H3VR's assault rifles are generally classified either as such or as carbines, with the sole notable exception being directly below.
AAC Honey Badger
The 21st gift added in the 2018 Meatmas event was an AAC Honey Badger. It is chambered in .300 AAC Blackout (making it the first in-game weapon to use the round), and is fitted with an aftermarket ergonomic pistol grip. As stated above, it is classified as neither an assault rifle nor a carbine; instead, it is the only rifle-caliber weapon amongst the game's PDWs.
AAC Honey Badger - .300 AAC Blackout
The Honey Badger in its gift box. Note the claim about it being an unreleased prototype; this is partly true, as while the select-fire AAC Honey Badger was never produced en masse
, the semi-auto Honey Badger SBR, made by Q (a company created by Kevin Brittingham, who was the creator of the original Honey Badger as well) is commercially available.
Either way, just like a honey badger, it makes a lovely gift. Provided that both parties involved have the proper paperwork, that is.
Loading in a 20-round Magpul PMAG; while one of the major selling points of the .300 Blackout round is that it can fit into any standard 5.56x45mm NATO magazine, such interchangeability isn't possible from a coding standpoint, so these are (presently) the only magazines that the Badger can use.
Pulling the charging handle.
Taking a look at the selector, set here to safe...
...and here to ooh, look! A slidey thing!
*Ahem*... Right, sorry, and here to full-auto.
Aiming at what's left of a wooden hot dog standee target; as with most of H3'
s top-railed firearms, sights are sold separately.
Not that the Honey Badger really cares at this distance. Note the black-colored spent case; the .300 Blackout cartridge in-game comes with multiple varieties of both super- and sub-sonic loadings, with the former having standard brass cases, and the latter having the glossy black finish seen here.
Holding the now-heated Honey Badger at arm's length, both to get a good view and to minimize the odds of it mauling any vital organs. Honey Badgers aren't to be taken lightly.
An AK-101 was added on the eleventh day of the 2016 Meatmas update. Update #40 replaced the model, and made its side-mounted dovetail rail functional, allowing for the use of Soviet-type optics (or Western ones, if an adaptor is installed).
"If you say in the first chapter that there is a rifle hanging on the wall, in the second or third chapter it absolutely must go off.
Giving the asynchronous audience at various homes a nice look at the AK-101.
Of course, when showcasing an AK, always make sure the other side of the rifle actually exists. Same goes for buying one. Damned scammers...
Loading in a 30-round magazine full of
Racking the charging handle.
Looking through the 101's irons...
...and letting some rounds fly.
Out with the old, and in with the new.
One interesting feature of the 100-series AKs is the stock; despite being solid, it is still capable of folding.
Particularly useful for making your rifle useless.
As mentioned, the newer 101's dovetail rail allows for the mounting of various Combloc optics, such as this PK-01VS red-dot sight.
Said sight has an interesting blue-tinted lens. Also note the newer model's somewhat clearer-looking iron sights.
If you're in the mood for something with a bit more magnification, the iconic PSO-1 4x scope is always a good choice.
Looking through the scope reveals that H3VR
is one of a select few games that understands what a PSO-1 reticle actually looks like.
It also shows something about the PSO-1 that even fewer pieces of media depict:
The small switch on the side.
Of course, the switch isn't just there for show; it's used to turn on (or off) the PSO-1's integrated reticle illumination light, as seen in this appalling display of poor range etiquette.
Fiddling with the AK-101's later-added adjustable rear sight; like the other AKs, this is adjustable from 100 meters to 1,000 in 100-meter increments, with an initial battlesight setting before all of that. The use of an optics rail renders this a bit pointless.
The fourth alpha build of Update #90 added the much-requested AK-12; in an unusual move for a game, both the 2018 production model and the oft-seen prototype are present, with the former being called the "AK-12" and the latter the "AK-12 Prototype".
AK-12 prototype, 2012 model - 5.45x39mm
Examining the prototype AK-12, fittingly enough, in the Arena Proto scene.
The rifle's opposite side; being designed for ambidextrous use, this version of the AK-12 is largely symmetrical.
Loading in a standard AK-74
Taking advantage of the aforementioned ambidexterity, and pulling the left-side charging handle.
Disengaging the rifle's safety.
Playing with one of the AK-12's distinct features: rather than using a trunnion-mounted rear sight like most AKs, the AK-12 uses a rail-mounted rear sight on the top cover, increasing the rifle's sight radius; however, it is still an AK, and the rear sight is thus a range-adjustable tangent design (which can be adjusted in-game, as seen here).
Still, the Western influence on the rifle shows through nevertheless, particularly when actually using this sight; unlike more traditional AKs, the AK-12's rear sight is an aperture.
Putting a 5.45mm hole in a Weinerbot's head, having thankfully remembered to set the rear sight back down to a position that isn't its 800 meter zero. A mistake you'll only make once...
Flipping the fire selector over to its third position, which is (fittingly enough) 3-round burst. While AKs with 4-position selectors had existed prior to the AK-12 (the Tantal
comes to mind), as had AKs with thumb-accessible fire selectors (Yisrael Galil
says hello), ones with the fire selector positions in a linearly-increasing order aren't easy to come by.
Putting a Weinerbot to rest with a quick burst.
Performing a tactical reload; seeing as it takes standard AK-74 mags, it should come as no surprise that the AK-12 uses a standard AK magazine release, and the famous reloading technique that comes along with it.
This also means that you can use mags not meant for it, such as this non-standard 20-rounder. Which, of course, makes this a perfect time to switch over to the rifle's most ammo-consuming firemode: full-auto.
Spraying down a Weinerbot through a wall with no regard for what else might be on the other side, in true Spetznaz fashion.
AK-12 (production model) - 5.45x39mm. This is the first mass-production version, unveiled in 2017 and adopted for service in 2018.
Inspecting the production AK-12; to complement the prototype version, these shots are in the more polished Proving Grounds arena.
Oh, and here's a fancy low-angle shot of the other side, showing how distinctly asymmetric and non-flat the production version is.
Loading the AK-12; these special waffle-pattern magazines come standard with the rifle, though they're interchangeable with other standard 5.45mm AK mags.
Pulling the distinctly single-sided charging handle. Don't ask how the fire selector got onto full-auto; we aren't quite sure either.
One of the things that didn't change between the prototype and production versions of the AK-12 was the rear sight; as such, both are tangent-adjustable apertures mounted onto the top cover.
Needless to say, this results in similar sight pictures between the two; however, the prototype version does have a slightly better sight radius, since its front sight isn't mounted on the gas block.
Fiddling with the rifle's AR
-style stock on the way into battle; said stock is both collapsible...
Dropping a further-developed sentient sausage with the further-developed AK-12.
Hey, remember how we said that this thing can use normal 5.45 AK mags? Well, you know what that means...
The much-requested AK-74 was added in the third alpha build of Update #76.
Loading a magazine into an AK-74...
...before admiring the wood-and-Bakelite-on-steel palette in the Arizona sunshine.
And no, not that Arizona Sunshine
. That's a different page altogether.
Hey, since we're on the right side, why not flip off the safety and pull the charging handle?
Taking aim at a poor, innocent watermelon...
...and promptly slaughtering its entire family in a juicelust-fueled hail of gunfire.
All war crimes aside, the AK-74 in H3
is specifically an AK-74N variant, as it possesses a side-mounted dovetail scope rail.
This allows for, among other things, a look at the improved PSO-1; it'd been bugged for a while prior to Update #76. The update fixed the issue, and also corrected the previously too-high magnification.
In keeping with the theme of alpha builds, Update #85's first one added this 95-round drum, akin to that used by the RPK-16
(though not quite identical).
Load it up with some some tracers, and you've got a hip-firing machine with no practical need for aiming - just start firing, and figure it out as you go along.
"Y'know, for some reason, I don't think that that's gonna work." "Whaddaya mean? It got the old mag out." "In this world, the ones who succeed aren't the ones that can get other people out - they're the ones who can get themselves in."
Meaningful quotes aside, here's the AK-74's rear sight; like the rest, it's got an initial battlesight setting, followed by 10 evenly-spaced settings from 100 meters to a kilometer.
Seriously, I'm running out of ways to say that.
An AKM is one of the available firearms in-game. Added in Update #13 (the 2016 4th of July update), it has an interesting list of updates under its belt; Update #40 replaced the model entirely, with one that lacked the prior model's permanently-attached side-bracket rail adaptor, Update #51 replaced the textures, the 10th alpha of Update #52 added the AKM to the arsenals of SWBs, and Update #58 added a "Tactical" model fitted with a variety of aftermarket modifications; among them are a full set of Magpul MOE furniture, a railed receiver cover, an aftermarket rear sight, an aftermarket selector lever, and an aftermarket muzzle brake. Update #94 made the ladder sights on all AK-Pattern firearms (and several more) functional, as well.
The older AKM, resting peacefully on a table.
It's then rudely and suddenly awakened, so that the viewers at home can get a better look at it.
I hope that you're happy.
Loading a magazine into the AKM.
Taking advantage of the rail mount, and attaching a...
The other side of the new and improved AKM. "New" in the sense that it's a new model, "improved" because it's an AKM
, not an original AK.
...before completely failing to pull the charging handle.
This failure comes as a result of one of the AK series' distinctive features: the selector lever, when set to safe, also serves as a dustcover, preventing debris from entering the charging handle slot. This, of course, has the side effect of preventing the charging handle from entering the charging handle slot.
Another thing to note about the AK series is the arrangement of the selector's positions; rather than the "Safe-Semi-Auto" model common on most select-fire weapons, AKs generally have a "Safe-Auto-Semi" setup, which means that disengaging an AK's safety sends the user straight into full-auto.
Right, now that that's been sorted, it's time to get back to business.
Taking a look through the AKM's sights...
...and blazing away in full-auto.
Yet another attribute of the AK series is the so-called "tactical reload", made possible by the combination of a paddle magazine release and a shallow, rock-in magazine well; the routine consists of 3 steps: first, knock the old magazine out with a new one...
...second, rock in the new magazine...
...and third, pull the charging handle. There are different ways to do this; the underhand technique seen here is quite popular in the West, whereas the East generally prefers to run the entire process with only the right hand.
Loading the AKM with a 75-round RPK
...and merrily unloading into the walls, floor, and ceiling.
Speaking of merry, here's a shot from the "How the Gronch Monetized Meatmas" trailer for Update #49, featuring the titular misspelled villain "holding" an AKM, whilst telling players how to spend hours upon hours grinding to obtain loot-crates and in-game currencies in order to access EAPA (Earliest Access Pride & Accomplishment) boxes. Note that, curiously, the Gronch's rifle seems to be a non-railed version of the older model, despite that model having been removed from the game 9 updates prior.
And, for something unrelated, here's what the post-Update #51 AKM looks like, with its newer, darker set of textures. Neat.
For yet another non sequitur, here's an AKM with a bayonet, courtesy of Update #76's 1st alpha (which added the game's first usable bayonets, along with its first attachable muzzle brakes).
The new adjustable ladder sights from Update #94; on its default setting, which in Russian stands for "battle zero setting", the sight is zeroed to 18m and again at 240m, with all shots in between aiming slightly high.
From there, the range increases by 100 meter increments...
...to an improbable maximum range of 1000 meters.
From the side, you can see the level of offset for the sights.
Update #94 also introduced three bespoke foregrips for the AKM, AK-74N, AK-101, and Kalashniluger. This is the Romanian Grip, patterned off of the PM md. 63
, affectionately known as the "Dong" grip.
We also have the slightly smaller "Shark" grip...
...and lastly, the "B10" grip, which adds a rail surface. Note how the AKM barrel is exposed beneath the grip surface.
Which gives us the perfect excuse to look at some of Update #94's many other attachments; here we have a Cutts compensator, a "Valk" foregrip, and an EG1 Reflex Sight.
Peering through the EG1 gives us a nice, wide sight picture for our red dot, even with the boxy frame surrounding it.
Century Arms C39 V2 with Magpul MOE furniture - 7.62x39mm. Image provided to show the Magpul accessories; the gun in-game is not a C39.
"CYKA! I SAID RIFLE IS FINE! WHAT IN GOD'S NAME EVEN IS THIS MERZOST?!"
Even the letterboxing seems to agree with this sentiment, doing its best to shield the viewers' eyes from the heresy before them.
Being a Magpul-furnished rifle, it only makes sense that it comes with (interchangeable) 30-round Magpul PMAGs.
Pulling the extended charging handle. Note the aftermarket selector lever; this includes a cutout in the top, which is used to lock the handle to the rear.
A good shot of the rifle's stock.
Aiming through the non-standard rear sight...
Tactical rifle, tactical reload.
And a rather - *ahem* - tactical
The AKS-74U is one of the available firearms in-game, having been added in Update #18. Update #55 added a "Tactical" version with various aftermarket accessories. Both versions are, predictably enough, categorized as carbines.
Taking a look at a fresh, new AKS-74U, hot off the presses.
The other side, which shows that, as is standard for guns in H3
, the selector starts out set to "safe".
Taking a look at a magazine, which shows that the rounds have some rather... interesting
Loading in the magazine, unconcerned with the headspacing issues that such deformed ammunition can bring with it.
Pulling back the charging handle (after disengaging the safety, of course).
Taking aim at the target...
...and firing. A spent case can just be seen coming out of the ejection port.
Folding the stock, after deciding that the AKS-74U in its prior state was too stable, too controllable, and all-around too useful.
AKS-74U with railed handguard - 5.45x39mm
The "Tactical" model, in all of its polymer-festooned glory. Note how it seems to have the stock from a 100-series AK rifle, such as the AK-74M
Loading in an interestingly marbled polymer magazine.
Pulling back the aftermarket rounded charging handle.
...and slinging some lead. Those two words don't rhyme, because English is a very sensible, well thought-out language.
The aforementioned 100-series stock is, as on the AK-101
above, correctly shown as foldable.
Perfect for anyone who wants to do this. If you happen to be one of those people, please leave your photo here so that everyone else can know to leave the shooting range as soon as you show up.
Update #102's first experimental build brought along several ArmaLite AR-18 variants - a full-length rifle, a short-barreled carbine, and a stockless, foregrip-equipped "pistol" variant. All 3 feature the AR-18's proprietary scope rail, which can fit either a proprietary scope or a Picatinny adaptor.
ArmaLite AR-18 - 5.56x45mm NATO
Standing out on the streets of the Grillhouse scene with the ancestor of... well, a fair chunk of modern rifle designs, to be honest.
The rifle's other side. Nothing much to say here; just thought this was a cool angle.
Loading in a 40-round magazine; 20- and 30-round varieties are also available.
Racking the charging handle; the dustcover pops open automatically when it starts going back. Though it does seem like it's jumped the gun here (no pun intended)...
...it's actually supposed to open before the charging handle reaches it, with the cylindrical stud on the inside interfacing with the sloping cut on the side of the bolt. Oh, and here's the right-side selector, now set to semi-auto.
Taking aim at the "OPEN HOUSE/BUNKER" banner; the sights are a simple, open-looking aperture-and-post setup, with some protective wings up at the front for good measure.
Expressing precisely five point five six millimeters of frustration at the fact that this supposedly open house/bunker's doors are all locked.
Fiddling with the rear sight; the other option is a smaller aperture, for more precise shots at the expense of greater obtrusiveness. It's also higher up, since it's set for ~400 meters.
As such, shooting at something this close probably won't achieve much.
On a totally unrelated note, the stock folds.
This does more or less totally obscure the left-side selector, so here's a shot of the right-side one again - now on full-auto, of course. And what do we do with a full-auto AR-18 with a 40-round magazine and folded stock?
Sadly, a high fire rate and a steel trigger finger conspire to make those 40 rounds not last quite as long as you'd hope. Hey, at least the magazine release is placed conveniently.
ArmaLite AR-18 Carbine
ArmaLite AR-18 Carbine (serial number 014) - 5.56x45mm NATO
Hearing a noise while skulking about in the Grillhouse's Mustard Collection Annex, and quickly bringing the carbine variant to bear. Note the standard AR-18 front sling loop and full-size charging handle; while these could point towards this model being a custom-made 3D model made by modifying an AR-18 model, some real life AR-18 Carbines do also have these features.
The weapon's other side; it's pretty similar to the regular version, at least as far as the back half goes.
Snapping the stock into place; aside from making the rifle more shootable, this also makes the above claim about how much of the rifle's length is identical to the previous version no longer accurate. It's more like the rear two-thirds now, really.
Of course, this particular rifle was already loaded, so the usual loading screenshot has been substituted with a quick magazine check.
In accordance with organizational safety regulations, however, the rifle is carried chamber-empty.
And, of course, with the safety on as well. Because the bureaucrats have just got
to have their way, because they clearly
know what's best for everyone else, and definitely
know what the people down in the literal trenches need, it's not like they're just sitting up there in their ivory towers making rules that complicate everything for the people actually doing the work based on a completely incorrect understanding of how things work, no
, that would never
Finally able to aim his rifle in a meaningful sense, the beleaguered public servant discovers that the noise was, in fact, nothing.
Grumbling in frustration about the reports that he's going to have to file about why he chambered and de-safed his rifle, he decides to throw on one more and pretend the noise was an administrator; the conical flash hider doesn't totally hide the muzzle flash, but it does make it a fair bit more tolerable.
Fiddling with the two-position rear sight; this pleases the armchair tacticians up top by ostensibly allowing accurate fire out to 400 meters ("...with 5.56 out of, like, a 12-inch barrel, sure..."
), and appeases the bean-counters by being totally identical to the one on the full-length rifle ("...if they had their way, we'd just get sharpened sticks, and we'd have to share, too..."
Accordingly, the resulting sight picture is much the same as the rifle variant's, but with a bit more of the rear aperture filled up by a correspondingly closer-in front post.
ArmaLite AR-18 Carbine (serial number 021)
The "pistol" variant of the AR-18 is directly modeled after ArmaLite AR-18 serial number 021, which features a unique set of custom parts.
ArmaLite AR-18 Carbine (serial number 021, nicknamed "Shorty") - 5.56x45mm NATO
The shorty AR-18, in all its glory. Contrary to what the "p" suffix would imply, it is classified as a carbine in-game, sitting right next to the above version in the item spawner.
And no, there's no folding stock hidden on the other side - good luck keeping it on target.
Flipping the selector straight over to full-auto - this isn't exactly the sort of gun meant for half-measures. Or reasonable measures of any sort, really.
Hence why the next step is to load it with a 40-round magazine - full of tracers, of course.
This is followed by a nice, forceful yank of the charging handle. Still, it feels like something's missing. Like this whole thing's not quite ridiculous enough, somehow - maybe some mods are in order? Say, a modern muzzle brake, a top rail adaptor for an already-rail-adapted SUSAT scope, and the stock off a Beretta 93R
"Yeah, that's definitely gonna get some laughs. It'll look totally ridiculous! I mean, it's not like it's gonna turn out looking actually pretty decent or anything, right?"
Having somehow made an aesthetically-pleasing whole from the nonsensical sum of these parts, and turning to deal with the more pressing matter at hand.
And then an even more pressing one. The SUSAT features a set of backup irons on top, for use in emergencies; the other things going on in this image are meant to emphasize this idea.
And, should more urgent emergencies emerge, this is also an option.
"Sorry pal, end of the line.
...right, I think that was the last of them. Now what was I doing again?"
Added on the 14th day of Meatmas 2018, the long-requested AS Val makes an appearance in H3 (along with its sniper-rifle sibling), in the carbine class.
The 14th day's gift was a twofer, and a long-awaited one at that.
Loading a 20-round magazine into the Val. The Vintorez's 10-rounders work too, though there's not much point to using them.
Attempting to pull the charging handle...
...before remembering to switch the AK
-style selector lever off of safe.
Firing the rifle reveals why; with bullet trails enabled, it's easier to see where you're shooting without the sights in the way. Bullet trails also reveal the difficulties involved with using subsonic ammunition at long ranges.
Y'know, the Spetsnaz probably aren't going to be happy about you taking that gun. You should probably try and hide it or something.
Oh no it's too late I can hear them coming up the stairs oh god oh f
[EVENTS REDACTED FOR BREVITY] and here's the Val's rear sight, adjustable for distances from 25 to 500 meters in 50-meter increments, excluding the initial jump from 25 to 50. That way, our nation's brave fighters can deal with cowardly, disgraceful enemies of the state at any range efficiently and effectively. Any questions?
Bofors Ak 5C
The 13th day of the Meatmas 2018 update added a Bofors Ak 5C.
Bofors Ak 5C with Aimpoint CS sight and vertical foregrip - 5.56x45mm NATO
The Ak 5C's gift box. A rather fitting gift for such a snowy, forested scene.
Loading in the unique-but-interchangeable STANAG variant added with the Ak 5C, a "waffle"-style polymer magazine.
Racking back the charging handle. Note the dustcover, which sits over the charging handle slot, and slides up when the handle is pulled.
Playing with the rifle's stock, which can be extended...
The large, glove-friendly trigger guard is one of the Ak 5 series' noteworthy features; being made for the Swedish military, the reason why should be relatively obvious.
The selector switch is another interesting feature, of the 5C in particular; whereas previous models only had a switch on the left side, the 5C's is ambidextrous.
Lining up the irons. The rear sight is very
wide, which makes for a clear sight picture, though it does also make it somewhat harder to tell whether or not the sights are actually aligned properly.
A quick re-inspection of the rifle reveals that, at some point along the line, it apparently set itself to full-auto.
Somewhat confused, the alpine trooper decides to just roll with it. The rifle probably knows best.
Update #107's fourth experimental build replaced the "M4A1 Classic" with an original M4 Carbine; the main distinguishing feature is the burst-fire setting being used in place of full-auto. The Colt M4, alongside the M16A1, are the only weapons that can use the M203 Classic grenade launcher as well.
Colt M4 Carbine with 4 position collapsible stock - 5.56x45mm NATO
Taking the M4's truest form to the Warehouse Range.
After all, what better place to end things than where it all began?
Loading in a 30-round STANAG - much the same as the originals, but now properly standardized in terms of dimensions. No more cross-compatibility worries, hopefully.
Chambering a round of 5.56. And yes, the screencapping of the new ARs has straddled the cartridge re-vamp. It has, in fact, taken that long. Sue me.
Adjusting the classic Fiberlite stock, showing in the process how the circle at the center of its buttplate is actually just the end of the buffer tube. Whether this is an earlier two-position version or a later four-position variant is a bit of a moot point, since collapsible stocks in H3
are adjustable to completely arbitrary lengths.
Flipping the selector over to semi-auto, giving a good view of the lower's rather convincing-looking "DOLT" trade dress. Also note the use of the same "scope" from all those years ago...
...which has, at some point in the interim, been turned into the simple magnifier that it's actually modeled as. Suffice it to say, the lack of a reticle makes using it without another optic rather challenging.
But not, by any means, impossible. Pro tip: when you're aiming through an empty lens like this, try to imagine what it'd look like if there was a reticle, and use that to aim.
Alternatively, you can just use the gun as it was actually intended. Note the selector - this being an M4, rather than the more ubiquitous M4A1, the third position is "BURST" instead of "AUTO".
Getting a good look at that classic sight picture once more. For all the new features that've been added, the Warehouse's simple little target-wave system still remains a fun activity.
Sadly, looking through the sights doesn't leave enough space on the screen for at least 3 cases, so we're stuck doing... whatever this is instead.
Holding that position for no particular reason, and dumping out the now-empty magazine.
In with a new one, and finishing things off with a quick tap of the bolt release. Back to it.
The M4A1 is one of the available firearms in-game, and one of the first to be added; it predates even the game's actual name. This model was a publicly-available asset made by weapon artist Nightfrontier, who had collaborated with game lead Anton Hand on disassembling it into the game's systems.
Due to game issues relating to the original weapon model, Update #48 revamped the weapon model, replacing it with a new one that lacks the previous model's folding foregrip, and has a railed handguard, a Crane stock, an extended charging handle tab, and an aftermarket folding BUIS. The update also included a "Left Hook" variant, which is completely mirrored, and meant for left-handed users. All of these variants are categorized in-game as carbines.
Update #70's 4th alpha added yet another variant of the carbine, the "Classic"; this version is completely factory-stock, with no non-standard features, and also came with the much-awaited return of a rail-attachable carrying handle.
The fourth experimental build of Update #107 completely revamped the game's set of AR15 pattern weapons, including the M4 series; the M4A1 was replaced with a dimensionally correct model referred to as the "M4A1 Block1 Carbine", the classic model was replaced with an original M4 carbine, the "Left Hook" model was likewise replaced with a dimensionally correct version, and the "Shorty" version was replaced with a Mk18 Mod 0, also known as the CQBR receiver.
Factory Issue Colt M4A1 - 5.56x45mm NATO
Well, well, well, what have we here?
Loading a 30-round magazine into the M4A1.
Flipping the rifle over...
...and pulling the charging handle.
Next up on the checklist: the fire selector.
Setting it to semi-auto...
...and to rock 'n roll. Note how the fire selector isn't quite in either position; H3'
s fire selectors used to be animated so as to move gradually, but this was later removed in favor of the current instantaneous-switching system.
Blasting away at nothing in particular; the muzzle flash is yet another thing that has long since changed.
Dumping out the now-empty magazine.
One new magazine later, one step to go:
Tapping the bolt release. One feature that's also disappeared is the movable nature of the bolt release paddle; it correctly pops up when the bolt is locked back, and lays flat when the bolt is in battery (compare with the image above).
Should one fail to properly chamber the rifle (i.e. manually riding the charging handle forward into battery instead of letting it snap back under spring tension), the bolt winds up in this position.
Luckily, it's nothing that a quick tap of the forward assist can't fix. This is yet another feature that has since been removed, due to it being somewhat buggy and inconsistent, not to mention difficult for new players to understand.
Grabbing the rifle's forend causes (or rather, caused) the foregrip to somewhat slowly unfold, much like the fire selector. Seems like something's missing here...
Oh. Right. That's... kinda important.
Aiming through the M4A1's now-complete irons gives a good look at the curiously green-painted front post. It's not a standard feature, but hey, it makes the post easier to see, so why not?
The handle-mounted sight also
came with a few selectable options, indicated by small white arrows whenever a controller
was close by. The top arrow allow
ed the player to swap out the standard aperture sight with...
...while the side arrow
(y'know what, just read all the verbs in the past tense, 'cause I'm too lazy to keep track of them all myself) for the adjustment of the rear sight's elevation, between this...
...and this, with 3 other positions in-between.
If that's not your style, you can always tack on a scope...
...the lens covers helpfully popping open when you do so.
...and, a fair while later, watching it settle into its fully-unfolded position.
Aiming; this scope is actually modeled after a red-dot magnifier, but was implemented as a scope at the time due to a lack of a proper scope model. Yet another problem that has long since been fixed.
Colt M4A1 with Aimpoint CompM2 reflex optic, Knight's Armament RAS railed handguard and vertical forward grip - 5.56x45mm NATO
The right side of the Left Hook, showing the features that the left side is supposed to have.
Fiddling with the foldable BUIS, which takes the place of the older model's carrying handle.
It still has the original front sight/gas block, though.
Playing around with the stock. Upon the weapon's release, this possessed a notable visual bug wherein the entire buffer tube moved in and out of the receiver with the stock; the following update fixed this.
A beautiful pair of fraternal twins.
Loading a magazine into the standard M4A1. This magazine, fitted with a Magpul handling loop, is another Update #48 addition.
A nice touch of the newer M4A1 is the dustcover...
...which pops open when the bolt first comes back...
...and stays there when it returns to battery (though it can be manually closed at the player's discretion). Also note the serrations on the bolt; these serve as points for the forward assist to push on.
Being the same gun, the fire selector still has the same 3 settings: safe...
Aiming, which shows off both the sights and the aftermarket extended charging handle tab.
Making sure the other rifle doesn't feel "left" out, and loading in a magazine.
Another detail; when the charging handle is pulled...
...the aforementioned aftermarket charging handle tab pops out.
Firing the Left Hook. You looked to the wrong side of the picture for spent casings, didn't you?
M4A1 Block 1
This was the model that replaced the V2 above. It got a corresponding "Left Hook" variant; notably, in lieu of a fictional mirrored lower, it actually uses the normal one, fitted with an aftermarket ambidextrous selector and magazine release.
Colt M4A1 Block I; the main upgrade is the Knight's Armament RAS railed handguard and set of attachments - 5.56x45mm NATO
Admiring the newerest M4A1 in the not-yet-finished-at-the-time Institution scene. Gotta love that lighting.
Heading to a little nook with considerably worse lighting, and watching the bolt go into battery.
With low enough recoil and enough ammo, naturally, you can just settle in and spray - no need for ammo conservation when there's a wipe around the corner, anyhow.
Trying out the sights - elevate the shotgun-style ghost ring enough, and it'll line up with the factory FSP just fine. The result is a wide-open picture, good for quick acquisition at the cost of precision - in other words, a quintessential video-gamey ADS view.
Taking some potshots at the concrete, and lighting up the corner a fair bit better than the single lamp in it.
"Hey, you really shouldn't diss the lights, Rob. They can hear you."
"So what? Mike, it's just a lamp, not like it's gonna do anything."
"No, seriously man, don't do that."
"What, is the God of Lamps gonna come get me? OoOoOoOoh, I'm sooooo scared. I could shoot the damn thing and it wouldn't make a difference - watch."
"See, dumped the rest of the mag, and nothing happened."
"Hell, I'll do it again - just load up another one..."
"...then flip it over to pull the charging..."
Trying to stomp down the chill running up his spine, the operator pushes his rifle's somewhat out-of-place bolt release.
"Huh, that's... weird. And the lighting's gotten brighter, too. You seeing this, Mike?"
Turning in horror, doЯ sights up the Great Lamp, realizing what's been done.
"You... you... YOU THINK THIS IS GONNA MAKE ME REPENT?! NEVER! I MEANT WHAT I SAID, AND I'LL NEVER FORGIVE YOU FOR THIS!"
Having exhausted the last of his ammunition, doЯ makes one final act of defiance, and throws his magazine at the Great Lamp, willing to spend an eternity in the Prison of Reflected Light if the alternative is kneeling before a cruel god.
Examining the "Classic" M4A1. Truly, a most glorious return.
Loading in a magazine, while a familiar sense that something's missing rears its head.
Extending the stock, something which the sling hook apparently isn't aware of.
Fortunately, the stock bug was patched before the alpha build went live. All the more reason to celebrate by pulling the charging handle...
...and dumping the magazine into, well, everything.
With the release of Update #71 came the inclusion of the ability to attach the M16A1
's carry-handle scopes to the M4A1's handle, for that classic 90s SWAT look.
Added in Update #49, the "M4A1 Shorty" is, as the name implies, a variant of the M4A1 with a shorter barrel, gas system, and handguard. It doesn't specifically match any one model in particular; the most appropriate way to describe it would be a commercial "pistol" upper receiver attached to a standard M4A1 lower. This model was replaced by a dimensionally correct M4A1 CQBR model.
Mk. 18 Mod 0 - 5.56x45mm NATO
Somewhere between this...
Olympic Arms K23B Tactical w/foregrip - 5.56x45mm NATO
A close-up shot of the Shorty's forend; it's pretty much just the standard handguard, but with 2 vents instead of 3.
Performing a quick brass check, while simultaneously showing that the rest of the model is more or less identical to the standard M4A1.
Sighting up a Weinerbot with the Aimpoint red-dot sight attached to the carbine.
Performing a quick reload in the middle of a gunfight. Though, granted, considering its size, pretty much anything that happens in the Mini Arena is "in the middle of a gunfight".
While sudden, close-up encounters such as this aren't terribly god for the health of the player's heart, they are good for showing off the Shorty's rather impressive muzzle blast. As to be expected from a rifle with a <10" (<25.4 cm) barrel.
Attempting to perform another brass check, this time with just a little
bit too much enthusiasm.
Colt Model 601
The Colt Model 601 was added in Update #107, as part of a long-planned model refresh of the AR-15 family of rifles; in-game, it goes by the simplified name "C601".
Colt Model 601 w/ M7 bayonet - 5.56x45mm NATO
Behold: where it all began.
Well, all the serially-produced ones, anyway. Note the... well, nothing, on the right side of the receiver; familiar features like pin reinforcement, magazine release fencing, forward assists, and brass deflectors would come along in subsequent variants.
Loading in an early 20-round "waffle" magazine...
...and chambering a round in the lean, green machine, the dustcover popping open as it would on any subsequent variant.
Aiming at an arbitrary part of the ceiling; the sights are likewise familiar.
Right down to the secondary, smaller flip-up aperture.
Flipping the selector over to semi-auto...
...and engaging a completely different, equally-arbitrary bit of the wall instead. While hard to distinguish, the gray spot on the wooden barricade (just to the left of the metal one) is actually a dust cloud from the impact of a ricocheting bullet.
Taking advantage of the modeled autosear pin, and setting the rifle to maximum speed.
Sadly, this also equates to maximum speed of ammo consumption, quickly leaving the rifle high and dry.
Lifting it higher, and starting the process of making it less dry; another nice detail included in the AR family refresh comes in the form of animated magazine releases, as seen here. This also gives something of an idea as to why the magazine release fencing would be added to later models.
While cross-compatible, the Model 601 does have two attachments specifically meant for use with it - a bayonet, and a carry-handle-mounted scope. Perfect for long-range precision sausage-slashing.
Colt Model 604
The USAF variant of the M16, the Colt Model 604, was also added in the full release of Update #107, under the simple name "M16".
Colt USAF M16/Model 604 - 5.56x45mm NATO
Examining the USAF M16 in a... wait, hang on a second.
There we go, in an appropriate location. Apart from the obvious change in furniture color, this version differs from the Model 601 above in its muzzle device (a 3-prong flash hider, rather than the earlier (and notoriously fragile) "duckbill" of the original version) and lower receiver (a later "partial fence" design, with a ridge just below the ejection port to hold the detent spring for the redesigned front receiver pin - contrary to the name, it has little to do with the magazine release fencing of the later models). This also distinguishes it from the Army-issued M16, the Model 602 - while early 604s had almost all the same features (right down to the storage-compartmentless stock), no 602s had partial-fence lowers.
In the time it took to go through that bit of AR-related nerdery, a magazine managed to find its way into the well, and the charging handle got halfway through its round trip to the stock before it got caught.
Flipping the selector over to semi-auto, and getting a good view of the rather detailed trade dress; apart from the stated manufacturer ("Dolt's Patent Firearms", out of "Hazardville, Connecticut"), these are more or less perfectly accurate. Unlike the floating-point coordinates of the gun's various vertices, which are starting to get a little out of whack this far from the origin.
Needless to say, this does make aiming at ground targets a bit tricky - though not nearly so much as the limited render distance, in this case. Good thing we've got that specialty "Dolt" 3x20 scope, right?
Nevermind; there are other issues at play here, apparently.
Having failed to spot any enemy aircraft through his glitch-occluded optic, the airman decides to simply guess and hope for the best.
On the plus side, the fact that the empty mag (visually) goes upward when released means that he's at least on his way down. Gonna be an awfully long drop.
CZ 806 BREN 2
2018's Meatmas update added a CZ 806 BREN 2, the successor to the CZ 805 BREN, on Day 4. Notably, this is the rifle's first major documented media appearance.
CZ 806 BREN 2 - 5.56x45mm NATO
The 806's advent calendar box, which it shares with its sibling. Believe me, they were not
happy about this arrangement.
Loading in a magazine; the rifle comes with these neat-looking polymer mags, but can accept any other STANAG magazine as well.
Pulling back the charging handle; fortunately, since the rifle doesn't come with an optic, there's no risk of bashing your hand against it.
Unfortunately, this also means that there's no real way to aim it, unless you feel like walking all the way back to the item spawner.
Well, ç'est la vie
. Or rather, je to pivot
The selector switch's semi-auto position...
...and its full-auto position. The safe position isn't shown, because the 806 is just edgy like that.
One last shot of the CZ 806, before it proceeded to run up to its room, slam and lock the door, and blast death metal at max volume.
CZ 807 BREN 2
Accompanying the 806 in Meatmas 2018's 4th day was its larger-caliber sibling, the CZ 807 BREN 2.
CZ 807 BREN 2 - 7.62x39mm
They're even less happy about sharing a picture.
Loading the CZ 807; while it might look like an aftermarket 7.62x39mm AK
magazine, it's actually entirely proprietary.
Determined to show its parents
that it's the better child, the 807 happily shows its safe position, without any complaints.
"See, look! Unlike 6, I do what I'm told without whining. Aren't I your favorite child?
"Now, now, 7, we love all our children equally.
Frustrated by this obviously-false statement, the 807 takes some equally sightless aim...
...and sprays away some rounds in full-auto.
Examining the CZ 807; without a magazine, it's practically indistinguishable from its smaller-bore sibling.
Not that either of them would ever say that.
"Look, see? My stock can fold...
"and it can extend! See? I'm obviously better than 6!
"But can't 6 do that too?
"Well, yeah, but...
"But, but - UGH!
CZ Sa vz. 58 P
The final, full release of Update #59 brought along a series of CZ Sa vz. 58 variants, the first of which is a standard, full-stocked vz. 58 P ("Pěchotní", Czech for "infantry").
CZ Sa vz. 58 P - 7.62x39mm
And no, it's not an AK
Not even the magazine is from an AK. Banish the thought of AKs from your mind entirely, for this has nothing to do with them.
Pulling back the charging handle, which gives an excellent view of the rounds in the magazine, courtesy of the vz. 58's distinctive open-topped receiver.
The fire selector is this lever on the side; here it is on semi-auto...
...and here it is on "30".
Taking a look at the vz. 58's iron sights: a simple rear tangent notch and hooded front post, both mounted on the barrel. Serviceable, if a bit dated.
Firing; the combination of straight-upwards ejection and a low ceiling make casings traveling in opposite directions a rather frequent sight in the indoor range.
Another interesting feature of the vz. 58 is its ability to accept stripper clips, as seen here; these clips hold 10 rounds apiece.
CZ Sa vz. 58 V
To compliment the full-stocked vz. 58 P, Update #59 also added a CZ Sa vz. 58 V, the folding-stocked paratrooper model (the "V" standing for "Výsadkový", Czech for "airborne"). An additional variant with an aftermarket muzzle device, railed handguard, synthetic pistol grip, receiver-mounted scope rail, extended magazine release, and aftermarket ambidextrous bolt was also added, known as the "Custom" variant.
CZ Sa vz. 58 V - 7.62x39mm
To spice things up a bit, instead of the perpendicularly-angled detail shots you're used to by now, here's an obliquely-angled shot!
"Haha! With these new shots, they'll never even realize that they're just looking at the exact same gun with a different stock on it! It's BRILLIANT! HAHAHAHAHAHAHAHAHAHAHAHA!
...this thing isn't on, is it?
"Right, moving on...
" Folding the vz. 58 V's stock...
...which sits nice and flush on the side of the receiver.
Loading in a magazine. Fortunately, the stock was kind enough to recognize that, seeing as this is an indoor shooting range and not a plane, it should unfold itself to help facilitate more accurate shooting. That, or the shot of it being unfolded just wound up on the cutting room floor. One of the two.
Pulling back the charging handle.
Doing the right thing, and letting it go. As nice as it may seem to keep it sheltered and safe at home, a charging handle belongs in the wild.
...and firing. Contrary to what these images might suggest, these are not mutually exclusive actions.
Loading up the Custom variant.
Examining the rifle reveals a charging handle here...
...and a charging handle there! Char-ging-han-dles-ev-ry-where!
Aiming the tacticool vz. 58; the aftermarket scope rail has a groove down the middle, allowing for a (slightly cramped) view of the irons.
Firing; apparently, one of the spent casings doesn't quite get the idea of a "personal bubble".
This happens sometimes too.
One magazine later, the vz. 58 locks open.
Oh, and the stock folds. Just thought that you should know.
CSA Sa vz. 58 Compact
Along with the full-length variants, Update #59 brought along a CSA Sa vz. 58 Compact. The vz. 58 Compact in-game lacks its standard side-folding stock; instead, it is compatible with the game's selection of pistol stocks. As one might expect, it is classified in-game as a carbine.
CSA Sa vz. 58 Compact - 7.62x39mm
The other side of the adorably tiny carbine.
Loading the vz. 58 Compact, which makes the already cartoonishly-proportioned weapon look even more preposterous.
Racking the charging handle.
Aiming; the fact that the rear sight is still barrel-mounted gives the Compact a sight radius that'd be on the shorter end for a handgun
, let alone an assault rifle.
Firing the carbine, producing appropriately massive amounts of sound and muzzle flash. Note the small gray dot underneath the rear sight; this is the vz. 58 series's distinctive short-stroke gas piston.
Oh, and for anyone who wants to try firing this thing one-handed, here's some advice:
The Enfield EM-2 was added on day 16 of the Meatmas 2020 Advent Calendar event.
Enfield EM-2 - .280 British
Opening up Bunker A-16's weapon crate reveals
a box of broken dreams
an EM-2 and a few extra mags. As the first autoloading rifle in a bunker crate, it saw a rather substantial amount of use in the subsequent days.
Examining the EM-2. It's a very... unique-looking rifle, wouldn't you say?
An interesting blend of wartime and post-war design ideas; befitting of a then-cutting-edge 1950s-era assault rifle, back when everyone was still figuring out the best way to go about doing things.
Fiddling with the foldable front sight; this is more to prevent snags than anything else, since the rear sight is fixed.
Loading in a 20-round mag full of .280 British, a round exclusive to this rifle in-game. It's an interesting round, being up toward the higher end of what most would call "intermediate", giving it a bit more punch than most assault rifles, while not quite reaching into battle rifle territory.
Disengaging the M1 Garand
-esque trigger-guard safety switch.
Attempting to aim at a Junkbot through the EM-2's integrated optic; being designed as an advanced rifle through and through, the EM-2 was one of the first rifles to feature an integral optical sight as standard equipment. An unfortunate consequence of this is that it's not a particularly good optical sight (with an extremely narrow field of view and a less-than-helpful negative zoom level), hence "attempting".
As such, the backup irons tend to be most players' go-to.
Or you can just dial it in and spray, especially when your target is a giant, immobile Recursive drone.
A few extra shots from a separate gameplay session, just to cover all our bases; here's a shot of the charging handle being pulled, which flips down the dustcover on the ejection port. And yes, this magazine is empty. C'est la vie.
Here's the fire selector, which is kept separate from the safety; when it pops out on this side, the rifle's in full-auto, and when it's flush on this side, it's on semi. Ironically, the later-adopted (and, unlike the EM-2, actually-adopted-for-more-than-five-minutes) L85
would use a lever-type fire selector and a crossbolt safety (the opposite of the EM-2's arrangement); also ironically, the later-adopted L85 would have so many initial issues that it's a wonder it made it into (and, for several years, stayed in) service in its initial A1 form (likely due to political reasons more than anything else, given that the higher-ups denied these issues for quite a while), whereas the relatively well-received EM-2 was almost immediately pulled from service due to, you guessed it, political reasons (specifically, a desire for NATO to standardize on FN FAL
variants in 7.62x51mm NATO).
And, to help you cool off from that impromptu history lesson/rant about military bureaucracy, here's a gratuitous glamor shot of the rifle firing. Just because.
FN F2000 Tactical
The FN F2000 Tactical was prominently featured in the trailer for the 2019 Meatmas event, referencing a running community in-joke about game developer Anton Hand's personal distaste for the rifle (and the repeated assurances that, no matter how many times it is requested, it will never be added to the game).
F2000 Tactical with CAA FVG5 folding foregrip - 5.56x45mm NATO
After announcing that he needs to "throw some more garbage in the fire", the Gronch reaches his downright terrifying green sausage-hands (an option for those using Valve Index controllers, minus the "green" bit) for an F2000 Tactical, one of many in the nearby garbage can. The rifles are all fitted with underbarrel flashlights, and loaded with 30-round STANAG magazines fitted with Magpul Ranger Plates; these hopefully aren't loaded...
...as he immediately proceeds to chuck the rifle straight into a fireplace, and poke at it with his bayonetted "garbage rod"
The FAMAS F1 was the first weapon in the "Bullpup Trifecta" that was added in the ninth day of the first Meatmas update, alongside the L85A2 and the AUG A3. The sixth alpha of Update #99 gave the F1 a new model, and the weapon's rails were made a seperate attachment.
FAMAS F1 - 5.56x45mm NATO
Loading a magazine into the FAMAS. Fortunately, H3
understands that the F1 uses its own proprietary magazines, as opposed to the many games that simply shove a STANAG into the magazine well and hope for the best.
Pulling back the charging handle.
Admiring the FAMAS, whilst trying to resist the urge to make a "rich and FAMAS" joke (knowing full well that that's not how it's pronounced).
The FAMAS's fire selector is of note: the switch in the trigger guard toggles between safe...
...and a mode that can be either full-auto or 3-round burst...
...depending on the position of this switch on the stock. Initially, this switch couldn't be used, with the 3rd selector position being exclusively set to burst; a later patch changed this.
Popping open the FAMAS's integral bipod.
A FAMAS mounted on a somewhat inconveniently low table.
The F1's irons, which have 3 settings: "Aim Large, Miss Large"...
..."Aim Small, Miss Small"...
...and "Aim Medium, Miss Medium".
The post-Update #52 version of the FAMAS, which has a pair of rail segments - one on the bottom of the handguard, and one on top of the carrying handle.
And the even poster-Update #52 version, which has a completely new model.
Nothing revolutionary - just a bit cleaner, a bit nicer, and a bit more accurate to the real deal.
The mag's a new model, too - and still just as proprietary.
Giving the charging handle a solid yank shows off a couple new features of the new model: the handle pivots up slightly when grabbed, and the view through the ejection port shows modeled internals instead of a featureless black void of existential anguish.
...and "look, I just broke the laws of physics."
The rear-mounted selector switch still works as intended, fortunately enough.
Aiming; as with the original model, the default setting is less "aperture" and more "ghost ring".
And, just like the original, there are a couple of extra hingey bits to help change that.
The back one gives you this sensibly-sized aperture, good for most applications.
The front one, on the other hand...
Alternatively, if none of those options tickle your fancy, you can always just resort to good old-fashioned spray-and-pray.
Oh, and the bipod still works, too. Yes, I did have to lay on the floor for this. Yes, I did do the "paint me like one of your French girls" pose. Yes, I do appreciate the irony in that.
With the release of Update #99, the updated FAMAS was updated again; in particular, the fire selector now works as intended, pointing towards "R" for "Rapide" (French for "fast") in full-auto...
...and "1" (French for "1") in semi-auto.
In addition to the F1's new model, Update #99's sixth alpha also brought along the FAMAS G2.
FAMAS G2 - 5.56x45mm NATO
In a slightly different part of the same map as above, here's the G2.
Because hey, if it's worth doing, it's worth doing efficiently. The modeler understood that - hence why, given the choice between making a FAMAS G2 with a smooth barrel or a ribbed one (since both are known to exist), they chose the one they'd already modeled for the ribbed-barrel-only F1.
Mashing a speed plate-equipped STANAG magazine into the FAMAS; one of the G2's chief distinguishing features is its ability to take these, as opposed to prior variants' use of proprietary mags.
Chambering a round; this could also be seen as a distinction between the two variants (with the F1 generally using steel-cased ammo instead of brass, due to its tendency to tear up brass cases), though as neither steel-cased ammo nor case tearing exist in H3, the point is a bit moot.
Anyway, the trigger guard is the other main distinguishing feature between the two variants (with the G2 having this distinctive full-hand guard instead of the F1's conventional single-finger setup); it also highlights a similarity between the two in-game: both have selector positions of "borked"...
Additionally, both rifles' stock-mounted burst/auto selectors were spared this terrible fate, though the G2 seemingly had to sacrifice a bit of its magazine's alignment to keep the selector safe.
The two rifles' irons are likewise identical; to save time, why not skip straight to the big new feature: the attachable optics mount? This convenient little puppy sticks right into the carrying handle of the F1 or the G2, and lets you put more modern optics on top. Or anything else that'll fit a Picatinny rail, for that matter.
Yep, that's definitely why we're skipping straight to the EOTech sight here.
Totally didn't forget to grab some good iron sight footage before shoving a giant block in the way of the irons. This was all part of the plan.
Deciding to finally stop ignoring everything going on in the background, and heroically charge into the thick of the fight. We'd tell you that this resulted in something other than near-immediate death, but IMFDB policy limits us to one blatant lie per section, and that quota's already been met.
Or was it zero lies per section?
Oh, and the bipod works on this one, too. Not that it was terribly helpful in this case.
As with the F1, the G2's fire selector was fixed in the full release of Update #99; to keep things interesting, this one's been festooned with a variety of different non-standard equipment.
The semi-auto position works, too. Of note is that, unlike on the F1, neither of these selector positions are marked; if you ever forget which is which, just remember: "left" means "lots", and "right" means "regrettably, only one".
Fiddling with the flip-up apertures; in the interest of transparency, we are obligated to inform you that this functionality was also missing on the alpha-build version of the rifle, and attempting to flip up either aperture instead somehow broke every other gun present in the scene. Ain't coding fun?
Attaching the optics mount still makes this a moot point.
The FN SCAR-L is one of the available firearms in-game. It, along with its heavier-caliber sibling, were added in Update #32.
Third Generation FN SCAR-L - 5.56x45mm NATO
Admiring the SCAR-L. Curiously, the upper and lower receivers are in slightly different colors.
Extending the SCAR's collapsible stock. Of note is that this, like many stock-related functions in H3
, served no practical purpose until much later on, when the recoil system was modified to accommodate them.
Loading a 30-round STANAG magazine into the rifle.
Chambering a 5.56mm round.
Looking through the first of the SCAR's 2 optional rear sight apertures...
...and the second, smaller one.
If neither are particularly to your liking, you can always fold them down and attach a sight, such as this Aimpoint red-dot. Note the label on the scope; for copyright reasons, "Aimpoint" has been changed to "Gamepoint".
Flipping the rifle's selector from safe to semi-auto. Note the receiver's markings; in contrast with the sight's obfuscated manufacturer's markings, the rifle itself has near-proper "FN HERSTAL BELGIUM" trademarks, save for the odd rewriting of "HERSTAL" as "HöRSTAL". The markings below that read "MK 16 MOD 0", "Cal 5.56x45 MM", and a serial number of "H3VR2317", an obvious reference to the game itself.
Aiming through the red-dot sight...
30 rounds later, and it's time to retire the old magazine. Along with the sight, apparently.
Of course, if you're a true tactical operator, then it's not really an issue.
Heckler & Koch G11 K1
The 24th day of the Meatmas 2018 event added another frequent fan request, the Heckler & Koch G11; more specifically, a G11 K1, the penultimate variant of the rifle.
Heckler & Koch G11 K1 - 4.73x33mm
The G11 in its gift box. Rather fittingly-timed for the gun enthusiast community; the very next day, a very
long-awaited Forgotten Weapons
special on the G11 was released, to the joy of watchers everywhere.
Unlike the rifle in that video, however, the G11 in H3
is an earlier K1 variant, as noted by its somewhat more smooth, less boxy appearance.
Taking a look at one of the G11's magazines; this holds 50 rounds of (proprietary) 4.73x33mm caseless ammunition (essentially a bullet and a primer embedded in a block of solid propellant, without a brass case around it like most normal ammunition). As opposed to most modern rifle mags, which use a staggered-column arrangement, the G11's magazines just have one big stack of 50 rounds, sitting side-by-side. Try not to load them in backwards.
This magazine goes into a well in the front of the rifle, which can be a bit awkward to get used to. This is one of the other differences from the later K2 variant; the K1 just has 1 magazine out front, whereas the improved K2 has 2 extra ones along the sides for faster reloading.
A stray bolt of Kraut Space Magic results in a temporary impromptu teleportation trip, and a good look at the rifle's molded-in markings, which read "ACR 167 Cal. 4.92 MM 2/88"; the "ACR" presumably implies that this particular gun was involved in the US military's Adaptive Combat Rifle program. These markings also used to include "HK" at the start of them, but was later removed; it also reveals that the in-game weapon is chambered for the wrong cartridge, as it uses 4.73mm.
"Hello, is this Customer Service?
I'd like to file a complaint, please.
Well, it seems that you forgot to put charging handles on the rifles you sent me.
Yes, I have looked on the left side of the stock. There's no charging handle there, just this weird flat plastic thing.
Wait, what do you mean "that IS the charging handle"?!"
The G11's charging handle, as the above conversation implied, is another unusual aspect of its design; as it uses caseless ammunition, it has no need for a normal ejection/extraction cycle. Instead, it uses a unique rotary chamber setup, and is thus chambered by rotating this handle at the rear. Should the user encounter a dud, this can also be used to push it out through a small hole in the bottom of the rifle.
The selector switch is one of the relatively normal parts of the rifle; just 4 positions, in easy reach of the user's thumb.
Then again, it's not quite
Aiming at a crystal snowflake, using the G11's integrated low-zoom scope. Being a next-generation rifle, it wasn't even designed with iron sights as an option.
Shattering the snowflake with a 3-round burst so quick it sounds like one shot. This was one of the rifle's main selling points; thanks to lack of a need for a traditional extraction/ejection cycle, the G11 can cycle incredibly quickly, firing 3-round "hyperbursts" at 2,100 RPM. This, coupled with a unique system where the entire barreled action, magazine and all, reciprocates inside the rifle while firing (which is actually shown in-game, though it's not visible here), the end result is a rifle that can fire 3 rounds before the first one's recoil impulse hits the shooter, theoretically tripling the odds of a hit.
For those who like to live in the past, the full-auto setting forgoes this system entirely, instead firing at a steady 460 RPM.
While it seemed like a brilliant idea on paper, the G11 just wasn't meant to be. Despite having an internal mechanism so complex that those who've seen it (and lived to tell the tale) simply describe it as "Kraut Space Magic", and having a price tag to match, the G11 was on the cusp of German military adoption. However, the heavens frowned upon the G11, and destroyed it through their dark, forbidden magic of geopolitics; with the fall of the Berlin Wall hitting at just the same time, the German government simultaneously lost both their budget and their need for a new, advanced rifle, and scrapped the project. Now, it only exists in our hearts. Goodnight, sweet prince.
And now, for a look at what could've been, look no further than Update #90's "G11 Tacmod", which features a tri-rail handguard (the placement of the magazine preventing a top rail) and a railed carrying handle in place of the default scope, the latter somewhat resembling the carry handle of a ShAK-12
Grabbing the energy pistol from Compound
(added in Update #90, with the blessing of that game's devs), and preparing to put the poor thing out of its misery.
Heckler & Koch G36
The Heckler & Koch G36 is one of the available firearms in-game. It, along with its shorter sibling, were added in Update #23.
Heckler & Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm NATO
Always have to enjoy a well-modeled full size G36.
Loading in a 100-round dual drum magazine.
Pulling back the G36's charging handle. Note the bipod; H3
correctly depicts the G36 with a functional integrated bipod, which, when combined with the ability to use 100-round magazines, makes for a handy light support weapon.
Looking through the top red-dot portion of the ZF 3x4° dual-mode optic, another rarity in video games.
The bottom portion of the ZF optic, which consists of a 3x magnified scope.
Choosing the former of the two options, and opening fire with the G36. When it's deployed on its bipod, the G36 is precise enough that one can quite literally sign their initials on the indoor range's target in full-auto, if they so desire.
A close-up of the receiver's markings; these read "NH", "G36", "Kal. 5.56mmx45", "85-001337", and "2016", top to bottom.
Interestingly, though the G36 can accept a bayonet, it isn't one of NATO origin; this is actually an AK bayonet, as the G36 was designed after the reunification of Germany, and there was no need to develop and produce new bayonets when there were plenty of leftover MPi-AK-74N (East German AK-74
) bayonets lying around.
Heckler & Koch G36C
The Heckler & Koch G36C is one of the available firearms in-game; like the full-length variant, it was added in Update #23, and sits in the carbine class.
Heckler & Koch G36C - 5.56x45mm NATO
Taking a look at the G36C.
Loading in a standard 30-round magazine; these are normally translucent in reality, but they're opaque black in-game.
Pulling the charging handle. As with the standard G36 above, the end of the charging handle correctly folds out to whichever side it's grabbed from, though it isn't very visible here due to the angle at which the rifle is held.
Checking some range results, now-readied G36C in tow.
Aiming through the (rather wide) sights; a later update made the flip-up rear aperture usable as well.
Sending a burst of 5.56mm rounds flying at the target.
Heckler & Koch HK416
After a great deal of community begging (and the completion of a challenge), Update #90's second alpha added a Heckler & Koch HK416. It goes by the name "H416" in-game, and is fitted with a Command Arms UPG-16 pistol grip and a Magpul MOE stock.
Heckler & Koch HK416 - 5.56x45mm NATO
Admiring the piston-driven fruits of other people's labor.
(In my defense, I didn't even know that the challenge was happening; I assure you, I would've participated if I'd known. Trust me.)
Chambering a round; the magazine that found its way into the magwell between these shots is a Magpul PMAG with the same company's Ranger Plate; this was added along with the rifle.
Toying around with the extendable stock, and simultaneously disengaging the safety. The ability to multi-task is the mark of a true operator, after all.
Attempting to aim the HK416; like many modern weapons in H3
, it comes sightless by default.
Luckily, the factory-default HK irons are rail-mounted, and were thus added concurrently as an optional attachment.
The rifle also features a flip-up front sight; using both this and the rail-mounted sights is pointless, but harmless.
Aiming through this set of 3 sights provides a relatively standard sight picture.
If hundred-meter notch sights aren't your cup of tea, the classic diopter-drum rear sight features 3 different aperture settings, for 200, 300, and 400 meters.
Dumping out a PMag midway through a game of Assault and Pepper in the Cappocollosseum, preparing to deal with more doubled-up consonants.
Loading in a Magpul D60 drum; this was also added along with the rifle.
Spraying down a Sosig in spectacularly awkward fashion. Hey, it makes for good-looking screencaps.
Returning to the menu for debriefing and snow cones, our gladioperator discovers an issue; initially thought to be a scaling bug with the rifle's model, this was actually an issue with certain STANAG magazines being slightly off-center (which was hidden by the thicker magazine wells of most rifles, but enough to clip through the 416's thinner-walled magwell).
And speaking of clipping, shoving your face into the stock reveals an interesting easter egg. For those unaware (and thus likely confused by this section's repeated references to a challenge of some sort), Anton Hand had agreed to add the HK416 if enough members of the game's official Discord server posted pictures of themselves sitting at tables, enjoying a meal/drink/etc. with their guns. These are their pictures.
The 5.56mm assault rifle version of the IMBEL IA2 is one of the available firearms in-game; it was added in the 1st Meatmas Update.
IMBEL IA2 5.56mm w/ bayonet - 5.56x45mm NATO
Loading a 30-round STANAG magazine into the IA2.
Sometimes, one must observe their Brazilian rifles due to their overall rarity in media.
The IMBEL's other side, which shows off the brass deflector.
Rare-rifle-observation finished, the IA2's charging handle is pulled.
Aiming through the larger of the rifle's 2 rear aperture sight options...
Firing the IA2, although perspective would have you believe that the rear sight has spontaneously spat out a spent casing.
Folding the stock, just for the fun of it.
The L85A2 is the 2nd part of the first Meatmas update's "Bullpup Trifecta", alongside the FAMAS F1 and AUG A3. Initially, there were 2 variants available - one with iron sights, and one with a SUSAT scope - but Update #52 removed the latter version, replacing it with an attachable version of the SUSAT.
A nice shot of an iron-sighted L85A2.
Loading in a 30-round STANAG magazine.
Pulling the charging handle, while earning a disapproving glare from the ghost of an English military trainer that watches us all from the heavens; the UK military's official recommended method is to pull the charging handle with the left hand, so as to be able to see the ejection port without removing the rifle from the user's shoulder.
Manipulating the L85A2's interesting (if not terribly ergonomic) set of controls; to set the weapon to full-auto...
...one must first disengage the crossbolt safety located above the trigger...
...then reach back and flip the stock-mounted selector switch. While this could initially be used like any other selector in-game, it was later updated to reflect the 2-part nature of the fire controls.
Taking a look at the L85's irons...
L85A2 with SUSAT scope - 5.56x45mm NATO
...not that anyone actually uses them, anyways.
A broader look at the scoped L85, which gives a clearer view of the excised front iron sight. While this would be an inaccuracy for many weapons, on the L85A2, it's just standard practice (as the reference image displays).
The SUSAT's distinctive single-post reticle.
The M16A1 is one of the available firearms in-game, having been added through the first Meatmas update. Update #51 brought along 2 unique scopes for the weapon: a 6-24x variable-magnification scope, and a fixed-magnification 3x20 scope. Update #107 Experimental Build 3 replaced the M16A1's model with a more accurate version, featuring a birdcage flash hider instead of a 3-prong one; this also conveniently fixed the previously-largely-unnoticed issue of the original model being based off a civilian semi-auto variant, with no autosear pin and a two-position selector (the third position being selectable, but unmarked).
M16A1 with 20-round magazine - 5.56x45mm NATO
While he isn't a GI in 'Nam, our invisible range buddy ponders why 2+2 is on his mind.
The right side of the rifle, which shows off the serrations on the bolt; these are meant to interface with the forward assist (the button behind the bolt), so that it can be forced into battery, should you find your rifle in a (little hometown) jam.
Loading in a 20-round magazine. While other 5.56mm STANAGs can be used in it as well, they just aren't the same as the classic straight 20-rounder.
Pulling back the M16A1's charging handle.
Looking through the sights...
...and showing Paper Charlie up ahead that Private Invisible Hands was born to kill.
Attaching a 3x20 scope...
...which interfaces with a hole in the top of the carrying handle.
Aiming through the 3x20 scope. No, this scope isn't attached upside-down; that's what its reticle is supposed to look like, for whatever reason.
Finding this reticle easy to lose among the trees, Pvt. Hands decides to switch it out for a different optic.
Confident that the scope will stay in place, he decides to proceed.
He then adjusts the scope's magnification, while wondering where the small floating box is coming from. Probably the drugs.
Aiming with the 6-24x scope reveals a much clearer duplex crosshair reticle, perfect for fighting someone else's war.
An M16A1 with an M9 bayonet; while the bayonet itself had been in the game for several months prior, it served only as a knife, with the ability to attach it to the M16A1 (along with the game's various M4A1
variants) came along later in Update #76's first alpha build.
Although, the more authentically-modeled rifle certainly merits some more appropriate scenery. It's not quite a Southeast Asian jungle, but it'll do.
Loading in a slightly longer-than-normal straight magazine; this is a 25-rounder, tested with some early AR-15 variants but ultimately unsuccessful. Brownells makes repros, if you're interested.
Chambering a round in the old poodle-shooter.
Hearing some suspicious rustling in the foliage, Gee Eye Schmo sends a .223 through the leaves. Can't be too careful out here.
Deciding that he'd rather see what he's shooting at, Pvt. Schmo decides to stick a scope on the carrying handle. This, too, is a new model - a Leatherwood ART 3-9X scope on an M16-carry-handle-specific mount.
Taking aim at a friendly trooper - although, out in the jungle, "friendly" doesn't stretch much further than "probably not going to kill you". Though, in fairness, it'd be a bit hypocritical of Schmo to criticize such behavior at the moment.
Deciding he'd rather see things a bit more clearly, he dials the magnification up to 9X - "ART" is short for "Adjustable Ranging Telescope", not a self-aggrandizing statement by the scope's manufacturer. Sadly - though understandably - the real scope's complex automatic range compensation behavior isn't represented in-game - not leastly because it revolves around gradually adjusting the magnification until a known-sized target fits in the range-finder (with this camming the scope up or down accordingly), while H3'
s magnification adjustment is both step-wise and completely separate from the zero distance adjustment (as seen here).
It does at least bring the reticle closer, as it's supposed to - this makes said reticle's details much easier to see, along with any prospective target's helmet art, beard stubble, and bun crumbs.
It also allows you to use the irons, just in case those that rustling starts getting a little too close for comfort. Don't ever let your guard down - that's when they'll get you.
The M16A2 was added in the full release of Update #107.
Standing guard over the (incomplete) Institution's northbound train line with an M16A2.
After all, grayscale 80s-90s firearms and angular brutalist architecture go together like concrete and rebar.
Loading in a standard aluminum 30-round STANAG magazine. While familiar now, there was a time when these were still relatively novel. Granted, that was back in the late sixties, so they were pretty much standard by the time the A2 rolled around in '82, but still.
...and shutting the dust cover. There's not much practical point to this - even if guns could jam due to dust accumulation in-game, the air in the Institution is impeccably clean - but it's a nice detail to have nevertheless, and is shared across more or less every gun in the game with such a cover.
Disengaging the safety; the longer word in the third position is a surprise tool that'll help us later.
Looking through the sights. While the sight picture is pretty much the same as usual, the sights themselves have seen some noticeable alteration, being much more finely-adjustable than the older variants', and allowing for windage adjustments without the aid of a tool (or a live round).
Firing, on the other hand, is pretty much the same. The thicker barrel (generally just called an "A2-profile" barrel, as opposed to the earlier variants' "A1" or "pencil" barrels) could in theory help keep the recoil down a bit, but in practice, the recoil of a 20" 5.56mm rifle in semi-auto is pretty much negligible anyway.
Should the normal aperture prove insufficiently precise for you, simply give it a flip...
...and you'll get this. Probably not the best choice in an area where some halls aren't too far off the color of the sights themselves, but it's there if you want it.
Right, back to the main thing about the A2 that people care about: the selector. Rather than the earlier versions' Safe/Semi/Auto trigger packs (excluding some experimental models), the A2 introduced a new Safe/Semi/Burst selector, to discourage inexperienced soldiers from clutching the trigger and wasting ammunition.
"Oh, they think I'll waste ammo? I'll show them "wasting ammo"..."
Along with its burst-fire cousin, the M16A3 was added in Update #107's full release.
Meanwhile, a short distance away, another trooper stands guard over the sorthbound line with an M16 that's exactly 1 A greater than his compatriot's. After all, an M16A3 only seems appropriate for an operation in a metro
- even more so if it's a real one.
Sadly, said real M16A3 is almost visually indistinguishable from its even-numbered predecessor (to the point that the first image could very well have been an A2, and you'd be none the wiser); to prevent this section from being completely redundant, it's been spiced up with a few of the concurrently-added attachments, for some nice vintage tacticool action.
Disengaging the safety, and viewing the only real visual distinction between this and the A2 in-game: the markings. Aside from the obvious differences in the selector (which'll be addressed in a moment), the in-game M16A3 is apparently made by "FUN MFG, INC." in "COWARD, SC" (with a manufacturer code of "H3VR0"); this is presumably meant to represent an FN
-produced rifle, in a similar vein to the "Dolt" markings on the game's earlier Colt-produced ARs. Also plainly visible here is the 40-round USGI-pattern magazine; while not officially adopted in any known capacity, magazines of this type have existed for a while, and have been produced by various third-party manufacturers, with frustratingly little concrete info on their actual origins.
Taking aim; the "goose-neck" rail seen here is one of two in-game solutions for mounting optics onto AR carry handles, and was a relatively popular option for this purpose in reality during the early days of widespread infantry optic use and optic rail standardization. Its main advantage over a simple vertical adaptor is the lower mounting, allowing for a better cheek weld and making the rifle take up less vertical space; a side effect of this is that it also allows for co-witnessing with certain optics, such as this relatively-appropriate Aimpoint.
But hey, why use two sets of sights at once when you could use zero at once? Especially when the selector manages to sneak its way over to the full-auto position, I swear, it just did that on its own.
See, the A3 was a relatively lightly-produced variant, only used by a few select Navy units who were apparently thought trustworthy enough to not waste their entire magazine in one go if given a gun that allowed it. Clearly, the individual to whom this rifle was handed gave that impression falsely.
One quick mag swap, one tap of the (visually popped-up) bolt release, and nobody's any the wiser. Except for the empty mag on the floor. And the 40 spent cases a few feet away. And the 40 bulletholes in the concrete. Minor details, easily ignored.
Not really segue-able, but as an aside: the suppressor on the end is known in-game as the "HEM4", shortened from its more complete name of "HEL M4" (with "HEL" referring to the Army's not-at-all-concerningly-named Human Engineering Laboratory); this was developed during the sixties, and intended specifically for full-length M16s (whether or not it'd fit onto an A2-profile barrel is not entirely clear), fitting over most of the exposed portion without extending as far past it as a normal suppressor would. In-game, as with the real suppressor's need for a specialized bolt carrier to handle the increased back pressure (remember, this is before the days of ARs with adjustable gas regulators), this proprietarity is omitted for the sake of gameplay convenience; its backwards-tucked nature is instead facilitated by making the entire back end of the suppressor completely intangible, as demonstrated here.
Update #92 added the long-requested M16A4 with a railed handguard as a modern counterpart to the earlier M16A1; notably, it is also the only select-fire weapon in the game with no full-auto option, firing in either semi-auto or 3-round bursts. Like the M16A1 above, the A4's model was replaced in Update #107's third experimental version.
M16A4 with railed handguard & rail covers, Trijicon ACOG scope, Magpul back-up rear sight, vertical foregrip, and AN-PEQ/15 laser sight - 5.56x45mm NATO
Scouting out some locations for a good gun photoshoot; sadly, the featureless white void that reference images are taken in isn't present in-game, so a plain white wall will have to do.
The fact that the gun doesn't really fit on screen at an arm's length also doesn't help.
Loading in a 30-round STANAG magazine; this is a slightly revised magazine model, added concurrently with the M16A4 itself.
Pulling the charging handle, and getting a good look at both the bolt head and the still-opening dustcover.
The M16A4 comes without a rear sight by default; should you desire one, there are many options, including the classic carry handle sight. (Oh, and the safety found its way off while I was talking. Don't tell the DI).
The resultant sight picture should be a familiar sight to fans of most modern FPS games.
The KAC backup aperture sight added in the same update is another good choice, especially given that it is calibrated specifically to work with this rifle's front sight.
If neither of those is sufficiently tacticool for you, the rails leave plenty of space for creativity; this particular rifle is meant to emulate the lower reference image, with its rail covers, vertical foregrip, Trijicon ACOG scope, Magpul backup sight, and AN-PEQ/15 laser.
Aiming through the ACOG at a faraway Weinerbot; suffice to say, this encounter ended poorly for him. Note the rear sight clipping into the scope; sadly, the Magpul sights weren't modeled foldable, so they can't be folded down in-game.
Taking out another robot-elf-sausage with a quick 3-round burst of 5.56.
Ejecting an empty magazine from the rifle...
...along with any last traces of common sense, as evidenced by this harebrained bayonet charge with rifle that's already been reloaded. Visible here is the red dot from the laser sight (which is also the reason why the ACOG in the screenshot 3 up from this one seemingly had a large dot mashed into its reticle); only the visible laser function of the AN-PEQ/15 is usable in-game, as H3
can't support infrared lasers. Or, to be precise, it can't support anything that would actually render them useful, like IR goggles or optics.
Heading somewhere (presumably) warmer to show off the new M16A4.
Not much has changed, so we'll just get straight to decking it out with attachments. Similar to last time, but with a USMC-style bayonet. Plus, now the foregrip's tan.
As is the magazine, a windowed 30-round PMag. Black and green versions are also available.
Aiming through the carry handle's rear sight; the picture hasn't changed much...
...but the sight itself has, now being adjustable out to 800 meters in 100-meter increments. How helpful that is in a place like this is debatable.
Making a strong, confident statement on the debate, and declining to use the sights entirely. To be fair, it's a bit easier when you've got bullet trails enabled.
Plus 30 holes in some wooden cubes, minus 30 rounds in the mag. Not only are the spring and follower modeled, but the PMags' distinctive orange-painted spring coil (meant as an easy indicator of remaining ammo once it gets past the window) is depicted as well.
The Malyuk, a Ukranian bullpup AK derivative, makes its media debut in H3, being Day 11's gift in the 2018 Meatmas event; it is classified as a carbine in-game.
"Wait, isn't the baby supposed to go in a manger, not a box?
(For the 7.654 billion of you out there that don't
speak Ukranian, the joke is that "Malyuk" translates to "baby").
Loading in a magazine. Pretty
sure that they're supposed to rock in the other way...
Racking the forward-mounted charging handle.
The rifle's crossbolt safety, which is conveniently placed directly above the shooter's dominant hand...
...protruding out of the right side when engaged...
...while the substantially less conveniently-placed selector sits at the rifle's rear.
This at least makes sense from a mechanical perspective; this lever is just a standard AK selector switch, with the safe position blocked out due to its redundancy; the positions are even the same, with this setting being full-auto.
As with many of the other rifles in-game, the Malyuk spawns with a bare, sightless top rail, making aiming, shall we say, tricky
Still, you'll hit something eventually if you fire enough rounds. Eventually.
Examining the right side of the rifle, confirming that it's still set to rock 'n roll. And that there's a hole clean through the side of it.
Blazing away at nothing in particular.
Mk 18 Mod 0
Update #107 added a Mk 18 Mod 0 to replace the fictional "M4A1 Shorty"; to distinguish it from the Mk18 Mod 1, this one still retains the gas block front sight.
Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm NATO
Having been assigned as part of a watermelon protection detail, a guard examines his issued Mk 18.
You know the drill by now, so let’s just cut to the chase and stick some attachments on. And adjust the stock, while we’re at it.
Loading in a 30-round magazine - to make things a little more tactical, this one’s got some extra texturing, and a handling loop to boot.
Chambering a round. For maximum speed and minimum drag, make sure to cover up any unused rail space - optics rail included.
Taking aim at a distant threat; the LMT rear sight gives a familiar picture for anyone used to the usual carrying handle. Which makes sense, since it basically is a carrying handle rear sight, minus the actual carrying handle.
And, just like a carrying handle rear sight, it’s got two differently-sized apertures. For all that precision shooting you’re gonna be doing with a 10.5” carbine.
Letting some rounds fly, and noting the nicely-rendered primer dimple of the new spent casing model.
Another view, showing the rather considerable muzzle blast generated by 5.56 coming out of a barrel this short. It’s a good thing that melons don’t have eardrums.
Mk 18 Mod 1
Update #10 added a Mk 18 Mod 1, fitted with a non-standard railed handguard with rail covers, a Command Arms UPG-16 pistol grip, a Crane stock, and a Magpul AFG, all (save for the handguard) in tan; the latter was removed and turned into an attachment in Update #52's 3rd alpha build. The 4th alpha build of Update #70 attached the word "Custom" to the end of its name, presumably to reflect some of its non-standard features. Interestingly, despite being developed as a shortened variant of the M4A1 Carbine, it was originally categorized in-game with the assault rifles. Update #92 replaced the model entirely, and placed it in the carbine section instead; this version had standard furniture, with the pistol grip and stock being brown, and the handguard being black. Update #107 replaced this model to make it more consistent with the others; this version is referred to as the "M4A1 Block 2 CQBR," which is a correct designation for the Mk 18 when not used by the Navy.
Mk 18 Mod 1 with Crane stock, vertical foregrip, and folding sights - 5.56x45mm NATO
A tactical operator observes his Mk. 18 before preparing for some high-intensity training. He's so tactical that sights aren't necessary.
The rifle's other side, which gives a good view of the aftermarket handguard's distinctive vent holes.
A look at the fire selector, which has 3 positions: safe...
...and, interestingly enough, 3-round burst. While Mk 18s are normally fitted with safe-semi-auto trigger groups, they are often modified in various ways; furthermore, since the entire CQBR program (C
eceiver, the program that lead to the development of the Mk 18) was designed around creating a short-barreled upper receiver for the M4A1
carbine, it isn't inconceivable that one could wind up on the lower of a burst-firing M4
instead. The aforementioned alpha build of Update #70 rendered this whole discussion a bit moot, replacing the burst setting with full-auto.
Tactically loading in a 30-round magazine.
Pulling back the charging handle, using a tactical technique.
Tactically aiming, using the aforementioned high-level tactical "lack-of-sights" method...
...and firing a few bursts. Tactically.
Following a tactical reload so fast and so tactical that it happened before the next screenshot could even capture it, The Operator checks the locked-open bolt of his Mk 18.
He then remedies this, tactically slapping his rifle's bolt release. As with the above M4A1, the Mk 18's bolt release subtly pops out when the bolt locks open.
"What? No! It's not like I need
a sight or anything. I can pull 0.5 MOA groups without sights at 300 yards, no problem. But, y'know, it's not like it'd do any harm to attach a magnifier and a holosight..."
While attaching two holographic sights might seem a bit pointless, there is one distinct advantage in H3
: the fact that they can be individually zeroed for separate ranges...
...allows for this. This dual reticle setup is used for quick transitions between ranges; in this case, the smaller, higher reticle (from the front holosight) is zeroed for 50 meters, while the rear holosight's larger, lower reticle is set for a whopping 2.
"Of course I don't need this! My 6 years of tactical operator training have given me the ability to see 20/20 in total darkness! I'm just... doing it... ironically! Yeah, that's it! I'm attaching this flashlight ironically!"
"That's also why I'm attaching this laser! I don't need
a laser to aim. I don't even want
a laser to aim. I'm just using one for the sake of irony."
"Good, now that he'
"...I can finally get to business."
Taking full advantage of the currently-loaded Beta-C drum magazine, and sending out a few (dozen) 3-round bursts.
"Ahhh... perfect. Er... wait, no, I mean... uhh... perfect...ly pointless? Haha, yeah, of course! Perfectly pointless! I don't think that this is good or anything, I'm just doing it as a joke! What kind of non-tactical pleb would actually need
all this stuff to operate? Am I right? Heh... heh...
Standing out at the wrong end of the Sampler Platter's Soup Station. It sure has been a while, hasn't it?
The carbine's other side. If you think that the receiver looks conspicuously similar to that of the M16A4 above, you're on the right track; both models were made by the same person, and thus use the same receiver (albeit with slightly different textures to account for the different pistol grip colors and selector markings).
...then flipping the rifle not-quite-over to pull the charging handle, giving a not-so-good view of the bolt and ejection port, but a great view of the charging handle's locking hook.
Fiddling around with the adjustable Crane stock. We don't advise doing this while the safety is off period, let alone disengaging it just before doing so, but you do you.
Aiming at a conspicuously large (and conspicuously raw-looking) bird floating around in the soup, using the aforeaforementioned... wait, what was that? You have something for me, Mister Barrel?
Yes, as it turns out, Mr. Barrel does have something special in store: a set of actual sights. These KAC flip-up sights, known as the "Knight Iron Sights" in-game, were added concurrently with the Mk 18's replacement model.
As such, it only seems fitting to put the two together. The resultant sight picture is clean and easy to read, perfect for bird blasting.
Well, at least when the birds in question are already dead.
Flipping the selector over to full-auto, and trying to hit some birds that aren't already headless. Even if you were actually looking where you were shooting, this probably still wouldn't work all that well.
Performing a quick reload, having gone through an entire magazine before realizing that this map doesn't even have any birds on it.
In a fit of blind rage, the operator lashes out at the first person he can find, not sparing the slightest thought for all the good memories with his friend that he's throwing away, or for the irreversible consequences of what he's doing.
Oh, and Update #93 changed the tan on the furniture and some of the attachments to match. Neat.
After showing exceptional skill and valor in his prior melon-defending mission, the former guard gets a promotion to a specialized unit, and a promoted carbine as part of the package. Apparently, they had a gap to fill.
New rails, new attachments. Well, the same ones as before, but re-modeled to be more consistent - including the tan, which is once again a nice, uniform shade.
Loading in a tan 20-round PMag, which makes its own attempt at stealth by disguising itself as a 30-rounder. Being this far out of the magazine well, it exposes the giant "20" molded into its body, making this disguise a bit less than satisfactory.
After convincing the magazine to abandon such silly antics and get into proper feeding position, the operator chambers a round...
...and then flips the rifle to semi-auto, taking advantage of its aftermarket ambidextrous selector switch. Perk of being in a more important position: nobody can force you to shoot right-handed - even the sling mount's ambidextrous.
Taking aim at the mission's target; the flip-up KAC sights offer a nice, clean picture, though one can't help wonder why such an ostensibly-important operator wasn't given an optic.
Taking the mission-critical shot.
The situation having escalated, our hero flips the ambidextrous selector one position further...
...and abandons any hope of going prone.
Fortunately, while it shrugged off the first shot, the target doesn't manage the same feat with the next 40. "Target down. Don't suppose you'll tell me why you sent me to assassinate a truck?"
Micro Draco Pistol
Alpha 3 of Update #96 added the Micro Draco Pistol, a compact carbine variant of the AIMR categorized under US law as a pistol. Interestingly, the one in-game is select-fire; in fact, it consists of an AKM receiver rebuilt with Micro Draco parts, given the Russian АВ-ОД selector markings, as well the two-rivet pattern of an AKM at the rear of the receiver.
Romanian AK Micro Draco Pistol - 7.62x39mm
The Micro Draco in all its glory. Interestingly, it is not purely from one source; this particular model was a conversion of the game's AKM, done by a different 3D artist.
While its origins are still visible, more or less everything that would make an AKM not a Draco has been appropriately replaced - the sights, the handguard, the barrel, the rear sight block (now with 100% less rear sight), and even the receiver trunnions have all been replaced with new, Draco-appropriate models.
Rocking in a standard steel AK magazine.
Disengaging the safety, and chambering a round.
Aiming the Draco; as mentioned, it has non-standard-for-an-AK sights. Since the length of its barrel would render the original barrel-mounted rear sight impractical (in that the sight radius would be all of four inches), the Draco instead uses a simple notch-style rear sight mounted on the receiver cover.
Blasting away a clay pot. As one would imagine, the Draco has rather harsh, jumpy recoil.
So, of course, the most effective way to use it is obviously to flip the selector switch up a position...
...and then spray away gangster-style. Visible here is the weapon's muzzle blast, which is remarkably bright even in broad daylight.
While not terribly practical on its own, the Draco does serve as an interesting starting point for all manner of attachment-laden carbine setups, like this one.
Ringing some steel with tracers, while looking through the attached Kobra reflex sight.
Swapping out the 20-round PMag for something with a little bit more... dacha.
Hosing down some plates, having long since progressed past the need for aiming. The red dot is coming from a laser sight, which does an excellent job of looking like a part of the Kobra rather than something shoved into it; attachments in H3
have no collision relative to each other, allowing for physics-defying setups like this.
And hey, if that's not sufficiently horrendous for you, why not give the Draco Tactical Sniper Carbine a whirl?
The sixth day of the 2018 Meatmas event brought along a Norinco QBZ-95, the game's first Chinese firearm (and, as such, the first and currently only one to use 5.8x42mm ammunition).
Norinco QBZ-95 - 5.8x42mm
The QBZ-95, sitting pretty in its box.
Examining the QBZ's left side...
...and the right. The distinctive oversized trigger guard pegs this as an early-model QBZ-95, and not the improved QBZ-95-1.
Rather than bothering to flip the rifle back around, our friend stuck somewhere on K2 decides to save some energy and just load it like this.
Giving the charging handle a yank.
Finding nothing with his right thumb, our mountain-trapped friend then remembers the other thing that makes this 95 not a -1: the fire selector.
Whereas the QBZ-95-1 has a fire selector placed more traditionally (i.e. in reach of the firing hand), the original model instead has it on the stock. This is the full-auto position...
...and this, perfect for someone stranded up a mountain with limited supplies and ammunition, is semi-auto.
Aiming; the Type 95 uses a relatively standard setup consisting of a rear aperture and a hooded front post, though the rather wide aperture and the luminous dots on the front sight hood do add a bit of variety.
Since it's hard to tell from a still shot whether or not a bullpup rifle with relatively light recoil and a substantial height over bore is firing or not, here's a shot of it from the top instead.
Sako RK 95 TP
The RK 95 TP was added in Alpha 4 of Update #110.
SIG SG 550
Added in Update #53, the SIG SG 550 is one of H3's usable assault rifles, and is fitted with a quad-rail handguard and a permanently-attached folding bipod; the latter was removed in the 3rd alpha build of Update #90, wherein rail-mounted attachable bipods were made available.
SIG SG 550 - 5.56x45mm NATO
Reaching over to fetch an SG 550...
...before taking a good look at it.
Loading in a 30-round magazine. These were added with the rifle, and are fully interchangeable with the 20-rounders from the earlier-added SIG SG 552
"Hey, wanna see a magic trick?"
Setting the telescoping-legged bipod down on a range booth table.
Aiming through an Aimpoint Micro T1 sight that found its way onto the rifle, along with a vertical foregrip and a few rail covers. Funny how that works, isn't it.
"Oh, so that's
why it wasn't working."
"So now it should fire, right?"
With all of that sorted, the SG 550 can finally do what it was brought here to.
Releasing the locked-back bolt of the 550, now somewhat-redundantly fitted with a set of Magpul's MBUS irons. "Somewhat" being the key word here; the in-game SG 550 has a front sight, but no rear sight to line it up with.
Firing some more shots, whilst looking through the now-attached M145 MGO (Machine Gun Optic)...
...and a few more through a conveniently-present set of canted backup iron sights.
SIG SG 552
The SIG SG 552 is one of the available firearms in-game, and was added in Update #39. Update #46 added a version with additional rails for mounting attachments; both are categorized as carbines.
SIG SG 552 - 5.56x45mm NATO
Spotting an SG 552 on a table...
The SG's other side, which shows off the charging handle.
Loading in a 20-round magazine. With how quickly it fires, the SG 552 goes through these rather quickly.
Giving the charging handle a pull.
A closeup of the selector, which has options for safe...
Deciding upon the latter, Mr. Invisible takes aim at a target...
After realizing that the note from 8 screenshots ago is, in fact, true, Mr. Invisible performs an AK
-esque tactical reload. The specific technique seen here (hitting the magazine release with the new magazine facing sideways, and often going more up than forwards) is common practice in H3
, as it minimizes the risk of hitting one's controllers together.
Update #46's rail-equipped version of the SG 552, seen here in an updated version of a familiar setup
Alpha 1 of Update #94 added the SR-3M, along with a long-requested thirty-round 9x39mm magazine that's interchangeable with those of the AS Val and VSS Vintorez.
Prior to entering the arena, a "contestant" gives his weapon a quick once-over.
Okay, maybe a twice-over.
Unfolding the stock. This is one of the differences between the original SR-3 and the improved SR-3M; the latter has a stock more or less identical to the AS Val's, whereas the former had its own top-folding design.
Loading in one of the aforementioned 30-round magazines...
...then flipping the gun over to pull the charging handle (another feature that the M variant made identical to the Val), being sure to disengage the safety/dustcover first.
Now in the arena proper, the contestant gives the irons a try against one of the floating green objective markers. The fact that they bob up and down makes this a bit harder than one would expect.
The same sight picture, but now overlaid on a Sosig that's exactly one frame away from losing his head.
Having given a few more objective guards the same treatment, the objective in question can be dealt with. By dumping the rest of the mag into it.
SR-3M with suppressor, PSO-1 scope, and folded foregrip - 9x39mm
Performing a tactical reload on the same SR-3M, now configured to match the reference image (though the suppressor isn't quite visible here).
Completely ignoring the affixed scope, and shooting an enemy through the now-much-harder-to-use irons...
...before ignoring the scope, suppressor, and irons by hipfire-spraying another enemy down while yelling incomprehensibly.
Of course, the comically large suppressor has other uses...
Steyr AUG A1
Update #89 added a grey-stocked Steyr AUG A1, to complement the pre-existing-yet-concurrently-added A3.
Steyr AUG A1 - 5.56x45mm NATO
Admiring the AUG A1, in all of its yesterday's-tomorrow glory. Why, you may be wondering, are these shots of a relatively recently-added gun in the classic indoor range like the older ones? Well, you know what they say about old habits
(Also the A1 wasn't in the item spawner until a patch came out the next week, so this was the only place you could use it, but let's just pretend that that joke setup was clever and deliberate instead.)
Loading in a glossy black magazine; AUG mags are typically translucent, though there's no particular reason that you couldn't have opaque ones if you wanted to - it's only a can of spraypaint away.
Giving the charging handle a nice, forceful yank.
Flipping the rifle over to reveal a small block poking out of the side...
...and pushing it to make it stick out of the other side. Congratulations, the trigger works now.
Looking through the weapon's integrated 1.5x Swarovski scope; yes, the real deal's reticule is, in fact, just a hollow black circle.
Needless to say, with the AUG being a bullpup with a considerable amount of bore offset, trying to the get muzzle flash, the scope reticule, and some spent casings into one screenshot requires a fair bit of creativity.
The scope also includes some backup iron sights, in case your height-over-bore wasn't high enough already.
Having run the magazine dry, our 80s action buddy locks the charging handle back...
...and smacks the charging handle back into place, chambering a round.
Steyr AUG A3
Rounding out the "Bullpup Trifecta" of the 1st Meatmas update is the Steyr AUG A3, categorized in-game as a carbine. Of note is that the weapon's 2-stage trigger is correctly simulated, something which is very rare in games. Update #89 replaced the weapon's model, with the replacement one having an underbarrel rail segment in place of the original's integrated foregrip.
Steyr AUG A3 with 16-inch barrel - 5.56x45mm NATO
A look at the left side of the AUG reveals a pretty well-done replica of the real steel. Or rather, real plastic, considering the nature of the majority of the AUG's body.
Loading in a fresh 42-round magazine, which is a solid brown color; as mentioned, the real weapon's magazines are normally translucent.
Pulling back the charging handle...
...and locking it into its notch. This functionality wasn't present on the AUG when it was first added, but it was made possible in Update #52.
Doing this allows for the rather odd use of an "HK Slap" on a weapon that isn't actually made by HK
"Aiming" the rifle, which immediately reveals a lack of any actual sights.
This, of course, doesn't stop anyone from dumping all the rounds out of the magazine anyway.
Steyr AUG A3 with 16-inch barrel, scope, and rail-mounted foregrip - 5.56x45mm NATO
Relaxing out in the ruins of the Sampler Platter's restaurant with the newer AUG A3.
The rifle's other side; note that the underbarrel rail block is (correctly) asymmetrical, with rails on the bottom and the left.
Loading in a 30-round magazine, just like the A1. So much like it that they're literally the exact same magazines.
Pulling the charging handle.
As with the older models (both the old model of this rifle, and the concurrently-added older version of the AUG), said charging handle can be locked back...
...and then slapped to release the bolt.
An attempt to aim at a portable generator is thwarted by the rifle's lack of integrated sights. Considering the previous screenshots, I don't know exactly what you were expecting.
Well, it's nothing that some aftermarket rail-mounted irons (and disengaging the safety) can't fix.
Granted, they're shotgun ghost-rings, so the amount of help they actually provide is a bit limited, but it's better than nothing.
Especially since the target in this particular instance is close by, can't move, and is a generator.
Swapping mags before the maintenance crew shows up; this technique of resting a fresh magazine on the rifle while removing the old one is a relatively common sight in H3
(though it's more common on non-empty reloads, since one of its main benefits is that it minimizes the amount of time the rifle spends without a magazine inserted).
Having successfully escaped getting a kiss on the head from a pair of Kleins, the vandal stops by the item spawner to give his rifle a muzzle brake, a "Car Key" underbarrel shotgun, and an overall more future-y aesthetic.
Stoner 63 Assault Rifle
The Stoner 63 in its Assault Rifle configuration was added on Meatmas Day 2020.
Stoner 63, Assault Rifle configuration - 5.56x45mm NATO
The Stoner 63 came in eight different configurations, but most games are lucky to get more than one. Which is why this Meatmas present was such a welcome surprise.
It may have been designed by Eugene Stoner, but you'll notice that there's a lot of differences to the M16.
For starters, the charging handle is way up in the front instead of in the back. Still ambidextrous, though.
Also, this may look like a STANAG mag, but it's actually not. You can't use any STANAGs, sadly.
Pulling back the charging handle opens the dust cover, just like on AR pattern rifles.
Interesting thing about the fire selector; safety is separate from the thumb selector and blocks the trigger.
Safety's off, and the selector is on Full Auto.
Aiming through the Stoner's peepsights; very similar to the M16, just not on a carry handle that's way up above the bore axis.
Shooting a snowflake with a burst of hot lead could be considered overkill. We think the snowflake had it coming.
Gangster-firing a rifle may not be practical, unless you want to shower yourself with casings in the air. Which is exactly the case here.
The famous Sturmgewehr 44 was added to the game in Update #48, cementing itself as the oldest weapon in the in-game Assault Rifle category.
Sturmgewehr 44 - 7.92x33mm Kurz
Taking a good look at the Sturmgewehr's model. Like the rest of the weapons in H3
, it is of excellent quality.
The other side of the StG.
Lining up a fresh 30-round magazine of 7.92x33mm Kurz ammunition.
Pulling the Sturmgewehr's charging handle reveals that the dustcover actually pops up. If one so desires, they can manually push it back into place.
Switching off the safety. The fire selector is the button above it, currently pushed to the left for semi-auto. Also note the "MP44" marking above the charging handle slot; this was one of 4 different ways the weapon could've been marked, along with the prior "MP43" or "MP43/1", and the later "StG44" markings.
Like many of the game's other weapons, the StG-44 got an adjustable rear sight post-introduction; it goes out from 100 meters to 800 in 100-meter increments - not as optimistic as some other in-game rifles, but still a pretty serious stretch.
Click here to return to the main index page, or click here to view the game's battle rifles.