Gauge]]
The Remington 870 was added in the 1.0e patch. The model was based off the Police Magnum variant with an extended magazine tube that holds 7 + 1 shells.
 
  
 
[[Image:Firearms-source-R870a.jpg‎|600px|thumb|none|none|Remington 870 as the player wields it in '''''Firearms: Source'''''. The front sight appears to be missing.]]
 
[[Image:Firearms-source-R870a.jpg‎|600px|thumb|none|none|Remington 870 as the player wields it in '''''Firearms: Source'''''. The front sight appears to be missing.]]
  
The shotgun is pump-action only, firing a new round when the mouse button is depressed, and ejecting it and chambering another when it is released. It costs 32 credits and is named "R870".
+
[[Image:Firearms-source-R870b.jpg|600px|thumb|none|Remington 870 being reloaded in '''''Firearms: Source'''''. "Remington 870 EXPRESS MAGNUM" can be clearly seen on the left side of the gun, while the loaded round appears to be made by [http://www.lightfield-ammo.com/ Lightfield]. A M1A1 Abrams tank is seen in the background, as most maps feature (unmovable) military vehicles to enhance the "war" feeling.]]
  
[[Image:Firearms-source-R870b.jpg|600px|thumb|none|Remington 870 being reloaded in '''''Firearms: Source''''', finger on the trigger. "Remington 870 EXPRESS MAGNUM" can be clearly seen on the left side of the gun, while the loaded round appears to be made by [http://www.lightfield-ammo.com/ Lightfield]. A M1A1 Abrams tank is seen in the background, as most maps feature (unmovable) military vehicles to enhance the "war" feeling.]]
 
  
 
+
== [[KS-23]] ==
== [[KS23]] ==
 
  
  
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==H&K MP5A4==
 
==H&K MP5A4==
  
[[Image:H&KMP5A4.jpg‎‎|500px|thumb|none|[http://www.imfdb.org/index.php/Heckler_%26_Koch_MP5#Heckler_.26_Koch_MP5A4 Heckler & Koch GmbH MP5A4] - 9x19mm Parabellum]]
+
The [[MP5#Heckler & Koch MP5A4|MP5A4]] is a good submachine gun costing 24 credits, though it lacks the Picatinny-mounted ACOG seen in previous versions. The magazines hold 30 (+1) rounds of 9mm Parabellum and it offers either semi-auto, 3-round burst or full-auto firing modes. Referred to as "MP5-A4" ingame.
  
A good submachine gun costing 24 credits, though it lacks the Picatinny-mounted ACOG seen in previous versions. The magazines hold 30 (+1) rounds of 9mm Parabellum and it offers either semi-auto, 3-round burst or full-auto firing modes. Referred to as "MP5-A4" ingame.
+
[[Image:H&KMP5A4.jpg‎‎|500px|thumb|none|Heckler & Koch MP5A4 - 9x19mm]]
  
 
[[Image:Firearms-source-MP5-A4.jpg‎|600px|thumb|none|none|H&K MP5A4 as the player wields it in '''''Firearms: Source'''''.]]
 
[[Image:Firearms-source-MP5-A4.jpg‎|600px|thumb|none|none|H&K MP5A4 as the player wields it in '''''Firearms: Source'''''.]]
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==Chang Feng CF-05==
 
==Chang Feng CF-05==
  
[[Image:Changfeng9.jpg‎‎‎‎|500px|thumb|none|[http://www.imfdb.org/index.php/Chang_Feng_CF-05 Chang Feng CF-05] - 9x19mm Parabellum]]
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One of the most obscure firearms added to FA:S is the [[Chang Feng CF-05]]. This 24-credit Chinese submachine gun uses 50 (+1)-round helical magazines that are top-loaded on the weapon and fires the 9x19mm Parabellum round. It was added to replace the aging [[PP-19 Bizon]], featured in the GoldSrc version of ''Firearms''. It can fire either in semi or full-auto mode and is named "CF-05".
  
One of the most obscure firearms added to FA:S. This 24-credit Chinese submachine gun uses 50 (+1)-round helical magazines that are top-loaded on the weapon and fires the 9x19mm Parabellum round. It was added to replace the aging PP-19 Bizon, featured in the GoldSrc version of ''Firearms''. It can fire either in semi or full-auto mode and is named "CF-05".
+
[[Image:Changfeng9.jpg‎‎‎‎|500px|thumb|none|Chang Feng CF-05 - 9x19mm]]
  
 
[[Image:Firearms-source-CF-05a.jpg‎|600px|thumb|none|none|Chang Feng as the player wields it in '''''Firearms: Source'''''.]]
 
[[Image:Firearms-source-CF-05a.jpg‎|600px|thumb|none|none|Chang Feng as the player wields it in '''''Firearms: Source'''''.]]
  
[[Image:Firearms-source-CF-05b.jpg|600px|thumb|none|none|Chang Feng during a reload in '''''Firearms: Source'''''. The helical magazine is placed above the barrel and not below as in the Bizon]]
+
[[Image:Firearms-source-CF-05b.jpg|600px|thumb|none|none|Chang Feng during a reload in '''''Firearms: Source'''''. The helical magazine is placed above the barrel and not below as in the Bizon.]]
  
 
==Ingram MAC-11==
 
==Ingram MAC-11==
  
[[Image:Mac_m11_9k.jpg‎‎|300px|thumb|none|[http://www.imfdb.org/index.php/MAC-10#MAC-11 RPB Industries Ingram MAC-11] - .380 ACP]]
+
The [[MAC-11|Ingram MAC-11]] is featured in FA:S as a cheap submachine gun (20 credits). It carries 32 rounds of .380 ACP and fires semi or full-auto. Named "MAC-11". It correctly fires from the the opened-bolt position.
  
The Ingram MAC-11 is featured in FA:S as a cheap submachine gun (20 credits). It carries 32 rounds and fires, semi or full-auto, the .380 ACP round. Named "MAC-11".
+
[[Image:Mac_m11_9k.jpg‎‎|350px|thumb|none|RPB Industries Ingram MAC-11 - .380 ACP]]
  
 
[[Image:Firearms-source-MAC-11a.jpg‎|600px|thumb|none|none|Ingram MAC-11 as the player wields it in '''''Firearms: Source'''''.]]
 
[[Image:Firearms-source-MAC-11a.jpg‎|600px|thumb|none|none|Ingram MAC-11 as the player wields it in '''''Firearms: Source'''''.]]
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== MK7A4 ==
 
== MK7A4 ==
  
== [[Uzi]] ==
+
== [[IMI Uzi]] ==
  
== [[L2A3]] ==
+
== [[Sterling SMG|Sterling L2A3]] ==
  
== [[MP5k]] ==
+
== [[MP5K|H&K MP5K]] ==
  
 
=Assault Rifles=
 
=Assault Rifles=
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==AK-47==
 
==AK-47==
  
[[Image:AK-47.jpg|500px|thumb|none|[http://www.imfdb.org/index.php/AK-47#AK-47 AK-47] - 7.62x39mm]]
+
A powerful weapon firing the good, old 7.62x39mm. The [[AK-47]] (named the same way ingame) costs 40 credits and is a good choice for medium to long-range combat, due to its stopping power. The magazines hold 30 (+1) rounds and semi or full-auto modes can be selected. Also, the rifle is fitted with a bayonet that can be used to stab enemy combatants, through the Weapon Melee command key.
  
A powerful weapon firing the good, old 7.62x39mm. The AK-47 (named the same way ingame) costs 40 credits and is a good choice for medium to long-range combat, due to its stopping power. The magazines are 30 (+1) rounds and semi or full-auto modes can be selected.
+
[[Image:AK-47.jpg|500px|thumb|none|Original Type I AK-47 - 7.62x39mm]]
  
 
[[Image:Firearms-source-AK47a.jpg‎|600px|thumb|none|none|AK-47 as the player wields it in '''''Firearms: Source'''''.]]
 
[[Image:Firearms-source-AK47a.jpg‎|600px|thumb|none|none|AK-47 as the player wields it in '''''Firearms: Source'''''.]]
  
Also, the rifle is fitted with a bayonet that can be used to stab enemy combatants, through the Weapon Melee command key.
+
[[Image:Firearms-source-AK47b.jpg|600px|thumb|none|none|AK-47 during a reload in '''''Firearms: Source'''''. Here you can see the bayonet. The player does a good job grabbing a fresh magazine before extracting the previous one. Also, both the follower and spring are missing from the empty magazine, and the head of the second round (left mag) looks cut.]]
 
 
[[Image:Firearms-source-AK47b.jpg|600px|thumb|none|none|AK-47 during a reload in '''''Firearms: Source'''''. Here you can see the bayonet. The player does a good job grabbing a fresh magazine before extracting the previous one, but he keeps his finger on the trigger. Also, both the follower and spring are missing from the empty magazine, and the head of the second round (left mag) looks cut.]]
 
 
 
==FAMAS F1==
 
 
 
[[Image:Famas.jpg‎‎|500px|thumb|none|[http://www.imfdb.org/index.php/FAMAS#FAMAS_F1 FAMAS F1] - 5.56x45mm NATO]]
 
 
 
Very appreciated by the FA expert players, this assault rifle provides a very high rate of fire for 42 credits. The main drawback is that the magazines hold only 25 (+1) rounds of 5.56x45mm ammunition and it has a high rate of fire, so it will empty magazines in no time.
 
 
 
[[Image:Firearms-source-FA-MASa.jpg‎|600px|thumb|none|none|FN FAMAS F1 as the player wields it in '''''Firearms: Source'''''.]]
 
 
 
It's named "FA-MAS" ingame and offers semi-auto, 3-round burst or full-auto firing modes. Interestingly, the trigger guard and old pre-STANAG-4179 mag are those of a F1, but the handguard is from the more modern G2.
 
 
 
[[Image:Firearms-source-FA-MASb.jpg|600px|thumb|none|none|The player reload his FN FAMAS F1 in '''''Firearms: Source''''', finger on the trigger.]]
 
 
 
[[Image:Firearms-source-FA-MASc.jpg|600px|thumb|none|none|The player chambers the first round in his FN FAMAS F1 in '''''Firearms: Source'''''. Nice way of pulling the cocking handle.]]
 
  
==H&K G3A3==
+
==FAMAS F1/G2 Hybrid==
  
[[Image:HKG3A3.jpg‎‎|500px|thumb|none|[http://www.imfdb.org/index.php/Heckler_%26_Koch_G3#Heckler_.26_Koch_G3 Heckler & Koch GmbH G3A3] - 7.62x51mm NATO (slimline handguard)]]
+
Very appreciated by the FA expert players, the [[FAMAS]] provides a very high rate of fire for 42 credits. The main drawback is that the magazines hold only 25 (+1) rounds of 5.56x45mm ammunition and it has a high rate of fire, so it will empty magazines in no time. It's named "FA-MAS" ingame and offers semi-auto, 3-round burst or full-auto firing modes. Interestingly, the trigger guard is is that of a F1, but the handguard, magazine-well, and 30-round STANAG mag (though as stated above, it still holds 25 rounds) is from the more modern G2.
  
40 credits does this piece of metal art cost. The 20 (+1) rounds of 7.62x51mm ammunition pack quite a heavy punch. The cycling rate of the full-auto mode is a bit slow, as this weapon was intended for single, well-aimed, semi-auto shots. Named just "G3A3".
+
[[Image:Famas.jpg‎‎|500px|thumb|none|FAMAS F1 - 5.56x45mm NATO]]
 +
[[Image:Famas g2.jpg|thumb|none|500px|FAMAS-G2 - 5.56x45mm NATO. Note STANAG magazine.]]
  
[[Image:Firearms-source-G3A3a.jpg‎|600px|thumb|none|none|H&K G3A3 as the player wields it in '''''Firearms: Source''''', finger on the trigger.]]
+
[[Image:Firearms-source-FA-MASa.jpg‎|600px|thumb|none|none|FAMAS as the player wields it in '''''Firearms: Source'''''.]]
  
There seems to be some kind of glitch with the 3D ingame model, as the parts that compose it move independently if looked carefully.
+
[[Image:Firearms-source-FA-MASb.jpg|600px|thumb|none|none|The player reload his FAMAS in '''''Firearms: Source'''''.]]
  
[[Image:Firearms-source-G3A3b.jpg|600px|thumb|none|none|H&K G3A3 in '''''Firearms: Source''''' being reloaded, finger on the trigger. What's with his left hand's fingers?]]
+
[[Image:Firearms-source-FA-MASc.jpg|600px|thumb|none|none|The player chambers the first round in his FAMAS in '''''Firearms: Source'''''. Nice way of pulling the cocking handle.]]
  
 
==H&K G36C==
 
==H&K G36C==
  
[[Image:Hkg36c.jpg‎‎|500px|thumb|none|[http://www.imfdb.org/index.php/Heckler_%26_Koch_G36#Heckler_.26_Koch_G36C Heckler & Koch GmbH G36C] - 5.56x45mm NATO]]
+
The compact version of the [[G36C|G36]] is not a bad option, costing 36 credits. It possess medium stopping power, but has an useful AimPoint red-dot sight mounted to the Picatinny rail on the carrying handle. It's got options for semi-auto, 2-round (even when the markings indicate 3) burst or full-auto firing modes. Referred to as "G36C".
  
The compact version of the G36 is not a bad option, costing 36 credits. It possess medium stopping power, but has an useful AimPoint red-dot mounted on a Picatinny rail above the carrying handle. It's got options for semi-auto, 2-round (even when the markings indicate 3) burst or full-auto firing modes. Referred to as "G36C".
+
[[Image:Hkg36c.jpg‎‎|500px|thumb|none|Heckler & Koch G36C - 5.56x45mm NATO]]
  
 
[[Image:Firearms-source-G36Ca.jpg‎|600px|thumb|none|none|H&K G36C as the player wields it in '''''Firearms: Source'''''. The red dot is clearly visible.]]
 
[[Image:Firearms-source-G36Ca.jpg‎|600px|thumb|none|none|H&K G36C as the player wields it in '''''Firearms: Source'''''. The red dot is clearly visible.]]
  
[[Image:Firearms-source-G36Cb.jpg|600px|thumb|none|none|Good shot of the player going for the reload of his H&K G36C in '''''Firearms: Source'''''. Good trigger discipline? Also note the red-dot manufacturer, and the 3-round (not 2) burst option of the fire selector.]]
+
[[Image:Firearms-source-G36Cb.jpg|600px|thumb|none|none|Good shot of the player going for the reload of his H&K G36C in '''''Firearms: Source'''''. Also note the red-dot manufacturer, and the 3-round (not 2) burst option of the fire selector.]]
  
 
[[Image:Firearms-source-G36Cc.jpg|600px|thumb|none|none|Pulling the cocking handle of an H&K G36C in '''''Firearms: Source'''''.]]
 
[[Image:Firearms-source-G36Cc.jpg|600px|thumb|none|none|Pulling the cocking handle of an H&K G36C in '''''Firearms: Source'''''.]]
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==Colt M16A2==
 
==Colt M16A2==
  
[[Image:M16A2.jpg‎‎|500px|thumb|none|[http://www.imfdb.org/index.php/M16_rifle_series#M16A2_Rifle Colt's Manufacturing Company M16A2] - 5.56x45mm NATO]]
+
Another classic weapon from FA that couldn't miss the show. The [[M16A2]] costs 36 credits and offers good accuracy and decent power, in either semi-auto or 3-round burst modes. Magazines are standard NATO 30 (+1) rounds, and the weapon is named "M16-A2" in the menus.
  
Another classic weapon from FA that couldn't miss the show. This assault rifle costs 36 credits and offers a good accuracy and decent power, in either semi-auto or 3-round burst modes. Magazines are standard NATO 30 (+1) rounds, and the weapon is named "M16-A2" in the menus.
+
[[Image:M16A2.jpg‎‎|500px|thumb|none|Colt M16A2 - 5.56x45mm NATO]]
  
 
[[Image:Firearms-source-M16-A2a.jpg‎|600px|thumb|none|none|Colt M16A2 as the player wields it in '''''Firearms: Source'''''.]]
 
[[Image:Firearms-source-M16-A2a.jpg‎|600px|thumb|none|none|Colt M16A2 as the player wields it in '''''Firearms: Source'''''.]]
  
 
[[Image:Firearms-source-M16-A2b.jpg|600px|thumb|none|none|Colt M16A2 in '''''Firearms: Source''''' being reloaded. The magazine hold lever moves accordingly; nice touch.]]
 
[[Image:Firearms-source-M16-A2b.jpg|600px|thumb|none|none|Colt M16A2 in '''''Firearms: Source''''' being reloaded. The magazine hold lever moves accordingly; nice touch.]]
 
==SA M14==
 
 
[[Image:M14Rifle.jpg‎‎|500px|thumb|none|[http://www.imfdb.org/index.php/M14_Rifle#M14_Rifle Springfield Armory M14 rifle] - 7.62x51mm NATO]]
 
 
No game made by firearms enthusiasts could leave this weapon out. It offers the same powerful punch and low mag capacity (20 + 1 rounds) of the G3A3, just the full-auto mode is not only slower, but more uncontrollable. Be sure to stick with the semi-auto and make every bullet count.
 
 
[[Image:Firearms-source-M14a.jpg‎|600px|thumb|none|none|Springfield Armory M14 as the player fires it in '''''Firearms: Source'''''. Hidden behind the ammo counter, the markings are visible. I didn't remember to turn off the HUD, sorry.]]
 
 
It features a woodland camo and no optical sight like in the GoldSrc version. It costs 36 credits and is named "M14".
 
 
~Looks like it could be a Crye Precision Multicam finish on the stock there~ Theonemoo
 
 
[[Image:Firearms-source-M14b.jpg|600px|thumb|none|none|Springfield Armory M14 in '''''Firearms: Source''''' being reloaded.]]
 
  
 
==Colt M4A1==
 
==Colt M4A1==
  
[[Image:ColtM4A1.jpg‎‎|500px|thumb|none|[http://www.imfdb.org/index.php/M16_rifle_series#M4.2FM4A1_Carbine Colt's Manufacturing Company M4A1 Carbine] - 5.56x45mm NATO]]
+
Besides the 3-round burst being replaced by a full-auto firing mode, the [[M4A1]] shares many properties with the M16A2, including the 30 (+1)-round mags, and costs the same (36 credits). There's nothing specially good or bad to say about it. It's named "M4-A1", and its default handguard was replaced by a KAC RAS railed handguard, that allowed the player to install a vertical grip to assist the aiming and firing. But the carrying handle was not changed for an ACOG, oddly.
[[Image:ColtM4.jpg‎‎|500px|thumb|none|[http://www.imfdb.org/index.php/M16_rifle_series#M4.2FM4A1_Carbine Colt's Manufacturing Company M4A1 Carbine] - 5.56x45mm NATO (with M68 Aimpoint reflex and a vertical forward grip mounted on a Knight's Armament Company RAS railed handguard)]]
 
  
Besides the 3-round burst being replaced by a full-auto firing mode, this rifle shares many properties with the M16A2, including the 30 (+1)-round mags, and costs the same (36 credits). There's nothing specially good or bad to say about it.
+
[[Image:ColtM4A1.jpg‎‎|500px|thumb|none|Colt M4A1 Carbine - 5.56x45mm NATO]]
 +
[[Image:ColtM4.jpg‎‎|500px|thumb|none|Colt M4A1 Carbine - 5.56x45mm NATO (with M68 Aimpoint reflex and a vertical forward grip mounted on a Knight's Armament Company RAS railed handguard)]]
  
[[Image:Firearms-source-M4-A1a.jpg‎|600px|thumb|none|none|Colt M4A1 as the player wields it in '''''Firearms: Source''''' using the forward grip.]]
+
[[Image:Firearms-source-M4-A1a.jpg‎|600px|thumb|none|none|Colt M4A1 as the player wields it in '''''Firearms: Source''''' using the vertical grip.]]
 
 
It's named "M4-A1", and looks like it had its default handguard replaced by a custom one, that allowed the player to install a forward grip to assist the aiming and firing. But the carrying handle was not changed for an ACOG, oddly.
 
  
 
[[Image:Firearms-source-M4-A1b.jpg|600px|thumb|none|none|As with many of the weapons in '''''Firearms: Source''''', the player checks the empty chamber after firing the whole magazine of his Colt M4A1.]]
 
[[Image:Firearms-source-M4-A1b.jpg|600px|thumb|none|none|As with many of the weapons in '''''Firearms: Source''''', the player checks the empty chamber after firing the whole magazine of his Colt M4A1.]]
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==SAKO Rk 95==
 
==SAKO Rk 95==
 +
 +
This Finnish version of the AK-47 assault rifle is very similar in behaviour to the aforementioned, as it fires the same ammo, and even looks like it. But the cost is a bit higher (42 credits versus 40). Anyway, it's a good choice that can fire 30 (+1) deadly rounds of 7.62x39mm in semi or full-auto. The name ingame is "Sako 95" and, as with the M4A1, a railed handguard with 3 sets of Picatinny rails (below and to the sides) was installed to allow the use of a vertical grip.
  
 
[[Image:Sako95.jpg‎‎|500px|thumb|none|SAKO, Limited Rk 95 Tp - 7.62x39mm]]
 
[[Image:Sako95.jpg‎‎|500px|thumb|none|SAKO, Limited Rk 95 Tp - 7.62x39mm]]
 
This Finnish version of the AK-47 assault rifle is very similar in behaviour to the aforementioned, as it fires the same ammo, and even looks like it. But the cost is a bit higher (42 credits versus 40). Anyway, it's a good choice that can fire 30 (+1) deadly rounds of 7.62x39mm in semi or full-auto.
 
  
 
[[Image:Firearms-source-Sako-95a.jpg‎|600px|thumb|none|none|SAKO Rk 95 as the player wields it in '''''Firearms: Source''''' using the forward grip.]]
 
[[Image:Firearms-source-Sako-95a.jpg‎|600px|thumb|none|none|SAKO Rk 95 as the player wields it in '''''Firearms: Source''''' using the forward grip.]]
 
The name ingame is "Sako 95" and, as with the M4A1, a custom handguard with 3 sets of Picatinny rails (below and to the sides) was installed to allow the use of a forward grip.
 
  
 
[[Image:Firearms-source-Sako-95b.jpg|600px|thumb|none|none|Player reloading his SAKO Rk 95 in '''''Firearms: Source'''''. The cocking lever looks big enough to be comfortably operated with those gloves. Also, notice the muzzle attachment, that servers both as flash suppressor and muzzle break, while also letting the user fire grenades (not in the game).]]
 
[[Image:Firearms-source-Sako-95b.jpg|600px|thumb|none|none|Player reloading his SAKO Rk 95 in '''''Firearms: Source'''''. The cocking lever looks big enough to be comfortably operated with those gloves. Also, notice the muzzle attachment, that servers both as flash suppressor and muzzle break, while also letting the user fire grenades (not in the game).]]
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==SIG SG 550==
 
==SIG SG 550==
  
[[Image:SIG550.jpg‎‎|500px|thumb|none|[http://www.imfdb.org/index.php/SIG_SG_550#SIG_SG_550 SIG Sauer GmbH SG 550] - 5.56x45mm NATO]]
+
While not having any long-range sight, this [[SIG SG 550|Swiss rifle]] is capable of hitting enemies at a good distance. It uses magazines of 30 (+1) rounds and lets you shoot in semi or full-auto. It costs 36 credits (same league as the M4A1 and M16A2) and is named "SG550".
  
While not having any long-range sight, this Swiss rifle is capable of hitting enemies at a good distance. It uses magazines of 30 (+1) rounds and lets you shoot in semi or full-auto. It costs 36 credits (same league as the M4A1 and M16A2) and is named "SG550".
+
[[Image:SIG550.jpg‎‎|500px|thumb|none|SIG SG 550 - 5.56x45mm NATO]]
  
[[Image:Firearms-source-SG550a.jpg‎|600px|thumb|none|none|SIG SG 550 as the player wields it in '''''Firearms: Source'''''. The gun looks sober from here.]]
+
[[Image:Firearms-source-SG550a.jpg‎|600px|thumb|none|none|SIG SG 550 as the player wields it in '''''Firearms: Source'''''.]]
  
[[Image:Firearms-source-SG550b.jpg|600px|thumb|none|none|Player inserting an official SIG (look closely) fresh magazine into his SG 550 in '''''Firearms: Source'''''.  There's a security lock visible on the selector that locks out the full-auto mode, but the burst mode can't be used. Also, the gun has the safety on.]]
+
[[Image:Firearms-source-SG550b.jpg|600px|thumb|none|none|Player inserting a fresh, official SIG (look closely), magazine into his SG 550 in '''''Firearms: Source'''''.  There's a security lock visible on the selector that locks out the full-auto mode, but the burst mode can't be used. Also, the gun has the safety on.]]
  
=Sniper Rifles=
+
=Battle Rifles=
 +
 
 +
==H&K G3A3==
 +
 
 +
40 credits does this steel and plastic piece of art cost. The 20 (+1) rounds of 7.62x51mm ammunition pack quite a heavy punch. The cycling rate of the [[G3A3]]'s full-auto mode is a bit slow, as this weapon was intended for single, well-aimed, semi-auto shots. Named just "G3A3". There seems to be some kind of glitch with the 3D ingame model, as the parts that compose it move independently if looked at carefully.
 +
 
 +
[[Image:HKG3A3.jpg‎‎|500px|thumb|none|Heckler & Koch G3A3 - 7.62x51mm NATO (with slimline handguard)]]
  
==Remington M24==
+
[[Image:Firearms-source-G3A3a.jpg‎|600px|thumb|none|none|H&K G3A3 as the player wields it in '''''Firearms: Source'''''.]]
  
[[Image:M24.jpg‎‎|500px|thumb|none|[http://www.imfdb.org/index.php/Remington_Model_700#M24_Sniper_Rifle Remington Arms Company, Inc. M24 sniper rifle] - 7.62x51mm NATO]]
+
[[Image:Firearms-source-G3A3b.jpg|600px|thumb|none|none|H&K G3A3 in '''''Firearms: Source''''' being reloaded. What's with his left hand's fingers?!]]
  
The Remington M24 Sniper Weapon System (SWS) is the military version of the model 700. It is an accurate, bolt-action, long-range sniper rifle. It is depicted in FA:S with woodland camo and a folding bipod, to make the gun more stable, that can be used if you prone or move near some places (like barrels, sandbags or... corpses).
+
==SA M14==
  
[[Image:Firearms-source-M24a.jpg‎|600px|thumb|none|none|Remington M24 as the player wields it in '''''Firearms: Source''''', bipod folded.]]
+
No game made by firearms enthusiasts could leave this weapon out. The [[M14]] has the same powerful punch and mag capacity (20 + 1 rounds) of the G3A3, just the full-auto mode is not only slower, but more uncontrollable. Be sure to stick with the semi-auto mode and make every bullet count. It appears to feature a Crye Precision Multicam woodland camo finish on the stock and no optical sight like in the GoldSrc version. It costs 36 credits and is named "M14".
  
The cost is as high as 54 credits and is referred to as "M24". The official website lists it as a M24A2, but this is erroneous, as no detachable external 10-round magazine is seen. Instead, the rifle uses an internal 5-round magazine.
+
[[Image:M14Rifle.jpg‎‎|500px|thumb|none|Springfield Armory M14 - 7.62x51mm NATO]]
  
[[Image:Firearms-source-M24b.jpg|600px|thumb|none|none|Player operating the bolt of his Remington M24 in '''''Firearms: Source'''''. Note that the player's hand does not get reflected in the telescopic sight, while part of the background does.]]
+
[[Image:Firearms-source-M14a.jpg‎|600px|thumb|none|none|Springfield Armory M14 as the player fires it in '''''Firearms: Source'''''. Hidden behind the ammo counter, the markings are visible. I didn't remember to turn off the HUD, sorry.]]
  
[[Image:Firearms-source-M24c.jpg|600px|thumb|none|none|The internal magazine of a Remington M24 in '''''Firearms: Source''''' being filled, round by round. The bipod is now better distinguished.]]
+
[[Image:Firearms-source-M14b.jpg|600px|thumb|none|none|Springfield Armory M14 in '''''Firearms: Source''''' being reloaded.]]
  
==Barrett M82A1==
+
=Sniper Rifles=
  
[[Image:M82a1.jpg‎‎|500px|thumb|none|[http://www.imfdb.org/index.php/Barrett_M82#Barrett_M82.2FM82A1.2FM107 Barrett Firearms Manufacturing M82A1] - .50 BMG]]
+
==Remington M24 SWS==
  
This 70-credit beast is the most expensive weapon in FA:S's arsenal, no doubt why. The "light fifty" can deliver an instant and gruesome death to anyone being so unfortunate as to be shot by this. The 10 (+1)-round magazine can maim equal number of foes, provided that the player is able to handle the enormous kickback of this long-range rifle.
+
The [[Remington Model 700#M24 Sniper Rifle|Remington M24 Sniper Weapon System]] (SWS) is the U.S. Army version of the Model 700. It is an accurate, bolt-action, long-range sniper rifle. It is depicted in FA:S with woodland camo and a folding bipod, to make the gun more stable, that can be used if you prone or move near some places (like barrels, sandbags or... corpses). The cost is a high 54 credits and is referred to as "M24". The official website lists it as a M24A2, but this is erroneous, as no detachable external 10-round magazine is seen. Instead, the rifle uses an internal 5-round magazine.
  
[[Image:Firearms-source-M82-A1a.jpg‎|600px|thumb|none|none|Barrett M82A1 as the player wields it in '''''Firearms: Source''''', bipod folded.]]
+
[[Image:M24.jpg‎‎|500px|thumb|none|M24 Sniper Weapon System - 7.62x51mm NATO]]
  
It fires semi-auto and is called "M82A1" ingame. It's the only weapon whose sight offers two different levels of zoom, and it's got a folding bipod, too.
+
[[Image:Firearms-source-M24a.jpg‎|600px|thumb|none|none|The Remington M24 as the player wields it in '''''Firearms: Source''''', bipod folded.]]
  
[[Image:Firearms-source-M82-A1b.jpg|600px|thumb|none|none|Better view of a Barrett M82A1 while the player runs carrying one in '''''Firearms: Source'''''. This is the only weapon that is handled differently when moving.]]
+
[[Image:Firearms-source-M24b.jpg|600px|thumb|none|none|Player operating the bolt of his Remington M24 in '''''Firearms: Source'''''. Note that the player's hand does not get reflected in the telescopic sight, while part of the background does.]]
  
[[Image:Firearms-source-M82-A1c.jpg|600px|thumb|none|none|The player racks the charging handle of his 13.5-Kg Barrett M82A1 in '''''Firearms: Source'''''... while holding it one-handed!]]
+
[[Image:Firearms-source-M24c.jpg|600px|thumb|none|none|The internal magazine of a Remington M24 in '''''Firearms: Source''''' being filled, round by round. The bipod is now better distinguished.]]
  
 
==KAC SR-25==
 
==KAC SR-25==
  
[[Image:SR25.jpg‎‎|500px|thumb|none|[[Knight's Armament SR-25|M110 Semi-Automatic Sniper System (SASS)]] - 7.62x51mm NATO (with a suppressor and Harris bipod)]]
+
The [[SR-25]] is a multi-purpose sniper rifle that is able to fire semi-auto, It looks similar to a M16 (in fact, many parts are interchangeable between both), but fires the completely different 7.62x51mm NATO cartridge. It costs 48 credits, has a 10 (+1)-round magazine and is named just "SR25". The tan paint remembers that of the [[SR-25|M110 SASS]]. It comes with a folding bipod (as with the other two sniper rifles), and an useful suppressor that reduces the firing report a bit.
[[Image:M110_ECP_Right_Bipod.jpg‎‎|500px|thumb|none|[[Knight's Armament SR-25|M110 Semi-Automatic Sniper System (SASS)]] - 7.62x51mm NATO (with Harris bipod and tan paintwork)]]
 
  
Multi-purpose sniper rifle that is able to fire semi-auto, It looks similar to a M16 (in fact, many parts are interchangeable between both), but fires a completely different cartridge. It costs 48 credits, has a 10 (+1)-round magazine and is named just "SR25". The tan paint remembers that of the M110 SASS.
+
[[Image:SR25.jpg‎‎|500px|thumb|none|Knight's Armament SR-25 - 7.62x51mm NATO (with a suppressor and Harris bipod)]]
 +
[[Image:M110_ECP_Right_Bipod.jpg‎‎|500px|thumb|none|M110 Semi-Automatic Sniper System (SASS) - 7.62x51mm NATO (with Harris bipod and tan paintwork)]]
  
 
[[Image:Firearms-source-SR25a.jpg‎|600px|thumb|none|none|KAC SR-25 as the player wields it in '''''Firearms: Source''''', bipod folded.]]
 
[[Image:Firearms-source-SR25a.jpg‎|600px|thumb|none|none|KAC SR-25 as the player wields it in '''''Firearms: Source''''', bipod folded.]]
 
It comes with a folding bipod (as with the other two sniper rifles), and an useful suppressor that manages to reduce the firing sound a bit.
 
  
 
[[Image:Firearms-source-SR25b.jpg|600px|thumb|none|none|Player checking the chamber after emptying his KAC SR-25 in '''''Firearms: Source'''''.]]
 
[[Image:Firearms-source-SR25b.jpg|600px|thumb|none|none|Player checking the chamber after emptying his KAC SR-25 in '''''Firearms: Source'''''.]]
  
 
[[Image:Firearms-source-SR25c.jpg|600px|thumb|none|none|KAC SR-25 in '''''Firearms: Source''''' being reloaded. The level of detail is quite high... but the safety is engaged]]
 
[[Image:Firearms-source-SR25c.jpg|600px|thumb|none|none|KAC SR-25 in '''''Firearms: Source''''' being reloaded. The level of detail is quite high... but the safety is engaged]]
 +
 +
==Barrett M82A1==
 +
 +
This 70-credit beast is the most expensive weapon in FA:S's arsenal, no doubt why. The "[[Barrett M82A1|light fifty]]" can deliver an instant and gruesome death to anyone being so unfortunate as to be shot by this. The 10 (+1)-round magazine can maim equal number of foes, provided that the player is able to handle the enormous kickback of this long-range rifle. It fires semi-auto and is called "M82A1" ingame. It's the only weapon whose sight offers two different levels of zoom, and it's got a folding bipod, too.
 +
 +
[[Image:M82a1.jpg‎‎|500px|thumb|none|Barrett M82A1 - .50 BMG]]
 +
 +
[[Image:Firearms-source-M82-A1a.jpg‎|600px|thumb|none|none|Barrett M82A1 as the player wields it in '''''Firearms: Source''''', bipod folded.]]
 +
 +
[[Image:Firearms-source-M82-A1b.jpg|600px|thumb|none|none|Better view of a Barrett M82A1 while the player runs carrying one in '''''Firearms: Source'''''. This is the only weapon that is handled differently when moving.]]
 +
 +
[[Image:Firearms-source-M82-A1c.jpg|600px|thumb|none|none|The player racks the charging handle of his 13.5-Kg Barrett M82A1 in '''''Firearms: Source'''''... while holding it one-handed!]]
  
 
=Machine guns=
 
=Machine guns=
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==FN M249-E2 SAW==
 
==FN M249-E2 SAW==
  
[[Image:Fn_m249saw_mk2_10-1-.jpg‎‎|500px|thumb|none|[http://www.imfdb.org/index.php/FN_Minimi#M249-E1_.2F_M249-E2_.2F_M249_Paratrooper_SAW Fabrique Nationale d'Herstal M249-E2 Squad Automatic Weapon (SAW)] - 5.56x45mm NATO]]
+
The heat shield tells us this is the improved, E2 version of the [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|SAW]]. The 200-round detachable box and the bipod makes this 50-credit machine gun perfect for covering fire. Of course, continuous fire while standing or running will get you nowhere. Called "M249 SAW" ingame, fires full-auto only. The Picatinny rail on the feeding-tray cover is never used.
  
The heat shield tells us this is the improved, E2 version of the SAW. The 200-round detachable box and the bipod makes this 50-credit machine gun perfect for covering fire. Of course, continuous fire while standing or running will get you nowhere.
+
[[Image:Fn_m249saw_mk2_10-1-.jpg‎‎|500px|thumb|none|FN M249-E2 Squad Automatic Weapon (SAW) - 5.56x45mm NATO]]
  
 
[[Image:Firearms-source-M249-SAWa.jpg‎|600px|thumb|none|none|FN M249-E2 SAW as the player wields it in '''''Firearms: Source'''''. Note that there is 1 tracer bullet for each 5. This is clearly seen when firing ingame.]]
 
[[Image:Firearms-source-M249-SAWa.jpg‎|600px|thumb|none|none|FN M249-E2 SAW as the player wields it in '''''Firearms: Source'''''. Note that there is 1 tracer bullet for each 5. This is clearly seen when firing ingame.]]
 
Called "M249 SAW" ingame, fires only full-auto. The Picatinny rail is never used.
 
  
 
[[Image:Firearms-source-M249-SAWb.jpg|600px|thumb|none|none|Player inserting a fresh ammo belt into his FN M249-E2 SAW in '''''Firearms: Source'''''. Tracer bullets are the ones with red tip and primer. If only all games had this level of detail.]]
 
[[Image:Firearms-source-M249-SAWb.jpg|600px|thumb|none|none|Player inserting a fresh ammo belt into his FN M249-E2 SAW in '''''Firearms: Source'''''. Tracer bullets are the ones with red tip and primer. If only all games had this level of detail.]]
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==SD M60E3==
 
==SD M60E3==
  
[[Image:USOM60E3.jpg‎‎|500px|thumb|none|[http://www.imfdb.org/index.php/M60_machine_gun#M60E3_Machine_Gun Saco Defense M60E3] - 7.62x51mm NATO]]
+
"[[M60#M60E3 Machine Gun|The Hog]]" is a bulky, heavy 7.62x51mm NATO machine gun with a lot of kickback unless fired on a deployed bipod. It feeds with 100-round ammo boxes and fires full-auto only. Called "M60-E3", costs 56 credits. As with the SAW, the Picatinny rail on the feeding-tray cover is never used.
  
"The Hog" is a bulky, heavy machine gun with a lot of kickback unless fired on a deployed bipod. It feeds with 100-round ammo boxes and fires full-auto.
+
[[Image:USOM60E3.jpg‎‎|500px|thumb|none|Saco Defense M60E3 - 7.62x51mm NATO]]
  
 
[[Image:Firearms-source-M60-E3a.jpg‎|600px|thumb|none|none|M60E3 as the player wields it in '''''Firearms: Source'''''. The background looks blurry due to camera motion, as it helps seeing a bigger portion of the gun.]]
 
[[Image:Firearms-source-M60-E3a.jpg‎|600px|thumb|none|none|M60E3 as the player wields it in '''''Firearms: Source'''''. The background looks blurry due to camera motion, as it helps seeing a bigger portion of the gun.]]
 
Called "M60-E3", costs 56 credits. As with the SAW, the Picatinny rail is never used.
 
  
 
[[Image:Firearms-source-M60-E3b.jpg|600px|thumb|none|none|Player about to reload his M60E3 in '''''Firearms: Source'''''. Like the SAW, it fires 1 tracer bullet (depicted with red tip) each 5 shots. Another M1A1 Abrams tank is in the background.]]
 
[[Image:Firearms-source-M60-E3b.jpg|600px|thumb|none|none|Player about to reload his M60E3 in '''''Firearms: Source'''''. Like the SAW, it fires 1 tracer bullet (depicted with red tip) each 5 shots. Another M1A1 Abrams tank is in the background.]]
  
 
==HK51B "Vollmer"==
 
==HK51B "Vollmer"==
 +
 +
According to the official website, this weapon is "a standard HK51, but with a converted upper receiver that can accept belts of 7.62x51mm NATO. Such power compacted into the size of what essentially amounts to an MP5 frame results in terrible kick and poor accuracy". Little else is there to say. Ever tried to tame a horse in the middle of a firefight? Oh, an HK51 is a cut down and modified G3A3, NOT made officially by H&K. The weapon is referred to as the "MC51B Vollmer" ingame and costs 44 credits. Contrary to the other machine guns, a semi-auto firing mode is available. Its ammo boxes carry 50 rounds. "MC51" is the name the Airsoft company, Tokyo Marui, calls their similar (but magazine-fed) electric airsoft gun.
  
 
[[Image:MC51B-Vollmer-FAS-render.jpg‎‎|500px|thumb|none|HK51B "Vollmer" - 7.62x51mm NATO]]
 
[[Image:MC51B-Vollmer-FAS-render.jpg‎‎|500px|thumb|none|HK51B "Vollmer" - 7.62x51mm NATO]]
  
According to the official website, this weapon is "a standard HK51, but with a converted upper receiver that can accept belts in 7.62x51mm NATO. Such power compacted into the size of what essentially amounts to an MP5 frame results in terrible kick and poor accuracy". Little else is there to say. Ever tried to tame a horse in the middle of a firefight? Oh, an HK51 is a cut down and modified G3A3, NOT made officially by H&K.
+
[[Image:Firearms-source-MC51B-Vollmera.jpg‎|600px|thumb|none|none|HK51B "Vollmer" as the player wields it in '''''Firearms: Source'''''. A graphical artifact known as "Z-fighting" can be seen on the bullets, as the engine is trying to render them with both the normal and tracer textures at the same time. This only happens when the model is not still.]]
 
 
[[Image:Firearms-source-MC51B-Vollmera.jpg‎|600px|thumb|none|none|HK51B "Vollmer" as the player wields it in '''''Firearms: Source'''''. A graphical artifact known as "Z-fighting" can be seen on the bullets, as the engine is trying to render them with both the normal and tracer textures at the same time. This only happened when the model was not still.]]
 
 
 
The weapon is referred as to "MC51B Vollmer" ingame and costs 44 credits. Contrary to the other machine guns, a single-auto firing mode is available. Its ammo boxes carry 50 rounds.
 
  
 
[[Image:Firearms-source-MC51B-Vollmerb.jpg|600px|thumb|none|none|The player places a new ammo box inside the container of his HK51B "Vollmer" in '''''Firearms: Source''''' after removing the cover. The inscription reads "PATRONEN FÜR HANDFEUERWAFFEN" ("cartridges for portable firearms").]]
 
[[Image:Firearms-source-MC51B-Vollmerb.jpg|600px|thumb|none|none|The player places a new ammo box inside the container of his HK51B "Vollmer" in '''''Firearms: Source''''' after removing the cover. The inscription reads "PATRONEN FÜR HANDFEUERWAFFEN" ("cartridges for portable firearms").]]
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</gallery>
 
</gallery>
  
=Explosives & Launchers=
+
=Launchers & Explosives=
  
==SA M79==
+
==M79==
  
[[Image:M79-Grenade-Launcher.jpg‎‎|500px|thumb|none|[http://www.imfdb.org/index.php/M79_grenade_launcher Springfield Armory M79 grenade launcher] - 40mm HE]]
+
Once again, another classic. The [[M79]] single-shot, break-top, grenade launcher grants you average power when dealing with groups of opponents. The 40mm High Explosive grenades need to travel a minimum distance before arming themselves, to avoid misusage. It costs 45 credits and is named "M79" ingame.
  
Once again, another classic. This single-shot (rechargeable) grenade launcher grants you average power when dealing with groups of opponents. The 40mm High Explosive grenades need to travel a minimum distance before arming themselves, to avoid misusage. If this requirement is not met, a time-delayed fuse detonates the projectile after some seconds.
+
[[Image:M79-Grenade-Launcher.jpg‎‎|500px|thumb|none|M79 grenade launcher - 40mm]]
  
[[Image:Firearms-source-M79a.jpg‎|600px|thumb|none|none|M79 as the player wields it in '''''Firearms: Source'''''. The rear sight is up, but since there are no ironsights in the mod, it's useless and just eats up screen space. Also note that rear sight doesn't have a notch, so it cannot be used at all.]]
+
[[Image:Firearms-source-M79a.jpg‎|600px|thumb|none|none|M79 as the player wields it in '''''Firearms: Source'''''. The grenade sight is up, but since there is no ironsight system in the game, it's useless and just eats up screen space. Also note that the grenade sight doesn't have any markings to help with aiming, so it cannot be used at all anyway.]]
  
It costs 45 credits and is named "M79" ingame.
+
[[Image:Firearms-source-M79b.jpg|600px|thumb|none|none|Player about to remove a fired grenade shell from his M79 in order to load another round in '''''Firearms: Source'''''.]]
  
[[Image:Firearms-source-M79b.jpg|600px|thumb|none|none|Player about to remove a fired grenade shell from his M79 in order to load another, in '''''Firearms: Source'''''.]]
+
==M67 Grenade==
  
==M67==
+
There is no much to say about FA:S's [[M67]] hand grenade. You can get a couple of these for just 6 credits, but due to a recent patch its destructive power is not as high as it should be in real life, because throwing one and stepping onto it as it explodes will only take away less than the 70% of your life. Referred to as "M67 Frag Grenade" ingame.
  
[[Image:Baseball.jpg‎‎|500px|thumb|none|[http://www.imfdb.org/index.php/M67_hand_grenade M67 fragmentation grenade]]]
+
[[Image:Baseball.jpg‎‎|300px|thumb|none|M67 fragmentation grenade]]
 
 
There is no much to say about FA:S's official hand grenade. You can get a couple of these for just 6 credits, but due to a recent patch its destructive power is not as high as it should be in real life, because throwing one and stepping onto it as it explodes will only take away less than the 70% of your life. Referred to as "M67 Frag Grenade" ingame.
 
  
 
[[Image:Firearms-source-M67a.jpg‎|600px|thumb|none|none|M67 hand grenade as the player wields it in '''''Firearms: Source'''''.]]
 
[[Image:Firearms-source-M67a.jpg‎|600px|thumb|none|none|M67 hand grenade as the player wields it in '''''Firearms: Source'''''.]]
  
[[Image:Firearms-source-M67b.jpg|600px|thumb|none|none|The player pulls the pin of a M67 hand grenade prior to throwing it, in '''''Firearms: Source'''''. He uses his mere psychic powers, as his hand does never touch it.]]
+
[[Image:Firearms-source-M67b.jpg|600px|thumb|none|none|The player pulls the pin of a M67 hand grenade prior to throwing it in '''''Firearms: Source'''''. He must be using his mere psychic powers to pull the pin, as his hand never touches it.]]
  
 
==M18A1 Claymore==
 
==M18A1 Claymore==
  
[[Image:M18a1 07.jpg‎‎|500px|thumb|none|[http://www.imfdb.org/index.php/M18A1_Claymore M18A1 Claymore anti-personnel mine]]]
+
The [[M18A1 Claymore]], a remotely-detonated, directional, anti-personnel explosive device that can be used for setting some good ambushes. It costs 13 credits as is named plainly "Claymore" ingame. There are a couple of ways to control how it goes off. The first one is just to wait near the spot and hit the clicker when an enemy comes in front of it. The second one is the trip mode, in which the Claymore will be detonated when someone walks over it. By crouching or going prone, you can pass through the mine with out detonation.
  
A remotely-detonated, directional, anti-personnel explosive device that can be used for setting some good ambushes. It costs 13 credits as is named plainly "Claymore" ingame. There are a couple of ways to control how it goes off. The first one is just to wait near the spot and hit the clacker when an enemy comes in front of it. The second one is the trip mode, in which the Claymore will be detonated when someone walks over it. By crouching or proning, you can pass through the mine with out detonation.
+
[[Image:M18a1 07.jpg‎‎|400px|thumb|none|M18A1 Claymore anti-personnel mine]]]
  
 
[[Image:Firearms-source-Claymore.jpg‎|600px|thumb|none|none|M18A1 Claymore mine as the player wields it in '''''Firearms: Source''''', wisely keeping its front side [http://www.imfdb.org/index.php/Image:GIJane200_006.jpg pointed away from him].]]
 
[[Image:Firearms-source-Claymore.jpg‎|600px|thumb|none|none|M18A1 Claymore mine as the player wields it in '''''Firearms: Source''''', wisely keeping its front side [http://www.imfdb.org/index.php/Image:GIJane200_006.jpg pointed away from him].]]
  
==M224==
+
==M224 Mortar==
 +
 
 +
The [[M224 Mortar]] does not appear in the loadout screen, as it is issued (unassembled) to the player when he or she earns the "Level 2 Artillery" skill. Then, the player will be able to assemble it anyplace, and fire to designated targets (see [http://www.imfdb.org/index.php?title=Firearms:_Source#Artillery_Marker "Artillery Marker"]). The player can carry up to 5 mortar shells.
  
 
[[Image:M224-60mm-mortar.jpg‎‎|500px|thumb|none|M224 lightweight mortar - 60mm HE]]
 
[[Image:M224-60mm-mortar.jpg‎‎|500px|thumb|none|M224 lightweight mortar - 60mm HE]]
 
This mortar does not appear in the loadout screen, as it is issued (unassembled) to the player when he or she earns the "Level 2 Artillery" skill. Then, the player will be able to assemble it anyplace, and fire to designated targets (see [http://www.imfdb.org/index.php?title=Firearms:_Source#Artillery_Marker "Artillery Marker"]). The player can carry up to 5 mortar shells.
 
  
 
[[Image:Firearms-source-M224a.jpg‎|600px|thumb|none|none|M224 mortar as the player carries it in '''''Firearms: Source''''', ready for deployment.]]
 
[[Image:Firearms-source-M224a.jpg‎|600px|thumb|none|none|M224 mortar as the player carries it in '''''Firearms: Source''''', ready for deployment.]]
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[[Image:Firearms-source-M224b.jpg‎|600px|thumb|none|none|M224 mortar deployed in '''''Firearms: Source''''', mortar round ready at hand. It's funny to see how the shot will reach the marked objective even if the mortar is pointing to the opposite direction.]]  
 
[[Image:Firearms-source-M224b.jpg‎|600px|thumb|none|none|M224 mortar deployed in '''''Firearms: Source''''', mortar round ready at hand. It's funny to see how the shot will reach the marked objective even if the mortar is pointing to the opposite direction.]]  
  
==M18==
+
==M18 Smoke Grenade==
  
[[Image:M18red.jpg‎‎|500px|thumb|none|[http://www.imfdb.org/index.php/M18_smoke_grenade M18 smoke grenade]]]
+
The [[M18 Smoke Grenade]] is a good way of covering your advance, and an excellent countermeasure against snipers, you can get two M18 Smoke Grenades for 6 credits. They produce a thick, green (not red as the one in the below picture) smoke screen for some seconds. Use them wisely.
  
A good way of covering your advance, and an excellent countermeasure against snipers, you can get two M18 "Smoke Grenade" for 6 credits. They produce a thick, green (not red as the one in the above picture) smoke screen for some seconds. Use them wisely.
+
[[Image:M18red.jpg‎‎|300px|thumb|none|M18 smoke grenade]]
  
 
[[Image:Firearms-source-M18.jpg‎|600px|thumb|none|none|M18 smoke grenade as the player wields it in '''''Firearms: Source'''''. The markings are big and clear enough.]]
 
[[Image:Firearms-source-M18.jpg‎|600px|thumb|none|none|M18 smoke grenade as the player wields it in '''''Firearms: Source'''''. The markings are big and clear enough.]]
  
==M84==
+
==M84 Stun Grenade==
  
[[Image:M84stun.jpg‎‎|500px|thumb|none|[http://www.imfdb.org/index.php/M84_stun_grenade M84 stun grenade]]]
+
Where there is a smoke grenade, there is a "[[M84 stun grenade|Flashbang]]". It even costs the same (6 credits). Throwing one will produce a blinding flash and a deafening sound that will render enemies defenceless for some seconds, enough to finish them. Just be careful not to look towards it as it goes off.
  
Where there is a smoke grenade, there is a "Flashbang". It even costs the same (6 credits). Throwing one will produce a blinding flash and a deafening sound that will render enemies defenceless for some seconds, enough to finish them. Just be careful not to look towards it as it goes off.
+
[[Image:M84stun.jpg‎‎|300px|thumb|none|M84 stun grenade]]
  
 
[[Image:Firearms-source-Flashbang.jpg‎|600px|thumb|none|none|M84 stun grenade as the player wields it in '''''Firearms: Source'''''.]]
 
[[Image:Firearms-source-Flashbang.jpg‎|600px|thumb|none|none|M84 stun grenade as the player wields it in '''''Firearms: Source'''''.]]

Revision as of 21:00, 22 August 2011

Half Life 2 - Firearms: Source.

Firearms: Source is a modification for Half-Life 2, and a direct sequel to the GoldSrc version for Half-Life, Firearms, hence the name. Like the previous, it stars two teams fighting each other with a vast array of fire-power.

The mod emphasizes the accurate depiction of real-life firearms, not only graphical, but also in behaviour. Strangely enough, the mod does not include ironsights, it relies in the use of crosshairs instead. Also, there is no animation for when the player changes the fire rate of a weapon (as there was in Call of Duty), the 3D models being stuck in one of them. Not to mention the finger being kept constantly on the trigger.

Reloading a weapon when the magazine has not been emptied will make the player store it for later use. Inserting a fresh magazine in a weapon already chambered will grant the player one additional round, in the weapons that allow this. Finally, bleeding wounds must be bandaged to stop health loss.

The mod is still very young and many changes are expected in the course of the next updates. For more info, just head to the official website.

The following weapons are used in the online multiplayer game Firearms: Source.

Overview

Here follows an overview of the equipment that can be found in the latest release (1.0f). The player starts with 100 credits that can be invested in a variety of firearms or gear, like body armor and NVG. The list is ordered by credit cost.

The cheapest firearm of the game, the Colt M1911A1, appears selected. In this mod, we are not offered any real information like the manufacturer, caliber, ammo capacity, muzzle velocity or weight. Instead, statistic bars are used, like in fighting games.

Firearms: Source equipment selection menu.

For an official (but incomplete) listing with images and/or renders, go to this page.

Pistols

Colt M1911A1

An original run Colt M1911A1 pistol with wooden grips is featured as the cheapest handgun in FA: Source. It's the only .45 caliber handgun in the mod for the moment and packs a punch despite its cheap cost (8 credits). It is fired semi-auto, and it holds 7 (+1) rounds. It is referred to as "M1911" ingame.

Pre-War Colt M1911A1 - .45 ACP
Colt M1911A1 as the player wields it in Firearms: Source.

Glock 20

The Glock 20 is featured in FA:S as one of the "middle-of-the-road" handguns costing 10 credits. It is a 10mm Auto handgun, with a magazine of 15 (+1) rounds. It fires in semi-auto and is named just "G20" ingame.
It appears to have a flashlight module mounted in the accessories rail under the barrel, but it's not (currently) useable. It has white 3-dot sights instead of the usual Glock sights.

Glock 20 - 10mm Auto
Glock 20 as the player wields it in Firearms: Source.
Glock 20 during a reload in Firearms: Source.

Beretta 92FS

Set to be another of the "middle-of-the-road" handguns at 10 credits. Besides caliber, the Beretta 92FS was made to be more accurate compared to the Glock 20 when fired rapidly, however it is still rather weak against most opponents. It uses 15 (+1)-round magazines, fires semi-auto and is named "92FS" in the selection screen. The website states this weapon has a removable suppressor, but it's since been removed.

Beretta 92FS - 9x19mm
Beretta 92FS as the player wields it in Firearms: Source.
Beretta 92FS during a reload in Firearms: Source.

A live round can be seen inside the chamber after firing, as this weapon does not ejects spent shells, probably due to an oversight by the developers (best seen in the second screenshot):

KBP OTs-33 "Pernach"

Featured as the designated Machine Pistol in FA:S, the OTs-33 "Pernach" ("multi-vaned mace" in Russian) is fully automatic and fires the Russian 9x18mm caliber in 18-round magazines, plus one chambered. It is a favorite of snipers who wish to have an automatic weapon without sacrificing too much on credits (17). Appears as "OTS-33" ingame and fires either semi or full-auto.

KBP OTs-33 "Pernach" - 9x18mm Makarov
OTs-33 "Pernach" as the player wields it in Firearms: Source. The fire selector is always fixed in full-auto mode.

IWI Desert Eagle

The Desert Eagle is featured in FA:S as the heavy-hitting pistol. Despite its caliber, the recoil is relatively similar to a .44 Magnum or .357 Magnum, but this is likely for balancing and gameplay reasons. It accurately uses 7-round magazines, plus one chambered. It costs 13 credits and fires semi-auto. Named "Desert Eagle" ingame.

IMI Desert Eagle Mark XIX - .50 Action Express
Desert Eagle as the player wields it in Firearms: Source.
Freshly fired Desert Eagle in Firearms: Source. Shell casing mid-air. (another round being chambered?)

Taurus Raging Bull

Shotguns

Benelli M3 Super 90

The Benelli M3 Super 90 appears in FA:S with a two tone color combination of a tan barrel and receiver with a black synthetic pistol gripped stock and synthetic fore-grip as well a side saddle shell holder. It is correctly depicted as a semi-automatic shotgun and holds 7 (+1) shells of 12 gauge 00 Buckshot. It costs 38 credits and is referred to as "M3-S90" ingame. The shotgun has a (currently useless) Picatinny rail above the main body. The reloading animation is somewhat complex, as the player loads the first round directly through the ejection port if the weapon is empty, and the last 7 rounds are inserted one by one.

Benelli M3 Super 90 - 12 Gauge
Benelli M3 Super 90 as the player wields it in Firearms: Source.
Benelli M3 Super 90 being reloaded in Firearms: Source.

Remington 870

The Remington 870 was added in the 1.0e patch. The model was based off the Express Magnum variant with an extended magazine tube that holds 6 + 1 shells. The shotgun is pump-action only, firing a new round when the mouse button is depressed, and ejecting it and chambering another when it is released. It costs 32 credits and is named "R870".

Remington 870 Police Magnum Riot Shotgun - 12 Gauge
Remington 870 as the player wields it in Firearms: Source. The front sight appears to be missing.
Remington 870 being reloaded in Firearms: Source. "Remington 870 EXPRESS MAGNUM" can be clearly seen on the left side of the gun, while the loaded round appears to be made by Lightfield. A M1A1 Abrams tank is seen in the background, as most maps feature (unmovable) military vehicles to enhance the "war" feeling.


KS-23

Sub-Machine Guns

H&K MP5A4

The MP5A4 is a good submachine gun costing 24 credits, though it lacks the Picatinny-mounted ACOG seen in previous versions. The magazines hold 30 (+1) rounds of 9mm Parabellum and it offers either semi-auto, 3-round burst or full-auto firing modes. Referred to as "MP5-A4" ingame.

Heckler & Koch MP5A4 - 9x19mm
H&K MP5A4 as the player wields it in Firearms: Source.

Chang Feng CF-05

One of the most obscure firearms added to FA:S is the Chang Feng CF-05. This 24-credit Chinese submachine gun uses 50 (+1)-round helical magazines that are top-loaded on the weapon and fires the 9x19mm Parabellum round. It was added to replace the aging PP-19 Bizon, featured in the GoldSrc version of Firearms. It can fire either in semi or full-auto mode and is named "CF-05".

Chang Feng CF-05 - 9x19mm
Chang Feng as the player wields it in Firearms: Source.
Chang Feng during a reload in Firearms: Source. The helical magazine is placed above the barrel and not below as in the Bizon.

Ingram MAC-11

The Ingram MAC-11 is featured in FA:S as a cheap submachine gun (20 credits). It carries 32 rounds of .380 ACP and fires semi or full-auto. Named "MAC-11". It correctly fires from the the opened-bolt position.

RPB Industries Ingram MAC-11 - .380 ACP
Ingram MAC-11 as the player wields it in Firearms: Source.
The player reload his Ingram MAC-11 in Firearms: Source, with his finger on the trigger.

MK7A4

IMI Uzi

Sterling L2A3

H&K MP5K

Assault Rifles

AK-47

A powerful weapon firing the good, old 7.62x39mm. The AK-47 (named the same way ingame) costs 40 credits and is a good choice for medium to long-range combat, due to its stopping power. The magazines hold 30 (+1) rounds and semi or full-auto modes can be selected. Also, the rifle is fitted with a bayonet that can be used to stab enemy combatants, through the Weapon Melee command key.

Original Type I AK-47 - 7.62x39mm
AK-47 as the player wields it in Firearms: Source.
AK-47 during a reload in Firearms: Source. Here you can see the bayonet. The player does a good job grabbing a fresh magazine before extracting the previous one. Also, both the follower and spring are missing from the empty magazine, and the head of the second round (left mag) looks cut.

FAMAS F1/G2 Hybrid

Very appreciated by the FA expert players, the FAMAS provides a very high rate of fire for 42 credits. The main drawback is that the magazines hold only 25 (+1) rounds of 5.56x45mm ammunition and it has a high rate of fire, so it will empty magazines in no time. It's named "FA-MAS" ingame and offers semi-auto, 3-round burst or full-auto firing modes. Interestingly, the trigger guard is is that of a F1, but the handguard, magazine-well, and 30-round STANAG mag (though as stated above, it still holds 25 rounds) is from the more modern G2.

FAMAS F1 - 5.56x45mm NATO
FAMAS-G2 - 5.56x45mm NATO. Note STANAG magazine.
FAMAS as the player wields it in Firearms: Source.
The player reload his FAMAS in Firearms: Source.
The player chambers the first round in his FAMAS in Firearms: Source. Nice way of pulling the cocking handle.

H&K G36C

The compact version of the G36 is not a bad option, costing 36 credits. It possess medium stopping power, but has an useful AimPoint red-dot sight mounted to the Picatinny rail on the carrying handle. It's got options for semi-auto, 2-round (even when the markings indicate 3) burst or full-auto firing modes. Referred to as "G36C".

Heckler & Koch G36C - 5.56x45mm NATO
H&K G36C as the player wields it in Firearms: Source. The red dot is clearly visible.
Good shot of the player going for the reload of his H&K G36C in Firearms: Source. Also note the red-dot manufacturer, and the 3-round (not 2) burst option of the fire selector.
Pulling the cocking handle of an H&K G36C in Firearms: Source.
Aiming through the red dot sight of an H&K G36C in Firearms: Source.

Colt M16A2

Another classic weapon from FA that couldn't miss the show. The M16A2 costs 36 credits and offers good accuracy and decent power, in either semi-auto or 3-round burst modes. Magazines are standard NATO 30 (+1) rounds, and the weapon is named "M16-A2" in the menus.

Colt M16A2 - 5.56x45mm NATO
Colt M16A2 as the player wields it in Firearms: Source.
Colt M16A2 in Firearms: Source being reloaded. The magazine hold lever moves accordingly; nice touch.

Colt M4A1

Besides the 3-round burst being replaced by a full-auto firing mode, the M4A1 shares many properties with the M16A2, including the 30 (+1)-round mags, and costs the same (36 credits). There's nothing specially good or bad to say about it. It's named "M4-A1", and its default handguard was replaced by a KAC RAS railed handguard, that allowed the player to install a vertical grip to assist the aiming and firing. But the carrying handle was not changed for an ACOG, oddly.

Colt M4A1 Carbine - 5.56x45mm NATO
Colt M4A1 Carbine - 5.56x45mm NATO (with M68 Aimpoint reflex and a vertical forward grip mounted on a Knight's Armament Company RAS railed handguard)
Colt M4A1 as the player wields it in Firearms: Source using the vertical grip.
As with many of the weapons in Firearms: Source, the player checks the empty chamber after firing the whole magazine of his Colt M4A1.
Colt M4A1 in Firearms: Source being reloaded. The bolt catch is also operated by the player, good detail.

SAKO Rk 95

This Finnish version of the AK-47 assault rifle is very similar in behaviour to the aforementioned, as it fires the same ammo, and even looks like it. But the cost is a bit higher (42 credits versus 40). Anyway, it's a good choice that can fire 30 (+1) deadly rounds of 7.62x39mm in semi or full-auto. The name ingame is "Sako 95" and, as with the M4A1, a railed handguard with 3 sets of Picatinny rails (below and to the sides) was installed to allow the use of a vertical grip.

SAKO, Limited Rk 95 Tp - 7.62x39mm
SAKO Rk 95 as the player wields it in Firearms: Source using the forward grip.
Player reloading his SAKO Rk 95 in Firearms: Source. The cocking lever looks big enough to be comfortably operated with those gloves. Also, notice the muzzle attachment, that servers both as flash suppressor and muzzle break, while also letting the user fire grenades (not in the game).

SIG SG 550

While not having any long-range sight, this Swiss rifle is capable of hitting enemies at a good distance. It uses magazines of 30 (+1) rounds and lets you shoot in semi or full-auto. It costs 36 credits (same league as the M4A1 and M16A2) and is named "SG550".

SIG SG 550 - 5.56x45mm NATO
SIG SG 550 as the player wields it in Firearms: Source.
Player inserting a fresh, official SIG (look closely), magazine into his SG 550 in Firearms: Source. There's a security lock visible on the selector that locks out the full-auto mode, but the burst mode can't be used. Also, the gun has the safety on.

Battle Rifles

H&K G3A3

40 credits does this steel and plastic piece of art cost. The 20 (+1) rounds of 7.62x51mm ammunition pack quite a heavy punch. The cycling rate of the G3A3's full-auto mode is a bit slow, as this weapon was intended for single, well-aimed, semi-auto shots. Named just "G3A3". There seems to be some kind of glitch with the 3D ingame model, as the parts that compose it move independently if looked at carefully.

Heckler & Koch G3A3 - 7.62x51mm NATO (with slimline handguard)
H&K G3A3 as the player wields it in Firearms: Source.
H&K G3A3 in Firearms: Source being reloaded. What's with his left hand's fingers?!

SA M14

No game made by firearms enthusiasts could leave this weapon out. The M14 has the same powerful punch and mag capacity (20 + 1 rounds) of the G3A3, just the full-auto mode is not only slower, but more uncontrollable. Be sure to stick with the semi-auto mode and make every bullet count. It appears to feature a Crye Precision Multicam woodland camo finish on the stock and no optical sight like in the GoldSrc version. It costs 36 credits and is named "M14".

Springfield Armory M14 - 7.62x51mm NATO
Springfield Armory M14 as the player fires it in Firearms: Source. Hidden behind the ammo counter, the markings are visible. I didn't remember to turn off the HUD, sorry.
Springfield Armory M14 in Firearms: Source being reloaded.

Sniper Rifles

Remington M24 SWS

The Remington M24 Sniper Weapon System (SWS) is the U.S. Army version of the Model 700. It is an accurate, bolt-action, long-range sniper rifle. It is depicted in FA:S with woodland camo and a folding bipod, to make the gun more stable, that can be used if you prone or move near some places (like barrels, sandbags or... corpses). The cost is a high 54 credits and is referred to as "M24". The official website lists it as a M24A2, but this is erroneous, as no detachable external 10-round magazine is seen. Instead, the rifle uses an internal 5-round magazine.

M24 Sniper Weapon System - 7.62x51mm NATO
The Remington M24 as the player wields it in Firearms: Source, bipod folded.
Player operating the bolt of his Remington M24 in Firearms: Source. Note that the player's hand does not get reflected in the telescopic sight, while part of the background does.
The internal magazine of a Remington M24 in Firearms: Source being filled, round by round. The bipod is now better distinguished.

KAC SR-25

The SR-25 is a multi-purpose sniper rifle that is able to fire semi-auto, It looks similar to a M16 (in fact, many parts are interchangeable between both), but fires the completely different 7.62x51mm NATO cartridge. It costs 48 credits, has a 10 (+1)-round magazine and is named just "SR25". The tan paint remembers that of the M110 SASS. It comes with a folding bipod (as with the other two sniper rifles), and an useful suppressor that reduces the firing report a bit.

Knight's Armament SR-25 - 7.62x51mm NATO (with a suppressor and Harris bipod)
M110 Semi-Automatic Sniper System (SASS) - 7.62x51mm NATO (with Harris bipod and tan paintwork)
KAC SR-25 as the player wields it in Firearms: Source, bipod folded.
Player checking the chamber after emptying his KAC SR-25 in Firearms: Source.
KAC SR-25 in Firearms: Source being reloaded. The level of detail is quite high... but the safety is engaged

Barrett M82A1

This 70-credit beast is the most expensive weapon in FA:S's arsenal, no doubt why. The "light fifty" can deliver an instant and gruesome death to anyone being so unfortunate as to be shot by this. The 10 (+1)-round magazine can maim equal number of foes, provided that the player is able to handle the enormous kickback of this long-range rifle. It fires semi-auto and is called "M82A1" ingame. It's the only weapon whose sight offers two different levels of zoom, and it's got a folding bipod, too.

Barrett M82A1 - .50 BMG
Barrett M82A1 as the player wields it in Firearms: Source, bipod folded.
Better view of a Barrett M82A1 while the player runs carrying one in Firearms: Source. This is the only weapon that is handled differently when moving.
The player racks the charging handle of his 13.5-Kg Barrett M82A1 in Firearms: Source... while holding it one-handed!

Machine guns

FN M249-E2 SAW

The heat shield tells us this is the improved, E2 version of the SAW. The 200-round detachable box and the bipod makes this 50-credit machine gun perfect for covering fire. Of course, continuous fire while standing or running will get you nowhere. Called "M249 SAW" ingame, fires full-auto only. The Picatinny rail on the feeding-tray cover is never used.

FN M249-E2 Squad Automatic Weapon (SAW) - 5.56x45mm NATO
FN M249-E2 SAW as the player wields it in Firearms: Source. Note that there is 1 tracer bullet for each 5. This is clearly seen when firing ingame.
Player inserting a fresh ammo belt into his FN M249-E2 SAW in Firearms: Source. Tracer bullets are the ones with red tip and primer. If only all games had this level of detail.

SD M60E3

"The Hog" is a bulky, heavy 7.62x51mm NATO machine gun with a lot of kickback unless fired on a deployed bipod. It feeds with 100-round ammo boxes and fires full-auto only. Called "M60-E3", costs 56 credits. As with the SAW, the Picatinny rail on the feeding-tray cover is never used.

Saco Defense M60E3 - 7.62x51mm NATO
M60E3 as the player wields it in Firearms: Source. The background looks blurry due to camera motion, as it helps seeing a bigger portion of the gun.
Player about to reload his M60E3 in Firearms: Source. Like the SAW, it fires 1 tracer bullet (depicted with red tip) each 5 shots. Another M1A1 Abrams tank is in the background.

HK51B "Vollmer"

According to the official website, this weapon is "a standard HK51, but with a converted upper receiver that can accept belts of 7.62x51mm NATO. Such power compacted into the size of what essentially amounts to an MP5 frame results in terrible kick and poor accuracy". Little else is there to say. Ever tried to tame a horse in the middle of a firefight? Oh, an HK51 is a cut down and modified G3A3, NOT made officially by H&K. The weapon is referred to as the "MC51B Vollmer" ingame and costs 44 credits. Contrary to the other machine guns, a semi-auto firing mode is available. Its ammo boxes carry 50 rounds. "MC51" is the name the Airsoft company, Tokyo Marui, calls their similar (but magazine-fed) electric airsoft gun.

HK51B "Vollmer" - 7.62x51mm NATO
HK51B "Vollmer" as the player wields it in Firearms: Source. A graphical artifact known as "Z-fighting" can be seen on the bullets, as the engine is trying to render them with both the normal and tracer textures at the same time. This only happens when the model is not still.
The player places a new ammo box inside the container of his HK51B "Vollmer" in Firearms: Source after removing the cover. The inscription reads "PATRONEN FÜR HANDFEUERWAFFEN" ("cartridges for portable firearms").

The reloading animation is quite curious:

Launchers & Explosives

M79

Once again, another classic. The M79 single-shot, break-top, grenade launcher grants you average power when dealing with groups of opponents. The 40mm High Explosive grenades need to travel a minimum distance before arming themselves, to avoid misusage. It costs 45 credits and is named "M79" ingame.

M79 grenade launcher - 40mm
M79 as the player wields it in Firearms: Source. The grenade sight is up, but since there is no ironsight system in the game, it's useless and just eats up screen space. Also note that the grenade sight doesn't have any markings to help with aiming, so it cannot be used at all anyway.
Player about to remove a fired grenade shell from his M79 in order to load another round in Firearms: Source.

M67 Grenade

There is no much to say about FA:S's M67 hand grenade. You can get a couple of these for just 6 credits, but due to a recent patch its destructive power is not as high as it should be in real life, because throwing one and stepping onto it as it explodes will only take away less than the 70% of your life. Referred to as "M67 Frag Grenade" ingame.

M67 fragmentation grenade
M67 hand grenade as the player wields it in Firearms: Source.
The player pulls the pin of a M67 hand grenade prior to throwing it in Firearms: Source. He must be using his mere psychic powers to pull the pin, as his hand never touches it.

M18A1 Claymore

The M18A1 Claymore, a remotely-detonated, directional, anti-personnel explosive device that can be used for setting some good ambushes. It costs 13 credits as is named plainly "Claymore" ingame. There are a couple of ways to control how it goes off. The first one is just to wait near the spot and hit the clicker when an enemy comes in front of it. The second one is the trip mode, in which the Claymore will be detonated when someone walks over it. By crouching or going prone, you can pass through the mine with out detonation.

M18A1 Claymore anti-personnel mine

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M18A1 Claymore mine as the player wields it in Firearms: Source, wisely keeping its front side pointed away from him.

M224 Mortar

The M224 Mortar does not appear in the loadout screen, as it is issued (unassembled) to the player when he or she earns the "Level 2 Artillery" skill. Then, the player will be able to assemble it anyplace, and fire to designated targets (see "Artillery Marker"). The player can carry up to 5 mortar shells.

M224 lightweight mortar - 60mm HE
M224 mortar as the player carries it in Firearms: Source, ready for deployment.
M224 mortar deployed in Firearms: Source, mortar round ready at hand. It's funny to see how the shot will reach the marked objective even if the mortar is pointing to the opposite direction.

M18 Smoke Grenade

The M18 Smoke Grenade is a good way of covering your advance, and an excellent countermeasure against snipers, you can get two M18 Smoke Grenades for 6 credits. They produce a thick, green (not red as the one in the below picture) smoke screen for some seconds. Use them wisely.

M18 smoke grenade
M18 smoke grenade as the player wields it in Firearms: Source. The markings are big and clear enough.

M84 Stun Grenade

Where there is a smoke grenade, there is a "Flashbang". It even costs the same (6 credits). Throwing one will produce a blinding flash and a deafening sound that will render enemies defenceless for some seconds, enough to finish them. Just be careful not to look towards it as it goes off.

M84 stun grenade
M84 stun grenade as the player wields it in Firearms: Source.

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