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	<title>Internet Movie Firearms Database - Guns in Movies, TV and Video Games - User contributions [en]</title>
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	<subtitle>User contributions</subtitle>
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		<id>https://www.buildlogs.org/index.php?title=Talk:Uncharted_4:_A_Thief%27s_End&amp;diff=1046420</id>
		<title>Talk:Uncharted 4: A Thief's End</title>
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		<updated>2016-08-28T21:18:59Z</updated>

		<summary type="html">&lt;p&gt;StarTsurugi: &lt;/p&gt;
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&lt;div&gt;=A SLING on the rifle!=&lt;br /&gt;
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Some people might not think this is anything to nod about but seeing so many Uncharted games and even recently the MGS5 gameplay trailers...I see a fucking sling on the SIG rifle that Drake takes and uses. He throws it to his back and we actually see the weapon's sling! See how hard is that Konami? I am weird out that Snake is carrying around his rifle dangling in the air like there SHOULD be a sling and motion capture for Snake most likely did but they couldn't animate a sling because some say it might be too hard and here's Uncharted having one. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 20:57, 6 December 2014 (EST)&lt;br /&gt;
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I don't see any sling. You sure you aren't confusing Drake's shoulder holster for one? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:06, 6 December 2014 (EST)&lt;br /&gt;
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I saw the sling too. You can see it hanging below the rifle when he fires it and when he talks to his brother at the end of the gameplay trailer. It's a beige sling going across his chest which contrasts with the brown shoulder rig he's wearing. Sorry I don't have an image, I can't screencap to save my life. Also worth pointing out, the 1911A1 he picks up holds 9 rounds so it must replace the Colt Defender from the previous games. --[[User:Bad Boy|Bad Boy]] ([[User talk:Bad Boy|talk]]) 01:32, 7 December 2014 (EST)&lt;br /&gt;
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Ah, I see. Well, I still feel slings to be a largely unnecessary detail due to the amount of programming needed to make them &amp;quot;work&amp;quot; that otherwise doesn't add anything to gameplay. In as many third person shooters as I've played since the days of PS1, I've never even noticed the absence of a sling. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:06, 8 December 2014 (EST)&lt;br /&gt;
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:A sling isn't ''that'' hard to do if you're treating it like it's nailed to the character's shoulder (you can just point one handle on the character model and two others on the gun and use them to define its length) and you could use canned animations for it swinging around rather than physics if you want (the cut animations in MGS Rising are all pre-made because they couldn't get a dynamic system to work), but yeah, it'd be quite a lot of work to get a proper sling with physics. It's the same reason a lot of lazy FPS games use wheeled vehicles instead of tracked ones, and nobody tries to make tank treads with modelled individually articulated links (they usually just use a scrolling texture and a bump map). [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:35, 8 December 2014 (EST)&lt;br /&gt;
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::Then tell me, how often did you pay attention to the treads on Lazarevic's T-62 as it was demolishing that Tibetan village in Uncharted 2? Or were you like me and too preoccupied with the fact that it was '''shooting at everything that moved'''? Just like articulated tank treads, it's a nice detail but still largely unnecessary and doesn't really add anything to the game because nobody's going to pay much attention to it. Unless you intend to play through the game staring at the sling the entire time. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 11:03, 8 December 2014 (EST)&lt;br /&gt;
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:::I'm with you that it is unnecessary, but like you say it is a nice touch, and Naughty Dog is good at putting small little details into their games that if you don't keep your eyes you for you will miss. Either way I don't see why anyone would be against this small touch being in the game, unless they intend to have it hold real world properties and make it so you can snag it on a protruding branch or something. (Which personally I think would add much more tension to tough gun fights, but also be annoying as hell if it wasn't to be programmed exactly right).[[User:RedRobinAlpha|RedRobinAlpha]] ([[User talk:RedRobinAlpha|talk]]) 01:00, 9 December 2014 (GMT&lt;br /&gt;
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::::To be ''fair'', they did kind of draw your attention to the treads in that part where you'd shimmying along the ledge and it decides the best way to scare you is to almost drive off a cliff :P And they are known for some wonderfully unnecessary flourishes like the procedurally generated ocean in the ship level of ''Uncharted 3'', or the sand physics later on (which were also used in ''Journey''). [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 21:07, 8 December 2014 (EST)&lt;br /&gt;
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:An accurately-modelled, dynamically animated sling for a long gun that moves realistically requires a lot of work for not much benefit, as I've said before. You need (an incomplete list follows below): &lt;br /&gt;
:*A collision system around the body of the character, the gun, and the sling itself (to stop it from passing through itself). &lt;br /&gt;
:*A physics system to make it move around realistically under its own weight (given how many videos there are out there showing ingame physics engines bugging out, this isn't easy). &lt;br /&gt;
:*Stock animations (such as putting the long gun on your back or bringing it to the ready) and a way to make sure that the dynamic animations don't interfere with the stock ones. &lt;br /&gt;
:A rather substantial amount of work for a small element. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 17:42, 4 January 2015 (EST)&lt;br /&gt;
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::Again, though, this is the same team that put procedurally generated waves in Uncharted 3 and made sure every object on the cruise liner moved in relation to the angle of the deck rather than just having them slide back and forth on fixed tracks. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 18:49, 4 January 2015 (EST)&lt;br /&gt;
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:Try looking at [http://youtu.be/BJD-nVieAe4 this older video] showing the Joker from the Arkham series. At around 10 seconds you can see the chain near his left thigh suddenly pop out of his 3D model (whereas before it was invisible). That's what can easily happen with a dynamic sling model that isn't rigorously bugtested and doesn't have exhaustive collision boxes. As for making objects in a level slide around due to waves outside, assuming your physics engine and hardware can handle it, wouldn't it largely be a matter of programming in a sequence for the direction of gravity to change in a regular pattern, and then have individual objects procedurally move around depending on their assigned masses, collision boxes, and friction values? --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 03:06, 19 January 2015 (EST)&lt;br /&gt;
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::That sounds a lot easier than it is, having objects move dynamically on other objects is really hard (for example, it's ''really'' hard to do something as simple as put something in the back of a flatbed and drive it, because the engine tends to think the truck is crashing into the object: ''Crysis'' has that problem). You have to deal with things like the way the engine prevents objects clipping inside each other by aggressively trying to kick them out (this is why objects sometimes get launched into the air, and why exploits like [https://www.youtube.com/watch?v=37McU9a_iEw this] are possible even in 2D games). Just keeping the objects moving on the deck without them boinging around like bouncy balls would have been a nightmare. The hardest thing with a proper sling would actually be stopping it constantly pinging off Nathan's body, for the same reason. Keeping it out of his body wouldn't be a huge problem if they have something like physics modelling for pusing 3D foliage out of Nathan's way as he moves (which they almost certainly will).&lt;br /&gt;
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::The old consoles skipped out on a lot of physics stuff for memory reasons, ''EDF 2025'' goes nuts with physics (spent casings will slide downhill and skip up into the air if they hit a dip, glass spraying out of a blasted window will bounce off other buildings, etc) and it tanks its framerate constantly despite using some pretty low-grade textures for a last-gen console game. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:18, 19 January 2015 (EST)&lt;br /&gt;
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:I see, it's just that free sandbox physics games for the PC (like &amp;quot;Truck Dismount&amp;quot; and &amp;quot;Stair Dismount&amp;quot;) have featured realistic physics behaviour (including inelastic collisions, which the Crysis bug you mention seems to have a problem with) since the early 2000s. Granted, those two games feature very small environments (nowhere near the size of a typical game level) and no textures, but it proved it was possible early on. One other early example of &amp;quot;lots of individual objects subject to ingame physics&amp;quot; can be found in [[Metal Gear Solid 2]], specifically with shell casings. If many bullets are fired (most easily seen with Iroquois Pliskin if you antagonize him just after Raiden first meets him), all the shell casings will collect on the ground and still be subject to ingame physics so as long as they haven't completely come to a stop. They can actually pile up to a pretty surprising amount, a level of detail I haven't seen since in gaming. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 02:45, 20 January 2015 (EST)&lt;br /&gt;
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::MGS2 is kind of special, there's also two wine coolers in that game most people won't even notice which have ice in them, and someone on the team made a dynamic model for ice melting which bases the rate on the proximity of other ice cubes. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 02:57, 20 January 2015 (EST)&lt;br /&gt;
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I'm obviously kinda late to this party but one guy here was questioning the point of details like the sling and properly animated tracks on tanks and whatnot. That kind of mentality, &amp;quot;why bother if it's only a small detail?&amp;quot; is ridiculous. Why did we bother going from N64 graphics then? They worked just well didn't they? Why bother with this why bother with that if what we have already works??!? &lt;br /&gt;
Well, I'll tell ya, because otherwise we would never progress anywhere if we we're just happy with no change, no matter how small or big. &lt;br /&gt;
Really, i can't understand why one would think that way. (Well, maybe a little)--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 11:48, 11 October 2015 (EDT)&lt;br /&gt;
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:I question its necessity because it doesn't add anything to actual gameplay. Don't know how or why that's hard to understand, it's pretty simple. The comparison to N64 graphics is apples to oranges. Seriously, how much attention is ''really'' going to be paid to a dynamic sling unless you intend to play through the game staring at it the whole time? It's a lot of work for little real benefit and it takes RAM away from more important aspects of the game. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:23, 11 October 2015 (EDT)&lt;br /&gt;
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::I highly doubt a sling is going to cause the game to run worse due to its use of RAM. It's a nice detail that give the game world a sense of &amp;quot;realness&amp;quot; to it. It gives of an organic feel to it because it's a slings that moves around realistically in a video game, something that is not seen often.&lt;br /&gt;
::Even if that sling is some kind of murderer of performance, it is still a nice showing of things to come, in a few years, that type of fancy cloth physics will be standard, and ND was one of the studios to pave the way for it.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 01:09, 12 October 2015 (EDT)&lt;br /&gt;
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:These unnecessary but nice to see flashes of realism can be a hallmark of a good development team. MGS2 was chock-full of them, but that's simply not a priority in gaming anymore (especially since game development got much more expensive and the budgets that much tighter). If Naughty Dog can do it, they should. It's not like this is an unpopular series. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 20:54, 15 October 2015 (EDT)&lt;br /&gt;
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::I would say it has never been a priority in gaming. If a dev felt that they wanted a certain detail, no matter how small or big, they would add it, this isn't a dying trend, I would say it's more common with small details nowadays than before, back in the day.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 10:27, 16 October 2015 (EDT)&lt;br /&gt;
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=Wrong Reloading Animation!?=&lt;br /&gt;
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Does it bother anyone else that Drake reloads the SIG as if it has an AK style mag release, (pressing the fresh magazine against the release and then knocking the empty one off with one motion) when the SG556 has a button release housed above the trigger guard? (I've watch closely and he doesn't press the release before doing so.)&lt;br /&gt;
I am however loving the small addition of racking the bolt after picking up the rifle. [[User:RedRobinAlpha|RedRobinAlpha]] ([[User talk:RedRobinAlpha|talk]]) 01:00, 9 December 2014 (GMT&lt;br /&gt;
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No more than it bothered me in the previous four Uncharted games. They've always used AK-based animations for all assault rifles. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 02:40, 9 December 2014 (EST)&lt;br /&gt;
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Hasn't the whole focus of the series been on the &amp;quot;high adventure&amp;quot; aspect rather than the combat and firearms accuracy? It would be nice to see more accurate animations in future installments, but that's unlikely given that this is supposed to be the last one for Nathan Drake. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 17:15, 4 January 2015 (EST)&lt;br /&gt;
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:Because the older consoles had very little in the way of RAM and slow loading, they tended to take a lot of shortcuts: one frequent one was reusing animations in third-person games, as with Nico Bellic using the same hand positions for every weapon of a given type. Two weapon inventory in shooters was for that reason too, so the game only had to have two high-res weapon models loaded at once (the ''MGR: Revengeance'' team said the reason there's no quick-select for weapons in that game is they ''had'' to pause it to dump the old weapon's files out of memory or the game would crash). So in theory they shouldn't have to use one reference animation for all ARs anymore. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:35, 4 January 2015 (EST)&lt;br /&gt;
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Do you mean reload animations from just 3rd-person shooter games in general, or do you include FPS games as well? The oldest third-person-perspective game I know of that had 2 reload animations for its guns is [[Silent Hill 3]], and that was originally a PS2 game. Other older FPS games (especially of the tactical variety, such as [[SWAT 4]]) have had 2 reload animations as well, albeit those are mostly for the PC--[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 02:00, 19 January 2015 (EST).&lt;br /&gt;
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:IIRC Silent Hill 3 only has three weapons which even have reloading animations, so it can splurge a little; I was thinking more about games like the [[007: Quantum of Solace (VG)|Quantum of Solace]] one, where every single two-handed gun has a foregrip so they can use the same cover poses for all of them. I imagine it's the same with sharing animations between guns; if you just use the same one, you don't have to keep going &amp;quot;ok, what will this look like behind each piece of cover, when walking, when running...&amp;quot; and that would save a lot of memory since you'd have to load all of those in case the player did them. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:47, 19 January 2015 (EST)&lt;br /&gt;
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Hopefully we'll see a proper reload animation for any potential AR-15 rifle in the game this time around. The reuse of the AK reload on those rifle in the previous games annoyed me more then it should.&lt;br /&gt;
I would have thought that &amp;quot;two ranged weapons only&amp;quot; gameplay mechanic was a small nod towards realism (most people aren't anywhere near strong enough to carry two full-size long guns ''and'' &amp;quot;enough&amp;quot; ammunition for both, plus full kit). I suppose the takeaway from SH3 is that multiple reload animations in a console game are perfectly possible, assuming they are a priority for the development team. The Xbox 360 had only 512 MB of RAM and the PS3 had only 256 MB RAM (in an age where gigabytes of RAM for PCs was rather cheap), so I suppose that was one of the limiting factors for multiplatform games like MGR:R. Still, I remember [[Rainbow Six: Vegas 2]] had customizable loadouts for guns ''and'' 2 FPV reload animations for most of them (even ones that didn't really need it, such as for the [[Taurus Raging Bull]]). I never played the console versions of Vegas 2, but if separate reload animations were visible in 3PV in that game's multiplayer, then you could end up with a lot of reload animations in memory, or even more if players could loot weapons from fallen players (as has been standard for multiplayer FPSes for a long time). --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 02:19, 20 January 2015 (EST)&lt;br /&gt;
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:Eh, two full-sized weapons perhaps, but that doesn't really explain the whole &amp;quot;pistol is the same size as a rocket launcher&amp;quot; or games that let you carry all the weapons but still rotate them into a two-slot inventory. I think with multiplayer they scrimp on world detail to save memory, multiplayer maps are rarely much to look at compared to the same game's single player.&lt;br /&gt;
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:With Uncharted, though, you have a ton more character animations because Nathan doesn't just military his way around the place, he can jump and roll and the like, plus he has things like the brutal melee animations, mantling, climbing, etc, and he's in single player so you've got a lot of pretty level textures eating through a very limited amount of RAM (I think PS3 does have another 256 megs of graphics RAM, so it's not quite that bad, but still, one of the reasons console Far Cry is so cut down is the original wanted 1 gig of RAM and a 256 meg graphics card for max settings). In that case I can forgive them things like using mirrored left / right reloads so Nathan keeps pulling charging handles that aren't there, but I'd be surprised if they kept doing that with eight gigs of RAM to play with, that'd just be lazy. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:04, 20 January 2015 (EST)&lt;br /&gt;
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Yes, I hope that Naughty Dog will make full use of the PS4's resources. Still, as [[Silent Hill 3]] proves, it can happen if it's a priority. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 00:08, 7 March 2015 (EST)&lt;br /&gt;
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One thing I appreciate is that in the most recent gameplay demo they've added a lefthanded reload animation for the AK, as opposed to mirroring the animation and having nate cock a non existent charging handle. Another nice little touch in an amazing looking game.--[[User:1911isthebestgunever|One shot is all it takes.]] ([[User talk:1911isthebestgunever|talk]]) 13:52, 15 August 2015 (EDT)&lt;br /&gt;
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== New Multiplayer trailer shows a bunch of new guns ==&lt;br /&gt;
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https://www.youtube.com/watch?time_continue=28&amp;amp;v=gHDKnWosOyY&lt;br /&gt;
--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:47, 27 October 2015 (EDT)&lt;br /&gt;
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I'll admit, I'm very bad at identifying and naming guns, but there appeared to be some kind of FAL-ish rifle in the trailer. Then there was what looked like a burst-firing 92FS (how hard can it be to just make a 93R?) There was also a bolt-action rifle that looked like Remington 700 with a synthetic green body. &lt;br /&gt;
There where also some other guns that i'm not sure of what they are supposed to be.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:57, 27 October 2015 (EDT)&lt;br /&gt;
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== Multiplayer stream showed a lot of new guns.  ==&lt;br /&gt;
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Well the multiplayer stream showed off a lot of weapons. I screencapped some of the menus.&lt;br /&gt;
What I can already see is a Beretta ARX-160, China Lake, a Franchi SPAS-12, M14, FN FAL, Beretta Raffica and others which you may help me properly identify. &lt;br /&gt;
Screenshots of the heavy/long/sidearm screens.&lt;br /&gt;
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http://imgur.com/MAuOGHZ&lt;br /&gt;
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http://imgur.com/KIxRF5T&lt;br /&gt;
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http://imgur.com/Ew91t0n&lt;br /&gt;
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EDIT:&lt;br /&gt;
Much better screenshots in this topic.&lt;br /&gt;
http://www.dualshockers.com/2015/12/03/uncharted-4-ps4-multiplayer-beta-155-screenshotsvideos-show-customization-options-menus-and-more/&lt;br /&gt;
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[[User:StarTsurugi|StarTsurugi]] ([[User talk:StarTsurugi|talk]]) 21:27, 3 December 2015 (GMT+2)&lt;br /&gt;
:Barok .44 looks like a Chiappa Rhino, and the Scoped Pistol could be a Thompson Contender. These are just guesses though.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 15:03, 3 December 2015 (EST)&lt;br /&gt;
::I have an key for the closed beta, so i might snag some pics once it's on. Also, im fairly sure that 93R is a 92FS converted to burstfire, it seems to have a slide mounted safety and the more rounded slide of the ::FS.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:05, 3 December 2015 (EST)&lt;br /&gt;
:::Actually the Barok .44 looks like a Mateba Model 6 Unica. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 21:49, 3 December 2015 (EST)&lt;br /&gt;
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==RPG-7==&lt;br /&gt;
In a screen shot Drake is seen riding a horse with an RPG-7.&lt;br /&gt;
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[[Image:Rpg-7-1-.jpg‎ |thumb|none|450px|RPG-7]]&lt;br /&gt;
[[File:Drake_with_an_rpg_riding_a_horse.JPG|200px|thumb|none|Drake on his trusty steed.]]&lt;br /&gt;
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This is from Uncharted 3, not 4. --[[User:RedRobinAlpha|RedRobinAlpha]] ([[User talk:RedRobinAlpha|talk]]) 21:00, 06 February 2016 (GMT)&lt;br /&gt;
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== 93R ==&lt;br /&gt;
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Are you sure that it is the same model as the one in UC3? It doesn't really look like it, then again, the screenshots are blurry as hell.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 20:50, 6 February 2016 (EST)&lt;br /&gt;
:It might be, it seems to be Inox and has a different magazine, but it still looks like a 93R with a 92FS Brigadier slide. Though I didn't say it was the same model, just the same gun. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 21:10, 6 February 2016 (EST)&lt;br /&gt;
::Until i can take a good look at the left side of the gun and see whether or not it still has that weird 93R fire selector 92FS saftey thing going on, i can't really say for sure. Might as well leave it be.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 21:14, 6 February 2016 (EST)&lt;br /&gt;
:::Agreed. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 21:15, 6 February 2016 (EST)&lt;br /&gt;
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== Removal of old pictures ==&lt;br /&gt;
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So, the game is out tomorrow (!) and I'm probably gonna get some new pics ready for this entry within the next couple o' days. Should i replace all those pre-release and promotional pictures? Most of them look like crap anyway.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 10:20, 9 May 2016 (EDT)&lt;br /&gt;
: My guess would be yes, i was gonna replace all the pictures since i already have the game, but i've been kinda busy with other things. Anyway, apart from the Beretta ARX-160, XCR, Mateba Model 6 Unica and the same pistole-shotgun from previous Uncharted games i spotted a bunch of XVII era cannons near the end and a flintlock pistol in Madagascar, would be nice to add them if you could, but if not, lemme do the job^^--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 11:12, 9 May 2016 (EDT)&lt;br /&gt;
::Is there a photo mode in this game like in the Uncharted trilogy? That could help with the pics.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 11:42, 9 May 2016 (EDT)&lt;br /&gt;
: Yes, there is a photo mode even though im more used to the share button on Ps4, its still a nice addition none the less. ND really went it all out with this game.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 12:48, 9 May 2016 (EDT)&lt;br /&gt;
:Nice, the addition of photo mode in games this gen is something i really like, I have a passion for photography. Btw, are there any multiplayer-only weapons in this game? Like with the FAL in Unchrated 3?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 13:53, 9 May 2016 (EDT)&lt;br /&gt;
:All single player weapons are available in multiplayer as far as im aware, the only difference is that some of them need to be purchased during gameplay, like in TLOU.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 15:19, 9 May 2016 (EDT)&lt;br /&gt;
::I see. Looking forward to this tomorrow!--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:23, 9 May 2016 (EDT)&lt;br /&gt;
:::I'm excited too, it looks like Naughty Dog really outdid themselves on the weapon models this time --[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 22:24, 9 May 2016 (EDT)&lt;br /&gt;
::::I hope anyone who gets it today enjoys it! I'll have to pick a copy up soon. I must say, it will be very bittersweet playing this game since Uncharted has a special place in my heart and it's coming to an end. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 01:45, 10 May 2016 (EDT)&lt;br /&gt;
:::::One thing's for sure, the graphics are crazy good in this game, seriously.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 10:24, 10 May 2016 (EDT)&lt;br /&gt;
::::::I am waiting to get off of work to play this [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 15:01, 10 May 2016 (EDT)&lt;br /&gt;
:::::::Alright, so I've played the game a bunch up to Scotland, the guns so far has been that beretta 8000, the 1911, the weird Uzi/Vz.61 thing, the SG556, AK47 that looks more like a AKM, a gun that kinda looks like the Robinson XCR, some SMG thing and a toy revolver. Gotta say, so far, the game has been pretty disappointing. Really, the only thing that hasn't felt underwhelming or &amp;quot;meh&amp;quot; are the 5ick g74fix! Feels like i've wasted my money, then again, i always feel like im wasting my money when buying ''anything''. 6/10 total meh--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 19:51, 10 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Help with iding ==&lt;br /&gt;
&lt;br /&gt;
Whadday think this revolver is?!?!?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 20:38, 10 May 2016 (EDT)&lt;br /&gt;
[[File:Uncharted TE revolver.jpg|thumb|600px|none|Did i fire 6 six shots or non?]]&lt;br /&gt;
:With the exposed ejector rod and the rounded trigger guard, I'd say it looks similiar to a Colt New Service, but the Colt doesn't have that raised rib on the barrel, nor does it have the raised rear sights --[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 22:08, 10 May 2016 (EDT)&lt;br /&gt;
::Guess i gotta keep playing to get a better look at it.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 04:27, 11 May 2016 (EDT)&lt;br /&gt;
: There's also Nadine's two tone USP/Glock hybrid and Elena's holstered 92FS that you'll see later on, btw all models are available via Character Gallery in bonus options, to earn points you gotta find treasures or doing optional tasks such as conversations, then you can see the models with their respective guns, the modelos are called Nadine Ross Island, Elena Fisher, Evelyn and Rafe has an engraved M1911A1.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 06:55, 11 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
Could that revolver be a S&amp;amp;w model 17? --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 15:11, 11 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
Actually after a bit more digging I think it's [http://3.bp.blogspot.com/-pC6loov6seA/VB8JMuO90ZI/AAAAAAAAHJE/Exv1xb-3W4M/s1600/Hand%2BEjector.jpg this] &lt;br /&gt;
--[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 17:06, 11 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'd have to say it's a hybrid of a [[Smith &amp;amp; Wesson Model 15]] and a [[Colt Trooper]]. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 16:40, 18 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The &amp;quot;M24&amp;quot; rifle ==&lt;br /&gt;
&lt;br /&gt;
I don't think it's an M24/Remington 700. The bolt doesn't look anything like the aforementioned guns. --[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 23:17, 12 May 2016 (EDT)&lt;br /&gt;
:The bolt is exposed in a strange manner.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 05:00, 13 May 2016 (EDT)&lt;br /&gt;
[[File:M24.jpg|thumb|none|450px|M24 sniper rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Uncharted TE M24 right.jpg|thumb|none|450px]]&lt;br /&gt;
&lt;br /&gt;
::Yeah I checked the site and couldn't find a match, It's something I haven't seen and it might be a new gun, so guess it's time to search. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 22:50, 13 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
= ID help plox =&lt;br /&gt;
&lt;br /&gt;
The two last pictures are some type of M14 rifles, that much i know. &lt;br /&gt;
[[File:Uncharted TE miscguns1.jpg|thumb|600px|none|There's a Lee-enfield SMLE]] &lt;br /&gt;
[[File:Uncharted TE miscguns2.jpg|thumb|600px|none|And here's a Mosin Nagant]] &lt;br /&gt;
[[File:Uncharted TE miscguns3.jpg|thumb|600px|none|Here's that SMLE again.]] &lt;br /&gt;
[[File:Uncharted TE TBA right.jpg|thumb|600px|none|&amp;quot;Scoped Auto Rifle&amp;quot;]] &lt;br /&gt;
[[File:Uncharted TE TBC right.jpg|thumb|600px|none|This one's called M14 custom in game.]] &lt;br /&gt;
[[File:Uncharted TE revolver2.jpg|thumb|600px|none|]] &lt;br /&gt;
What are the exact models of the SMLE and Nagant?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 21:32, 14 May 2016 (EDT)&lt;br /&gt;
[[File:MosinNagantM9130Sniper.jpg|thumb|none|450px|]]&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|450px]]&lt;br /&gt;
:The closest thing I can find to the green M14 variant is the Troy MCS. My hypothesis is that Naughty Dog probably combined a Troy MCS with bits and pieces from the Sage EBR chassis and added the stock from an ACR. Kinda like what they did to that KSG/Mossberg frankenstein. The Mosin looks like a full length M91/30 with an original PU optic, and the Lee-Enfield is a No.4 Mk.1--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:27, 15 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks for cutting off my post. The SMLE is a Lee-Enfield No.4 Mk.I(T), The Mosin is a full-length Mosin Nagant M91/30 Sniper Rifle with a PU 3.5x scope. The green rifle is a Mini-14 in a made up chassis and erroneous extended gas tube, the M14 is in a JAE-100 G3 stock and is an actual M14 because it has a fire selector. Though not perfect, The revolver matches up closest with a 2.5&amp;quot; barreled [[Smith &amp;amp; Wesson Model 586]]. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 00:41, 15 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::The &amp;quot;Scoped Auto Rifle&amp;quot; is M14 and Archangel AA1430[http://www.archangelmanufacturing.com/#!archangelaa1430spartarugermini1430/c1263] Hybrid ?  --[[User:KINKI'boy|KINKI'boy]] ([[User talk:KINKI'boy|talk]]) 14:03, 15 May 2016 (JST)&lt;br /&gt;
::::Nice catch! It really does fit the AA1430 down to a T. --[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:05, 15 May 2016 (EDT)&lt;br /&gt;
:::::That chassis is a match, but it is a Mini-14, not a M14, the action and receiver is much smaller than the actual M14 in the JAE-100 G3 stock. Also the gas tube they added to that AA1430 Mini-14 doesn't match an M14's. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 03:24, 15 May 2016 (EDT)&lt;br /&gt;
::::::Alright, are any of those muskets/flintlocks/whatever based on any real guns?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 10:09, 15 May 2016 (EDT)&lt;br /&gt;
The second flintlock from the top in the first pic looks like one of those Ottoman/Arab rifles, called a jezail or something like that--[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 12:54, 15 May 2016 (EDT)&lt;br /&gt;
:::::::A couple of blunderbuss' too, I'm not good with guns that old, I see a short barreled jezail rifle, matchlocks, muskets, and some weird revolver rifle. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 22:50, 15 May 2016 (EDT)&lt;br /&gt;
::::::::I have a feeling these will turn out to be a bunch of weirdo one-offs like one of the leverguns being a specific model of Kalthoff repeater or something. The one at the top seems to be a levergun fitted with a grenade launching cup, which is certainly, um, unique. Second image top is a wheellock, second from bottom looks like a breech-loader (Ferguson rifle, maybe?)&lt;br /&gt;
::::::::The revolving rifle is actually the odd one out since it isn't an antique at all, it's a [http://gearsofguns.com/aaron-george-j-tibbert-12-shot-revolving-rifle-gun-of-the-day/ George J Tibbert Revolving Rifle], which days way back to, um, 2006. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 16:17, 16 May 2016 (EDT)&lt;br /&gt;
:::::::::That's odd, guess she really liked the rifle(?) BTW any update on what the sniper might be, is it even a real gun?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:22, 16 May 2016 &lt;br /&gt;
:::::::::The rifle just above of the Mosin Nagant looks like some type of Schuetzen target rifle--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 20:55, 17 May 2016 (EDT)&lt;br /&gt;
(EDT)&lt;br /&gt;
On another note, I think the Mini-14 in this is actually the Mini-30, the magazine resembles a curved 7.62x39 STANAG.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:03, 16 May 2016 (EDT)&lt;br /&gt;
:Oh wow on that revolving rifle, that's pretty cool. I don't know about the Mini-14 being a real Mini-30, knowing how Uncharted's weapons are modeled, the magazine is that long on the Mini-14 GB we have already listed and that and this look big enough for a 7.62 NATO, let alone a 7.62x39. And one more thing, Mini-14/30's don't take STANAG mags. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 23:08, 16 May 2016 (EDT)&lt;br /&gt;
::Can i just snag any pic of that Archangel Manufacturing Sparta Pistol Grip Rifle Stock (phew) form the web to use here or will the site come crashing down then?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 10:08, 17 May 2016 (EDT)&lt;br /&gt;
:::We tend to be ok with it as long as it doesn't have someone else's watermark on it and as long as we don't know you've edited it out (ie, don't upload a image with the watermark hacked off it ''after'' we've seen it with one). [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 11:00, 17 May 2016 (EDT)&lt;br /&gt;
::::Alrighty then.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:18, 17 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The M14 custom looks kinda like a Springfield Armory M1A outfitted with a JAE-100 Stock as its main sniper rifle [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 15:04, 17 May 2016 (EDT)&lt;br /&gt;
[[Image:M1A JAE-100.jpg|thumb|none|450px|M1A with JAE-100 stock -  7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
= Grenade launcher =&lt;br /&gt;
&lt;br /&gt;
Am I the only one who sees some resemblance between that mutant GL and an arwen 37? --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 12:59, 15 May 2016 (EDT)&lt;br /&gt;
:There are some vague similarities.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 13:32, 15 May 2016 (EDT)&lt;br /&gt;
::I don't, it's what we already said it is, it's a China Lake with Uncharted 2&amp;amp;3's MGL's 4-round cylinder. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 22:53, 15 May 2016 (EDT)&lt;br /&gt;
: : : I agree with the current description, it's just the general layout and outline/shape that reminds me of an arwen --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 13:53, 19 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
= SCAR-L?!?!??!?! =&lt;br /&gt;
&lt;br /&gt;
Exactly when and where does this weapon appear?&lt;br /&gt;
&lt;br /&gt;
That rhymed....--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:26, 16 May 2016 (EDT)&lt;br /&gt;
:I was wondering the same, i don't think ive ever seen it in this game.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 15:32, 16 May 2016 (EDT)&lt;br /&gt;
::Whoever made that entry probably mistook some rifle (like the ARX) for a SCAR.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:37, 16 May 2016 (EDT)&lt;br /&gt;
Yeah, I just beat the game and I did not see a SCAR. My favorite is the ARX, and it had a sorta RMR on top and tan color. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 15:01, 17 May 2016 (EDT)&lt;br /&gt;
:Then that's settled.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:25, 17 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
= spoiler warning. =&lt;br /&gt;
&lt;br /&gt;
Should we put one up? There are some screenshots on this page that are kinda spoilery.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 09:50, 17 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
Might as well [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 15:02, 17 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
=SIG 556 with Scorpion Evo 3 stock=&lt;br /&gt;
Just realized it would be cool if someone could photoshot the stock into the rifle to see what it looks like in real life :) kinda similar to what you guys did with the AKs of MW2/MW3 or the AK-103 with wood furniture in Far Cry 3--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 16:53, 17 May 2016 (EDT)&lt;br /&gt;
:I could give it a shot (höhö)--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 17:46, 17 May 2016 (EDT)&lt;br /&gt;
::[[File:Cz556.jpg|thumb|none|450px|Muh czechnology on muh swiss raifu]]--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 01:30, 18 May 2016 (EDT)&lt;br /&gt;
: wow looks almost exactly like the one ingame, thanks gumby^^--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 03:57, 18 May 2016 (EDT)&lt;br /&gt;
::Nice!--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 08:11, 18 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
Could you photoshop any of the other weapons? Like the XCR without the stock or any optics [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 10:32, 18 May 2016 (EDT)&lt;br /&gt;
:Well, Evil Tim just removed the photoshopped image adding that we should try to avoid using, well, ''photoshopped'' images.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 11:26, 18 May 2016 (EDT)&lt;br /&gt;
::I can see it as being useful for something like the MW AKs because they're customised with actual AK parts, but for this you could just show actual photos of a SIG and Scorpion and trust the user to imagine what the stock of the latter looks like fitted to the former. Otherwise it sets a bad precedent where we might be showing people images of guns that aren't real as if they are. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 11:37, 18 May 2016 (EDT)&lt;br /&gt;
:::Got it.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:05, 18 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
= Finishing this page. =&lt;br /&gt;
&lt;br /&gt;
Alright, so the only guns that need a more screens is the Stoner 63 (the MP version that you can carry on person), the Jackal revolver (some screens of it in the hands of the player) and the Bishai .50 Cal. I think that pistol is based of the Thompson Contender and the only place to get screens of it is from the multiplayer.&lt;br /&gt;
&lt;br /&gt;
If anyone got those two revolver in the MP, i would appreciate adding pics of em' to this page.&lt;br /&gt;
&lt;br /&gt;
Anyhow, once we're finished with those entries, i think this page is done!--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:59, 29 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Edit: We need to identify that bolt gun and get a screen of the M88 from the intro.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:00, 29 May 2016 (EDT)&lt;br /&gt;
::It's need screenshot for [[Uncharted_4:_A_Thief's_End#Mossberg_Maverick_88|Mossberg Maverick 88]]. After adding it, the page will be complite. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 09:37, 30 May 2016 (EDT)&lt;br /&gt;
:::...and also screens from those two other weapons i mentioned.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 11:55, 30 May 2016 (EDT)&lt;br /&gt;
::::Screenshots for Stoner 63 and Jackal revolver were added by previosly users, ''Bishai .50 Cal'' hasn't even own section. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 13:16, 30 May 2016 (EDT)&lt;br /&gt;
:::::The Stoner could use atleast on pic of it being carried by someone in the MP, same for the Jackal. The Bishai now has a section.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:45, 30 May 2016 (EDT)&lt;br /&gt;
::::::Thanks! May you upload the needful screenshots. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 16:07, 30 May 2016 (EDT)&lt;br /&gt;
:::::::Would it be possible to get some better screens of Sully's revolver? --[[User:K|K]] ([[User talk:K|talk]]) 22:38, 30 May 2016 (EDT)&lt;br /&gt;
K, I've been working on new screens for his revolver.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 04:28, 31 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
What about the revolver used by the corrupt prison guard at the start? --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 11:16, 4 June 2016 (EDT)&lt;br /&gt;
:I've been thinking about that gun. I expected to see it later on in the game at some point but it doesn't appear at any point in the game after that cutscene. It's obviously not the same as the Jackal revolver, it's a unique weapon that is only seen in that cutscene.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:58, 4 June 2016 (EDT)&lt;br /&gt;
::I feel like it was just meant to be a generic revolver. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 22:36, 5 June 2016 (EDT)&lt;br /&gt;
::Actually I just realized it's the same model as Sully's revolver but with a shorter barrel without the ejector shroud, a different grip, and blued texture! Not saying it's a S&amp;amp;W Model 629 Classic, cause it looks nothing like one now. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 22:45, 5 June 2016 (EDT)&lt;br /&gt;
:::You sure? Can't say i see the similarities.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 23:12, 5 June 2016 (EDT)&lt;br /&gt;
::::They both have the same sights, cylinder release, screw placement, and undersized trigger. &lt;br /&gt;
::::[[File:Uncharted TE M629 left.jpg|thumb|600px|none|]] &lt;br /&gt;
::::[[File:Uncharted TE revolver misc2.jpg|thumb|600px|none|]] [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 23:17, 5 June 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New DLC Weapons ==&lt;br /&gt;
&lt;br /&gt;
Hey all, just saw that this game got a new DLC that added some weapons to multiplayer (and maybe single player?) including a P90, Steyr AUG, a few pistols and a new sniper. Unfortunately I don't have screenshot capability or I'd grab some. Anybody up to it? --[[User:K|K]] ([[User talk:K|talk]]) 13:30, 1 August 2016 (EDT)&lt;br /&gt;
:You don't have the game? As long as you got it on yer PS4 you can take screenshots with the share button. Anyway, i doubt they added the weapons to the single player, they didn't add the FAL from UC3 to the SP until the remaster.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:58, 1 August 2016 (EDT)&lt;br /&gt;
::Unfortunately I'm still stuck on the PS3 for the time being. --[[User:K|K]] ([[User talk:K|talk]]) 15:25, 1 August 2016 (EDT)&lt;br /&gt;
:::Life of the mack.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:46, 1 August 2016 (EDT)&lt;br /&gt;
:::: Will take snippets later and post them here, there's a P90, an AUG, a Glock and Beretta (which are already on the page) and a Sniper rifle, which'll be tricky, as it's not in the weapons display room. --[[User:StarTsurugi|StarTsurugi]] ([[User talk:StarTsurugi|talk]]) 0:43, 2 August 2016 (GMT)&lt;br /&gt;
::::: OK, got the screenshots. Not sure how to insert them though.&lt;br /&gt;
The Beretta http://i.imgur.com/Sq6Duz8.jpg Same Beretta 92FS Brigadier Inox?&lt;br /&gt;
The Glock http://i.imgur.com/uenmzxO.jpg Same Heckler &amp;amp; Koch USP/Glock 17 Hybrid&lt;br /&gt;
The P90 http://i.imgur.com/cwOYqZ2.jpg&lt;br /&gt;
The Aug http://i.imgur.com/riOedxS.jpg&lt;br /&gt;
A Steyr SSG 08? http://i.imgur.com/ozENQfh.jpg + http://i.imgur.com/uYgw5Vh.jpg&lt;br /&gt;
[[User:StarTsurugi|StarTsurugi]] ([[User talk:StarTsurugi|talk]]) 17:13, 24 August 2016 (GMT)&lt;br /&gt;
I can take of uploading the screens. That AUG thing though, disgusting.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:45, 24 August 2016 (EDT)&lt;br /&gt;
:The AUG looks like it's based on the [[Talk:Steyr AUG|Thales F90]] and it's using P90 magazines(!) I think it seems to be a P90/Thales F90 hybrid.  [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 17:26, 24 August 2016 (EDT)&lt;br /&gt;
::It sure is ugly.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 06:55, 25 August 2016 (EDT)&lt;br /&gt;
:::Most people would say that about the regular AUG. Ugly is as ugly does. It looks like a more refined and more functional Kalash 2012 from the Metro games. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 16:43, 25 August 2016 (EDT)&lt;br /&gt;
Can someone actually help getting the screens of the DLC guns into the article itself? I'm still new at this and I feel like I'd just screw it up. [[User:StarTsurugi|StarTsurugi]] ([[User talk:StarTsurugi|talk]]) 22:18, 28 August 2016 (GMT)&lt;/div&gt;</summary>
		<author><name>StarTsurugi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Uncharted_4:_A_Thief%27s_End&amp;diff=1045810</id>
		<title>Talk:Uncharted 4: A Thief's End</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Uncharted_4:_A_Thief%27s_End&amp;diff=1045810"/>
		<updated>2016-08-24T16:13:19Z</updated>

		<summary type="html">&lt;p&gt;StarTsurugi: Screenshots of DLC weapons added for consideration...&lt;/p&gt;
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&lt;div&gt;=A SLING on the rifle!=&lt;br /&gt;
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Some people might not think this is anything to nod about but seeing so many Uncharted games and even recently the MGS5 gameplay trailers...I see a fucking sling on the SIG rifle that Drake takes and uses. He throws it to his back and we actually see the weapon's sling! See how hard is that Konami? I am weird out that Snake is carrying around his rifle dangling in the air like there SHOULD be a sling and motion capture for Snake most likely did but they couldn't animate a sling because some say it might be too hard and here's Uncharted having one. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 20:57, 6 December 2014 (EST)&lt;br /&gt;
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I don't see any sling. You sure you aren't confusing Drake's shoulder holster for one? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:06, 6 December 2014 (EST)&lt;br /&gt;
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I saw the sling too. You can see it hanging below the rifle when he fires it and when he talks to his brother at the end of the gameplay trailer. It's a beige sling going across his chest which contrasts with the brown shoulder rig he's wearing. Sorry I don't have an image, I can't screencap to save my life. Also worth pointing out, the 1911A1 he picks up holds 9 rounds so it must replace the Colt Defender from the previous games. --[[User:Bad Boy|Bad Boy]] ([[User talk:Bad Boy|talk]]) 01:32, 7 December 2014 (EST)&lt;br /&gt;
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Ah, I see. Well, I still feel slings to be a largely unnecessary detail due to the amount of programming needed to make them &amp;quot;work&amp;quot; that otherwise doesn't add anything to gameplay. In as many third person shooters as I've played since the days of PS1, I've never even noticed the absence of a sling. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:06, 8 December 2014 (EST)&lt;br /&gt;
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:A sling isn't ''that'' hard to do if you're treating it like it's nailed to the character's shoulder (you can just point one handle on the character model and two others on the gun and use them to define its length) and you could use canned animations for it swinging around rather than physics if you want (the cut animations in MGS Rising are all pre-made because they couldn't get a dynamic system to work), but yeah, it'd be quite a lot of work to get a proper sling with physics. It's the same reason a lot of lazy FPS games use wheeled vehicles instead of tracked ones, and nobody tries to make tank treads with modelled individually articulated links (they usually just use a scrolling texture and a bump map). [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:35, 8 December 2014 (EST)&lt;br /&gt;
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::Then tell me, how often did you pay attention to the treads on Lazarevic's T-62 as it was demolishing that Tibetan village in Uncharted 2? Or were you like me and too preoccupied with the fact that it was '''shooting at everything that moved'''? Just like articulated tank treads, it's a nice detail but still largely unnecessary and doesn't really add anything to the game because nobody's going to pay much attention to it. Unless you intend to play through the game staring at the sling the entire time. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 11:03, 8 December 2014 (EST)&lt;br /&gt;
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:::I'm with you that it is unnecessary, but like you say it is a nice touch, and Naughty Dog is good at putting small little details into their games that if you don't keep your eyes you for you will miss. Either way I don't see why anyone would be against this small touch being in the game, unless they intend to have it hold real world properties and make it so you can snag it on a protruding branch or something. (Which personally I think would add much more tension to tough gun fights, but also be annoying as hell if it wasn't to be programmed exactly right).[[User:RedRobinAlpha|RedRobinAlpha]] ([[User talk:RedRobinAlpha|talk]]) 01:00, 9 December 2014 (GMT&lt;br /&gt;
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::::To be ''fair'', they did kind of draw your attention to the treads in that part where you'd shimmying along the ledge and it decides the best way to scare you is to almost drive off a cliff :P And they are known for some wonderfully unnecessary flourishes like the procedurally generated ocean in the ship level of ''Uncharted 3'', or the sand physics later on (which were also used in ''Journey''). [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 21:07, 8 December 2014 (EST)&lt;br /&gt;
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:An accurately-modelled, dynamically animated sling for a long gun that moves realistically requires a lot of work for not much benefit, as I've said before. You need (an incomplete list follows below): &lt;br /&gt;
:*A collision system around the body of the character, the gun, and the sling itself (to stop it from passing through itself). &lt;br /&gt;
:*A physics system to make it move around realistically under its own weight (given how many videos there are out there showing ingame physics engines bugging out, this isn't easy). &lt;br /&gt;
:*Stock animations (such as putting the long gun on your back or bringing it to the ready) and a way to make sure that the dynamic animations don't interfere with the stock ones. &lt;br /&gt;
:A rather substantial amount of work for a small element. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 17:42, 4 January 2015 (EST)&lt;br /&gt;
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::Again, though, this is the same team that put procedurally generated waves in Uncharted 3 and made sure every object on the cruise liner moved in relation to the angle of the deck rather than just having them slide back and forth on fixed tracks. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 18:49, 4 January 2015 (EST)&lt;br /&gt;
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:Try looking at [http://youtu.be/BJD-nVieAe4 this older video] showing the Joker from the Arkham series. At around 10 seconds you can see the chain near his left thigh suddenly pop out of his 3D model (whereas before it was invisible). That's what can easily happen with a dynamic sling model that isn't rigorously bugtested and doesn't have exhaustive collision boxes. As for making objects in a level slide around due to waves outside, assuming your physics engine and hardware can handle it, wouldn't it largely be a matter of programming in a sequence for the direction of gravity to change in a regular pattern, and then have individual objects procedurally move around depending on their assigned masses, collision boxes, and friction values? --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 03:06, 19 January 2015 (EST)&lt;br /&gt;
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::That sounds a lot easier than it is, having objects move dynamically on other objects is really hard (for example, it's ''really'' hard to do something as simple as put something in the back of a flatbed and drive it, because the engine tends to think the truck is crashing into the object: ''Crysis'' has that problem). You have to deal with things like the way the engine prevents objects clipping inside each other by aggressively trying to kick them out (this is why objects sometimes get launched into the air, and why exploits like [https://www.youtube.com/watch?v=37McU9a_iEw this] are possible even in 2D games). Just keeping the objects moving on the deck without them boinging around like bouncy balls would have been a nightmare. The hardest thing with a proper sling would actually be stopping it constantly pinging off Nathan's body, for the same reason. Keeping it out of his body wouldn't be a huge problem if they have something like physics modelling for pusing 3D foliage out of Nathan's way as he moves (which they almost certainly will).&lt;br /&gt;
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::The old consoles skipped out on a lot of physics stuff for memory reasons, ''EDF 2025'' goes nuts with physics (spent casings will slide downhill and skip up into the air if they hit a dip, glass spraying out of a blasted window will bounce off other buildings, etc) and it tanks its framerate constantly despite using some pretty low-grade textures for a last-gen console game. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:18, 19 January 2015 (EST)&lt;br /&gt;
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:I see, it's just that free sandbox physics games for the PC (like &amp;quot;Truck Dismount&amp;quot; and &amp;quot;Stair Dismount&amp;quot;) have featured realistic physics behaviour (including inelastic collisions, which the Crysis bug you mention seems to have a problem with) since the early 2000s. Granted, those two games feature very small environments (nowhere near the size of a typical game level) and no textures, but it proved it was possible early on. One other early example of &amp;quot;lots of individual objects subject to ingame physics&amp;quot; can be found in [[Metal Gear Solid 2]], specifically with shell casings. If many bullets are fired (most easily seen with Iroquois Pliskin if you antagonize him just after Raiden first meets him), all the shell casings will collect on the ground and still be subject to ingame physics so as long as they haven't completely come to a stop. They can actually pile up to a pretty surprising amount, a level of detail I haven't seen since in gaming. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 02:45, 20 January 2015 (EST)&lt;br /&gt;
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::MGS2 is kind of special, there's also two wine coolers in that game most people won't even notice which have ice in them, and someone on the team made a dynamic model for ice melting which bases the rate on the proximity of other ice cubes. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 02:57, 20 January 2015 (EST)&lt;br /&gt;
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I'm obviously kinda late to this party but one guy here was questioning the point of details like the sling and properly animated tracks on tanks and whatnot. That kind of mentality, &amp;quot;why bother if it's only a small detail?&amp;quot; is ridiculous. Why did we bother going from N64 graphics then? They worked just well didn't they? Why bother with this why bother with that if what we have already works??!? &lt;br /&gt;
Well, I'll tell ya, because otherwise we would never progress anywhere if we we're just happy with no change, no matter how small or big. &lt;br /&gt;
Really, i can't understand why one would think that way. (Well, maybe a little)--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 11:48, 11 October 2015 (EDT)&lt;br /&gt;
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:I question its necessity because it doesn't add anything to actual gameplay. Don't know how or why that's hard to understand, it's pretty simple. The comparison to N64 graphics is apples to oranges. Seriously, how much attention is ''really'' going to be paid to a dynamic sling unless you intend to play through the game staring at it the whole time? It's a lot of work for little real benefit and it takes RAM away from more important aspects of the game. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:23, 11 October 2015 (EDT)&lt;br /&gt;
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::I highly doubt a sling is going to cause the game to run worse due to its use of RAM. It's a nice detail that give the game world a sense of &amp;quot;realness&amp;quot; to it. It gives of an organic feel to it because it's a slings that moves around realistically in a video game, something that is not seen often.&lt;br /&gt;
::Even if that sling is some kind of murderer of performance, it is still a nice showing of things to come, in a few years, that type of fancy cloth physics will be standard, and ND was one of the studios to pave the way for it.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 01:09, 12 October 2015 (EDT)&lt;br /&gt;
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:These unnecessary but nice to see flashes of realism can be a hallmark of a good development team. MGS2 was chock-full of them, but that's simply not a priority in gaming anymore (especially since game development got much more expensive and the budgets that much tighter). If Naughty Dog can do it, they should. It's not like this is an unpopular series. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 20:54, 15 October 2015 (EDT)&lt;br /&gt;
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::I would say it has never been a priority in gaming. If a dev felt that they wanted a certain detail, no matter how small or big, they would add it, this isn't a dying trend, I would say it's more common with small details nowadays than before, back in the day.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 10:27, 16 October 2015 (EDT)&lt;br /&gt;
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=Wrong Reloading Animation!?=&lt;br /&gt;
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Does it bother anyone else that Drake reloads the SIG as if it has an AK style mag release, (pressing the fresh magazine against the release and then knocking the empty one off with one motion) when the SG556 has a button release housed above the trigger guard? (I've watch closely and he doesn't press the release before doing so.)&lt;br /&gt;
I am however loving the small addition of racking the bolt after picking up the rifle. [[User:RedRobinAlpha|RedRobinAlpha]] ([[User talk:RedRobinAlpha|talk]]) 01:00, 9 December 2014 (GMT&lt;br /&gt;
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No more than it bothered me in the previous four Uncharted games. They've always used AK-based animations for all assault rifles. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 02:40, 9 December 2014 (EST)&lt;br /&gt;
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Hasn't the whole focus of the series been on the &amp;quot;high adventure&amp;quot; aspect rather than the combat and firearms accuracy? It would be nice to see more accurate animations in future installments, but that's unlikely given that this is supposed to be the last one for Nathan Drake. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 17:15, 4 January 2015 (EST)&lt;br /&gt;
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:Because the older consoles had very little in the way of RAM and slow loading, they tended to take a lot of shortcuts: one frequent one was reusing animations in third-person games, as with Nico Bellic using the same hand positions for every weapon of a given type. Two weapon inventory in shooters was for that reason too, so the game only had to have two high-res weapon models loaded at once (the ''MGR: Revengeance'' team said the reason there's no quick-select for weapons in that game is they ''had'' to pause it to dump the old weapon's files out of memory or the game would crash). So in theory they shouldn't have to use one reference animation for all ARs anymore. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:35, 4 January 2015 (EST)&lt;br /&gt;
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Do you mean reload animations from just 3rd-person shooter games in general, or do you include FPS games as well? The oldest third-person-perspective game I know of that had 2 reload animations for its guns is [[Silent Hill 3]], and that was originally a PS2 game. Other older FPS games (especially of the tactical variety, such as [[SWAT 4]]) have had 2 reload animations as well, albeit those are mostly for the PC--[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 02:00, 19 January 2015 (EST).&lt;br /&gt;
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:IIRC Silent Hill 3 only has three weapons which even have reloading animations, so it can splurge a little; I was thinking more about games like the [[007: Quantum of Solace (VG)|Quantum of Solace]] one, where every single two-handed gun has a foregrip so they can use the same cover poses for all of them. I imagine it's the same with sharing animations between guns; if you just use the same one, you don't have to keep going &amp;quot;ok, what will this look like behind each piece of cover, when walking, when running...&amp;quot; and that would save a lot of memory since you'd have to load all of those in case the player did them. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:47, 19 January 2015 (EST)&lt;br /&gt;
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Hopefully we'll see a proper reload animation for any potential AR-15 rifle in the game this time around. The reuse of the AK reload on those rifle in the previous games annoyed me more then it should.&lt;br /&gt;
I would have thought that &amp;quot;two ranged weapons only&amp;quot; gameplay mechanic was a small nod towards realism (most people aren't anywhere near strong enough to carry two full-size long guns ''and'' &amp;quot;enough&amp;quot; ammunition for both, plus full kit). I suppose the takeaway from SH3 is that multiple reload animations in a console game are perfectly possible, assuming they are a priority for the development team. The Xbox 360 had only 512 MB of RAM and the PS3 had only 256 MB RAM (in an age where gigabytes of RAM for PCs was rather cheap), so I suppose that was one of the limiting factors for multiplatform games like MGR:R. Still, I remember [[Rainbow Six: Vegas 2]] had customizable loadouts for guns ''and'' 2 FPV reload animations for most of them (even ones that didn't really need it, such as for the [[Taurus Raging Bull]]). I never played the console versions of Vegas 2, but if separate reload animations were visible in 3PV in that game's multiplayer, then you could end up with a lot of reload animations in memory, or even more if players could loot weapons from fallen players (as has been standard for multiplayer FPSes for a long time). --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 02:19, 20 January 2015 (EST)&lt;br /&gt;
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:Eh, two full-sized weapons perhaps, but that doesn't really explain the whole &amp;quot;pistol is the same size as a rocket launcher&amp;quot; or games that let you carry all the weapons but still rotate them into a two-slot inventory. I think with multiplayer they scrimp on world detail to save memory, multiplayer maps are rarely much to look at compared to the same game's single player.&lt;br /&gt;
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:With Uncharted, though, you have a ton more character animations because Nathan doesn't just military his way around the place, he can jump and roll and the like, plus he has things like the brutal melee animations, mantling, climbing, etc, and he's in single player so you've got a lot of pretty level textures eating through a very limited amount of RAM (I think PS3 does have another 256 megs of graphics RAM, so it's not quite that bad, but still, one of the reasons console Far Cry is so cut down is the original wanted 1 gig of RAM and a 256 meg graphics card for max settings). In that case I can forgive them things like using mirrored left / right reloads so Nathan keeps pulling charging handles that aren't there, but I'd be surprised if they kept doing that with eight gigs of RAM to play with, that'd just be lazy. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:04, 20 January 2015 (EST)&lt;br /&gt;
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Yes, I hope that Naughty Dog will make full use of the PS4's resources. Still, as [[Silent Hill 3]] proves, it can happen if it's a priority. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 00:08, 7 March 2015 (EST)&lt;br /&gt;
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One thing I appreciate is that in the most recent gameplay demo they've added a lefthanded reload animation for the AK, as opposed to mirroring the animation and having nate cock a non existent charging handle. Another nice little touch in an amazing looking game.--[[User:1911isthebestgunever|One shot is all it takes.]] ([[User talk:1911isthebestgunever|talk]]) 13:52, 15 August 2015 (EDT)&lt;br /&gt;
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== New Multiplayer trailer shows a bunch of new guns ==&lt;br /&gt;
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https://www.youtube.com/watch?time_continue=28&amp;amp;v=gHDKnWosOyY&lt;br /&gt;
--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:47, 27 October 2015 (EDT)&lt;br /&gt;
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I'll admit, I'm very bad at identifying and naming guns, but there appeared to be some kind of FAL-ish rifle in the trailer. Then there was what looked like a burst-firing 92FS (how hard can it be to just make a 93R?) There was also a bolt-action rifle that looked like Remington 700 with a synthetic green body. &lt;br /&gt;
There where also some other guns that i'm not sure of what they are supposed to be.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:57, 27 October 2015 (EDT)&lt;br /&gt;
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== Multiplayer stream showed a lot of new guns.  ==&lt;br /&gt;
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Well the multiplayer stream showed off a lot of weapons. I screencapped some of the menus.&lt;br /&gt;
What I can already see is a Beretta ARX-160, China Lake, a Franchi SPAS-12, M14, FN FAL, Beretta Raffica and others which you may help me properly identify. &lt;br /&gt;
Screenshots of the heavy/long/sidearm screens.&lt;br /&gt;
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http://imgur.com/MAuOGHZ&lt;br /&gt;
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http://imgur.com/KIxRF5T&lt;br /&gt;
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http://imgur.com/Ew91t0n&lt;br /&gt;
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EDIT:&lt;br /&gt;
Much better screenshots in this topic.&lt;br /&gt;
http://www.dualshockers.com/2015/12/03/uncharted-4-ps4-multiplayer-beta-155-screenshotsvideos-show-customization-options-menus-and-more/&lt;br /&gt;
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[[User:StarTsurugi|StarTsurugi]] ([[User talk:StarTsurugi|talk]]) 21:27, 3 December 2015 (GMT+2)&lt;br /&gt;
:Barok .44 looks like a Chiappa Rhino, and the Scoped Pistol could be a Thompson Contender. These are just guesses though.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 15:03, 3 December 2015 (EST)&lt;br /&gt;
::I have an key for the closed beta, so i might snag some pics once it's on. Also, im fairly sure that 93R is a 92FS converted to burstfire, it seems to have a slide mounted safety and the more rounded slide of the ::FS.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:05, 3 December 2015 (EST)&lt;br /&gt;
:::Actually the Barok .44 looks like a Mateba Model 6 Unica. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 21:49, 3 December 2015 (EST)&lt;br /&gt;
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==RPG-7==&lt;br /&gt;
In a screen shot Drake is seen riding a horse with an RPG-7.&lt;br /&gt;
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[[Image:Rpg-7-1-.jpg‎ |thumb|none|450px|RPG-7]]&lt;br /&gt;
[[File:Drake_with_an_rpg_riding_a_horse.JPG|200px|thumb|none|Drake on his trusty steed.]]&lt;br /&gt;
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This is from Uncharted 3, not 4. --[[User:RedRobinAlpha|RedRobinAlpha]] ([[User talk:RedRobinAlpha|talk]]) 21:00, 06 February 2016 (GMT)&lt;br /&gt;
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== 93R ==&lt;br /&gt;
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Are you sure that it is the same model as the one in UC3? It doesn't really look like it, then again, the screenshots are blurry as hell.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 20:50, 6 February 2016 (EST)&lt;br /&gt;
:It might be, it seems to be Inox and has a different magazine, but it still looks like a 93R with a 92FS Brigadier slide. Though I didn't say it was the same model, just the same gun. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 21:10, 6 February 2016 (EST)&lt;br /&gt;
::Until i can take a good look at the left side of the gun and see whether or not it still has that weird 93R fire selector 92FS saftey thing going on, i can't really say for sure. Might as well leave it be.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 21:14, 6 February 2016 (EST)&lt;br /&gt;
:::Agreed. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 21:15, 6 February 2016 (EST)&lt;br /&gt;
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== Removal of old pictures ==&lt;br /&gt;
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So, the game is out tomorrow (!) and I'm probably gonna get some new pics ready for this entry within the next couple o' days. Should i replace all those pre-release and promotional pictures? Most of them look like crap anyway.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 10:20, 9 May 2016 (EDT)&lt;br /&gt;
: My guess would be yes, i was gonna replace all the pictures since i already have the game, but i've been kinda busy with other things. Anyway, apart from the Beretta ARX-160, XCR, Mateba Model 6 Unica and the same pistole-shotgun from previous Uncharted games i spotted a bunch of XVII era cannons near the end and a flintlock pistol in Madagascar, would be nice to add them if you could, but if not, lemme do the job^^--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 11:12, 9 May 2016 (EDT)&lt;br /&gt;
::Is there a photo mode in this game like in the Uncharted trilogy? That could help with the pics.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 11:42, 9 May 2016 (EDT)&lt;br /&gt;
: Yes, there is a photo mode even though im more used to the share button on Ps4, its still a nice addition none the less. ND really went it all out with this game.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 12:48, 9 May 2016 (EDT)&lt;br /&gt;
:Nice, the addition of photo mode in games this gen is something i really like, I have a passion for photography. Btw, are there any multiplayer-only weapons in this game? Like with the FAL in Unchrated 3?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 13:53, 9 May 2016 (EDT)&lt;br /&gt;
:All single player weapons are available in multiplayer as far as im aware, the only difference is that some of them need to be purchased during gameplay, like in TLOU.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 15:19, 9 May 2016 (EDT)&lt;br /&gt;
::I see. Looking forward to this tomorrow!--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:23, 9 May 2016 (EDT)&lt;br /&gt;
:::I'm excited too, it looks like Naughty Dog really outdid themselves on the weapon models this time --[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 22:24, 9 May 2016 (EDT)&lt;br /&gt;
::::I hope anyone who gets it today enjoys it! I'll have to pick a copy up soon. I must say, it will be very bittersweet playing this game since Uncharted has a special place in my heart and it's coming to an end. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 01:45, 10 May 2016 (EDT)&lt;br /&gt;
:::::One thing's for sure, the graphics are crazy good in this game, seriously.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 10:24, 10 May 2016 (EDT)&lt;br /&gt;
::::::I am waiting to get off of work to play this [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 15:01, 10 May 2016 (EDT)&lt;br /&gt;
:::::::Alright, so I've played the game a bunch up to Scotland, the guns so far has been that beretta 8000, the 1911, the weird Uzi/Vz.61 thing, the SG556, AK47 that looks more like a AKM, a gun that kinda looks like the Robinson XCR, some SMG thing and a toy revolver. Gotta say, so far, the game has been pretty disappointing. Really, the only thing that hasn't felt underwhelming or &amp;quot;meh&amp;quot; are the 5ick g74fix! Feels like i've wasted my money, then again, i always feel like im wasting my money when buying ''anything''. 6/10 total meh--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 19:51, 10 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Help with iding ==&lt;br /&gt;
&lt;br /&gt;
Whadday think this revolver is?!?!?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 20:38, 10 May 2016 (EDT)&lt;br /&gt;
[[File:Uncharted TE revolver.jpg|thumb|600px|none|Did i fire 6 six shots or non?]]&lt;br /&gt;
:With the exposed ejector rod and the rounded trigger guard, I'd say it looks similiar to a Colt New Service, but the Colt doesn't have that raised rib on the barrel, nor does it have the raised rear sights --[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 22:08, 10 May 2016 (EDT)&lt;br /&gt;
::Guess i gotta keep playing to get a better look at it.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 04:27, 11 May 2016 (EDT)&lt;br /&gt;
: There's also Nadine's two tone USP/Glock hybrid and Elena's holstered 92FS that you'll see later on, btw all models are available via Character Gallery in bonus options, to earn points you gotta find treasures or doing optional tasks such as conversations, then you can see the models with their respective guns, the modelos are called Nadine Ross Island, Elena Fisher, Evelyn and Rafe has an engraved M1911A1.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 06:55, 11 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
Could that revolver be a S&amp;amp;w model 17? --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 15:11, 11 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
Actually after a bit more digging I think it's [http://3.bp.blogspot.com/-pC6loov6seA/VB8JMuO90ZI/AAAAAAAAHJE/Exv1xb-3W4M/s1600/Hand%2BEjector.jpg this] &lt;br /&gt;
--[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 17:06, 11 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'd have to say it's a hybrid of a [[Smith &amp;amp; Wesson Model 15]] and a [[Colt Trooper]]. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 16:40, 18 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The &amp;quot;M24&amp;quot; rifle ==&lt;br /&gt;
&lt;br /&gt;
I don't think it's an M24/Remington 700. The bolt doesn't look anything like the aforementioned guns. --[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 23:17, 12 May 2016 (EDT)&lt;br /&gt;
:The bolt is exposed in a strange manner.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 05:00, 13 May 2016 (EDT)&lt;br /&gt;
[[File:M24.jpg|thumb|none|450px|M24 sniper rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Uncharted TE M24 right.jpg|thumb|none|450px]]&lt;br /&gt;
&lt;br /&gt;
::Yeah I checked the site and couldn't find a match, It's something I haven't seen and it might be a new gun, so guess it's time to search. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 22:50, 13 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
= ID help plox =&lt;br /&gt;
&lt;br /&gt;
The two last pictures are some type of M14 rifles, that much i know. &lt;br /&gt;
[[File:Uncharted TE miscguns1.jpg|thumb|600px|none|There's a Lee-enfield SMLE]] &lt;br /&gt;
[[File:Uncharted TE miscguns2.jpg|thumb|600px|none|And here's a Mosin Nagant]] &lt;br /&gt;
[[File:Uncharted TE miscguns3.jpg|thumb|600px|none|Here's that SMLE again.]] &lt;br /&gt;
[[File:Uncharted TE TBA right.jpg|thumb|600px|none|&amp;quot;Scoped Auto Rifle&amp;quot;]] &lt;br /&gt;
[[File:Uncharted TE TBC right.jpg|thumb|600px|none|This one's called M14 custom in game.]] &lt;br /&gt;
[[File:Uncharted TE revolver2.jpg|thumb|600px|none|]] &lt;br /&gt;
What are the exact models of the SMLE and Nagant?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 21:32, 14 May 2016 (EDT)&lt;br /&gt;
[[File:MosinNagantM9130Sniper.jpg|thumb|none|450px|]]&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|450px]]&lt;br /&gt;
:The closest thing I can find to the green M14 variant is the Troy MCS. My hypothesis is that Naughty Dog probably combined a Troy MCS with bits and pieces from the Sage EBR chassis and added the stock from an ACR. Kinda like what they did to that KSG/Mossberg frankenstein. The Mosin looks like a full length M91/30 with an original PU optic, and the Lee-Enfield is a No.4 Mk.1--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:27, 15 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks for cutting off my post. The SMLE is a Lee-Enfield No.4 Mk.I(T), The Mosin is a full-length Mosin Nagant M91/30 Sniper Rifle with a PU 3.5x scope. The green rifle is a Mini-14 in a made up chassis and erroneous extended gas tube, the M14 is in a JAE-100 G3 stock and is an actual M14 because it has a fire selector. Though not perfect, The revolver matches up closest with a 2.5&amp;quot; barreled [[Smith &amp;amp; Wesson Model 586]]. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 00:41, 15 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::The &amp;quot;Scoped Auto Rifle&amp;quot; is M14 and Archangel AA1430[http://www.archangelmanufacturing.com/#!archangelaa1430spartarugermini1430/c1263] Hybrid ?  --[[User:KINKI'boy|KINKI'boy]] ([[User talk:KINKI'boy|talk]]) 14:03, 15 May 2016 (JST)&lt;br /&gt;
::::Nice catch! It really does fit the AA1430 down to a T. --[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:05, 15 May 2016 (EDT)&lt;br /&gt;
:::::That chassis is a match, but it is a Mini-14, not a M14, the action and receiver is much smaller than the actual M14 in the JAE-100 G3 stock. Also the gas tube they added to that AA1430 Mini-14 doesn't match an M14's. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 03:24, 15 May 2016 (EDT)&lt;br /&gt;
::::::Alright, are any of those muskets/flintlocks/whatever based on any real guns?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 10:09, 15 May 2016 (EDT)&lt;br /&gt;
The second flintlock from the top in the first pic looks like one of those Ottoman/Arab rifles, called a jezail or something like that--[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 12:54, 15 May 2016 (EDT)&lt;br /&gt;
:::::::A couple of blunderbuss' too, I'm not good with guns that old, I see a short barreled jezail rifle, matchlocks, muskets, and some weird revolver rifle. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 22:50, 15 May 2016 (EDT)&lt;br /&gt;
::::::::I have a feeling these will turn out to be a bunch of weirdo one-offs like one of the leverguns being a specific model of Kalthoff repeater or something. The one at the top seems to be a levergun fitted with a grenade launching cup, which is certainly, um, unique. Second image top is a wheellock, second from bottom looks like a breech-loader (Ferguson rifle, maybe?)&lt;br /&gt;
::::::::The revolving rifle is actually the odd one out since it isn't an antique at all, it's a [http://gearsofguns.com/aaron-george-j-tibbert-12-shot-revolving-rifle-gun-of-the-day/ George J Tibbert Revolving Rifle], which days way back to, um, 2006. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 16:17, 16 May 2016 (EDT)&lt;br /&gt;
:::::::::That's odd, guess she really liked the rifle(?) BTW any update on what the sniper might be, is it even a real gun?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:22, 16 May 2016 &lt;br /&gt;
:::::::::The rifle just above of the Mosin Nagant looks like some type of Schuetzen target rifle--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 20:55, 17 May 2016 (EDT)&lt;br /&gt;
(EDT)&lt;br /&gt;
On another note, I think the Mini-14 in this is actually the Mini-30, the magazine resembles a curved 7.62x39 STANAG.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:03, 16 May 2016 (EDT)&lt;br /&gt;
:Oh wow on that revolving rifle, that's pretty cool. I don't know about the Mini-14 being a real Mini-30, knowing how Uncharted's weapons are modeled, the magazine is that long on the Mini-14 GB we have already listed and that and this look big enough for a 7.62 NATO, let alone a 7.62x39. And one more thing, Mini-14/30's don't take STANAG mags. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 23:08, 16 May 2016 (EDT)&lt;br /&gt;
::Can i just snag any pic of that Archangel Manufacturing Sparta Pistol Grip Rifle Stock (phew) form the web to use here or will the site come crashing down then?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 10:08, 17 May 2016 (EDT)&lt;br /&gt;
:::We tend to be ok with it as long as it doesn't have someone else's watermark on it and as long as we don't know you've edited it out (ie, don't upload a image with the watermark hacked off it ''after'' we've seen it with one). [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 11:00, 17 May 2016 (EDT)&lt;br /&gt;
::::Alrighty then.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:18, 17 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The M14 custom looks kinda like a Springfield Armory M1A outfitted with a JAE-100 Stock as its main sniper rifle [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 15:04, 17 May 2016 (EDT)&lt;br /&gt;
[[Image:M1A JAE-100.jpg|thumb|none|450px|M1A with JAE-100 stock -  7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
= Grenade launcher =&lt;br /&gt;
&lt;br /&gt;
Am I the only one who sees some resemblance between that mutant GL and an arwen 37? --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 12:59, 15 May 2016 (EDT)&lt;br /&gt;
:There are some vague similarities.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 13:32, 15 May 2016 (EDT)&lt;br /&gt;
::I don't, it's what we already said it is, it's a China Lake with Uncharted 2&amp;amp;3's MGL's 4-round cylinder. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 22:53, 15 May 2016 (EDT)&lt;br /&gt;
: : : I agree with the current description, it's just the general layout and outline/shape that reminds me of an arwen --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 13:53, 19 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
= SCAR-L?!?!??!?! =&lt;br /&gt;
&lt;br /&gt;
Exactly when and where does this weapon appear?&lt;br /&gt;
&lt;br /&gt;
That rhymed....--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:26, 16 May 2016 (EDT)&lt;br /&gt;
:I was wondering the same, i don't think ive ever seen it in this game.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 15:32, 16 May 2016 (EDT)&lt;br /&gt;
::Whoever made that entry probably mistook some rifle (like the ARX) for a SCAR.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:37, 16 May 2016 (EDT)&lt;br /&gt;
Yeah, I just beat the game and I did not see a SCAR. My favorite is the ARX, and it had a sorta RMR on top and tan color. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 15:01, 17 May 2016 (EDT)&lt;br /&gt;
:Then that's settled.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:25, 17 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
= spoiler warning. =&lt;br /&gt;
&lt;br /&gt;
Should we put one up? There are some screenshots on this page that are kinda spoilery.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 09:50, 17 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
Might as well [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 15:02, 17 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
=SIG 556 with Scorpion Evo 3 stock=&lt;br /&gt;
Just realized it would be cool if someone could photoshot the stock into the rifle to see what it looks like in real life :) kinda similar to what you guys did with the AKs of MW2/MW3 or the AK-103 with wood furniture in Far Cry 3--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 16:53, 17 May 2016 (EDT)&lt;br /&gt;
:I could give it a shot (höhö)--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 17:46, 17 May 2016 (EDT)&lt;br /&gt;
::[[File:Cz556.jpg|thumb|none|450px|Muh czechnology on muh swiss raifu]]--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 01:30, 18 May 2016 (EDT)&lt;br /&gt;
: wow looks almost exactly like the one ingame, thanks gumby^^--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 03:57, 18 May 2016 (EDT)&lt;br /&gt;
::Nice!--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 08:11, 18 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
Could you photoshop any of the other weapons? Like the XCR without the stock or any optics [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 10:32, 18 May 2016 (EDT)&lt;br /&gt;
:Well, Evil Tim just removed the photoshopped image adding that we should try to avoid using, well, ''photoshopped'' images.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 11:26, 18 May 2016 (EDT)&lt;br /&gt;
::I can see it as being useful for something like the MW AKs because they're customised with actual AK parts, but for this you could just show actual photos of a SIG and Scorpion and trust the user to imagine what the stock of the latter looks like fitted to the former. Otherwise it sets a bad precedent where we might be showing people images of guns that aren't real as if they are. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 11:37, 18 May 2016 (EDT)&lt;br /&gt;
:::Got it.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:05, 18 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
= Finishing this page. =&lt;br /&gt;
&lt;br /&gt;
Alright, so the only guns that need a more screens is the Stoner 63 (the MP version that you can carry on person), the Jackal revolver (some screens of it in the hands of the player) and the Bishai .50 Cal. I think that pistol is based of the Thompson Contender and the only place to get screens of it is from the multiplayer.&lt;br /&gt;
&lt;br /&gt;
If anyone got those two revolver in the MP, i would appreciate adding pics of em' to this page.&lt;br /&gt;
&lt;br /&gt;
Anyhow, once we're finished with those entries, i think this page is done!--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:59, 29 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Edit: We need to identify that bolt gun and get a screen of the M88 from the intro.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:00, 29 May 2016 (EDT)&lt;br /&gt;
::It's need screenshot for [[Uncharted_4:_A_Thief's_End#Mossberg_Maverick_88|Mossberg Maverick 88]]. After adding it, the page will be complite. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 09:37, 30 May 2016 (EDT)&lt;br /&gt;
:::...and also screens from those two other weapons i mentioned.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 11:55, 30 May 2016 (EDT)&lt;br /&gt;
::::Screenshots for Stoner 63 and Jackal revolver were added by previosly users, ''Bishai .50 Cal'' hasn't even own section. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 13:16, 30 May 2016 (EDT)&lt;br /&gt;
:::::The Stoner could use atleast on pic of it being carried by someone in the MP, same for the Jackal. The Bishai now has a section.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:45, 30 May 2016 (EDT)&lt;br /&gt;
::::::Thanks! May you upload the needful screenshots. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 16:07, 30 May 2016 (EDT)&lt;br /&gt;
:::::::Would it be possible to get some better screens of Sully's revolver? --[[User:K|K]] ([[User talk:K|talk]]) 22:38, 30 May 2016 (EDT)&lt;br /&gt;
K, I've been working on new screens for his revolver.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 04:28, 31 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
What about the revolver used by the corrupt prison guard at the start? --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 11:16, 4 June 2016 (EDT)&lt;br /&gt;
:I've been thinking about that gun. I expected to see it later on in the game at some point but it doesn't appear at any point in the game after that cutscene. It's obviously not the same as the Jackal revolver, it's a unique weapon that is only seen in that cutscene.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:58, 4 June 2016 (EDT)&lt;br /&gt;
::I feel like it was just meant to be a generic revolver. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 22:36, 5 June 2016 (EDT)&lt;br /&gt;
::Actually I just realized it's the same model as Sully's revolver but with a shorter barrel without the ejector shroud, a different grip, and blued texture! Not saying it's a S&amp;amp;W Model 629 Classic, cause it looks nothing like one now. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 22:45, 5 June 2016 (EDT)&lt;br /&gt;
:::You sure? Can't say i see the similarities.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 23:12, 5 June 2016 (EDT)&lt;br /&gt;
::::They both have the same sights, cylinder release, screw placement, and undersized trigger. &lt;br /&gt;
::::[[File:Uncharted TE M629 left.jpg|thumb|600px|none|]] &lt;br /&gt;
::::[[File:Uncharted TE revolver misc2.jpg|thumb|600px|none|]] [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 23:17, 5 June 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New DLC Weapons ==&lt;br /&gt;
&lt;br /&gt;
Hey all, just saw that this game got a new DLC that added some weapons to multiplayer (and maybe single player?) including a P90, Steyr AUG, a few pistols and a new sniper. Unfortunately I don't have screenshot capability or I'd grab some. Anybody up to it? --[[User:K|K]] ([[User talk:K|talk]]) 13:30, 1 August 2016 (EDT)&lt;br /&gt;
:You don't have the game? As long as you got it on yer PS4 you can take screenshots with the share button. Anyway, i doubt they added the weapons to the single player, they didn't add the FAL from UC3 to the SP until the remaster.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:58, 1 August 2016 (EDT)&lt;br /&gt;
::Unfortunately I'm still stuck on the PS3 for the time being. --[[User:K|K]] ([[User talk:K|talk]]) 15:25, 1 August 2016 (EDT)&lt;br /&gt;
:::Life of the mack.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:46, 1 August 2016 (EDT)&lt;br /&gt;
:::: Will take snippets later and post them here, there's a P90, an AUG, a Glock and Beretta (which are already on the page) and a Sniper rifle, which'll be tricky, as it's not in the weapons display room. --[[User:StarTsurugi|StarTsurugi]] ([[User talk:StarTsurugi|talk]]) 0:43, 2 August 2016 (GMT)&lt;br /&gt;
::::: OK, got the screenshots. Not sure how to insert them though.&lt;br /&gt;
The Beretta http://i.imgur.com/Sq6Duz8.jpg Same Beretta 92FS Brigadier Inox?&lt;br /&gt;
The Glock http://i.imgur.com/uenmzxO.jpg Same Heckler &amp;amp; Koch USP/Glock 17 Hybrid&lt;br /&gt;
The P90 http://i.imgur.com/cwOYqZ2.jpg&lt;br /&gt;
The Aug http://i.imgur.com/riOedxS.jpg&lt;br /&gt;
A Steyr SSG 08? http://i.imgur.com/ozENQfh.jpg + http://i.imgur.com/uYgw5Vh.jpg&lt;br /&gt;
[[User:StarTsurugi|StarTsurugi]] ([[User talk:StarTsurugi|talk]]) 17:13, 24 August 2016 (GMT)&lt;/div&gt;</summary>
		<author><name>StarTsurugi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Uncharted_4:_A_Thief%27s_End&amp;diff=1041494</id>
		<title>Talk:Uncharted 4: A Thief's End</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Uncharted_4:_A_Thief%27s_End&amp;diff=1041494"/>
		<updated>2016-08-01T23:45:12Z</updated>

		<summary type="html">&lt;p&gt;StarTsurugi: /* New DLC Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=A SLING on the rifle!=&lt;br /&gt;
&lt;br /&gt;
Some people might not think this is anything to nod about but seeing so many Uncharted games and even recently the MGS5 gameplay trailers...I see a fucking sling on the SIG rifle that Drake takes and uses. He throws it to his back and we actually see the weapon's sling! See how hard is that Konami? I am weird out that Snake is carrying around his rifle dangling in the air like there SHOULD be a sling and motion capture for Snake most likely did but they couldn't animate a sling because some say it might be too hard and here's Uncharted having one. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 20:57, 6 December 2014 (EST)&lt;br /&gt;
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I don't see any sling. You sure you aren't confusing Drake's shoulder holster for one? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:06, 6 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
I saw the sling too. You can see it hanging below the rifle when he fires it and when he talks to his brother at the end of the gameplay trailer. It's a beige sling going across his chest which contrasts with the brown shoulder rig he's wearing. Sorry I don't have an image, I can't screencap to save my life. Also worth pointing out, the 1911A1 he picks up holds 9 rounds so it must replace the Colt Defender from the previous games. --[[User:Bad Boy|Bad Boy]] ([[User talk:Bad Boy|talk]]) 01:32, 7 December 2014 (EST)&lt;br /&gt;
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Ah, I see. Well, I still feel slings to be a largely unnecessary detail due to the amount of programming needed to make them &amp;quot;work&amp;quot; that otherwise doesn't add anything to gameplay. In as many third person shooters as I've played since the days of PS1, I've never even noticed the absence of a sling. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:06, 8 December 2014 (EST)&lt;br /&gt;
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:A sling isn't ''that'' hard to do if you're treating it like it's nailed to the character's shoulder (you can just point one handle on the character model and two others on the gun and use them to define its length) and you could use canned animations for it swinging around rather than physics if you want (the cut animations in MGS Rising are all pre-made because they couldn't get a dynamic system to work), but yeah, it'd be quite a lot of work to get a proper sling with physics. It's the same reason a lot of lazy FPS games use wheeled vehicles instead of tracked ones, and nobody tries to make tank treads with modelled individually articulated links (they usually just use a scrolling texture and a bump map). [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:35, 8 December 2014 (EST)&lt;br /&gt;
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::Then tell me, how often did you pay attention to the treads on Lazarevic's T-62 as it was demolishing that Tibetan village in Uncharted 2? Or were you like me and too preoccupied with the fact that it was '''shooting at everything that moved'''? Just like articulated tank treads, it's a nice detail but still largely unnecessary and doesn't really add anything to the game because nobody's going to pay much attention to it. Unless you intend to play through the game staring at the sling the entire time. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 11:03, 8 December 2014 (EST)&lt;br /&gt;
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:::I'm with you that it is unnecessary, but like you say it is a nice touch, and Naughty Dog is good at putting small little details into their games that if you don't keep your eyes you for you will miss. Either way I don't see why anyone would be against this small touch being in the game, unless they intend to have it hold real world properties and make it so you can snag it on a protruding branch or something. (Which personally I think would add much more tension to tough gun fights, but also be annoying as hell if it wasn't to be programmed exactly right).[[User:RedRobinAlpha|RedRobinAlpha]] ([[User talk:RedRobinAlpha|talk]]) 01:00, 9 December 2014 (GMT&lt;br /&gt;
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::::To be ''fair'', they did kind of draw your attention to the treads in that part where you'd shimmying along the ledge and it decides the best way to scare you is to almost drive off a cliff :P And they are known for some wonderfully unnecessary flourishes like the procedurally generated ocean in the ship level of ''Uncharted 3'', or the sand physics later on (which were also used in ''Journey''). [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 21:07, 8 December 2014 (EST)&lt;br /&gt;
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:An accurately-modelled, dynamically animated sling for a long gun that moves realistically requires a lot of work for not much benefit, as I've said before. You need (an incomplete list follows below): &lt;br /&gt;
:*A collision system around the body of the character, the gun, and the sling itself (to stop it from passing through itself). &lt;br /&gt;
:*A physics system to make it move around realistically under its own weight (given how many videos there are out there showing ingame physics engines bugging out, this isn't easy). &lt;br /&gt;
:*Stock animations (such as putting the long gun on your back or bringing it to the ready) and a way to make sure that the dynamic animations don't interfere with the stock ones. &lt;br /&gt;
:A rather substantial amount of work for a small element. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 17:42, 4 January 2015 (EST)&lt;br /&gt;
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::Again, though, this is the same team that put procedurally generated waves in Uncharted 3 and made sure every object on the cruise liner moved in relation to the angle of the deck rather than just having them slide back and forth on fixed tracks. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 18:49, 4 January 2015 (EST)&lt;br /&gt;
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:Try looking at [http://youtu.be/BJD-nVieAe4 this older video] showing the Joker from the Arkham series. At around 10 seconds you can see the chain near his left thigh suddenly pop out of his 3D model (whereas before it was invisible). That's what can easily happen with a dynamic sling model that isn't rigorously bugtested and doesn't have exhaustive collision boxes. As for making objects in a level slide around due to waves outside, assuming your physics engine and hardware can handle it, wouldn't it largely be a matter of programming in a sequence for the direction of gravity to change in a regular pattern, and then have individual objects procedurally move around depending on their assigned masses, collision boxes, and friction values? --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 03:06, 19 January 2015 (EST)&lt;br /&gt;
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::That sounds a lot easier than it is, having objects move dynamically on other objects is really hard (for example, it's ''really'' hard to do something as simple as put something in the back of a flatbed and drive it, because the engine tends to think the truck is crashing into the object: ''Crysis'' has that problem). You have to deal with things like the way the engine prevents objects clipping inside each other by aggressively trying to kick them out (this is why objects sometimes get launched into the air, and why exploits like [https://www.youtube.com/watch?v=37McU9a_iEw this] are possible even in 2D games). Just keeping the objects moving on the deck without them boinging around like bouncy balls would have been a nightmare. The hardest thing with a proper sling would actually be stopping it constantly pinging off Nathan's body, for the same reason. Keeping it out of his body wouldn't be a huge problem if they have something like physics modelling for pusing 3D foliage out of Nathan's way as he moves (which they almost certainly will).&lt;br /&gt;
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::The old consoles skipped out on a lot of physics stuff for memory reasons, ''EDF 2025'' goes nuts with physics (spent casings will slide downhill and skip up into the air if they hit a dip, glass spraying out of a blasted window will bounce off other buildings, etc) and it tanks its framerate constantly despite using some pretty low-grade textures for a last-gen console game. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:18, 19 January 2015 (EST)&lt;br /&gt;
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:I see, it's just that free sandbox physics games for the PC (like &amp;quot;Truck Dismount&amp;quot; and &amp;quot;Stair Dismount&amp;quot;) have featured realistic physics behaviour (including inelastic collisions, which the Crysis bug you mention seems to have a problem with) since the early 2000s. Granted, those two games feature very small environments (nowhere near the size of a typical game level) and no textures, but it proved it was possible early on. One other early example of &amp;quot;lots of individual objects subject to ingame physics&amp;quot; can be found in [[Metal Gear Solid 2]], specifically with shell casings. If many bullets are fired (most easily seen with Iroquois Pliskin if you antagonize him just after Raiden first meets him), all the shell casings will collect on the ground and still be subject to ingame physics so as long as they haven't completely come to a stop. They can actually pile up to a pretty surprising amount, a level of detail I haven't seen since in gaming. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 02:45, 20 January 2015 (EST)&lt;br /&gt;
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::MGS2 is kind of special, there's also two wine coolers in that game most people won't even notice which have ice in them, and someone on the team made a dynamic model for ice melting which bases the rate on the proximity of other ice cubes. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 02:57, 20 January 2015 (EST)&lt;br /&gt;
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I'm obviously kinda late to this party but one guy here was questioning the point of details like the sling and properly animated tracks on tanks and whatnot. That kind of mentality, &amp;quot;why bother if it's only a small detail?&amp;quot; is ridiculous. Why did we bother going from N64 graphics then? They worked just well didn't they? Why bother with this why bother with that if what we have already works??!? &lt;br /&gt;
Well, I'll tell ya, because otherwise we would never progress anywhere if we we're just happy with no change, no matter how small or big. &lt;br /&gt;
Really, i can't understand why one would think that way. (Well, maybe a little)--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 11:48, 11 October 2015 (EDT)&lt;br /&gt;
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:I question its necessity because it doesn't add anything to actual gameplay. Don't know how or why that's hard to understand, it's pretty simple. The comparison to N64 graphics is apples to oranges. Seriously, how much attention is ''really'' going to be paid to a dynamic sling unless you intend to play through the game staring at it the whole time? It's a lot of work for little real benefit and it takes RAM away from more important aspects of the game. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:23, 11 October 2015 (EDT)&lt;br /&gt;
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::I highly doubt a sling is going to cause the game to run worse due to its use of RAM. It's a nice detail that give the game world a sense of &amp;quot;realness&amp;quot; to it. It gives of an organic feel to it because it's a slings that moves around realistically in a video game, something that is not seen often.&lt;br /&gt;
::Even if that sling is some kind of murderer of performance, it is still a nice showing of things to come, in a few years, that type of fancy cloth physics will be standard, and ND was one of the studios to pave the way for it.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 01:09, 12 October 2015 (EDT)&lt;br /&gt;
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:These unnecessary but nice to see flashes of realism can be a hallmark of a good development team. MGS2 was chock-full of them, but that's simply not a priority in gaming anymore (especially since game development got much more expensive and the budgets that much tighter). If Naughty Dog can do it, they should. It's not like this is an unpopular series. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 20:54, 15 October 2015 (EDT)&lt;br /&gt;
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::I would say it has never been a priority in gaming. If a dev felt that they wanted a certain detail, no matter how small or big, they would add it, this isn't a dying trend, I would say it's more common with small details nowadays than before, back in the day.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 10:27, 16 October 2015 (EDT)&lt;br /&gt;
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=Wrong Reloading Animation!?=&lt;br /&gt;
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Does it bother anyone else that Drake reloads the SIG as if it has an AK style mag release, (pressing the fresh magazine against the release and then knocking the empty one off with one motion) when the SG556 has a button release housed above the trigger guard? (I've watch closely and he doesn't press the release before doing so.)&lt;br /&gt;
I am however loving the small addition of racking the bolt after picking up the rifle. [[User:RedRobinAlpha|RedRobinAlpha]] ([[User talk:RedRobinAlpha|talk]]) 01:00, 9 December 2014 (GMT&lt;br /&gt;
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No more than it bothered me in the previous four Uncharted games. They've always used AK-based animations for all assault rifles. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 02:40, 9 December 2014 (EST)&lt;br /&gt;
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Hasn't the whole focus of the series been on the &amp;quot;high adventure&amp;quot; aspect rather than the combat and firearms accuracy? It would be nice to see more accurate animations in future installments, but that's unlikely given that this is supposed to be the last one for Nathan Drake. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 17:15, 4 January 2015 (EST)&lt;br /&gt;
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:Because the older consoles had very little in the way of RAM and slow loading, they tended to take a lot of shortcuts: one frequent one was reusing animations in third-person games, as with Nico Bellic using the same hand positions for every weapon of a given type. Two weapon inventory in shooters was for that reason too, so the game only had to have two high-res weapon models loaded at once (the ''MGR: Revengeance'' team said the reason there's no quick-select for weapons in that game is they ''had'' to pause it to dump the old weapon's files out of memory or the game would crash). So in theory they shouldn't have to use one reference animation for all ARs anymore. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:35, 4 January 2015 (EST)&lt;br /&gt;
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Do you mean reload animations from just 3rd-person shooter games in general, or do you include FPS games as well? The oldest third-person-perspective game I know of that had 2 reload animations for its guns is [[Silent Hill 3]], and that was originally a PS2 game. Other older FPS games (especially of the tactical variety, such as [[SWAT 4]]) have had 2 reload animations as well, albeit those are mostly for the PC--[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 02:00, 19 January 2015 (EST).&lt;br /&gt;
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:IIRC Silent Hill 3 only has three weapons which even have reloading animations, so it can splurge a little; I was thinking more about games like the [[007: Quantum of Solace (VG)|Quantum of Solace]] one, where every single two-handed gun has a foregrip so they can use the same cover poses for all of them. I imagine it's the same with sharing animations between guns; if you just use the same one, you don't have to keep going &amp;quot;ok, what will this look like behind each piece of cover, when walking, when running...&amp;quot; and that would save a lot of memory since you'd have to load all of those in case the player did them. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:47, 19 January 2015 (EST)&lt;br /&gt;
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Hopefully we'll see a proper reload animation for any potential AR-15 rifle in the game this time around. The reuse of the AK reload on those rifle in the previous games annoyed me more then it should.&lt;br /&gt;
I would have thought that &amp;quot;two ranged weapons only&amp;quot; gameplay mechanic was a small nod towards realism (most people aren't anywhere near strong enough to carry two full-size long guns ''and'' &amp;quot;enough&amp;quot; ammunition for both, plus full kit). I suppose the takeaway from SH3 is that multiple reload animations in a console game are perfectly possible, assuming they are a priority for the development team. The Xbox 360 had only 512 MB of RAM and the PS3 had only 256 MB RAM (in an age where gigabytes of RAM for PCs was rather cheap), so I suppose that was one of the limiting factors for multiplatform games like MGR:R. Still, I remember [[Rainbow Six: Vegas 2]] had customizable loadouts for guns ''and'' 2 FPV reload animations for most of them (even ones that didn't really need it, such as for the [[Taurus Raging Bull]]). I never played the console versions of Vegas 2, but if separate reload animations were visible in 3PV in that game's multiplayer, then you could end up with a lot of reload animations in memory, or even more if players could loot weapons from fallen players (as has been standard for multiplayer FPSes for a long time). --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 02:19, 20 January 2015 (EST)&lt;br /&gt;
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:Eh, two full-sized weapons perhaps, but that doesn't really explain the whole &amp;quot;pistol is the same size as a rocket launcher&amp;quot; or games that let you carry all the weapons but still rotate them into a two-slot inventory. I think with multiplayer they scrimp on world detail to save memory, multiplayer maps are rarely much to look at compared to the same game's single player.&lt;br /&gt;
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:With Uncharted, though, you have a ton more character animations because Nathan doesn't just military his way around the place, he can jump and roll and the like, plus he has things like the brutal melee animations, mantling, climbing, etc, and he's in single player so you've got a lot of pretty level textures eating through a very limited amount of RAM (I think PS3 does have another 256 megs of graphics RAM, so it's not quite that bad, but still, one of the reasons console Far Cry is so cut down is the original wanted 1 gig of RAM and a 256 meg graphics card for max settings). In that case I can forgive them things like using mirrored left / right reloads so Nathan keeps pulling charging handles that aren't there, but I'd be surprised if they kept doing that with eight gigs of RAM to play with, that'd just be lazy. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:04, 20 January 2015 (EST)&lt;br /&gt;
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Yes, I hope that Naughty Dog will make full use of the PS4's resources. Still, as [[Silent Hill 3]] proves, it can happen if it's a priority. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 00:08, 7 March 2015 (EST)&lt;br /&gt;
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One thing I appreciate is that in the most recent gameplay demo they've added a lefthanded reload animation for the AK, as opposed to mirroring the animation and having nate cock a non existent charging handle. Another nice little touch in an amazing looking game.--[[User:1911isthebestgunever|One shot is all it takes.]] ([[User talk:1911isthebestgunever|talk]]) 13:52, 15 August 2015 (EDT)&lt;br /&gt;
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== New Multiplayer trailer shows a bunch of new guns ==&lt;br /&gt;
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https://www.youtube.com/watch?time_continue=28&amp;amp;v=gHDKnWosOyY&lt;br /&gt;
--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:47, 27 October 2015 (EDT)&lt;br /&gt;
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I'll admit, I'm very bad at identifying and naming guns, but there appeared to be some kind of FAL-ish rifle in the trailer. Then there was what looked like a burst-firing 92FS (how hard can it be to just make a 93R?) There was also a bolt-action rifle that looked like Remington 700 with a synthetic green body. &lt;br /&gt;
There where also some other guns that i'm not sure of what they are supposed to be.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:57, 27 October 2015 (EDT)&lt;br /&gt;
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== Multiplayer stream showed a lot of new guns.  ==&lt;br /&gt;
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Well the multiplayer stream showed off a lot of weapons. I screencapped some of the menus.&lt;br /&gt;
What I can already see is a Beretta ARX-160, China Lake, a Franchi SPAS-12, M14, FN FAL, Beretta Raffica and others which you may help me properly identify. &lt;br /&gt;
Screenshots of the heavy/long/sidearm screens.&lt;br /&gt;
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http://imgur.com/MAuOGHZ&lt;br /&gt;
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http://imgur.com/KIxRF5T&lt;br /&gt;
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http://imgur.com/Ew91t0n&lt;br /&gt;
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EDIT:&lt;br /&gt;
Much better screenshots in this topic.&lt;br /&gt;
http://www.dualshockers.com/2015/12/03/uncharted-4-ps4-multiplayer-beta-155-screenshotsvideos-show-customization-options-menus-and-more/&lt;br /&gt;
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[[User:StarTsurugi|StarTsurugi]] ([[User talk:StarTsurugi|talk]]) 21:27, 3 December 2015 (GMT+2)&lt;br /&gt;
:Barok .44 looks like a Chiappa Rhino, and the Scoped Pistol could be a Thompson Contender. These are just guesses though.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 15:03, 3 December 2015 (EST)&lt;br /&gt;
::I have an key for the closed beta, so i might snag some pics once it's on. Also, im fairly sure that 93R is a 92FS converted to burstfire, it seems to have a slide mounted safety and the more rounded slide of the ::FS.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:05, 3 December 2015 (EST)&lt;br /&gt;
:::Actually the Barok .44 looks like a Mateba Model 6 Unica. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 21:49, 3 December 2015 (EST)&lt;br /&gt;
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==RPG-7==&lt;br /&gt;
In a screen shot Drake is seen riding a horse with an RPG-7.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|450px|RPG-7]]&lt;br /&gt;
[[File:Drake_with_an_rpg_riding_a_horse.JPG|200px|thumb|none|Drake on his trusty steed.]]&lt;br /&gt;
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This is from Uncharted 3, not 4. --[[User:RedRobinAlpha|RedRobinAlpha]] ([[User talk:RedRobinAlpha|talk]]) 21:00, 06 February 2016 (GMT)&lt;br /&gt;
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== 93R ==&lt;br /&gt;
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Are you sure that it is the same model as the one in UC3? It doesn't really look like it, then again, the screenshots are blurry as hell.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 20:50, 6 February 2016 (EST)&lt;br /&gt;
:It might be, it seems to be Inox and has a different magazine, but it still looks like a 93R with a 92FS Brigadier slide. Though I didn't say it was the same model, just the same gun. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 21:10, 6 February 2016 (EST)&lt;br /&gt;
::Until i can take a good look at the left side of the gun and see whether or not it still has that weird 93R fire selector 92FS saftey thing going on, i can't really say for sure. Might as well leave it be.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 21:14, 6 February 2016 (EST)&lt;br /&gt;
:::Agreed. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 21:15, 6 February 2016 (EST)&lt;br /&gt;
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== Removal of old pictures ==&lt;br /&gt;
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So, the game is out tomorrow (!) and I'm probably gonna get some new pics ready for this entry within the next couple o' days. Should i replace all those pre-release and promotional pictures? Most of them look like crap anyway.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 10:20, 9 May 2016 (EDT)&lt;br /&gt;
: My guess would be yes, i was gonna replace all the pictures since i already have the game, but i've been kinda busy with other things. Anyway, apart from the Beretta ARX-160, XCR, Mateba Model 6 Unica and the same pistole-shotgun from previous Uncharted games i spotted a bunch of XVII era cannons near the end and a flintlock pistol in Madagascar, would be nice to add them if you could, but if not, lemme do the job^^--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 11:12, 9 May 2016 (EDT)&lt;br /&gt;
::Is there a photo mode in this game like in the Uncharted trilogy? That could help with the pics.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 11:42, 9 May 2016 (EDT)&lt;br /&gt;
: Yes, there is a photo mode even though im more used to the share button on Ps4, its still a nice addition none the less. ND really went it all out with this game.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 12:48, 9 May 2016 (EDT)&lt;br /&gt;
:Nice, the addition of photo mode in games this gen is something i really like, I have a passion for photography. Btw, are there any multiplayer-only weapons in this game? Like with the FAL in Unchrated 3?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 13:53, 9 May 2016 (EDT)&lt;br /&gt;
:All single player weapons are available in multiplayer as far as im aware, the only difference is that some of them need to be purchased during gameplay, like in TLOU.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 15:19, 9 May 2016 (EDT)&lt;br /&gt;
::I see. Looking forward to this tomorrow!--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:23, 9 May 2016 (EDT)&lt;br /&gt;
:::I'm excited too, it looks like Naughty Dog really outdid themselves on the weapon models this time --[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 22:24, 9 May 2016 (EDT)&lt;br /&gt;
::::I hope anyone who gets it today enjoys it! I'll have to pick a copy up soon. I must say, it will be very bittersweet playing this game since Uncharted has a special place in my heart and it's coming to an end. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 01:45, 10 May 2016 (EDT)&lt;br /&gt;
:::::One thing's for sure, the graphics are crazy good in this game, seriously.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 10:24, 10 May 2016 (EDT)&lt;br /&gt;
::::::I am waiting to get off of work to play this [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 15:01, 10 May 2016 (EDT)&lt;br /&gt;
:::::::Alright, so I've played the game a bunch up to Scotland, the guns so far has been that beretta 8000, the 1911, the weird Uzi/Vz.61 thing, the SG556, AK47 that looks more like a AKM, a gun that kinda looks like the Robinson XCR, some SMG thing and a toy revolver. Gotta say, so far, the game has been pretty disappointing. Really, the only thing that hasn't felt underwhelming or &amp;quot;meh&amp;quot; are the 5ick g74fix! Feels like i've wasted my money, then again, i always feel like im wasting my money when buying ''anything''. 6/10 total meh--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 19:51, 10 May 2016 (EDT)&lt;br /&gt;
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== Help with iding ==&lt;br /&gt;
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Whadday think this revolver is?!?!?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 20:38, 10 May 2016 (EDT)&lt;br /&gt;
[[File:Uncharted TE revolver.jpg|thumb|600px|none|Did i fire 6 six shots or non?]]&lt;br /&gt;
:With the exposed ejector rod and the rounded trigger guard, I'd say it looks similiar to a Colt New Service, but the Colt doesn't have that raised rib on the barrel, nor does it have the raised rear sights --[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 22:08, 10 May 2016 (EDT)&lt;br /&gt;
::Guess i gotta keep playing to get a better look at it.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 04:27, 11 May 2016 (EDT)&lt;br /&gt;
: There's also Nadine's two tone USP/Glock hybrid and Elena's holstered 92FS that you'll see later on, btw all models are available via Character Gallery in bonus options, to earn points you gotta find treasures or doing optional tasks such as conversations, then you can see the models with their respective guns, the modelos are called Nadine Ross Island, Elena Fisher, Evelyn and Rafe has an engraved M1911A1.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 06:55, 11 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
Could that revolver be a S&amp;amp;w model 17? --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 15:11, 11 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
Actually after a bit more digging I think it's [http://3.bp.blogspot.com/-pC6loov6seA/VB8JMuO90ZI/AAAAAAAAHJE/Exv1xb-3W4M/s1600/Hand%2BEjector.jpg this] &lt;br /&gt;
--[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 17:06, 11 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'd have to say it's a hybrid of a [[Smith &amp;amp; Wesson Model 15]] and a [[Colt Trooper]]. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 16:40, 18 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The &amp;quot;M24&amp;quot; rifle ==&lt;br /&gt;
&lt;br /&gt;
I don't think it's an M24/Remington 700. The bolt doesn't look anything like the aforementioned guns. --[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 23:17, 12 May 2016 (EDT)&lt;br /&gt;
:The bolt is exposed in a strange manner.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 05:00, 13 May 2016 (EDT)&lt;br /&gt;
[[File:M24.jpg|thumb|none|450px|M24 sniper rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Uncharted TE M24 right.jpg|thumb|none|450px]]&lt;br /&gt;
&lt;br /&gt;
::Yeah I checked the site and couldn't find a match, It's something I haven't seen and it might be a new gun, so guess it's time to search. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 22:50, 13 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
= ID help plox =&lt;br /&gt;
&lt;br /&gt;
The two last pictures are some type of M14 rifles, that much i know. &lt;br /&gt;
[[File:Uncharted TE miscguns1.jpg|thumb|600px|none|There's a Lee-enfield SMLE]] &lt;br /&gt;
[[File:Uncharted TE miscguns2.jpg|thumb|600px|none|And here's a Mosin Nagant]] &lt;br /&gt;
[[File:Uncharted TE miscguns3.jpg|thumb|600px|none|Here's that SMLE again.]] &lt;br /&gt;
[[File:Uncharted TE TBA right.jpg|thumb|600px|none|&amp;quot;Scoped Auto Rifle&amp;quot;]] &lt;br /&gt;
[[File:Uncharted TE TBC right.jpg|thumb|600px|none|This one's called M14 custom in game.]] &lt;br /&gt;
[[File:Uncharted TE revolver2.jpg|thumb|600px|none|]] &lt;br /&gt;
What are the exact models of the SMLE and Nagant?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 21:32, 14 May 2016 (EDT)&lt;br /&gt;
[[File:MosinNagantM9130Sniper.jpg|thumb|none|450px|]]&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|450px]]&lt;br /&gt;
:The closest thing I can find to the green M14 variant is the Troy MCS. My hypothesis is that Naughty Dog probably combined a Troy MCS with bits and pieces from the Sage EBR chassis and added the stock from an ACR. Kinda like what they did to that KSG/Mossberg frankenstein. The Mosin looks like a full length M91/30 with an original PU optic, and the Lee-Enfield is a No.4 Mk.1--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:27, 15 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks for cutting off my post. The SMLE is a Lee-Enfield No.4 Mk.I(T), The Mosin is a full-length Mosin Nagant M91/30 Sniper Rifle with a PU 3.5x scope. The green rifle is a Mini-14 in a made up chassis and erroneous extended gas tube, the M14 is in a JAE-100 G3 stock and is an actual M14 because it has a fire selector. Though not perfect, The revolver matches up closest with a 2.5&amp;quot; barreled [[Smith &amp;amp; Wesson Model 586]]. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 00:41, 15 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::The &amp;quot;Scoped Auto Rifle&amp;quot; is M14 and Archangel AA1430[http://www.archangelmanufacturing.com/#!archangelaa1430spartarugermini1430/c1263] Hybrid ?  --[[User:KINKI'boy|KINKI'boy]] ([[User talk:KINKI'boy|talk]]) 14:03, 15 May 2016 (JST)&lt;br /&gt;
::::Nice catch! It really does fit the AA1430 down to a T. --[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:05, 15 May 2016 (EDT)&lt;br /&gt;
:::::That chassis is a match, but it is a Mini-14, not a M14, the action and receiver is much smaller than the actual M14 in the JAE-100 G3 stock. Also the gas tube they added to that AA1430 Mini-14 doesn't match an M14's. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 03:24, 15 May 2016 (EDT)&lt;br /&gt;
::::::Alright, are any of those muskets/flintlocks/whatever based on any real guns?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 10:09, 15 May 2016 (EDT)&lt;br /&gt;
The second flintlock from the top in the first pic looks like one of those Ottoman/Arab rifles, called a jezail or something like that--[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 12:54, 15 May 2016 (EDT)&lt;br /&gt;
:::::::A couple of blunderbuss' too, I'm not good with guns that old, I see a short barreled jezail rifle, matchlocks, muskets, and some weird revolver rifle. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 22:50, 15 May 2016 (EDT)&lt;br /&gt;
::::::::I have a feeling these will turn out to be a bunch of weirdo one-offs like one of the leverguns being a specific model of Kalthoff repeater or something. The one at the top seems to be a levergun fitted with a grenade launching cup, which is certainly, um, unique. Second image top is a wheellock, second from bottom looks like a breech-loader (Ferguson rifle, maybe?)&lt;br /&gt;
::::::::The revolving rifle is actually the odd one out since it isn't an antique at all, it's a [http://gearsofguns.com/aaron-george-j-tibbert-12-shot-revolving-rifle-gun-of-the-day/ George J Tibbert Revolving Rifle], which days way back to, um, 2006. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 16:17, 16 May 2016 (EDT)&lt;br /&gt;
:::::::::That's odd, guess she really liked the rifle(?) BTW any update on what the sniper might be, is it even a real gun?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:22, 16 May 2016 &lt;br /&gt;
:::::::::The rifle just above of the Mosin Nagant looks like some type of Schuetzen target rifle--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 20:55, 17 May 2016 (EDT)&lt;br /&gt;
(EDT)&lt;br /&gt;
On another note, I think the Mini-14 in this is actually the Mini-30, the magazine resembles a curved 7.62x39 STANAG.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:03, 16 May 2016 (EDT)&lt;br /&gt;
:Oh wow on that revolving rifle, that's pretty cool. I don't know about the Mini-14 being a real Mini-30, knowing how Uncharted's weapons are modeled, the magazine is that long on the Mini-14 GB we have already listed and that and this look big enough for a 7.62 NATO, let alone a 7.62x39. And one more thing, Mini-14/30's don't take STANAG mags. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 23:08, 16 May 2016 (EDT)&lt;br /&gt;
::Can i just snag any pic of that Archangel Manufacturing Sparta Pistol Grip Rifle Stock (phew) form the web to use here or will the site come crashing down then?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 10:08, 17 May 2016 (EDT)&lt;br /&gt;
:::We tend to be ok with it as long as it doesn't have someone else's watermark on it and as long as we don't know you've edited it out (ie, don't upload a image with the watermark hacked off it ''after'' we've seen it with one). [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 11:00, 17 May 2016 (EDT)&lt;br /&gt;
::::Alrighty then.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:18, 17 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The M14 custom looks kinda like a Springfield Armory M1A outfitted with a JAE-100 Stock as its main sniper rifle [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 15:04, 17 May 2016 (EDT)&lt;br /&gt;
[[Image:M1A JAE-100.jpg|thumb|none|450px|M1A with JAE-100 stock -  7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
= Grenade launcher =&lt;br /&gt;
&lt;br /&gt;
Am I the only one who sees some resemblance between that mutant GL and an arwen 37? --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 12:59, 15 May 2016 (EDT)&lt;br /&gt;
:There are some vague similarities.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 13:32, 15 May 2016 (EDT)&lt;br /&gt;
::I don't, it's what we already said it is, it's a China Lake with Uncharted 2&amp;amp;3's MGL's 4-round cylinder. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 22:53, 15 May 2016 (EDT)&lt;br /&gt;
: : : I agree with the current description, it's just the general layout and outline/shape that reminds me of an arwen --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 13:53, 19 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
= SCAR-L?!?!??!?! =&lt;br /&gt;
&lt;br /&gt;
Exactly when and where does this weapon appear?&lt;br /&gt;
&lt;br /&gt;
That rhymed....--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:26, 16 May 2016 (EDT)&lt;br /&gt;
:I was wondering the same, i don't think ive ever seen it in this game.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 15:32, 16 May 2016 (EDT)&lt;br /&gt;
::Whoever made that entry probably mistook some rifle (like the ARX) for a SCAR.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:37, 16 May 2016 (EDT)&lt;br /&gt;
Yeah, I just beat the game and I did not see a SCAR. My favorite is the ARX, and it had a sorta RMR on top and tan color. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 15:01, 17 May 2016 (EDT)&lt;br /&gt;
:Then that's settled.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:25, 17 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
= spoiler warning. =&lt;br /&gt;
&lt;br /&gt;
Should we put one up? There are some screenshots on this page that are kinda spoilery.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 09:50, 17 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
Might as well [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 15:02, 17 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
=SIG 556 with Scorpion Evo 3 stock=&lt;br /&gt;
Just realized it would be cool if someone could photoshot the stock into the rifle to see what it looks like in real life :) kinda similar to what you guys did with the AKs of MW2/MW3 or the AK-103 with wood furniture in Far Cry 3--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 16:53, 17 May 2016 (EDT)&lt;br /&gt;
:I could give it a shot (höhö)--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 17:46, 17 May 2016 (EDT)&lt;br /&gt;
::[[File:Cz556.jpg|thumb|none|450px|Muh czechnology on muh swiss raifu]]--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 01:30, 18 May 2016 (EDT)&lt;br /&gt;
: wow looks almost exactly like the one ingame, thanks gumby^^--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 03:57, 18 May 2016 (EDT)&lt;br /&gt;
::Nice!--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 08:11, 18 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
Could you photoshop any of the other weapons? Like the XCR without the stock or any optics [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 10:32, 18 May 2016 (EDT)&lt;br /&gt;
:Well, Evil Tim just removed the photoshopped image adding that we should try to avoid using, well, ''photoshopped'' images.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 11:26, 18 May 2016 (EDT)&lt;br /&gt;
::I can see it as being useful for something like the MW AKs because they're customised with actual AK parts, but for this you could just show actual photos of a SIG and Scorpion and trust the user to imagine what the stock of the latter looks like fitted to the former. Otherwise it sets a bad precedent where we might be showing people images of guns that aren't real as if they are. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 11:37, 18 May 2016 (EDT)&lt;br /&gt;
:::Got it.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:05, 18 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
= Finishing this page. =&lt;br /&gt;
&lt;br /&gt;
Alright, so the only guns that need a more screens is the Stoner 63 (the MP version that you can carry on person), the Jackal revolver (some screens of it in the hands of the player) and the Bishai .50 Cal. I think that pistol is based of the Thompson Contender and the only place to get screens of it is from the multiplayer.&lt;br /&gt;
&lt;br /&gt;
If anyone got those two revolver in the MP, i would appreciate adding pics of em' to this page.&lt;br /&gt;
&lt;br /&gt;
Anyhow, once we're finished with those entries, i think this page is done!--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:59, 29 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Edit: We need to identify that bolt gun and get a screen of the M88 from the intro.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:00, 29 May 2016 (EDT)&lt;br /&gt;
::It's need screenshot for [[Uncharted_4:_A_Thief's_End#Mossberg_Maverick_88|Mossberg Maverick 88]]. After adding it, the page will be complite. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 09:37, 30 May 2016 (EDT)&lt;br /&gt;
:::...and also screens from those two other weapons i mentioned.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 11:55, 30 May 2016 (EDT)&lt;br /&gt;
::::Screenshots for Stoner 63 and Jackal revolver were added by previosly users, ''Bishai .50 Cal'' hasn't even own section. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 13:16, 30 May 2016 (EDT)&lt;br /&gt;
:::::The Stoner could use atleast on pic of it being carried by someone in the MP, same for the Jackal. The Bishai now has a section.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:45, 30 May 2016 (EDT)&lt;br /&gt;
::::::Thanks! May you upload the needful screenshots. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 16:07, 30 May 2016 (EDT)&lt;br /&gt;
:::::::Would it be possible to get some better screens of Sully's revolver? --[[User:K|K]] ([[User talk:K|talk]]) 22:38, 30 May 2016 (EDT)&lt;br /&gt;
K, I've been working on new screens for his revolver.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 04:28, 31 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
What about the revolver used by the corrupt prison guard at the start? --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 11:16, 4 June 2016 (EDT)&lt;br /&gt;
:I've been thinking about that gun. I expected to see it later on in the game at some point but it doesn't appear at any point in the game after that cutscene. It's obviously not the same as the Jackal revolver, it's a unique weapon that is only seen in that cutscene.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:58, 4 June 2016 (EDT)&lt;br /&gt;
::I feel like it was just meant to be a generic revolver. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 22:36, 5 June 2016 (EDT)&lt;br /&gt;
::Actually I just realized it's the same model as Sully's revolver but with a shorter barrel without the ejector shroud, a different grip, and blued texture! Not saying it's a S&amp;amp;W Model 629 Classic, cause it looks nothing like one now. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 22:45, 5 June 2016 (EDT)&lt;br /&gt;
:::You sure? Can't say i see the similarities.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 23:12, 5 June 2016 (EDT)&lt;br /&gt;
::::They both have the same sights, cylinder release, screw placement, and undersized trigger. &lt;br /&gt;
::::[[File:Uncharted TE M629 left.jpg|thumb|600px|none|]] &lt;br /&gt;
::::[[File:Uncharted TE revolver misc2.jpg|thumb|600px|none|]] [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 23:17, 5 June 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New DLC Weapons ==&lt;br /&gt;
&lt;br /&gt;
Hey all, just saw that this game got a new DLC that added some weapons to multiplayer (and maybe single player?) including a P90, Steyr AUG, a few pistols and a new sniper. Unfortunately I don't have screenshot capability or I'd grab some. Anybody up to it? --[[User:K|K]] ([[User talk:K|talk]]) 13:30, 1 August 2016 (EDT)&lt;br /&gt;
:You don't have the game? As long as you got it on yer PS4 you can take screenshots with the share button. Anyway, i doubt they added the weapons to the single player, they didn't add the FAL from UC3 to the SP until the remaster.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:58, 1 August 2016 (EDT)&lt;br /&gt;
::Unfortunately I'm still stuck on the PS3 for the time being. --[[User:K|K]] ([[User talk:K|talk]]) 15:25, 1 August 2016 (EDT)&lt;br /&gt;
:::Life of the mack.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:46, 1 August 2016 (EDT)&lt;br /&gt;
:::: Will take snippets later and post them here, there's a P90, an AUG, a Glock and Beretta (which are already on the page) and a Sniper rifle, which'll be tricky, as it's not in the weapons display room. --[[User:StarTsurugi|StarTsurugi]] ([[User talk:StarTsurugi|talk]]) 0:43, 2 August 2016 (GMT)&lt;/div&gt;</summary>
		<author><name>StarTsurugi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Uncharted_4:_A_Thief%27s_End&amp;diff=1041493</id>
		<title>Talk:Uncharted 4: A Thief's End</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Uncharted_4:_A_Thief%27s_End&amp;diff=1041493"/>
		<updated>2016-08-01T23:44:04Z</updated>

		<summary type="html">&lt;p&gt;StarTsurugi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=A SLING on the rifle!=&lt;br /&gt;
&lt;br /&gt;
Some people might not think this is anything to nod about but seeing so many Uncharted games and even recently the MGS5 gameplay trailers...I see a fucking sling on the SIG rifle that Drake takes and uses. He throws it to his back and we actually see the weapon's sling! See how hard is that Konami? I am weird out that Snake is carrying around his rifle dangling in the air like there SHOULD be a sling and motion capture for Snake most likely did but they couldn't animate a sling because some say it might be too hard and here's Uncharted having one. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 20:57, 6 December 2014 (EST)&lt;br /&gt;
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I don't see any sling. You sure you aren't confusing Drake's shoulder holster for one? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:06, 6 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
I saw the sling too. You can see it hanging below the rifle when he fires it and when he talks to his brother at the end of the gameplay trailer. It's a beige sling going across his chest which contrasts with the brown shoulder rig he's wearing. Sorry I don't have an image, I can't screencap to save my life. Also worth pointing out, the 1911A1 he picks up holds 9 rounds so it must replace the Colt Defender from the previous games. --[[User:Bad Boy|Bad Boy]] ([[User talk:Bad Boy|talk]]) 01:32, 7 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
Ah, I see. Well, I still feel slings to be a largely unnecessary detail due to the amount of programming needed to make them &amp;quot;work&amp;quot; that otherwise doesn't add anything to gameplay. In as many third person shooters as I've played since the days of PS1, I've never even noticed the absence of a sling. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:06, 8 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
:A sling isn't ''that'' hard to do if you're treating it like it's nailed to the character's shoulder (you can just point one handle on the character model and two others on the gun and use them to define its length) and you could use canned animations for it swinging around rather than physics if you want (the cut animations in MGS Rising are all pre-made because they couldn't get a dynamic system to work), but yeah, it'd be quite a lot of work to get a proper sling with physics. It's the same reason a lot of lazy FPS games use wheeled vehicles instead of tracked ones, and nobody tries to make tank treads with modelled individually articulated links (they usually just use a scrolling texture and a bump map). [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:35, 8 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
::Then tell me, how often did you pay attention to the treads on Lazarevic's T-62 as it was demolishing that Tibetan village in Uncharted 2? Or were you like me and too preoccupied with the fact that it was '''shooting at everything that moved'''? Just like articulated tank treads, it's a nice detail but still largely unnecessary and doesn't really add anything to the game because nobody's going to pay much attention to it. Unless you intend to play through the game staring at the sling the entire time. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 11:03, 8 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I'm with you that it is unnecessary, but like you say it is a nice touch, and Naughty Dog is good at putting small little details into their games that if you don't keep your eyes you for you will miss. Either way I don't see why anyone would be against this small touch being in the game, unless they intend to have it hold real world properties and make it so you can snag it on a protruding branch or something. (Which personally I think would add much more tension to tough gun fights, but also be annoying as hell if it wasn't to be programmed exactly right).[[User:RedRobinAlpha|RedRobinAlpha]] ([[User talk:RedRobinAlpha|talk]]) 01:00, 9 December 2014 (GMT&lt;br /&gt;
&lt;br /&gt;
::::To be ''fair'', they did kind of draw your attention to the treads in that part where you'd shimmying along the ledge and it decides the best way to scare you is to almost drive off a cliff :P And they are known for some wonderfully unnecessary flourishes like the procedurally generated ocean in the ship level of ''Uncharted 3'', or the sand physics later on (which were also used in ''Journey''). [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 21:07, 8 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
:An accurately-modelled, dynamically animated sling for a long gun that moves realistically requires a lot of work for not much benefit, as I've said before. You need (an incomplete list follows below): &lt;br /&gt;
:*A collision system around the body of the character, the gun, and the sling itself (to stop it from passing through itself). &lt;br /&gt;
:*A physics system to make it move around realistically under its own weight (given how many videos there are out there showing ingame physics engines bugging out, this isn't easy). &lt;br /&gt;
:*Stock animations (such as putting the long gun on your back or bringing it to the ready) and a way to make sure that the dynamic animations don't interfere with the stock ones. &lt;br /&gt;
:A rather substantial amount of work for a small element. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 17:42, 4 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
::Again, though, this is the same team that put procedurally generated waves in Uncharted 3 and made sure every object on the cruise liner moved in relation to the angle of the deck rather than just having them slide back and forth on fixed tracks. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 18:49, 4 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
:Try looking at [http://youtu.be/BJD-nVieAe4 this older video] showing the Joker from the Arkham series. At around 10 seconds you can see the chain near his left thigh suddenly pop out of his 3D model (whereas before it was invisible). That's what can easily happen with a dynamic sling model that isn't rigorously bugtested and doesn't have exhaustive collision boxes. As for making objects in a level slide around due to waves outside, assuming your physics engine and hardware can handle it, wouldn't it largely be a matter of programming in a sequence for the direction of gravity to change in a regular pattern, and then have individual objects procedurally move around depending on their assigned masses, collision boxes, and friction values? --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 03:06, 19 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
::That sounds a lot easier than it is, having objects move dynamically on other objects is really hard (for example, it's ''really'' hard to do something as simple as put something in the back of a flatbed and drive it, because the engine tends to think the truck is crashing into the object: ''Crysis'' has that problem). You have to deal with things like the way the engine prevents objects clipping inside each other by aggressively trying to kick them out (this is why objects sometimes get launched into the air, and why exploits like [https://www.youtube.com/watch?v=37McU9a_iEw this] are possible even in 2D games). Just keeping the objects moving on the deck without them boinging around like bouncy balls would have been a nightmare. The hardest thing with a proper sling would actually be stopping it constantly pinging off Nathan's body, for the same reason. Keeping it out of his body wouldn't be a huge problem if they have something like physics modelling for pusing 3D foliage out of Nathan's way as he moves (which they almost certainly will).&lt;br /&gt;
&lt;br /&gt;
::The old consoles skipped out on a lot of physics stuff for memory reasons, ''EDF 2025'' goes nuts with physics (spent casings will slide downhill and skip up into the air if they hit a dip, glass spraying out of a blasted window will bounce off other buildings, etc) and it tanks its framerate constantly despite using some pretty low-grade textures for a last-gen console game. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:18, 19 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
:I see, it's just that free sandbox physics games for the PC (like &amp;quot;Truck Dismount&amp;quot; and &amp;quot;Stair Dismount&amp;quot;) have featured realistic physics behaviour (including inelastic collisions, which the Crysis bug you mention seems to have a problem with) since the early 2000s. Granted, those two games feature very small environments (nowhere near the size of a typical game level) and no textures, but it proved it was possible early on. One other early example of &amp;quot;lots of individual objects subject to ingame physics&amp;quot; can be found in [[Metal Gear Solid 2]], specifically with shell casings. If many bullets are fired (most easily seen with Iroquois Pliskin if you antagonize him just after Raiden first meets him), all the shell casings will collect on the ground and still be subject to ingame physics so as long as they haven't completely come to a stop. They can actually pile up to a pretty surprising amount, a level of detail I haven't seen since in gaming. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 02:45, 20 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
::MGS2 is kind of special, there's also two wine coolers in that game most people won't even notice which have ice in them, and someone on the team made a dynamic model for ice melting which bases the rate on the proximity of other ice cubes. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 02:57, 20 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm obviously kinda late to this party but one guy here was questioning the point of details like the sling and properly animated tracks on tanks and whatnot. That kind of mentality, &amp;quot;why bother if it's only a small detail?&amp;quot; is ridiculous. Why did we bother going from N64 graphics then? They worked just well didn't they? Why bother with this why bother with that if what we have already works??!? &lt;br /&gt;
Well, I'll tell ya, because otherwise we would never progress anywhere if we we're just happy with no change, no matter how small or big. &lt;br /&gt;
Really, i can't understand why one would think that way. (Well, maybe a little)--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 11:48, 11 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I question its necessity because it doesn't add anything to actual gameplay. Don't know how or why that's hard to understand, it's pretty simple. The comparison to N64 graphics is apples to oranges. Seriously, how much attention is ''really'' going to be paid to a dynamic sling unless you intend to play through the game staring at it the whole time? It's a lot of work for little real benefit and it takes RAM away from more important aspects of the game. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:23, 11 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I highly doubt a sling is going to cause the game to run worse due to its use of RAM. It's a nice detail that give the game world a sense of &amp;quot;realness&amp;quot; to it. It gives of an organic feel to it because it's a slings that moves around realistically in a video game, something that is not seen often.&lt;br /&gt;
::Even if that sling is some kind of murderer of performance, it is still a nice showing of things to come, in a few years, that type of fancy cloth physics will be standard, and ND was one of the studios to pave the way for it.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 01:09, 12 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:These unnecessary but nice to see flashes of realism can be a hallmark of a good development team. MGS2 was chock-full of them, but that's simply not a priority in gaming anymore (especially since game development got much more expensive and the budgets that much tighter). If Naughty Dog can do it, they should. It's not like this is an unpopular series. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 20:54, 15 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I would say it has never been a priority in gaming. If a dev felt that they wanted a certain detail, no matter how small or big, they would add it, this isn't a dying trend, I would say it's more common with small details nowadays than before, back in the day.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 10:27, 16 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Wrong Reloading Animation!?=&lt;br /&gt;
&lt;br /&gt;
Does it bother anyone else that Drake reloads the SIG as if it has an AK style mag release, (pressing the fresh magazine against the release and then knocking the empty one off with one motion) when the SG556 has a button release housed above the trigger guard? (I've watch closely and he doesn't press the release before doing so.)&lt;br /&gt;
I am however loving the small addition of racking the bolt after picking up the rifle. [[User:RedRobinAlpha|RedRobinAlpha]] ([[User talk:RedRobinAlpha|talk]]) 01:00, 9 December 2014 (GMT&lt;br /&gt;
&lt;br /&gt;
No more than it bothered me in the previous four Uncharted games. They've always used AK-based animations for all assault rifles. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 02:40, 9 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
Hasn't the whole focus of the series been on the &amp;quot;high adventure&amp;quot; aspect rather than the combat and firearms accuracy? It would be nice to see more accurate animations in future installments, but that's unlikely given that this is supposed to be the last one for Nathan Drake. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 17:15, 4 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
:Because the older consoles had very little in the way of RAM and slow loading, they tended to take a lot of shortcuts: one frequent one was reusing animations in third-person games, as with Nico Bellic using the same hand positions for every weapon of a given type. Two weapon inventory in shooters was for that reason too, so the game only had to have two high-res weapon models loaded at once (the ''MGR: Revengeance'' team said the reason there's no quick-select for weapons in that game is they ''had'' to pause it to dump the old weapon's files out of memory or the game would crash). So in theory they shouldn't have to use one reference animation for all ARs anymore. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:35, 4 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
Do you mean reload animations from just 3rd-person shooter games in general, or do you include FPS games as well? The oldest third-person-perspective game I know of that had 2 reload animations for its guns is [[Silent Hill 3]], and that was originally a PS2 game. Other older FPS games (especially of the tactical variety, such as [[SWAT 4]]) have had 2 reload animations as well, albeit those are mostly for the PC--[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 02:00, 19 January 2015 (EST).&lt;br /&gt;
&lt;br /&gt;
:IIRC Silent Hill 3 only has three weapons which even have reloading animations, so it can splurge a little; I was thinking more about games like the [[007: Quantum of Solace (VG)|Quantum of Solace]] one, where every single two-handed gun has a foregrip so they can use the same cover poses for all of them. I imagine it's the same with sharing animations between guns; if you just use the same one, you don't have to keep going &amp;quot;ok, what will this look like behind each piece of cover, when walking, when running...&amp;quot; and that would save a lot of memory since you'd have to load all of those in case the player did them. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:47, 19 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
Hopefully we'll see a proper reload animation for any potential AR-15 rifle in the game this time around. The reuse of the AK reload on those rifle in the previous games annoyed me more then it should.&lt;br /&gt;
I would have thought that &amp;quot;two ranged weapons only&amp;quot; gameplay mechanic was a small nod towards realism (most people aren't anywhere near strong enough to carry two full-size long guns ''and'' &amp;quot;enough&amp;quot; ammunition for both, plus full kit). I suppose the takeaway from SH3 is that multiple reload animations in a console game are perfectly possible, assuming they are a priority for the development team. The Xbox 360 had only 512 MB of RAM and the PS3 had only 256 MB RAM (in an age where gigabytes of RAM for PCs was rather cheap), so I suppose that was one of the limiting factors for multiplatform games like MGR:R. Still, I remember [[Rainbow Six: Vegas 2]] had customizable loadouts for guns ''and'' 2 FPV reload animations for most of them (even ones that didn't really need it, such as for the [[Taurus Raging Bull]]). I never played the console versions of Vegas 2, but if separate reload animations were visible in 3PV in that game's multiplayer, then you could end up with a lot of reload animations in memory, or even more if players could loot weapons from fallen players (as has been standard for multiplayer FPSes for a long time). --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 02:19, 20 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
:Eh, two full-sized weapons perhaps, but that doesn't really explain the whole &amp;quot;pistol is the same size as a rocket launcher&amp;quot; or games that let you carry all the weapons but still rotate them into a two-slot inventory. I think with multiplayer they scrimp on world detail to save memory, multiplayer maps are rarely much to look at compared to the same game's single player.&lt;br /&gt;
&lt;br /&gt;
:With Uncharted, though, you have a ton more character animations because Nathan doesn't just military his way around the place, he can jump and roll and the like, plus he has things like the brutal melee animations, mantling, climbing, etc, and he's in single player so you've got a lot of pretty level textures eating through a very limited amount of RAM (I think PS3 does have another 256 megs of graphics RAM, so it's not quite that bad, but still, one of the reasons console Far Cry is so cut down is the original wanted 1 gig of RAM and a 256 meg graphics card for max settings). In that case I can forgive them things like using mirrored left / right reloads so Nathan keeps pulling charging handles that aren't there, but I'd be surprised if they kept doing that with eight gigs of RAM to play with, that'd just be lazy. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:04, 20 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
Yes, I hope that Naughty Dog will make full use of the PS4's resources. Still, as [[Silent Hill 3]] proves, it can happen if it's a priority. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 00:08, 7 March 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
One thing I appreciate is that in the most recent gameplay demo they've added a lefthanded reload animation for the AK, as opposed to mirroring the animation and having nate cock a non existent charging handle. Another nice little touch in an amazing looking game.--[[User:1911isthebestgunever|One shot is all it takes.]] ([[User talk:1911isthebestgunever|talk]]) 13:52, 15 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Multiplayer trailer shows a bunch of new guns ==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?time_continue=28&amp;amp;v=gHDKnWosOyY&lt;br /&gt;
--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:47, 27 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'll admit, I'm very bad at identifying and naming guns, but there appeared to be some kind of FAL-ish rifle in the trailer. Then there was what looked like a burst-firing 92FS (how hard can it be to just make a 93R?) There was also a bolt-action rifle that looked like Remington 700 with a synthetic green body. &lt;br /&gt;
There where also some other guns that i'm not sure of what they are supposed to be.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:57, 27 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Multiplayer stream showed a lot of new guns.  ==&lt;br /&gt;
&lt;br /&gt;
Well the multiplayer stream showed off a lot of weapons. I screencapped some of the menus.&lt;br /&gt;
What I can already see is a Beretta ARX-160, China Lake, a Franchi SPAS-12, M14, FN FAL, Beretta Raffica and others which you may help me properly identify. &lt;br /&gt;
Screenshots of the heavy/long/sidearm screens.&lt;br /&gt;
&lt;br /&gt;
http://imgur.com/MAuOGHZ&lt;br /&gt;
&lt;br /&gt;
http://imgur.com/KIxRF5T&lt;br /&gt;
&lt;br /&gt;
http://imgur.com/Ew91t0n&lt;br /&gt;
&lt;br /&gt;
EDIT:&lt;br /&gt;
Much better screenshots in this topic.&lt;br /&gt;
http://www.dualshockers.com/2015/12/03/uncharted-4-ps4-multiplayer-beta-155-screenshotsvideos-show-customization-options-menus-and-more/&lt;br /&gt;
&lt;br /&gt;
[[User:StarTsurugi|StarTsurugi]] ([[User talk:StarTsurugi|talk]]) 21:27, 3 December 2015 (GMT+2)&lt;br /&gt;
:Barok .44 looks like a Chiappa Rhino, and the Scoped Pistol could be a Thompson Contender. These are just guesses though.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 15:03, 3 December 2015 (EST)&lt;br /&gt;
::I have an key for the closed beta, so i might snag some pics once it's on. Also, im fairly sure that 93R is a 92FS converted to burstfire, it seems to have a slide mounted safety and the more rounded slide of the ::FS.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:05, 3 December 2015 (EST)&lt;br /&gt;
:::Actually the Barok .44 looks like a Mateba Model 6 Unica. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 21:49, 3 December 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
In a screen shot Drake is seen riding a horse with an RPG-7.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|450px|RPG-7]]&lt;br /&gt;
[[File:Drake_with_an_rpg_riding_a_horse.JPG|200px|thumb|none|Drake on his trusty steed.]]&lt;br /&gt;
&lt;br /&gt;
This is from Uncharted 3, not 4. --[[User:RedRobinAlpha|RedRobinAlpha]] ([[User talk:RedRobinAlpha|talk]]) 21:00, 06 February 2016 (GMT)&lt;br /&gt;
&lt;br /&gt;
== 93R ==&lt;br /&gt;
&lt;br /&gt;
Are you sure that it is the same model as the one in UC3? It doesn't really look like it, then again, the screenshots are blurry as hell.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 20:50, 6 February 2016 (EST)&lt;br /&gt;
:It might be, it seems to be Inox and has a different magazine, but it still looks like a 93R with a 92FS Brigadier slide. Though I didn't say it was the same model, just the same gun. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 21:10, 6 February 2016 (EST)&lt;br /&gt;
::Until i can take a good look at the left side of the gun and see whether or not it still has that weird 93R fire selector 92FS saftey thing going on, i can't really say for sure. Might as well leave it be.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 21:14, 6 February 2016 (EST)&lt;br /&gt;
:::Agreed. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 21:15, 6 February 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== Removal of old pictures ==&lt;br /&gt;
&lt;br /&gt;
So, the game is out tomorrow (!) and I'm probably gonna get some new pics ready for this entry within the next couple o' days. Should i replace all those pre-release and promotional pictures? Most of them look like crap anyway.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 10:20, 9 May 2016 (EDT)&lt;br /&gt;
: My guess would be yes, i was gonna replace all the pictures since i already have the game, but i've been kinda busy with other things. Anyway, apart from the Beretta ARX-160, XCR, Mateba Model 6 Unica and the same pistole-shotgun from previous Uncharted games i spotted a bunch of XVII era cannons near the end and a flintlock pistol in Madagascar, would be nice to add them if you could, but if not, lemme do the job^^--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 11:12, 9 May 2016 (EDT)&lt;br /&gt;
::Is there a photo mode in this game like in the Uncharted trilogy? That could help with the pics.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 11:42, 9 May 2016 (EDT)&lt;br /&gt;
: Yes, there is a photo mode even though im more used to the share button on Ps4, its still a nice addition none the less. ND really went it all out with this game.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 12:48, 9 May 2016 (EDT)&lt;br /&gt;
:Nice, the addition of photo mode in games this gen is something i really like, I have a passion for photography. Btw, are there any multiplayer-only weapons in this game? Like with the FAL in Unchrated 3?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 13:53, 9 May 2016 (EDT)&lt;br /&gt;
:All single player weapons are available in multiplayer as far as im aware, the only difference is that some of them need to be purchased during gameplay, like in TLOU.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 15:19, 9 May 2016 (EDT)&lt;br /&gt;
::I see. Looking forward to this tomorrow!--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:23, 9 May 2016 (EDT)&lt;br /&gt;
:::I'm excited too, it looks like Naughty Dog really outdid themselves on the weapon models this time --[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 22:24, 9 May 2016 (EDT)&lt;br /&gt;
::::I hope anyone who gets it today enjoys it! I'll have to pick a copy up soon. I must say, it will be very bittersweet playing this game since Uncharted has a special place in my heart and it's coming to an end. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 01:45, 10 May 2016 (EDT)&lt;br /&gt;
:::::One thing's for sure, the graphics are crazy good in this game, seriously.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 10:24, 10 May 2016 (EDT)&lt;br /&gt;
::::::I am waiting to get off of work to play this [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 15:01, 10 May 2016 (EDT)&lt;br /&gt;
:::::::Alright, so I've played the game a bunch up to Scotland, the guns so far has been that beretta 8000, the 1911, the weird Uzi/Vz.61 thing, the SG556, AK47 that looks more like a AKM, a gun that kinda looks like the Robinson XCR, some SMG thing and a toy revolver. Gotta say, so far, the game has been pretty disappointing. Really, the only thing that hasn't felt underwhelming or &amp;quot;meh&amp;quot; are the 5ick g74fix! Feels like i've wasted my money, then again, i always feel like im wasting my money when buying ''anything''. 6/10 total meh--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 19:51, 10 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Help with iding ==&lt;br /&gt;
&lt;br /&gt;
Whadday think this revolver is?!?!?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 20:38, 10 May 2016 (EDT)&lt;br /&gt;
[[File:Uncharted TE revolver.jpg|thumb|600px|none|Did i fire 6 six shots or non?]]&lt;br /&gt;
:With the exposed ejector rod and the rounded trigger guard, I'd say it looks similiar to a Colt New Service, but the Colt doesn't have that raised rib on the barrel, nor does it have the raised rear sights --[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 22:08, 10 May 2016 (EDT)&lt;br /&gt;
::Guess i gotta keep playing to get a better look at it.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 04:27, 11 May 2016 (EDT)&lt;br /&gt;
: There's also Nadine's two tone USP/Glock hybrid and Elena's holstered 92FS that you'll see later on, btw all models are available via Character Gallery in bonus options, to earn points you gotta find treasures or doing optional tasks such as conversations, then you can see the models with their respective guns, the modelos are called Nadine Ross Island, Elena Fisher, Evelyn and Rafe has an engraved M1911A1.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 06:55, 11 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
Could that revolver be a S&amp;amp;w model 17? --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 15:11, 11 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
Actually after a bit more digging I think it's [http://3.bp.blogspot.com/-pC6loov6seA/VB8JMuO90ZI/AAAAAAAAHJE/Exv1xb-3W4M/s1600/Hand%2BEjector.jpg this] &lt;br /&gt;
--[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 17:06, 11 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'd have to say it's a hybrid of a [[Smith &amp;amp; Wesson Model 15]] and a [[Colt Trooper]]. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 16:40, 18 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The &amp;quot;M24&amp;quot; rifle ==&lt;br /&gt;
&lt;br /&gt;
I don't think it's an M24/Remington 700. The bolt doesn't look anything like the aforementioned guns. --[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 23:17, 12 May 2016 (EDT)&lt;br /&gt;
:The bolt is exposed in a strange manner.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 05:00, 13 May 2016 (EDT)&lt;br /&gt;
[[File:M24.jpg|thumb|none|450px|M24 sniper rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Uncharted TE M24 right.jpg|thumb|none|450px]]&lt;br /&gt;
&lt;br /&gt;
::Yeah I checked the site and couldn't find a match, It's something I haven't seen and it might be a new gun, so guess it's time to search. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 22:50, 13 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
= ID help plox =&lt;br /&gt;
&lt;br /&gt;
The two last pictures are some type of M14 rifles, that much i know. &lt;br /&gt;
[[File:Uncharted TE miscguns1.jpg|thumb|600px|none|There's a Lee-enfield SMLE]] &lt;br /&gt;
[[File:Uncharted TE miscguns2.jpg|thumb|600px|none|And here's a Mosin Nagant]] &lt;br /&gt;
[[File:Uncharted TE miscguns3.jpg|thumb|600px|none|Here's that SMLE again.]] &lt;br /&gt;
[[File:Uncharted TE TBA right.jpg|thumb|600px|none|&amp;quot;Scoped Auto Rifle&amp;quot;]] &lt;br /&gt;
[[File:Uncharted TE TBC right.jpg|thumb|600px|none|This one's called M14 custom in game.]] &lt;br /&gt;
[[File:Uncharted TE revolver2.jpg|thumb|600px|none|]] &lt;br /&gt;
What are the exact models of the SMLE and Nagant?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 21:32, 14 May 2016 (EDT)&lt;br /&gt;
[[File:MosinNagantM9130Sniper.jpg|thumb|none|450px|]]&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|450px]]&lt;br /&gt;
:The closest thing I can find to the green M14 variant is the Troy MCS. My hypothesis is that Naughty Dog probably combined a Troy MCS with bits and pieces from the Sage EBR chassis and added the stock from an ACR. Kinda like what they did to that KSG/Mossberg frankenstein. The Mosin looks like a full length M91/30 with an original PU optic, and the Lee-Enfield is a No.4 Mk.1--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:27, 15 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks for cutting off my post. The SMLE is a Lee-Enfield No.4 Mk.I(T), The Mosin is a full-length Mosin Nagant M91/30 Sniper Rifle with a PU 3.5x scope. The green rifle is a Mini-14 in a made up chassis and erroneous extended gas tube, the M14 is in a JAE-100 G3 stock and is an actual M14 because it has a fire selector. Though not perfect, The revolver matches up closest with a 2.5&amp;quot; barreled [[Smith &amp;amp; Wesson Model 586]]. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 00:41, 15 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::The &amp;quot;Scoped Auto Rifle&amp;quot; is M14 and Archangel AA1430[http://www.archangelmanufacturing.com/#!archangelaa1430spartarugermini1430/c1263] Hybrid ?  --[[User:KINKI'boy|KINKI'boy]] ([[User talk:KINKI'boy|talk]]) 14:03, 15 May 2016 (JST)&lt;br /&gt;
::::Nice catch! It really does fit the AA1430 down to a T. --[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:05, 15 May 2016 (EDT)&lt;br /&gt;
:::::That chassis is a match, but it is a Mini-14, not a M14, the action and receiver is much smaller than the actual M14 in the JAE-100 G3 stock. Also the gas tube they added to that AA1430 Mini-14 doesn't match an M14's. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 03:24, 15 May 2016 (EDT)&lt;br /&gt;
::::::Alright, are any of those muskets/flintlocks/whatever based on any real guns?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 10:09, 15 May 2016 (EDT)&lt;br /&gt;
The second flintlock from the top in the first pic looks like one of those Ottoman/Arab rifles, called a jezail or something like that--[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 12:54, 15 May 2016 (EDT)&lt;br /&gt;
:::::::A couple of blunderbuss' too, I'm not good with guns that old, I see a short barreled jezail rifle, matchlocks, muskets, and some weird revolver rifle. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 22:50, 15 May 2016 (EDT)&lt;br /&gt;
::::::::I have a feeling these will turn out to be a bunch of weirdo one-offs like one of the leverguns being a specific model of Kalthoff repeater or something. The one at the top seems to be a levergun fitted with a grenade launching cup, which is certainly, um, unique. Second image top is a wheellock, second from bottom looks like a breech-loader (Ferguson rifle, maybe?)&lt;br /&gt;
::::::::The revolving rifle is actually the odd one out since it isn't an antique at all, it's a [http://gearsofguns.com/aaron-george-j-tibbert-12-shot-revolving-rifle-gun-of-the-day/ George J Tibbert Revolving Rifle], which days way back to, um, 2006. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 16:17, 16 May 2016 (EDT)&lt;br /&gt;
:::::::::That's odd, guess she really liked the rifle(?) BTW any update on what the sniper might be, is it even a real gun?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:22, 16 May 2016 &lt;br /&gt;
:::::::::The rifle just above of the Mosin Nagant looks like some type of Schuetzen target rifle--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 20:55, 17 May 2016 (EDT)&lt;br /&gt;
(EDT)&lt;br /&gt;
On another note, I think the Mini-14 in this is actually the Mini-30, the magazine resembles a curved 7.62x39 STANAG.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:03, 16 May 2016 (EDT)&lt;br /&gt;
:Oh wow on that revolving rifle, that's pretty cool. I don't know about the Mini-14 being a real Mini-30, knowing how Uncharted's weapons are modeled, the magazine is that long on the Mini-14 GB we have already listed and that and this look big enough for a 7.62 NATO, let alone a 7.62x39. And one more thing, Mini-14/30's don't take STANAG mags. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 23:08, 16 May 2016 (EDT)&lt;br /&gt;
::Can i just snag any pic of that Archangel Manufacturing Sparta Pistol Grip Rifle Stock (phew) form the web to use here or will the site come crashing down then?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 10:08, 17 May 2016 (EDT)&lt;br /&gt;
:::We tend to be ok with it as long as it doesn't have someone else's watermark on it and as long as we don't know you've edited it out (ie, don't upload a image with the watermark hacked off it ''after'' we've seen it with one). [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 11:00, 17 May 2016 (EDT)&lt;br /&gt;
::::Alrighty then.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:18, 17 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The M14 custom looks kinda like a Springfield Armory M1A outfitted with a JAE-100 Stock as its main sniper rifle [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 15:04, 17 May 2016 (EDT)&lt;br /&gt;
[[Image:M1A JAE-100.jpg|thumb|none|450px|M1A with JAE-100 stock -  7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
= Grenade launcher =&lt;br /&gt;
&lt;br /&gt;
Am I the only one who sees some resemblance between that mutant GL and an arwen 37? --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 12:59, 15 May 2016 (EDT)&lt;br /&gt;
:There are some vague similarities.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 13:32, 15 May 2016 (EDT)&lt;br /&gt;
::I don't, it's what we already said it is, it's a China Lake with Uncharted 2&amp;amp;3's MGL's 4-round cylinder. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 22:53, 15 May 2016 (EDT)&lt;br /&gt;
: : : I agree with the current description, it's just the general layout and outline/shape that reminds me of an arwen --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 13:53, 19 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
= SCAR-L?!?!??!?! =&lt;br /&gt;
&lt;br /&gt;
Exactly when and where does this weapon appear?&lt;br /&gt;
&lt;br /&gt;
That rhymed....--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:26, 16 May 2016 (EDT)&lt;br /&gt;
:I was wondering the same, i don't think ive ever seen it in this game.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 15:32, 16 May 2016 (EDT)&lt;br /&gt;
::Whoever made that entry probably mistook some rifle (like the ARX) for a SCAR.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:37, 16 May 2016 (EDT)&lt;br /&gt;
Yeah, I just beat the game and I did not see a SCAR. My favorite is the ARX, and it had a sorta RMR on top and tan color. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 15:01, 17 May 2016 (EDT)&lt;br /&gt;
:Then that's settled.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:25, 17 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
= spoiler warning. =&lt;br /&gt;
&lt;br /&gt;
Should we put one up? There are some screenshots on this page that are kinda spoilery.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 09:50, 17 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
Might as well [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 15:02, 17 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
=SIG 556 with Scorpion Evo 3 stock=&lt;br /&gt;
Just realized it would be cool if someone could photoshot the stock into the rifle to see what it looks like in real life :) kinda similar to what you guys did with the AKs of MW2/MW3 or the AK-103 with wood furniture in Far Cry 3--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 16:53, 17 May 2016 (EDT)&lt;br /&gt;
:I could give it a shot (höhö)--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 17:46, 17 May 2016 (EDT)&lt;br /&gt;
::[[File:Cz556.jpg|thumb|none|450px|Muh czechnology on muh swiss raifu]]--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 01:30, 18 May 2016 (EDT)&lt;br /&gt;
: wow looks almost exactly like the one ingame, thanks gumby^^--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 03:57, 18 May 2016 (EDT)&lt;br /&gt;
::Nice!--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 08:11, 18 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
Could you photoshop any of the other weapons? Like the XCR without the stock or any optics [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 10:32, 18 May 2016 (EDT)&lt;br /&gt;
:Well, Evil Tim just removed the photoshopped image adding that we should try to avoid using, well, ''photoshopped'' images.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 11:26, 18 May 2016 (EDT)&lt;br /&gt;
::I can see it as being useful for something like the MW AKs because they're customised with actual AK parts, but for this you could just show actual photos of a SIG and Scorpion and trust the user to imagine what the stock of the latter looks like fitted to the former. Otherwise it sets a bad precedent where we might be showing people images of guns that aren't real as if they are. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 11:37, 18 May 2016 (EDT)&lt;br /&gt;
:::Got it.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:05, 18 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
= Finishing this page. =&lt;br /&gt;
&lt;br /&gt;
Alright, so the only guns that need a more screens is the Stoner 63 (the MP version that you can carry on person), the Jackal revolver (some screens of it in the hands of the player) and the Bishai .50 Cal. I think that pistol is based of the Thompson Contender and the only place to get screens of it is from the multiplayer.&lt;br /&gt;
&lt;br /&gt;
If anyone got those two revolver in the MP, i would appreciate adding pics of em' to this page.&lt;br /&gt;
&lt;br /&gt;
Anyhow, once we're finished with those entries, i think this page is done!--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:59, 29 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Edit: We need to identify that bolt gun and get a screen of the M88 from the intro.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:00, 29 May 2016 (EDT)&lt;br /&gt;
::It's need screenshot for [[Uncharted_4:_A_Thief's_End#Mossberg_Maverick_88|Mossberg Maverick 88]]. After adding it, the page will be complite. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 09:37, 30 May 2016 (EDT)&lt;br /&gt;
:::...and also screens from those two other weapons i mentioned.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 11:55, 30 May 2016 (EDT)&lt;br /&gt;
::::Screenshots for Stoner 63 and Jackal revolver were added by previosly users, ''Bishai .50 Cal'' hasn't even own section. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 13:16, 30 May 2016 (EDT)&lt;br /&gt;
:::::The Stoner could use atleast on pic of it being carried by someone in the MP, same for the Jackal. The Bishai now has a section.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:45, 30 May 2016 (EDT)&lt;br /&gt;
::::::Thanks! May you upload the needful screenshots. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 16:07, 30 May 2016 (EDT)&lt;br /&gt;
:::::::Would it be possible to get some better screens of Sully's revolver? --[[User:K|K]] ([[User talk:K|talk]]) 22:38, 30 May 2016 (EDT)&lt;br /&gt;
K, I've been working on new screens for his revolver.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 04:28, 31 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
What about the revolver used by the corrupt prison guard at the start? --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 11:16, 4 June 2016 (EDT)&lt;br /&gt;
:I've been thinking about that gun. I expected to see it later on in the game at some point but it doesn't appear at any point in the game after that cutscene. It's obviously not the same as the Jackal revolver, it's a unique weapon that is only seen in that cutscene.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:58, 4 June 2016 (EDT)&lt;br /&gt;
::I feel like it was just meant to be a generic revolver. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 22:36, 5 June 2016 (EDT)&lt;br /&gt;
::Actually I just realized it's the same model as Sully's revolver but with a shorter barrel without the ejector shroud, a different grip, and blued texture! Not saying it's a S&amp;amp;W Model 629 Classic, cause it looks nothing like one now. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 22:45, 5 June 2016 (EDT)&lt;br /&gt;
:::You sure? Can't say i see the similarities.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 23:12, 5 June 2016 (EDT)&lt;br /&gt;
::::They both have the same sights, cylinder release, screw placement, and undersized trigger. &lt;br /&gt;
::::[[File:Uncharted TE M629 left.jpg|thumb|600px|none|]] &lt;br /&gt;
::::[[File:Uncharted TE revolver misc2.jpg|thumb|600px|none|]] [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 23:17, 5 June 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New DLC Weapons ==&lt;br /&gt;
&lt;br /&gt;
Hey all, just saw that this game got a new DLC that added some weapons to multiplayer (and maybe single player?) including a P90, Steyr AUG, a few pistols and a new sniper. Unfortunately I don't have screenshot capability or I'd grab some. Anybody up to it? --[[User:K|K]] ([[User talk:K|talk]]) 13:30, 1 August 2016 (EDT)&lt;br /&gt;
:You don't have the game? As long as you got it on yer PS4 you can take screenshots with the share button. Anyway, i doubt they added the weapons to the single player, they didn't add the FAL from UC3 to the SP until the remaster.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:58, 1 August 2016 (EDT)&lt;br /&gt;
::Unfortunately I'm still stuck on the PS3 for the time being. --[[User:K|K]] ([[User talk:K|talk]]) 15:25, 1 August 2016 (EDT)&lt;br /&gt;
:::Life of the mack.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:46, 1 August 2016 (EDT)&lt;br /&gt;
:::: Will take snippets later and post them here, there's a P90, an AUG, a Glock and Beretta (which are already on the page) and a Sniper rifle, which'll be tricky, as it's not in the weapons display room.([[User talk:StarTsurugi|talk]]) 0:43, 2 August 2016 (GMT)&lt;/div&gt;</summary>
		<author><name>StarTsurugi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Assassin%27s_Creed_Unity&amp;diff=1001686</id>
		<title>Assassin's Creed Unity</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Assassin%27s_Creed_Unity&amp;diff=1001686"/>
		<updated>2016-02-07T14:50:57Z</updated>

		<summary type="html">&lt;p&gt;StarTsurugi: Removed the &amp;quot;Non-lethal&amp;quot; from the musket names. The muskets are very much lethal. The words &amp;quot;non-lethal&amp;quot; are there because you would otherwise grab the musket by the barrel and whack people with the stock, and this knocked guard out rather than kill.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ACU0.jpg|300px|thumb|right|Assassins Creed Unity (2014)]]&lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Flintlock Pistols==&lt;br /&gt;
Various types of [[flintlock pistol]]s are available.&lt;br /&gt;
&lt;br /&gt;
===Pistol===&lt;br /&gt;
The first pistol in the game. Actually it's a Kentucky Flintlock pistol.&lt;br /&gt;
[[File:Pedersoli Kentucky Flintlock.jpg|thumb|400px|none|Kentucky Flintlock, modern day reproduction made by Pedersoli - .50 caliber]]&lt;br /&gt;
&lt;br /&gt;
[[File:ACU15.jpg|600px|thumb|none|]]&lt;br /&gt;
[[File:ACU16.jpg|600px|thumb|none|]]&lt;br /&gt;
&lt;br /&gt;
===Officer's Pistol===&lt;br /&gt;
Officer's Pistol is a double-barrel flintlock Pistol.&lt;br /&gt;
[[Image:Irishtwinflintlockpistol.jpg|thumb|none|350px|Irish Twin Flintlock, among the earliest multi-barrelled handguns.]]&lt;br /&gt;
&lt;br /&gt;
[[File:ACU11.jpg|600px|thumb|none|]]&lt;br /&gt;
[[File:ACU12.jpg|600px|thumb|none|]]&lt;br /&gt;
&lt;br /&gt;
===American Flintlock===&lt;br /&gt;
American Flintlock is a four-barrel flintlock Pistol.&lt;br /&gt;
&lt;br /&gt;
[[File:ACU1.jpg|600px|thumb|none|]]&lt;br /&gt;
[[File:ACU2.jpg|600px|thumb|none|]]&lt;br /&gt;
&lt;br /&gt;
===Arno's Pistol===&lt;br /&gt;
Arno's Pistol is a six-barrel flintlock Pistol.&lt;br /&gt;
&lt;br /&gt;
[[File:ACU3.jpg|600px|thumb|none|]]&lt;br /&gt;
[[File:ACU4.jpg|600px|thumb|none|]]&lt;br /&gt;
&lt;br /&gt;
===Fancy Pistol===&lt;br /&gt;
Fancy Pistol actually a British 1756 Light Dragoon Pistol.&lt;br /&gt;
[[File:LightdragoonPistol.jpg|thumb|350px|none|British 1756 Light Dragoon Pistol - .68 caliber]]&lt;br /&gt;
&lt;br /&gt;
[[File:ACU5.jpg|600px|thumb|none|]]&lt;br /&gt;
[[File:ACU6.jpg|600px|thumb|none|]]&lt;br /&gt;
&lt;br /&gt;
===Pepper Shot===&lt;br /&gt;
Pepper Shot is a six-barrel flintlock Pistol.&lt;br /&gt;
&lt;br /&gt;
[[File:ACU13.jpg|600px|thumb|none|]]&lt;br /&gt;
[[File:ACU14.jpg|600px|thumb|none|]]&lt;br /&gt;
&lt;br /&gt;
===Three-Shot Duck Foot===&lt;br /&gt;
Three-Shot Duck Foot actually a three-barrel Nock Flintlock Pistol.&lt;br /&gt;
[[Image:Nockflintlockpistol.jpg|thumb|none|350px|Nock Flintlock Pistol with a Duck's Foot multiple barrel attachment to fire simultaneous shots in a wide arc. The Duck's Foot attachment, named for its visual similarity to the toes and webbing of a duck's foot, was originally intended as an anti-mutiny weapon aboard wooden sailing ships, where a lone ship Captain might find himself up against numerous mutineers.]]&lt;br /&gt;
&lt;br /&gt;
[[File:ACU21.jpg|600px|thumb|none|]]&lt;br /&gt;
[[File:ACU22.jpg|600px|thumb|none|]]&lt;br /&gt;
&lt;br /&gt;
===Gold-Plated Pistol===&lt;br /&gt;
Gold-Plated Pistol is a nine-barrel flintlock Pistol.&lt;br /&gt;
&lt;br /&gt;
[[File:ACU9.jpg|600px|thumb|none|]]&lt;br /&gt;
[[File:ACU10.jpg|600px|thumb|none|]]&lt;br /&gt;
&lt;br /&gt;
===Five-Shot Duck Foot===&lt;br /&gt;
Five-Shot Duck Foot actually a five-barrel Nock Flintlock Pistol.&lt;br /&gt;
[[Image:Nockflintlockpistol.jpg|thumb|none|350px|Nock Flintlock Pistol with a Duck's Foot multiple barrel attachment to fire simultaneous shots in a wide arc. The Duck's Foot attachment, named for its visual similarity to the toes and webbing of a duck's foot, was originally intended as an anti-mutiny weapon aboard wooden sailing ships, where a lone ship Captain might find himself up against numerous mutineers.]]&lt;br /&gt;
&lt;br /&gt;
[[File:ACU7.jpg|600px|thumb|none|]]&lt;br /&gt;
[[File:ACU8.jpg|600px|thumb|none|]]&lt;br /&gt;
&lt;br /&gt;
===Pitcairn-Putnam's Pistol===&lt;br /&gt;
Pitcairn-Putnam's Pistol actually a Scottish all-steel Christie &amp;amp; Murdoch Flintlock.&lt;br /&gt;
[[Image:Scot_flintlock.jpg|thumb|none|350px|Scottish all-steel Christie &amp;amp; Murdoch Flintlock - .52 caliber]] &lt;br /&gt;
&lt;br /&gt;
[[File:ACU17.jpg|600px|thumb|none|]]&lt;br /&gt;
[[File:ACU18.jpg|600px|thumb|none|]]&lt;br /&gt;
&lt;br /&gt;
===Solid Long Gun===&lt;br /&gt;
Solid Long Gun actually a 18th Century Saxon flintlock pistol.&lt;br /&gt;
[[File:18CSfp.jpg|thumb|none|350px|18th Century Saxon flintlock pistol.]] &lt;br /&gt;
&lt;br /&gt;
[[File:ACU19.jpg|600px|thumb|none|]]&lt;br /&gt;
[[File:ACU20.jpg|600px|thumb|none|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Blunderbusses==&lt;br /&gt;
Various types of [[blunderbuss]]es are available.&lt;br /&gt;
&lt;br /&gt;
===Flintlock===&lt;br /&gt;
Flintlock is a first blunderbuss.&lt;br /&gt;
[[Image:Blunderbuss.jpg|thumb|none|400px|Blunderbuss Flintlock]]&lt;br /&gt;
&lt;br /&gt;
[[File:ACU27.jpg|600px|thumb|none|]]&lt;br /&gt;
[[File:ACU28.jpg|600px|thumb|none|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blunderbuss===&lt;br /&gt;
Blunderbuss Gun actually a English 1766 Blunderbuss Flintlock.&lt;br /&gt;
[[File:EnglishBlunderbuss1766.jpg|thumb|none|400px|Modern replica of English 1766 Blunderbuss Flintlock]]&lt;br /&gt;
&lt;br /&gt;
[[File:ACU23.jpg|600px|thumb|none|]]&lt;br /&gt;
[[File:ACU24.jpg|600px|thumb|none|]]&lt;br /&gt;
&lt;br /&gt;
===Officer's Blunderbuss===&lt;br /&gt;
Officer's Blunderbuss.&lt;br /&gt;
[[Image:Blun Flint.jpg|thumb|none|400px|Blunderbuss Flintlock]]&lt;br /&gt;
&lt;br /&gt;
[[File:ACU33.jpg|600px|thumb|none|]]&lt;br /&gt;
[[File:ACU34.jpg|600px|thumb|none|]]&lt;br /&gt;
&lt;br /&gt;
===Woodplate Blunderbuss===&lt;br /&gt;
Woodplate Blunderbuss.&lt;br /&gt;
[[image:Blunderbuss.jpeg|thumb|none|400px|English Flintlock Blunderbuss]]&lt;br /&gt;
&lt;br /&gt;
[[File:ACU45.jpg|600px|thumb|none|]]&lt;br /&gt;
[[File:ACU46.jpg|600px|thumb|none|]]&lt;br /&gt;
&lt;br /&gt;
===The Iron Dragon===&lt;br /&gt;
The Iron Dragon.&lt;br /&gt;
[[Image:Blun Flint.jpg|thumb|none|400px|Blunderbuss Flintlock]]&lt;br /&gt;
&lt;br /&gt;
[[File:ACU43.jpg|600px|thumb|none|]]&lt;br /&gt;
[[File:ACU44.jpg|600px|thumb|none|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Muskets &amp;amp; Rifles==&lt;br /&gt;
Various types of muskets and rifles are available.&lt;br /&gt;
&lt;br /&gt;
===Flint Musket===&lt;br /&gt;
Flint Musket is a first musket. Actually it's a [[Brown Bess Flintlock Musket|brown bess flintlock musket]].&lt;br /&gt;
[[Image:BrownBessInfantry-Musket-1722-1768.jpg|thumb|none|500px|Modern reproduction &amp;quot;Long Land Pattern&amp;quot; Brown Bess Infantry musket made from 1722-1768 - .75 caliber.]]&lt;br /&gt;
&lt;br /&gt;
[[File:ACU25.jpg|600px|thumb|none|]]&lt;br /&gt;
[[File:ACU26.jpg|600px|thumb|none|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===National Guard Musket===&lt;br /&gt;
National Guard Musket actually a [[Brown Bess Flintlock Musket|brown bess flintlock musket]].&lt;br /&gt;
[[Image:India pattern brown bess.jpg|thumb|none|500px|Original &amp;quot;India Pattern&amp;quot; Brown Bess musket made 1805-1840 - .75 caliber]]&lt;br /&gt;
&lt;br /&gt;
[[File:ACU50.jpg|600px|thumb|none|]]&lt;br /&gt;
[[File:ACU32.jpg|600px|thumb|none|]]&lt;br /&gt;
&lt;br /&gt;
===Sharpshooter Flintlock===&lt;br /&gt;
Sharpshooter Flintlock.&lt;br /&gt;
&lt;br /&gt;
[[File:ACU37.jpg|600px|thumb|none|]]&lt;br /&gt;
[[File:ACU51.jpg|600px|thumb|none|]]&lt;br /&gt;
&lt;br /&gt;
===Rifle===&lt;br /&gt;
Rifle actually a [[Brown Bess Flintlock Musket|brown bess flintlock musket]].&lt;br /&gt;
[[Image:Short land pattern brown bess.jpg|thumb|none|500px|Original &amp;quot;Short Land Pattern&amp;quot; Brown Bess musket made 1768-1805 - .75 caliber]]&lt;br /&gt;
&lt;br /&gt;
[[File:ACU35.jpg|600px|thumb|none|]]&lt;br /&gt;
[[File:ACU36.jpg|600px|thumb|none|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Long Rifle===&lt;br /&gt;
Long Rifle actually a [[jezail musket]].&lt;br /&gt;
[[Image:jezail1.jpg|thumb|none|450px|Jezail musket]]&lt;br /&gt;
&lt;br /&gt;
[[File:ACU29.jpg|600px|thumb|none|]]&lt;br /&gt;
[[File:ACU30.jpg|600px|thumb|none|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Solid Long Rifle===&lt;br /&gt;
Solid Long Rifle actually a [[jaeger rifle]].&lt;br /&gt;
[[Image:Expensive jaeger.jpg|thumb|none|450px|Ornate German Jaeger rifle - .62  cal]]&lt;br /&gt;
&lt;br /&gt;
[[File:ACU41.jpg|600px|thumb|none|]]&lt;br /&gt;
[[File:ACU42.jpg|600px|thumb|none|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Silver-Plated Musket===&lt;br /&gt;
Silver-Plated Musket.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ACU39.jpg|600px|thumb|none|]]&lt;br /&gt;
[[File:ACU40.jpg|600px|thumb|none|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Assassins Creed Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Fantasy]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Stealth]]&lt;/div&gt;</summary>
		<author><name>StarTsurugi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Just_Cause_3&amp;diff=985813</id>
		<title>Just Cause 3</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Just_Cause_3&amp;diff=985813"/>
		<updated>2015-12-06T23:57:25Z</updated>

		<summary type="html">&lt;p&gt;StarTsurugi: added Russian translations for many fictional Russian gun names&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Just Cause 3&lt;br /&gt;
|picture = JC3 Box art.jpg &lt;br /&gt;
|caption =  Just Cause 3&lt;br /&gt;
|series= Just Cause&lt;br /&gt;
|date= 2015&lt;br /&gt;
|developer=Avalanche Studios&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;PC&lt;br /&gt;
|publisher= Square Enix&lt;br /&gt;
|genre=Action-adventure}}&lt;br /&gt;
&lt;br /&gt;
'''''Just Cause 3''''' is an open world action-adventure developed by Avalanche Studios and published by Square Enix. It is a sequel to 2010's ''[[Just Cause 2]]'' and was released for Windows PC, Playstation 4 and Xbox One on December 1st 2015.&lt;br /&gt;
&lt;br /&gt;
The story follows newly-bearded professional dictator-uninstaller Rico Rodriguez, now revealed to not be Mexican after all as he returns to his Mediterranean homeland of Medici to deal with the reign of the tyrannical Sebastiano di Ravello, who has built a powerful militaristic state following the discovery of the mysterious super-element Bavarium in his country. Once again, it is up to Rico to overthrow him, largely through the medium of explosions.&lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
''Just Cause 3'' simplifies the inventory system of ''2'' somewhat and pares down the additional systems; there is now no currency, with all weapons being available as rebel drops for free as long as Rico has a beacon to summon them, and no weapon upgrade system. New weapons can be picked up from defeated enemies or supply closets, and are unlocked for rebel drops by destroying specific military bases. Certain &amp;quot;antique&amp;quot; weapons instead require hidden parts be collected from burial sites around Medici.&lt;br /&gt;
&lt;br /&gt;
Unlike ''2'' where it was possible to have mixed weapon pairs, there is now only one slot for small weapons which are automatically paired. Rico instead has two back weapon slots, one for his primary weapon (an assault rifle, shotgun or machine gun) and the other for a special weapon such as a sniper rifle, launcher or one of the &amp;quot;FOW&amp;quot; superweapons. Rico now carries more ammunition than before and has regenerating health (which he has a ''lot'' of) rather than using medkits and body armour, making gunfights a more palatable solution to assaulting bases.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
All sidearms in-game are dual-wielded.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;U-55S Pozhar&amp;quot;==&lt;br /&gt;
The Pozhar is the first available pistol in-game, and Rico starts with two of these in the very first mission. According to the Rebel Drop description, the Pozhar is a single-action, semi-automatic .45 pistol, hence it is based on the Colt [[M1911]]. Although, Pozhar (Пожар) is Russian for &amp;quot;housefire&amp;quot;&lt;br /&gt;
[[File:JC3 U-55S Pozhar holding1.jpg|thumb|600px|none|Rico eyeballs a rebel looting the corpse of a militia man Rico just killed, one &amp;quot;U-55S&amp;quot; in each hand.]]&lt;br /&gt;
[[File:JC3 U-55S Pozhar holding2.jpg|thumb|600px|none|A closer look at the pistols.]]&lt;br /&gt;
[[File:JC3 U-55S Pozhar reloading.jpg|thumb|600px|none|Rico reloads his pistols, flicking away the empty mags.]]&lt;br /&gt;
&lt;br /&gt;
==CS Spectre Mark V==&lt;br /&gt;
[[File:JC3 CS Spectre Mark V holding.jpg|thumb|600px|none|Rico cringing at his own lack of trigger discipline.]]&lt;br /&gt;
[[File:JC3 CS Spectre Mark V reloading.jpg|thumb|600px|none|After shooting away at nothing in particular, Rico reloads his CS Spectre's with new mags by slapping the guns against his tigh.]]&lt;br /&gt;
&lt;br /&gt;
==CS44 Peacebringer==&lt;br /&gt;
The Peacebringer is the sole revolver in-game, and is classified as an exotic weapon. Its name and appearance are mainly based on the Colt [[Single Action Army]], nicknamed the 'Peacemaker'. After finishing the story, the player is given two golden revolvers, called 'The Little General'.&lt;br /&gt;
[[Image:ColtSAA2ndGenNickel.jpg|thumb|none|400px|2nd Generation Colt Single Action Army  w/ 7.5&amp;quot; barrel known as the &amp;quot;Cavalry&amp;quot; model - Nickel plated model - .45 LC]]&lt;br /&gt;
[[File:JC3 Revolvers.jpg|thumb|none|600px|Rico dual-wielding the Peacebringers.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Automat U12&amp;quot;==&lt;br /&gt;
The &amp;quot;Automat U12&amp;quot; shotgun is heavily based on the [[Pancor Jackhammer]], with fictional &amp;quot;modern&amp;quot; furnishings and a straight magazine replacing the Jackhammer's cylinder like the [[Heckler &amp;amp; Koch CAWS]]. It can fire in fullauto and has a 14-shell magazine.&lt;br /&gt;
&lt;br /&gt;
[[File:Jackhammer.jpg|thumb|none|400px|Pancor Jackhammer - proprietary 12 gauge]]&lt;br /&gt;
[[Image:Hkcaws.jpg|thumb|none|400px|Heckler &amp;amp; Koch CAWS - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
&lt;br /&gt;
Rico is carrying a [[Mossberg 500|Mossberg 500A]] with sawed-off barrel and stock in a promotional picture.&lt;br /&gt;
&lt;br /&gt;
[[File:Sawed-off mossberg.jpg|thumb|none|400px|Mossberg 500A with sawed-off barrel and stock - 12 gauge]]&lt;br /&gt;
[[File:JC3_Mossberg_500.jpg|thumb|none|600px|Mossberg 500A in the hands of Rico and two other characters. Here the barrel seems to be a bit sawed-off.]]&lt;br /&gt;
[[File:JC3 Trailer Shotgun 01.jpg|thumb|none|600px|Rico pumps his Mossberg 500A. Here the barrel appears to be even shorter.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
&lt;br /&gt;
Finding all the vintage weapon parts in Insula Forte allows Rico to dual-weild two&amp;quot;U-24 Zabijak's,&amp;quot; which appear to be cut-down [[Winchester Model 1887]]s. The weapon works in a rather strange way in that they act like a double barrel shotgun, with Rico being able to fire of two shots from each and then reloading them with a fancy spin-cock. And Zabijaka (Забияка) is Russian for &amp;quot;troublemaker&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|none|400px|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'' - (fake) 10 Gauge]]&lt;br /&gt;
[[File:JC3 U 24 Zabijak.jpg|thumb|600px|none|Rico doing what he does best as he holds on to two Zabijak's.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;CS9 PDW-K&amp;quot;==&lt;br /&gt;
The &amp;quot;CS9 PDW-K&amp;quot; is a high-powered, slow-firing SMG seemingly based primarily on the PM-06 Glauberyt, with the grip of an [[ST Kinetics CPW]].&lt;br /&gt;
&lt;br /&gt;
[[Image:FB PM-06 Glauberyt 1.jpg|thumb|none|400px|PM-06 Glauberyt - 9x19mm]]&lt;br /&gt;
[[File:ST Kinetics CPW.jpg|thumb|none|400px|ST Kinetics CPW (Compact Personal Weapon) with EOTech holographic sight and RIS foregrip - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==KRISS SDP==&lt;br /&gt;
&lt;br /&gt;
A promotional shot shows Rico holding the &amp;quot;CS Wraith 225R,&amp;quot; which appears to be a [[TDI Vector|KRISS SDP]] with a strange extension added to the back of the gun behind the grip, and no magazine well.&lt;br /&gt;
&lt;br /&gt;
[[File:KRISS-SDP.jpg|thumb|none|400px|KRISS SDP - .45 ACP]]&lt;br /&gt;
[[Image:JC3-SDP-1.jpg|thumb|none|600px|Rico holds the mutant SDPs as he demonstrates trigger discipline so bad it caused him to spontaneously grow a beard.]]&lt;br /&gt;
[[File:JC3 CS Wraith 225R shooting.jpg|thumb|600px|none|Rico puts his SDPs to good use.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Prizmak U4&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Prizmak U4&amp;quot; is a strange, hideous rapid-fire SMG which appears to be a cross between a [[Spectre M4]] and a [[Remington 870]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Sites Spectre.jpg|thumb|400px|none|Spectre M4 - 9x19mm]]&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg|thumb|none|400px|Remington 870 Police Magnum Riot Shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault &amp;amp; Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;CS Predator&amp;quot; rifle appears to be based on [[Bushmaster ACR]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Bushmasteracrentry.jpg|thumb|none|400px|Bushmaster ACR with folding stock, tri-rail handguard, and Magpul MBUS sights &amp;amp; PMag magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:JC3 Trailer Assault Rifle 02.jpg|thumb|none|600px|Rico firing the ACR with one hand.]]&lt;br /&gt;
[[File:JC3 Submachine Gun 01.jpg|thumb|none|600px|Rico carrying the assault rifle on his back.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec RFB==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;CS27 Misfortune&amp;quot; is a fictional lengthened version of the [[Kel-Tec RFB]]. It is fitted with a C-More optic and like the real RFB is semi-auto only. In the game it is more or less a designated marksman rifle that can be used in lieu of carrying a dedicated sniper rifle.&lt;br /&gt;
&lt;br /&gt;
[[Image:Kel-Tec RFB Carbine.jpg|thumb|none|400px|Kel-Tec RFB Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:JC3-RFB-1.jpg|thumb|none|600px|Rico holds his embiggened RFB as he locates suitable transport.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;U-39 Plechovka&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;U-39 Plechovka&amp;quot; is seen in trailers. Its receiver is based on the AK's receiver. Plechovka also could be roughly translated as &amp;quot;Shoulderer&amp;quot; from Russian.&lt;br /&gt;
&lt;br /&gt;
[[File:JC3 Trailer Assault Rifle 1.jpg|thumb|none|600px|A soldier carrying a &amp;quot;U-39 Plechovka&amp;quot; weapon on his back.]]&lt;br /&gt;
[[File:JC3 UP39 01.jpg|thumb|none|600px|Rico holding a &amp;quot;U-39 Plechovka&amp;quot;. In this trailer, it appeared as &amp;quot;UP-39&amp;quot;.]]&lt;br /&gt;
[[File:JC3 UP39 02.jpg|thumb|none|600px|&amp;quot;U-39 Plechovka&amp;quot; on Rico's back.]]&lt;br /&gt;
&lt;br /&gt;
==SVU Dragunov==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;UPM61&amp;quot; is based on the [[SVU Dragunov]], with a strange wooden addition below the handguard, a carry handle based on that of the [[Norinco Type 86S]] replacing the scope, and an AK-style pistol grip. Oddly, it is limited to burst fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:Svu.jpg|thumb|none|400px|SVU Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:Type86s.jpg|thumb|none|400px|Norinco Type 86S (Bullpup AK-47) - 7.62x39mm]]&lt;br /&gt;
[[File:JC3 Bullpup Rifle 01.jpg|thumb|none|600px|Rico wingsuiting with a &amp;quot;UPM61&amp;quot; on his back.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Urga Vdova 89&amp;quot;==&lt;br /&gt;
The &amp;quot;Urga Vdova 89&amp;quot; is a machine gun which appears to be a hybrid of the [[M60]] and [[PKM]]. It is shown feeding from the right and has a wooden stock and pistol grip. Two are seen mounted on a buggy. Vdova (Вдова) means &amp;quot;Widow&amp;quot; in Russian.&lt;br /&gt;
&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|400px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PKM-mg.jpg|thumb|400px|none|PKM with classic (most seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
[[File:JC3 Trailer M60.jpg|thumb|none|600px|Soldiers firing their machine guns.]]&lt;br /&gt;
[[File:JC3 Trailer Weapons 01.jpg|thumb|none|600px|&amp;quot;Urga Vdova 89&amp;quot; on Rico's back. Note the wooden stock and pistol grip and PKM belt box.]]&lt;br /&gt;
[[File:JC3 Trailer M60 02.jpg|thumb|none|600px|Two machine guns mounted on a buggy.]]&lt;br /&gt;
[[File:JC3 Urga Vdova 89 misc2.jpg|thumb|600px|none|Rico ponders whether to use bullets or explosives on his fishing trip.]]&lt;br /&gt;
[[File:JC3 Urga Vdova 89 reloading.jpg|thumb|600px|none|Finding the former ineffective, Rico reloads his M60/PKM hybrid in a rather ''Interesting'' way, note that there isn't any ammo in the box, it's actually already modeled in the weapon, look just right of Rico's right hand.]] &lt;br /&gt;
[[File:JC3 Urga Vdova 89 misc1.jpg|thumb|600px|none|The environmentally-concerned individual he is, Rico encourages the citizens of Medici to drive electric cars via blowing up all their gas stations. Here he puts the PKM/M60 hybrid on his back after a job well done.]]&lt;br /&gt;
[[File:JC3 Urga Vdova 89 misc3.jpg|thumb|600px|none|The aforementioned buggy with two Vdova 89's mounted on it for any excessive drive by shooting.]]&lt;br /&gt;
[[File:JC3 Urga Vdova 89 misc4.jpg|thumb|600px|none|note that there isn't any ammo belt going into the weapons.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;USV 45 Sokol&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The basic sniper rifle, the &amp;quot;USV 45 Sokol,&amp;quot; is a cross between the [[Zastava M76]] and [[SVD Dragunov]]. And Sokol (Сокол) means &amp;quot;Falcon&amp;quot; in Russian. &lt;br /&gt;
&lt;br /&gt;
[[File:Zastava-m76.jpg|thumb|none|400px|Zastava M76 Sniper Rifle - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|400px|SVD Dragunov sniper rifle - 7.62x54mm R]] &lt;br /&gt;
[[File:JC3 sniper rifle 01.jpg|thumb|none|600px|Sniper rifle on Rico's back.]]&lt;br /&gt;
[[File:JC3 USV 45 Sokol misc.jpg|thumb|600px|none|Rico decides that the best way to take on an enemy base is to snipe them while hanging upside down under a helicopter on autopilot.]]&lt;br /&gt;
[[File:JC3 USV 45 Sokol rectile.jpg|thumb|600px|none|Rico sighting up an enemy solider, showing off the reticle. Apparently hanging upside down doesn't effect the orientation of the sight.]]&lt;br /&gt;
[[File:JC3 USV 45 Sokol reloading1.jpg|thumb|600px|none|Rico checks the chamber before reloading his &amp;quot;USV&amp;quot;, showcasing a rare instance of trigger discipline.]]&lt;br /&gt;
[[File:JC3 USV 45 Sokol reloading2.jpg|thumb|600px|none|Smacking in a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;CS110 Archangel&amp;quot;==&lt;br /&gt;
The &amp;quot;CS110 Archangel&amp;quot; bears some resemblance to the [http://www.imfdb.org/wiki/FNH_Ballista FN Ballista] and it's the last sniper rifle unlocked. It is a bolt-action rifle. Curiously, in what may be a modeling mistake, there isn't any bolt on the weapon.&lt;br /&gt;
[[File:FNBallista.jpg|thumb|450px|none|FN Ballista - .338 Lapua Magnum]] &lt;br /&gt;
[[File:JC3 CS110 Archangel holding.jpg|thumb|600px|none|Rico striking a pose like no other with the &amp;quot;Archangel&amp;quot; in hand.]] &lt;br /&gt;
[[File:JC3 CS110 Archangel misc.jpg|thumb|600px|none|A closer look at the receiver of the &amp;quot;CS110&amp;quot;. While it could be theorized that whoever made the model forgot about making a bolt for the weapon, seeing the empty space could mean that a model for a bolt was made but never actually added to the weapon.]] &lt;br /&gt;
[[File:JC3 CS110 Archangel bolt cycle.jpg|thumb|600px|none|Rico cycling the bolt, trying to shoot some Militia out on a oil rig.]] &lt;br /&gt;
[[File:JC3 CS110 Archangel reloading1.jpg|thumb|600px|none|Reloading the sniper shows Rico checking the chamber, something that wouldn't really be necessary on a bolt-action weapon.]] &lt;br /&gt;
[[File:JC3 CS110 Archangel reloading2.jpg|thumb|600px|none|New mag in...]] &lt;br /&gt;
[[File:JC3 CS110 Archangel reloading3.jpg|thumb|600px|none|...and cycling the bolt to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Final Argument&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A sniper rifle based on the [[PGM Ultima Ratio]] is available as the Steam preorder reward, called the &amp;quot;Final Argument,&amp;quot; which is simply the weapon's real name translated from Latin. For no obvious reason it uses a side-mounted box magazine inserted behind the action, and features several design cues from the [[Barrett M99]] including the extended top rail and large muzzle brake. Like with the &amp;quot;CS110 Archangel&amp;quot;, Rico will cycle an invisible bolt after each shot.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that the weapon, according to pre-order literature, was supposed to fire explosive rounds, something i actually doesn't do in game, if this is due to a bug or faulty information is not clear as of right now. &lt;br /&gt;
&lt;br /&gt;
[[Image:PGM Ultima-1-.jpg|thumb|none|400px|PGM Ultima Ratio Intervention with Leupold Mark 4 scope - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Barett m99-1.jpg|thumb|none|400px|Barrett M99 - .50 BMG / .416 Barrett]]&lt;br /&gt;
[[Image:JC3-FinalArgument-1.jpg|thumb|none|600px|Rico holds the &amp;quot;Final Argument&amp;quot; as he ignores a helicopter's attempts to befriend him.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM25==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;CS Negotiator&amp;quot; is a magazine-fed grenade launcher which resembles a simplified [[Heckler &amp;amp; Koch XM25]] with no foregrip.&lt;br /&gt;
&lt;br /&gt;
[[File:ATKXM25.jpg|thumb|none|400px|Pre-2015 XM25 pre-production model - 25 x 40mm]]&lt;br /&gt;
[[File:JC3 CS Negotiator 01.jpg|thumb|none|600px|Rico holds the modified XM25.]]&lt;br /&gt;
&lt;br /&gt;
== Pansarskott m/86 ==&lt;br /&gt;
&lt;br /&gt;
The Pansarskott m/86, a Swedish variant of the [[M136 AT4]] with a folding front grip, returns from ''Just Cause 2'' now called the &amp;quot;Capstone Bloodhound;&amp;quot; at present it is exclusive to players who preordered through certain outlets. It now also has an RPG-7-style pistol grip, presumably so it did not require its own set of hand poses.&lt;br /&gt;
&lt;br /&gt;
[[Image:Pskott86.jpg|thumb|none|400px|Pansarskott m/86, Swedish Army version of the M136 AT4 with folding foregrip - 84mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
&lt;br /&gt;
A shoulder-fired rocket launcher heavily based on the [[RPG-7]] appears in the game as the &amp;quot;UVK-13&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:JC3 Trailer RPG.jpg|thumb|none|600px|Rico freefalling with the RPG-7 on his back.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Capstone Hydra&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A five-barrel rocket launcher based very loosely on the [[M202 FLASH]], the &amp;quot;Hydra&amp;quot; fires all five rockets at once in a ragged spread.&lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|400px|M202 FLASH - 66mm]]&lt;br /&gt;
[[File:JC3 M202 FLASH.jpg|thumb|none|600px|Rico grappling onto a helicopter with a &amp;quot;Capstone Hydra&amp;quot; on his back.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Urga Stupka-210&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
Appearing to basically be a doubled-up Russian DP-64 grenade launcher, the &amp;quot;Urga Stupka-210&amp;quot; somehow fires six grenades at once.&lt;br /&gt;
&lt;br /&gt;
[[Image:Dp64-3.jpg|thumb|none|400px|DP-64 grenade launcher (&amp;quot;anti-saboteur weapon&amp;quot;) - 45mm]]&lt;br /&gt;
[[File:JC3 Trailer Weapons 01.jpg|thumb|none|600px|Rico running and gunning with the launcher.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==Hybrid AA Gun==&lt;br /&gt;
&lt;br /&gt;
The game's &amp;quot;Capstone FH155&amp;quot; anti-aircraft guns, said to be 40mm, are actually the base of a Rheinmetall Flugabwehrkanone 20 mm Zwilling with four oversized [[ZU-23]] barrels. They are deadly weapons found in fixed positions in military bases, and will be used by enemy soldiers if Rico is above the ground, even if he is only on his parachute.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mk20 91.jpg|thumb|none|400px|Rheinmetall Flugabwehrkanone 20 mm Zwilling with two MK 20 Rh 202 cannons - 20x139mm]]&lt;br /&gt;
[[Image:ZU-23.jpg|thumb|none|400px|ZU-23-2 - 23x152mm]]&lt;br /&gt;
[[Image:JC3-FH155-1.jpg|thumb|none|600px|During a brief lull in the explosions, Rico poses heroically in front of an &amp;quot;FH155.&amp;quot; Note the two ammunition feeds for four guns.]]&lt;br /&gt;
[[File:JC3 Capstone FH155 floating.jpg|thumb|600px|none|An experimental FH155 (with the barrels sawn-off for increased concealment) with hovering technology fails to impress Rico.]]&lt;br /&gt;
&lt;br /&gt;
==GE M134 Minigun==&lt;br /&gt;
The &amp;quot;&amp;quot;Urga Vulkan&amp;quot;&amp;quot; is based on the [[M134 Minigun]] with a flash hider based on the muzzle of a [[GAU-8]] (!). It appears on mounted positions and some vehicles. As in ''Just Cause 2'', Rico can pick it up and use it himself; he now actually takes the ammunition box with him rather than leaving it behind. It is also now used by enemies; heavy soldiers with miniguns will appear in military bases on the Western and Northern islands. &amp;quot;Vulkan&amp;quot; (Вулкан) is also Russian for &amp;quot;Volcano&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:JC3 Trailer Minigun 01.jpg|thumb|none|600px|Rico lets loose with the minigun.]]&lt;br /&gt;
[[File:JC3 Trailer Minigun 02.jpg|thumb|none|600px|Twin miniguns mounted on a boat.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Dionysus PLDS-H&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A fictional laser designator for summoning cluster bomb strikes called the &amp;quot;Dionysus PLDS-H&amp;quot; is one of the game's &amp;quot;FOW&amp;quot; superweapons; it is not at all clear what FOW actually stands for. It is unlocked when the mission sequence to destroy the first area command centre is complete.&lt;br /&gt;
&lt;br /&gt;
[[File:JC3 Trailer LAW72.jpg|thumb|none|600px|The Dionysus on Rico's back.]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Video Game]]&lt;br /&gt;
[[Category: Third-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>StarTsurugi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Uncharted_4:_A_Thief%27s_End&amp;diff=984630</id>
		<title>Talk:Uncharted 4: A Thief's End</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Uncharted_4:_A_Thief%27s_End&amp;diff=984630"/>
		<updated>2015-12-03T22:27:21Z</updated>

		<summary type="html">&lt;p&gt;StarTsurugi: /* Multiplayer stream showed a lot of new guns. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=A SLING on the rifle!=&lt;br /&gt;
&lt;br /&gt;
Some people might not think this is anything to nod about but seeing so many Uncharted games and even recently the MGS5 gameplay trailers...I see a fucking sling on the SIG rifle that Drake takes and uses. He throws it to his back and we actually see the weapon's sling! See how hard is that Konami? I am weird out that Snake is carrying around his rifle dangling in the air like there SHOULD be a sling and motion capture for Snake most likely did but they couldn't animate a sling because some say it might be too hard and here's Uncharted having one. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 20:57, 6 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
I don't see any sling. You sure you aren't confusing Drake's shoulder holster for one? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:06, 6 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
I saw the sling too. You can see it hanging below the rifle when he fires it and when he talks to his brother at the end of the gameplay trailer. It's a beige sling going across his chest which contrasts with the brown shoulder rig he's wearing. Sorry I don't have an image, I can't screencap to save my life. Also worth pointing out, the 1911A1 he picks up holds 9 rounds so it must replace the Colt Defender from the previous games. --[[User:Bad Boy|Bad Boy]] ([[User talk:Bad Boy|talk]]) 01:32, 7 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
Ah, I see. Well, I still feel slings to be a largely unnecessary detail due to the amount of programming needed to make them &amp;quot;work&amp;quot; that otherwise doesn't add anything to gameplay. In as many third person shooters as I've played since the days of PS1, I've never even noticed the absence of a sling. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:06, 8 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
:A sling isn't ''that'' hard to do if you're treating it like it's nailed to the character's shoulder (you can just point one handle on the character model and two others on the gun and use them to define its length) and you could use canned animations for it swinging around rather than physics if you want (the cut animations in MGS Rising are all pre-made because they couldn't get a dynamic system to work), but yeah, it'd be quite a lot of work to get a proper sling with physics. It's the same reason a lot of lazy FPS games use wheeled vehicles instead of tracked ones, and nobody tries to make tank treads with modelled individually articulated links (they usually just use a scrolling texture and a bump map). [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:35, 8 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
::Then tell me, how often did you pay attention to the treads on Lazarevic's T-62 as it was demolishing that Tibetan village in Uncharted 2? Or were you like me and too preoccupied with the fact that it was '''shooting at everything that moved'''? Just like articulated tank treads, it's a nice detail but still largely unnecessary and doesn't really add anything to the game because nobody's going to pay much attention to it. Unless you intend to play through the game staring at the sling the entire time. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 11:03, 8 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I'm with you that it is unnecessary, but like you say it is a nice touch, and Naughty Dog is good at putting small little details into their games that if you don't keep your eyes you for you will miss. Either way I don't see why anyone would be against this small touch being in the game, unless they intend to have it hold real world properties and make it so you can snag it on a protruding branch or something. (Which personally I think would add much more tension to tough gun fights, but also be annoying as hell if it wasn't to be programmed exactly right).[[User:RedRobinAlpha|RedRobinAlpha]] ([[User talk:RedRobinAlpha|talk]]) 01:00, 9 December 2014 (GMT&lt;br /&gt;
&lt;br /&gt;
::::To be ''fair'', they did kind of draw your attention to the treads in that part where you'd shimmying along the ledge and it decides the best way to scare you is to almost drive off a cliff :P And they are known for some wonderfully unnecessary flourishes like the procedurally generated ocean in the ship level of ''Uncharted 3'', or the sand physics later on (which were also used in ''Journey''). [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 21:07, 8 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
:An accurately-modelled, dynamically animated sling for a long gun that moves realistically requires a lot of work for not much benefit, as I've said before. You need (an incomplete list follows below): &lt;br /&gt;
:*A collision system around the body of the character, the gun, and the sling itself (to stop it from passing through itself). &lt;br /&gt;
:*A physics system to make it move around realistically under its own weight (given how many videos there are out there showing ingame physics engines bugging out, this isn't easy). &lt;br /&gt;
:*Stock animations (such as putting the long gun on your back or bringing it to the ready) and a way to make sure that the dynamic animations don't interfere with the stock ones. &lt;br /&gt;
:A rather substantial amount of work for a small element. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 17:42, 4 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
::Again, though, this is the same team that put procedurally generated waves in Uncharted 3 and made sure every object on the cruise liner moved in relation to the angle of the deck rather than just having them slide back and forth on fixed tracks. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 18:49, 4 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
:Try looking at [http://youtu.be/BJD-nVieAe4 this older video] showing the Joker from the Arkham series. At around 10 seconds you can see the chain near his left thigh suddenly pop out of his 3D model (whereas before it was invisible). That's what can easily happen with a dynamic sling model that isn't rigorously bugtested and doesn't have exhaustive collision boxes. As for making objects in a level slide around due to waves outside, assuming your physics engine and hardware can handle it, wouldn't it largely be a matter of programming in a sequence for the direction of gravity to change in a regular pattern, and then have individual objects procedurally move around depending on their assigned masses, collision boxes, and friction values? --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 03:06, 19 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
::That sounds a lot easier than it is, having objects move dynamically on other objects is really hard (for example, it's ''really'' hard to do something as simple as put something in the back of a flatbed and drive it, because the engine tends to think the truck is crashing into the object: ''Crysis'' has that problem). You have to deal with things like the way the engine prevents objects clipping inside each other by aggressively trying to kick them out (this is why objects sometimes get launched into the air, and why exploits like [https://www.youtube.com/watch?v=37McU9a_iEw this] are possible even in 2D games). Just keeping the objects moving on the deck without them boinging around like bouncy balls would have been a nightmare. The hardest thing with a proper sling would actually be stopping it constantly pinging off Nathan's body, for the same reason. Keeping it out of his body wouldn't be a huge problem if they have something like physics modelling for pusing 3D foliage out of Nathan's way as he moves (which they almost certainly will).&lt;br /&gt;
&lt;br /&gt;
::The old consoles skipped out on a lot of physics stuff for memory reasons, ''EDF 2025'' goes nuts with physics (spent casings will slide downhill and skip up into the air if they hit a dip, glass spraying out of a blasted window will bounce off other buildings, etc) and it tanks its framerate constantly despite using some pretty low-grade textures for a last-gen console game. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:18, 19 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
:I see, it's just that free sandbox physics games for the PC (like &amp;quot;Truck Dismount&amp;quot; and &amp;quot;Stair Dismount&amp;quot;) have featured realistic physics behaviour (including inelastic collisions, which the Crysis bug you mention seems to have a problem with) since the early 2000s. Granted, those two games feature very small environments (nowhere near the size of a typical game level) and no textures, but it proved it was possible early on. One other early example of &amp;quot;lots of individual objects subject to ingame physics&amp;quot; can be found in [[Metal Gear Solid 2]], specifically with shell casings. If many bullets are fired (most easily seen with Iroquois Pliskin if you antagonize him just after Raiden first meets him), all the shell casings will collect on the ground and still be subject to ingame physics so as long as they haven't completely come to a stop. They can actually pile up to a pretty surprising amount, a level of detail I haven't seen since in gaming. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 02:45, 20 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
::MGS2 is kind of special, there's also two wine coolers in that game most people won't even notice which have ice in them, and someone on the team made a dynamic model for ice melting which bases the rate on the proximity of other ice cubes. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 02:57, 20 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm obviously kinda late to this party but one guy here was questioning the point of details like the sling and properly animated tracks on tanks and whatnot. That kind of mentality, &amp;quot;why bother if it's only a small detail?&amp;quot; is ridiculous. Why did we bother going from N64 graphics then? They worked just well didn't they? Why bother with this why bother with that if what we have already works??!? &lt;br /&gt;
Well, I'll tell ya, because otherwise we would never progress anywhere if we we're just happy with no change, no matter how small or big. &lt;br /&gt;
Really, i can't understand why one would think that way. (Well, maybe a little)--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 11:48, 11 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I question its necessity because it doesn't add anything to actual gameplay. Don't know how or why that's hard to understand, it's pretty simple. The comparison to N64 graphics is apples to oranges. Seriously, how much attention is ''really'' going to be paid to a dynamic sling unless you intend to play through the game staring at it the whole time? It's a lot of work for little real benefit and it takes RAM away from more important aspects of the game. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:23, 11 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I highly doubt a sling is going to cause the game to run worse due to its use of RAM. It's a nice detail that give the game world a sense of &amp;quot;realness&amp;quot; to it. It gives of an organic feel to it because it's a slings that moves around realistically in a video game, something that is not seen often.&lt;br /&gt;
::Even if that sling is some kind of murderer of performance, it is still a nice showing of things to come, in a few years, that type of fancy cloth physics will be standard, and ND was one of the studios to pave the way for it.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 01:09, 12 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:These unnecessary but nice to see flashes of realism can be a hallmark of a good development team. MGS2 was chock-full of them, but that's simply not a priority in gaming anymore (especially since game development got much more expensive and the budgets that much tighter). If Naughty Dog can do it, they should. It's not like this is an unpopular series. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 20:54, 15 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I would say it has never been a priority in gaming. If a dev felt that they wanted a certain detail, no matter how small or big, they would add it, this isn't a dying trend, I would say it's more common with small details nowadays than before, back in the day.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 10:27, 16 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Wrong Reloading Animation!?=&lt;br /&gt;
&lt;br /&gt;
Does it bother anyone else that Drake reloads the SIG as if it has an AK style mag release, (pressing the fresh magazine against the release and then knocking the empty one off with one motion) when the SG556 has a button release housed above the trigger guard? (I've watch closely and he doesn't press the release before doing so.)&lt;br /&gt;
I am however loving the small addition of racking the bolt after picking up the rifle. [[User:RedRobinAlpha|RedRobinAlpha]] ([[User talk:RedRobinAlpha|talk]]) 01:00, 9 December 2014 (GMT&lt;br /&gt;
&lt;br /&gt;
No more than it bothered me in the previous four Uncharted games. They've always used AK-based animations for all assault rifles. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 02:40, 9 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
Hasn't the whole focus of the series been on the &amp;quot;high adventure&amp;quot; aspect rather than the combat and firearms accuracy? It would be nice to see more accurate animations in future installments, but that's unlikely given that this is supposed to be the last one for Nathan Drake. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 17:15, 4 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
:Because the older consoles had very little in the way of RAM and slow loading, they tended to take a lot of shortcuts: one frequent one was reusing animations in third-person games, as with Nico Bellic using the same hand positions for every weapon of a given type. Two weapon inventory in shooters was for that reason too, so the game only had to have two high-res weapon models loaded at once (the ''MGR: Revengeance'' team said the reason there's no quick-select for weapons in that game is they ''had'' to pause it to dump the old weapon's files out of memory or the game would crash). So in theory they shouldn't have to use one reference animation for all ARs anymore. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:35, 4 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
Do you mean reload animations from just 3rd-person shooter games in general, or do you include FPS games as well? The oldest third-person-perspective game I know of that had 2 reload animations for its guns is [[Silent Hill 3]], and that was originally a PS2 game. Other older FPS games (especially of the tactical variety, such as [[SWAT 4]]) have had 2 reload animations as well, albeit those are mostly for the PC--[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 02:00, 19 January 2015 (EST).&lt;br /&gt;
&lt;br /&gt;
:IIRC Silent Hill 3 only has three weapons which even have reloading animations, so it can splurge a little; I was thinking more about games like the [[007: Quantum of Solace (VG)|Quantum of Solace]] one, where every single two-handed gun has a foregrip so they can use the same cover poses for all of them. I imagine it's the same with sharing animations between guns; if you just use the same one, you don't have to keep going &amp;quot;ok, what will this look like behind each piece of cover, when walking, when running...&amp;quot; and that would save a lot of memory since you'd have to load all of those in case the player did them. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:47, 19 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
Hopefully we'll see a proper reload animation for any potential AR-15 rifle in the game this time around. The reuse of the AK reload on those rifle in the previous games annoyed me more then it should.&lt;br /&gt;
I would have thought that &amp;quot;two ranged weapons only&amp;quot; gameplay mechanic was a small nod towards realism (most people aren't anywhere near strong enough to carry two full-size long guns ''and'' &amp;quot;enough&amp;quot; ammunition for both, plus full kit). I suppose the takeaway from SH3 is that multiple reload animations in a console game are perfectly possible, assuming they are a priority for the development team. The Xbox 360 had only 512 MB of RAM and the PS3 had only 256 MB RAM (in an age where gigabytes of RAM for PCs was rather cheap), so I suppose that was one of the limiting factors for multiplatform games like MGR:R. Still, I remember [[Rainbow Six: Vegas 2]] had customizable loadouts for guns ''and'' 2 FPV reload animations for most of them (even ones that didn't really need it, such as for the [[Taurus Raging Bull]]). I never played the console versions of Vegas 2, but if separate reload animations were visible in 3PV in that game's multiplayer, then you could end up with a lot of reload animations in memory, or even more if players could loot weapons from fallen players (as has been standard for multiplayer FPSes for a long time). --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 02:19, 20 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
:Eh, two full-sized weapons perhaps, but that doesn't really explain the whole &amp;quot;pistol is the same size as a rocket launcher&amp;quot; or games that let you carry all the weapons but still rotate them into a two-slot inventory. I think with multiplayer they scrimp on world detail to save memory, multiplayer maps are rarely much to look at compared to the same game's single player.&lt;br /&gt;
&lt;br /&gt;
:With Uncharted, though, you have a ton more character animations because Nathan doesn't just military his way around the place, he can jump and roll and the like, plus he has things like the brutal melee animations, mantling, climbing, etc, and he's in single player so you've got a lot of pretty level textures eating through a very limited amount of RAM (I think PS3 does have another 256 megs of graphics RAM, so it's not quite that bad, but still, one of the reasons console Far Cry is so cut down is the original wanted 1 gig of RAM and a 256 meg graphics card for max settings). In that case I can forgive them things like using mirrored left / right reloads so Nathan keeps pulling charging handles that aren't there, but I'd be surprised if they kept doing that with eight gigs of RAM to play with, that'd just be lazy. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:04, 20 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
Yes, I hope that Naughty Dog will make full use of the PS4's resources. Still, as [[Silent Hill 3]] proves, it can happen if it's a priority. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 00:08, 7 March 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
One thing I appreciate is that in the most recent gameplay demo they've added a lefthanded reload animation for the AK, as opposed to mirroring the animation and having nate cock a non existent charging handle. Another nice little touch in an amazing looking game.--[[User:1911isthebestgunever|One shot is all it takes.]] ([[User talk:1911isthebestgunever|talk]]) 13:52, 15 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Multiplayer trailer shows a bunch of new guns ==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?time_continue=28&amp;amp;v=gHDKnWosOyY&lt;br /&gt;
--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:47, 27 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'll admit, I'm very bad at identifying and naming guns, but there appeared to be some kind of FAL-ish rifle in the trailer. Then there was what looked like a burst-firing 92FS (how hard can it be to just make a 93R?) There was also a bolt-action rifle that looked like Remington 700 with a synthetic green body. &lt;br /&gt;
There where also some other guns that i'm not sure of what they are supposed to be.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:57, 27 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Multiplayer stream showed a lot of new guns.  ==&lt;br /&gt;
&lt;br /&gt;
Well the multiplayer stream showed off a lot of weapons. I screencapped some of the menus.&lt;br /&gt;
What I can already see is a Beretta ARX-160, China Lake, a Franchi SPAS-12, M14, FN FAL, Beretta Raffica and others which you may help me properly identify. &lt;br /&gt;
Screenshots of the heavy/long/sidearm screens.&lt;br /&gt;
&lt;br /&gt;
http://imgur.com/MAuOGHZ&lt;br /&gt;
&lt;br /&gt;
http://imgur.com/KIxRF5T&lt;br /&gt;
&lt;br /&gt;
http://imgur.com/Ew91t0n&lt;br /&gt;
&lt;br /&gt;
EDIT:&lt;br /&gt;
Much better screenshots in this topic.&lt;br /&gt;
http://www.dualshockers.com/2015/12/03/uncharted-4-ps4-multiplayer-beta-155-screenshotsvideos-show-customization-options-menus-and-more/&lt;br /&gt;
&lt;br /&gt;
[[User:StarTsurugi|StarTsurugi]] ([[User talk:StarTsurugi|talk]]) 21:27, 3 December 2015 (GMT+2)&lt;br /&gt;
:Barok .44 looks like a Chiappa Rhino, and the Scoped Pistol could be a Thompson Contender. These are just guesses though.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 15:03, 3 December 2015 (EST)&lt;br /&gt;
::I have an key for the closed beta, so i might snag some pics once it's on. Also, im fairly sure that 93R is a 92FS converted to burstfire, it seems to have a slide mounted safety and the more rounded slide of the ::FS.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:05, 3 December 2015 (EST)&lt;/div&gt;</summary>
		<author><name>StarTsurugi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Uncharted_4:_A_Thief%27s_End&amp;diff=984579</id>
		<title>Talk:Uncharted 4: A Thief's End</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Uncharted_4:_A_Thief%27s_End&amp;diff=984579"/>
		<updated>2015-12-03T19:29:56Z</updated>

		<summary type="html">&lt;p&gt;StarTsurugi: /* Multiplayer stream showed a lot of new guns. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=A SLING on the rifle!=&lt;br /&gt;
&lt;br /&gt;
Some people might not think this is anything to nod about but seeing so many Uncharted games and even recently the MGS5 gameplay trailers...I see a fucking sling on the SIG rifle that Drake takes and uses. He throws it to his back and we actually see the weapon's sling! See how hard is that Konami? I am weird out that Snake is carrying around his rifle dangling in the air like there SHOULD be a sling and motion capture for Snake most likely did but they couldn't animate a sling because some say it might be too hard and here's Uncharted having one. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 20:57, 6 December 2014 (EST)&lt;br /&gt;
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I don't see any sling. You sure you aren't confusing Drake's shoulder holster for one? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:06, 6 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
I saw the sling too. You can see it hanging below the rifle when he fires it and when he talks to his brother at the end of the gameplay trailer. It's a beige sling going across his chest which contrasts with the brown shoulder rig he's wearing. Sorry I don't have an image, I can't screencap to save my life. Also worth pointing out, the 1911A1 he picks up holds 9 rounds so it must replace the Colt Defender from the previous games. --[[User:Bad Boy|Bad Boy]] ([[User talk:Bad Boy|talk]]) 01:32, 7 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
Ah, I see. Well, I still feel slings to be a largely unnecessary detail due to the amount of programming needed to make them &amp;quot;work&amp;quot; that otherwise doesn't add anything to gameplay. In as many third person shooters as I've played since the days of PS1, I've never even noticed the absence of a sling. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:06, 8 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
:A sling isn't ''that'' hard to do if you're treating it like it's nailed to the character's shoulder (you can just point one handle on the character model and two others on the gun and use them to define its length) and you could use canned animations for it swinging around rather than physics if you want (the cut animations in MGS Rising are all pre-made because they couldn't get a dynamic system to work), but yeah, it'd be quite a lot of work to get a proper sling with physics. It's the same reason a lot of lazy FPS games use wheeled vehicles instead of tracked ones, and nobody tries to make tank treads with modelled individually articulated links (they usually just use a scrolling texture and a bump map). [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:35, 8 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
::Then tell me, how often did you pay attention to the treads on Lazarevic's T-62 as it was demolishing that Tibetan village in Uncharted 2? Or were you like me and too preoccupied with the fact that it was '''shooting at everything that moved'''? Just like articulated tank treads, it's a nice detail but still largely unnecessary and doesn't really add anything to the game because nobody's going to pay much attention to it. Unless you intend to play through the game staring at the sling the entire time. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 11:03, 8 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I'm with you that it is unnecessary, but like you say it is a nice touch, and Naughty Dog is good at putting small little details into their games that if you don't keep your eyes you for you will miss. Either way I don't see why anyone would be against this small touch being in the game, unless they intend to have it hold real world properties and make it so you can snag it on a protruding branch or something. (Which personally I think would add much more tension to tough gun fights, but also be annoying as hell if it wasn't to be programmed exactly right).[[User:RedRobinAlpha|RedRobinAlpha]] ([[User talk:RedRobinAlpha|talk]]) 01:00, 9 December 2014 (GMT&lt;br /&gt;
&lt;br /&gt;
::::To be ''fair'', they did kind of draw your attention to the treads in that part where you'd shimmying along the ledge and it decides the best way to scare you is to almost drive off a cliff :P And they are known for some wonderfully unnecessary flourishes like the procedurally generated ocean in the ship level of ''Uncharted 3'', or the sand physics later on (which were also used in ''Journey''). [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 21:07, 8 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
:An accurately-modelled, dynamically animated sling for a long gun that moves realistically requires a lot of work for not much benefit, as I've said before. You need (an incomplete list follows below): &lt;br /&gt;
:*A collision system around the body of the character, the gun, and the sling itself (to stop it from passing through itself). &lt;br /&gt;
:*A physics system to make it move around realistically under its own weight (given how many videos there are out there showing ingame physics engines bugging out, this isn't easy). &lt;br /&gt;
:*Stock animations (such as putting the long gun on your back or bringing it to the ready) and a way to make sure that the dynamic animations don't interfere with the stock ones. &lt;br /&gt;
:A rather substantial amount of work for a small element. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 17:42, 4 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
::Again, though, this is the same team that put procedurally generated waves in Uncharted 3 and made sure every object on the cruise liner moved in relation to the angle of the deck rather than just having them slide back and forth on fixed tracks. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 18:49, 4 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
:Try looking at [http://youtu.be/BJD-nVieAe4 this older video] showing the Joker from the Arkham series. At around 10 seconds you can see the chain near his left thigh suddenly pop out of his 3D model (whereas before it was invisible). That's what can easily happen with a dynamic sling model that isn't rigorously bugtested and doesn't have exhaustive collision boxes. As for making objects in a level slide around due to waves outside, assuming your physics engine and hardware can handle it, wouldn't it largely be a matter of programming in a sequence for the direction of gravity to change in a regular pattern, and then have individual objects procedurally move around depending on their assigned masses, collision boxes, and friction values? --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 03:06, 19 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
::That sounds a lot easier than it is, having objects move dynamically on other objects is really hard (for example, it's ''really'' hard to do something as simple as put something in the back of a flatbed and drive it, because the engine tends to think the truck is crashing into the object: ''Crysis'' has that problem). You have to deal with things like the way the engine prevents objects clipping inside each other by aggressively trying to kick them out (this is why objects sometimes get launched into the air, and why exploits like [https://www.youtube.com/watch?v=37McU9a_iEw this] are possible even in 2D games). Just keeping the objects moving on the deck without them boinging around like bouncy balls would have been a nightmare. The hardest thing with a proper sling would actually be stopping it constantly pinging off Nathan's body, for the same reason. Keeping it out of his body wouldn't be a huge problem if they have something like physics modelling for pusing 3D foliage out of Nathan's way as he moves (which they almost certainly will).&lt;br /&gt;
&lt;br /&gt;
::The old consoles skipped out on a lot of physics stuff for memory reasons, ''EDF 2025'' goes nuts with physics (spent casings will slide downhill and skip up into the air if they hit a dip, glass spraying out of a blasted window will bounce off other buildings, etc) and it tanks its framerate constantly despite using some pretty low-grade textures for a last-gen console game. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:18, 19 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
:I see, it's just that free sandbox physics games for the PC (like &amp;quot;Truck Dismount&amp;quot; and &amp;quot;Stair Dismount&amp;quot;) have featured realistic physics behaviour (including inelastic collisions, which the Crysis bug you mention seems to have a problem with) since the early 2000s. Granted, those two games feature very small environments (nowhere near the size of a typical game level) and no textures, but it proved it was possible early on. One other early example of &amp;quot;lots of individual objects subject to ingame physics&amp;quot; can be found in [[Metal Gear Solid 2]], specifically with shell casings. If many bullets are fired (most easily seen with Iroquois Pliskin if you antagonize him just after Raiden first meets him), all the shell casings will collect on the ground and still be subject to ingame physics so as long as they haven't completely come to a stop. They can actually pile up to a pretty surprising amount, a level of detail I haven't seen since in gaming. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 02:45, 20 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
::MGS2 is kind of special, there's also two wine coolers in that game most people won't even notice which have ice in them, and someone on the team made a dynamic model for ice melting which bases the rate on the proximity of other ice cubes. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 02:57, 20 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm obviously kinda late to this party but one guy here was questioning the point of details like the sling and properly animated tracks on tanks and whatnot. That kind of mentality, &amp;quot;why bother if it's only a small detail?&amp;quot; is ridiculous. Why did we bother going from N64 graphics then? They worked just well didn't they? Why bother with this why bother with that if what we have already works??!? &lt;br /&gt;
Well, I'll tell ya, because otherwise we would never progress anywhere if we we're just happy with no change, no matter how small or big. &lt;br /&gt;
Really, i can't understand why one would think that way. (Well, maybe a little)--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 11:48, 11 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I question its necessity because it doesn't add anything to actual gameplay. Don't know how or why that's hard to understand, it's pretty simple. The comparison to N64 graphics is apples to oranges. Seriously, how much attention is ''really'' going to be paid to a dynamic sling unless you intend to play through the game staring at it the whole time? It's a lot of work for little real benefit and it takes RAM away from more important aspects of the game. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:23, 11 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I highly doubt a sling is going to cause the game to run worse due to its use of RAM. It's a nice detail that give the game world a sense of &amp;quot;realness&amp;quot; to it. It gives of an organic feel to it because it's a slings that moves around realistically in a video game, something that is not seen often.&lt;br /&gt;
::Even if that sling is some kind of murderer of performance, it is still a nice showing of things to come, in a few years, that type of fancy cloth physics will be standard, and ND was one of the studios to pave the way for it.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 01:09, 12 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:These unnecessary but nice to see flashes of realism can be a hallmark of a good development team. MGS2 was chock-full of them, but that's simply not a priority in gaming anymore (especially since game development got much more expensive and the budgets that much tighter). If Naughty Dog can do it, they should. It's not like this is an unpopular series. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 20:54, 15 October 2015 (EDT)&lt;br /&gt;
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::I would say it has never been a priority in gaming. If a dev felt that they wanted a certain detail, no matter how small or big, they would add it, this isn't a dying trend, I would say it's more common with small details nowadays than before, back in the day.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 10:27, 16 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Wrong Reloading Animation!?=&lt;br /&gt;
&lt;br /&gt;
Does it bother anyone else that Drake reloads the SIG as if it has an AK style mag release, (pressing the fresh magazine against the release and then knocking the empty one off with one motion) when the SG556 has a button release housed above the trigger guard? (I've watch closely and he doesn't press the release before doing so.)&lt;br /&gt;
I am however loving the small addition of racking the bolt after picking up the rifle. [[User:RedRobinAlpha|RedRobinAlpha]] ([[User talk:RedRobinAlpha|talk]]) 01:00, 9 December 2014 (GMT&lt;br /&gt;
&lt;br /&gt;
No more than it bothered me in the previous four Uncharted games. They've always used AK-based animations for all assault rifles. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 02:40, 9 December 2014 (EST)&lt;br /&gt;
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Hasn't the whole focus of the series been on the &amp;quot;high adventure&amp;quot; aspect rather than the combat and firearms accuracy? It would be nice to see more accurate animations in future installments, but that's unlikely given that this is supposed to be the last one for Nathan Drake. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 17:15, 4 January 2015 (EST)&lt;br /&gt;
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:Because the older consoles had very little in the way of RAM and slow loading, they tended to take a lot of shortcuts: one frequent one was reusing animations in third-person games, as with Nico Bellic using the same hand positions for every weapon of a given type. Two weapon inventory in shooters was for that reason too, so the game only had to have two high-res weapon models loaded at once (the ''MGR: Revengeance'' team said the reason there's no quick-select for weapons in that game is they ''had'' to pause it to dump the old weapon's files out of memory or the game would crash). So in theory they shouldn't have to use one reference animation for all ARs anymore. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:35, 4 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
Do you mean reload animations from just 3rd-person shooter games in general, or do you include FPS games as well? The oldest third-person-perspective game I know of that had 2 reload animations for its guns is [[Silent Hill 3]], and that was originally a PS2 game. Other older FPS games (especially of the tactical variety, such as [[SWAT 4]]) have had 2 reload animations as well, albeit those are mostly for the PC--[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 02:00, 19 January 2015 (EST).&lt;br /&gt;
&lt;br /&gt;
:IIRC Silent Hill 3 only has three weapons which even have reloading animations, so it can splurge a little; I was thinking more about games like the [[007: Quantum of Solace (VG)|Quantum of Solace]] one, where every single two-handed gun has a foregrip so they can use the same cover poses for all of them. I imagine it's the same with sharing animations between guns; if you just use the same one, you don't have to keep going &amp;quot;ok, what will this look like behind each piece of cover, when walking, when running...&amp;quot; and that would save a lot of memory since you'd have to load all of those in case the player did them. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:47, 19 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
Hopefully we'll see a proper reload animation for any potential AR-15 rifle in the game this time around. The reuse of the AK reload on those rifle in the previous games annoyed me more then it should.&lt;br /&gt;
I would have thought that &amp;quot;two ranged weapons only&amp;quot; gameplay mechanic was a small nod towards realism (most people aren't anywhere near strong enough to carry two full-size long guns ''and'' &amp;quot;enough&amp;quot; ammunition for both, plus full kit). I suppose the takeaway from SH3 is that multiple reload animations in a console game are perfectly possible, assuming they are a priority for the development team. The Xbox 360 had only 512 MB of RAM and the PS3 had only 256 MB RAM (in an age where gigabytes of RAM for PCs was rather cheap), so I suppose that was one of the limiting factors for multiplatform games like MGR:R. Still, I remember [[Rainbow Six: Vegas 2]] had customizable loadouts for guns ''and'' 2 FPV reload animations for most of them (even ones that didn't really need it, such as for the [[Taurus Raging Bull]]). I never played the console versions of Vegas 2, but if separate reload animations were visible in 3PV in that game's multiplayer, then you could end up with a lot of reload animations in memory, or even more if players could loot weapons from fallen players (as has been standard for multiplayer FPSes for a long time). --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 02:19, 20 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
:Eh, two full-sized weapons perhaps, but that doesn't really explain the whole &amp;quot;pistol is the same size as a rocket launcher&amp;quot; or games that let you carry all the weapons but still rotate them into a two-slot inventory. I think with multiplayer they scrimp on world detail to save memory, multiplayer maps are rarely much to look at compared to the same game's single player.&lt;br /&gt;
&lt;br /&gt;
:With Uncharted, though, you have a ton more character animations because Nathan doesn't just military his way around the place, he can jump and roll and the like, plus he has things like the brutal melee animations, mantling, climbing, etc, and he's in single player so you've got a lot of pretty level textures eating through a very limited amount of RAM (I think PS3 does have another 256 megs of graphics RAM, so it's not quite that bad, but still, one of the reasons console Far Cry is so cut down is the original wanted 1 gig of RAM and a 256 meg graphics card for max settings). In that case I can forgive them things like using mirrored left / right reloads so Nathan keeps pulling charging handles that aren't there, but I'd be surprised if they kept doing that with eight gigs of RAM to play with, that'd just be lazy. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:04, 20 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
Yes, I hope that Naughty Dog will make full use of the PS4's resources. Still, as [[Silent Hill 3]] proves, it can happen if it's a priority. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 00:08, 7 March 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
One thing I appreciate is that in the most recent gameplay demo they've added a lefthanded reload animation for the AK, as opposed to mirroring the animation and having nate cock a non existent charging handle. Another nice little touch in an amazing looking game.--[[User:1911isthebestgunever|One shot is all it takes.]] ([[User talk:1911isthebestgunever|talk]]) 13:52, 15 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Multiplayer trailer shows a bunch of new guns ==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?time_continue=28&amp;amp;v=gHDKnWosOyY&lt;br /&gt;
--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:47, 27 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'll admit, I'm very bad at identifying and naming guns, but there appeared to be some kind of FAL-ish rifle in the trailer. Then there was what looked like a burst-firing 92FS (how hard can it be to just make a 93R?) There was also a bolt-action rifle that looked like Remington 700 with a synthetic green body. &lt;br /&gt;
There where also some other guns that i'm not sure of what they are supposed to be.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:57, 27 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Multiplayer stream showed a lot of new guns.  ==&lt;br /&gt;
&lt;br /&gt;
Well the multiplayer stream showed off a lot of weapons. I screencapped some of the menus.&lt;br /&gt;
What I can already see is a Beretta ARX-160, China Lake, a Franchi SPAS-12, M14, FN FAL, Beretta Raffica and others which you may help me properly identify. &lt;br /&gt;
Screenshots of the heavy/long/sidearm screens.&lt;br /&gt;
&lt;br /&gt;
http://imgur.com/MAuOGHZ&lt;br /&gt;
&lt;br /&gt;
http://imgur.com/KIxRF5T&lt;br /&gt;
&lt;br /&gt;
http://imgur.com/Ew91t0n&lt;br /&gt;
&lt;br /&gt;
[[User:StarTsurugi|StarTsurugi]] ([[User talk:StarTsurugi|talk]]) 21:27, 3 December 2015 (GMT+2)&lt;/div&gt;</summary>
		<author><name>StarTsurugi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Uncharted_4:_A_Thief%27s_End&amp;diff=984578</id>
		<title>Talk:Uncharted 4: A Thief's End</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Uncharted_4:_A_Thief%27s_End&amp;diff=984578"/>
		<updated>2015-12-03T19:28:53Z</updated>

		<summary type="html">&lt;p&gt;StarTsurugi: /* Multiplayer stream showed a lot of new guns.  */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=A SLING on the rifle!=&lt;br /&gt;
&lt;br /&gt;
Some people might not think this is anything to nod about but seeing so many Uncharted games and even recently the MGS5 gameplay trailers...I see a fucking sling on the SIG rifle that Drake takes and uses. He throws it to his back and we actually see the weapon's sling! See how hard is that Konami? I am weird out that Snake is carrying around his rifle dangling in the air like there SHOULD be a sling and motion capture for Snake most likely did but they couldn't animate a sling because some say it might be too hard and here's Uncharted having one. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 20:57, 6 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
I don't see any sling. You sure you aren't confusing Drake's shoulder holster for one? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:06, 6 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
I saw the sling too. You can see it hanging below the rifle when he fires it and when he talks to his brother at the end of the gameplay trailer. It's a beige sling going across his chest which contrasts with the brown shoulder rig he's wearing. Sorry I don't have an image, I can't screencap to save my life. Also worth pointing out, the 1911A1 he picks up holds 9 rounds so it must replace the Colt Defender from the previous games. --[[User:Bad Boy|Bad Boy]] ([[User talk:Bad Boy|talk]]) 01:32, 7 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
Ah, I see. Well, I still feel slings to be a largely unnecessary detail due to the amount of programming needed to make them &amp;quot;work&amp;quot; that otherwise doesn't add anything to gameplay. In as many third person shooters as I've played since the days of PS1, I've never even noticed the absence of a sling. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:06, 8 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
:A sling isn't ''that'' hard to do if you're treating it like it's nailed to the character's shoulder (you can just point one handle on the character model and two others on the gun and use them to define its length) and you could use canned animations for it swinging around rather than physics if you want (the cut animations in MGS Rising are all pre-made because they couldn't get a dynamic system to work), but yeah, it'd be quite a lot of work to get a proper sling with physics. It's the same reason a lot of lazy FPS games use wheeled vehicles instead of tracked ones, and nobody tries to make tank treads with modelled individually articulated links (they usually just use a scrolling texture and a bump map). [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:35, 8 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
::Then tell me, how often did you pay attention to the treads on Lazarevic's T-62 as it was demolishing that Tibetan village in Uncharted 2? Or were you like me and too preoccupied with the fact that it was '''shooting at everything that moved'''? Just like articulated tank treads, it's a nice detail but still largely unnecessary and doesn't really add anything to the game because nobody's going to pay much attention to it. Unless you intend to play through the game staring at the sling the entire time. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 11:03, 8 December 2014 (EST)&lt;br /&gt;
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:::I'm with you that it is unnecessary, but like you say it is a nice touch, and Naughty Dog is good at putting small little details into their games that if you don't keep your eyes you for you will miss. Either way I don't see why anyone would be against this small touch being in the game, unless they intend to have it hold real world properties and make it so you can snag it on a protruding branch or something. (Which personally I think would add much more tension to tough gun fights, but also be annoying as hell if it wasn't to be programmed exactly right).[[User:RedRobinAlpha|RedRobinAlpha]] ([[User talk:RedRobinAlpha|talk]]) 01:00, 9 December 2014 (GMT&lt;br /&gt;
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::::To be ''fair'', they did kind of draw your attention to the treads in that part where you'd shimmying along the ledge and it decides the best way to scare you is to almost drive off a cliff :P And they are known for some wonderfully unnecessary flourishes like the procedurally generated ocean in the ship level of ''Uncharted 3'', or the sand physics later on (which were also used in ''Journey''). [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 21:07, 8 December 2014 (EST)&lt;br /&gt;
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:An accurately-modelled, dynamically animated sling for a long gun that moves realistically requires a lot of work for not much benefit, as I've said before. You need (an incomplete list follows below): &lt;br /&gt;
:*A collision system around the body of the character, the gun, and the sling itself (to stop it from passing through itself). &lt;br /&gt;
:*A physics system to make it move around realistically under its own weight (given how many videos there are out there showing ingame physics engines bugging out, this isn't easy). &lt;br /&gt;
:*Stock animations (such as putting the long gun on your back or bringing it to the ready) and a way to make sure that the dynamic animations don't interfere with the stock ones. &lt;br /&gt;
:A rather substantial amount of work for a small element. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 17:42, 4 January 2015 (EST)&lt;br /&gt;
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::Again, though, this is the same team that put procedurally generated waves in Uncharted 3 and made sure every object on the cruise liner moved in relation to the angle of the deck rather than just having them slide back and forth on fixed tracks. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 18:49, 4 January 2015 (EST)&lt;br /&gt;
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:Try looking at [http://youtu.be/BJD-nVieAe4 this older video] showing the Joker from the Arkham series. At around 10 seconds you can see the chain near his left thigh suddenly pop out of his 3D model (whereas before it was invisible). That's what can easily happen with a dynamic sling model that isn't rigorously bugtested and doesn't have exhaustive collision boxes. As for making objects in a level slide around due to waves outside, assuming your physics engine and hardware can handle it, wouldn't it largely be a matter of programming in a sequence for the direction of gravity to change in a regular pattern, and then have individual objects procedurally move around depending on their assigned masses, collision boxes, and friction values? --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 03:06, 19 January 2015 (EST)&lt;br /&gt;
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::That sounds a lot easier than it is, having objects move dynamically on other objects is really hard (for example, it's ''really'' hard to do something as simple as put something in the back of a flatbed and drive it, because the engine tends to think the truck is crashing into the object: ''Crysis'' has that problem). You have to deal with things like the way the engine prevents objects clipping inside each other by aggressively trying to kick them out (this is why objects sometimes get launched into the air, and why exploits like [https://www.youtube.com/watch?v=37McU9a_iEw this] are possible even in 2D games). Just keeping the objects moving on the deck without them boinging around like bouncy balls would have been a nightmare. The hardest thing with a proper sling would actually be stopping it constantly pinging off Nathan's body, for the same reason. Keeping it out of his body wouldn't be a huge problem if they have something like physics modelling for pusing 3D foliage out of Nathan's way as he moves (which they almost certainly will).&lt;br /&gt;
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::The old consoles skipped out on a lot of physics stuff for memory reasons, ''EDF 2025'' goes nuts with physics (spent casings will slide downhill and skip up into the air if they hit a dip, glass spraying out of a blasted window will bounce off other buildings, etc) and it tanks its framerate constantly despite using some pretty low-grade textures for a last-gen console game. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:18, 19 January 2015 (EST)&lt;br /&gt;
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:I see, it's just that free sandbox physics games for the PC (like &amp;quot;Truck Dismount&amp;quot; and &amp;quot;Stair Dismount&amp;quot;) have featured realistic physics behaviour (including inelastic collisions, which the Crysis bug you mention seems to have a problem with) since the early 2000s. Granted, those two games feature very small environments (nowhere near the size of a typical game level) and no textures, but it proved it was possible early on. One other early example of &amp;quot;lots of individual objects subject to ingame physics&amp;quot; can be found in [[Metal Gear Solid 2]], specifically with shell casings. If many bullets are fired (most easily seen with Iroquois Pliskin if you antagonize him just after Raiden first meets him), all the shell casings will collect on the ground and still be subject to ingame physics so as long as they haven't completely come to a stop. They can actually pile up to a pretty surprising amount, a level of detail I haven't seen since in gaming. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 02:45, 20 January 2015 (EST)&lt;br /&gt;
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::MGS2 is kind of special, there's also two wine coolers in that game most people won't even notice which have ice in them, and someone on the team made a dynamic model for ice melting which bases the rate on the proximity of other ice cubes. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 02:57, 20 January 2015 (EST)&lt;br /&gt;
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I'm obviously kinda late to this party but one guy here was questioning the point of details like the sling and properly animated tracks on tanks and whatnot. That kind of mentality, &amp;quot;why bother if it's only a small detail?&amp;quot; is ridiculous. Why did we bother going from N64 graphics then? They worked just well didn't they? Why bother with this why bother with that if what we have already works??!? &lt;br /&gt;
Well, I'll tell ya, because otherwise we would never progress anywhere if we we're just happy with no change, no matter how small or big. &lt;br /&gt;
Really, i can't understand why one would think that way. (Well, maybe a little)--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 11:48, 11 October 2015 (EDT)&lt;br /&gt;
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:I question its necessity because it doesn't add anything to actual gameplay. Don't know how or why that's hard to understand, it's pretty simple. The comparison to N64 graphics is apples to oranges. Seriously, how much attention is ''really'' going to be paid to a dynamic sling unless you intend to play through the game staring at it the whole time? It's a lot of work for little real benefit and it takes RAM away from more important aspects of the game. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:23, 11 October 2015 (EDT)&lt;br /&gt;
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::I highly doubt a sling is going to cause the game to run worse due to its use of RAM. It's a nice detail that give the game world a sense of &amp;quot;realness&amp;quot; to it. It gives of an organic feel to it because it's a slings that moves around realistically in a video game, something that is not seen often.&lt;br /&gt;
::Even if that sling is some kind of murderer of performance, it is still a nice showing of things to come, in a few years, that type of fancy cloth physics will be standard, and ND was one of the studios to pave the way for it.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 01:09, 12 October 2015 (EDT)&lt;br /&gt;
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:These unnecessary but nice to see flashes of realism can be a hallmark of a good development team. MGS2 was chock-full of them, but that's simply not a priority in gaming anymore (especially since game development got much more expensive and the budgets that much tighter). If Naughty Dog can do it, they should. It's not like this is an unpopular series. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 20:54, 15 October 2015 (EDT)&lt;br /&gt;
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::I would say it has never been a priority in gaming. If a dev felt that they wanted a certain detail, no matter how small or big, they would add it, this isn't a dying trend, I would say it's more common with small details nowadays than before, back in the day.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 10:27, 16 October 2015 (EDT)&lt;br /&gt;
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=Wrong Reloading Animation!?=&lt;br /&gt;
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Does it bother anyone else that Drake reloads the SIG as if it has an AK style mag release, (pressing the fresh magazine against the release and then knocking the empty one off with one motion) when the SG556 has a button release housed above the trigger guard? (I've watch closely and he doesn't press the release before doing so.)&lt;br /&gt;
I am however loving the small addition of racking the bolt after picking up the rifle. [[User:RedRobinAlpha|RedRobinAlpha]] ([[User talk:RedRobinAlpha|talk]]) 01:00, 9 December 2014 (GMT&lt;br /&gt;
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No more than it bothered me in the previous four Uncharted games. They've always used AK-based animations for all assault rifles. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 02:40, 9 December 2014 (EST)&lt;br /&gt;
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Hasn't the whole focus of the series been on the &amp;quot;high adventure&amp;quot; aspect rather than the combat and firearms accuracy? It would be nice to see more accurate animations in future installments, but that's unlikely given that this is supposed to be the last one for Nathan Drake. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 17:15, 4 January 2015 (EST)&lt;br /&gt;
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:Because the older consoles had very little in the way of RAM and slow loading, they tended to take a lot of shortcuts: one frequent one was reusing animations in third-person games, as with Nico Bellic using the same hand positions for every weapon of a given type. Two weapon inventory in shooters was for that reason too, so the game only had to have two high-res weapon models loaded at once (the ''MGR: Revengeance'' team said the reason there's no quick-select for weapons in that game is they ''had'' to pause it to dump the old weapon's files out of memory or the game would crash). So in theory they shouldn't have to use one reference animation for all ARs anymore. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:35, 4 January 2015 (EST)&lt;br /&gt;
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Do you mean reload animations from just 3rd-person shooter games in general, or do you include FPS games as well? The oldest third-person-perspective game I know of that had 2 reload animations for its guns is [[Silent Hill 3]], and that was originally a PS2 game. Other older FPS games (especially of the tactical variety, such as [[SWAT 4]]) have had 2 reload animations as well, albeit those are mostly for the PC--[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 02:00, 19 January 2015 (EST).&lt;br /&gt;
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:IIRC Silent Hill 3 only has three weapons which even have reloading animations, so it can splurge a little; I was thinking more about games like the [[007: Quantum of Solace (VG)|Quantum of Solace]] one, where every single two-handed gun has a foregrip so they can use the same cover poses for all of them. I imagine it's the same with sharing animations between guns; if you just use the same one, you don't have to keep going &amp;quot;ok, what will this look like behind each piece of cover, when walking, when running...&amp;quot; and that would save a lot of memory since you'd have to load all of those in case the player did them. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:47, 19 January 2015 (EST)&lt;br /&gt;
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Hopefully we'll see a proper reload animation for any potential AR-15 rifle in the game this time around. The reuse of the AK reload on those rifle in the previous games annoyed me more then it should.&lt;br /&gt;
I would have thought that &amp;quot;two ranged weapons only&amp;quot; gameplay mechanic was a small nod towards realism (most people aren't anywhere near strong enough to carry two full-size long guns ''and'' &amp;quot;enough&amp;quot; ammunition for both, plus full kit). I suppose the takeaway from SH3 is that multiple reload animations in a console game are perfectly possible, assuming they are a priority for the development team. The Xbox 360 had only 512 MB of RAM and the PS3 had only 256 MB RAM (in an age where gigabytes of RAM for PCs was rather cheap), so I suppose that was one of the limiting factors for multiplatform games like MGR:R. Still, I remember [[Rainbow Six: Vegas 2]] had customizable loadouts for guns ''and'' 2 FPV reload animations for most of them (even ones that didn't really need it, such as for the [[Taurus Raging Bull]]). I never played the console versions of Vegas 2, but if separate reload animations were visible in 3PV in that game's multiplayer, then you could end up with a lot of reload animations in memory, or even more if players could loot weapons from fallen players (as has been standard for multiplayer FPSes for a long time). --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 02:19, 20 January 2015 (EST)&lt;br /&gt;
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:Eh, two full-sized weapons perhaps, but that doesn't really explain the whole &amp;quot;pistol is the same size as a rocket launcher&amp;quot; or games that let you carry all the weapons but still rotate them into a two-slot inventory. I think with multiplayer they scrimp on world detail to save memory, multiplayer maps are rarely much to look at compared to the same game's single player.&lt;br /&gt;
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:With Uncharted, though, you have a ton more character animations because Nathan doesn't just military his way around the place, he can jump and roll and the like, plus he has things like the brutal melee animations, mantling, climbing, etc, and he's in single player so you've got a lot of pretty level textures eating through a very limited amount of RAM (I think PS3 does have another 256 megs of graphics RAM, so it's not quite that bad, but still, one of the reasons console Far Cry is so cut down is the original wanted 1 gig of RAM and a 256 meg graphics card for max settings). In that case I can forgive them things like using mirrored left / right reloads so Nathan keeps pulling charging handles that aren't there, but I'd be surprised if they kept doing that with eight gigs of RAM to play with, that'd just be lazy. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:04, 20 January 2015 (EST)&lt;br /&gt;
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Yes, I hope that Naughty Dog will make full use of the PS4's resources. Still, as [[Silent Hill 3]] proves, it can happen if it's a priority. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 00:08, 7 March 2015 (EST)&lt;br /&gt;
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One thing I appreciate is that in the most recent gameplay demo they've added a lefthanded reload animation for the AK, as opposed to mirroring the animation and having nate cock a non existent charging handle. Another nice little touch in an amazing looking game.--[[User:1911isthebestgunever|One shot is all it takes.]] ([[User talk:1911isthebestgunever|talk]]) 13:52, 15 August 2015 (EDT)&lt;br /&gt;
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== New Multiplayer trailer shows a bunch of new guns ==&lt;br /&gt;
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https://www.youtube.com/watch?time_continue=28&amp;amp;v=gHDKnWosOyY&lt;br /&gt;
--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:47, 27 October 2015 (EDT)&lt;br /&gt;
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I'll admit, I'm very bad at identifying and naming guns, but there appeared to be some kind of FAL-ish rifle in the trailer. Then there was what looked like a burst-firing 92FS (how hard can it be to just make a 93R?) There was also a bolt-action rifle that looked like Remington 700 with a synthetic green body. &lt;br /&gt;
There where also some other guns that i'm not sure of what they are supposed to be.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:57, 27 October 2015 (EDT)&lt;br /&gt;
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== Multiplayer stream showed a lot of new guns.  ==&lt;br /&gt;
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Well the multiplayer stream showed off a lot of weapons. I screencapped some of the menus.&lt;br /&gt;
What I can already see is a Beretta ARX-160, China Lake, a Franchi SPAS-12, M14, FN FAL, Beretta Raffica and others which you may help me properly identify. &lt;br /&gt;
Screenshots of the heavy/long/sidearm screens.&lt;br /&gt;
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http://imgur.com/MAuOGHZ&lt;br /&gt;
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http://imgur.com/KIxRF5T&lt;br /&gt;
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http://imgur.com/Ew91t0n&lt;br /&gt;
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StarTsurugi 21:27, 3 December 2015 (GMT+2)&lt;/div&gt;</summary>
		<author><name>StarTsurugi</name></author>
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