The following is a list of weaponry usable by players or AI-controlled SWAT team members. Only AK-type weapons or those produced by Benelli or Colt have their real names in this game-all others go under assumed names.Ī list of the weaponry used in both the original game and its expansion pack, titled the Stetchkov Syndicate, follows below.In addition, the expansion pack introduced a "Team-Specific Weaponry" option to force players during multiplayer games to use only weaponry appropriate to their side. With few exceptions, NPCs can use weaponry from both categories. The weaponry list is divided into player-usable and NPC-usable weapons for this purpose, and each player-usable weapon will have its availability when "Team-Specific Weaponry" is active noted. Some of this game's weaponry is usable only by players or SWAT team members, and others that are usable only by suspect or civilian NPCs.Like Ghost Recon Advanced Warfighter 2, the game does in fact have differing reload animations depending on whether a tactical reload (performed when the magazine is partially full) or standard reload (when the firearm is completely empty) is required, but unlike the aforementioned title, weapons will not gain an extra round in the magazine due to one still being left in the chamber during a tactical reload.Each less-lethal weapon and its less-than-realistic aspects will described in more detail in their own individual entries. A major break from reality in the game is that almost all of its less-lethal weaponry is incapable of causing lasting harm to suspects or non-compliant civilians, despite such weaponry being capable of, and attracting controversy for, causing lasting harm or death to those hit or affected by the weaponry.This results in some less-than-realistic situations when using some forms of weaponry, such as being able to snipe targets with a pistol across a large courtyard, or to allow low-velocity beanbag rounds to cross a far greater distance than they could in real life. The game does not model ballistic physics for its non-grenade weapons, even with its expansion pack.Neither is it possible to take a weapon or ammunition off an incapacitated team member. For the same reason, it is not possible for players to take ammunition off of confiscated weapons for their own use. Being a police simulator, it is not possible for players to use weapons procured onsite in this game, either dropped from suspects or discovered at the scene, as these count as evidence that must be confiscated and sent to forensics for analysis.The most commonly used are Jacketed Hollowpoint (JHP) bullets and Full Metal Jacketed (FMJ) bullets, for use against unarmoured and armoured opponents respectively. Several weapons can use multiple ammunition types.An inventory item called an "Ammo Pouch," available only in the expansion pack, can increase the amount of ammunition a player character can carry for a primary weapon. Players can only carry a certain number of magazines for a given weapon, and reloading with a partially-filled magazine will return it to your inventory instead of being discarded, and when all fully-loaded magazines have been used, the partially-filled magazines will be loaded instead. As with Operation Flashpoint, ammunition for most of the weapons in this game is tracked with a magazine system (some simply draw from a single ammo pool).2.5 Sniper Rifles/Designated Marksman RiflesĪs a tactical police simulator, the game has a number of quirks with regards to its firearms system, described below:.2.3.4 Remington 870 (Compact Breaching Model).2.2 Submachine Guns/Personal Defense Weapons.
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