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Talk:Insurgency: Sandstorm: Difference between revisions
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=Weapons Source= | ==Cut/Unused Weapons== | ||
===M230 Chain Gun=== | |||
An unused model of an actual [[M230 Chain Gun]] for the AH-64 Apache can be found using Unreal Engine tools. | |||
[[Image:Hughes-M230-Chain-Gun4.jpg|thumb|none|400px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]] | |||
[[File:Sandstorm M230 Chain Gun Mod Tools.jpg|thumb|none|600px|The unused M230 chain gun model.]] | |||
===M26 MASS Standalone=== | |||
A standalone variant of the [[M26 MASS]] can be accessed in offline gameplay, using the console command "GiveWeapon m16" (This is the actual command; the real M16 variants use their full A2/A4 names). | |||
[[File:M26 MASS 5 round.jpg|thumb|none|400px|Standalone version of M26 MASS - 12 gauge]] | |||
[[File:Sandstorm M26 Standalone (1).jpg|thumb|none|600px|The standalone MASS in idle.]] | |||
[[File:Sandstorm M26 Standalone (2).jpg|thumb|none|600px|Looking through the iron sights. It can mount optics as well, removing the rear bracket and post; the front folds down.]] | |||
[[File:Sandstorm M26 Standalone (3).jpg|thumb|none|600px|Operating the MASS's bolt.]] | |||
[[File:Sandstorm M26 Standalone (4).jpg|thumb|none|600px|Reloading the M26.]] | |||
[[File:Sandstorm M26 Standalone (5).jpg|thumb|none|600px|Chambering from empty.]] | |||
[[File:Sandstorm M26 Standalone (6).jpg|thumb|none|600px|Tossing aside a partially-spent mag in the emergency reload.]] | |||
[[File:Sandstorm M26 Standalone (7).jpg|thumb|none|600px|Two MASSes on the ground, showing the complete world model.]] | |||
==Weapons Source== | |||
https://www.youtube.com/watch?v=nZjGAe9nRRI | https://www.youtube.com/watch?v=nZjGAe9nRRI | ||
[[User:James Dalcan|James Dalcan]] ([[User talk:James Dalcan|talk]]) 12:34, 23 February 2018 (EST) | [[User:James Dalcan|James Dalcan]] ([[User talk:James Dalcan|talk]]) 12:34, 23 February 2018 (EST) | ||
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It's ''Insurgency: Sandstorm'', with a colon, if an admin would so kindly do the honors.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:07, 24 March 2018 (EDT) | It's ''Insurgency: Sandstorm'', with a colon, if an admin would so kindly do the honors.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:07, 24 March 2018 (EDT) | ||
== February 28th update == | == February 28th update == | ||
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:::::Is identifying guns by assumption really a good idea? It is entirely possible that a game's plane models might entirely lack models of guns of any kind, and the gunshots just emit from the plane's body. If we identify guns entirely by assuming that "a gun should be there because that's what should've been there on the plane", then what about movies where they use planes without guns to stand in for planes with guns? Do we still identify the presence of guns even though there are no guns period? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 12:22, 12 August 2019 (EDT) | :::::Is identifying guns by assumption really a good idea? It is entirely possible that a game's plane models might entirely lack models of guns of any kind, and the gunshots just emit from the plane's body. If we identify guns entirely by assuming that "a gun should be there because that's what should've been there on the plane", then what about movies where they use planes without guns to stand in for planes with guns? Do we still identify the presence of guns even though there are no guns period? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 12:22, 12 August 2019 (EDT) | ||
::::::Exactly, I don't think it's a good idea to add entries for such weapons, unless they are confirmed to have in-game models. If they do, then sure, but if they don't, you could potentially make a trivia point about them or something like that if it's necessary. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:30, 12 August 2019 (EDT) | ::::::Exactly, I don't think it's a good idea to add entries for such weapons, unless they are confirmed to have in-game models. If they do, then sure, but if they don't, you could potentially make a trivia point about them or something like that if it's necessary. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:30, 12 August 2019 (EDT) | ||
:::::::I'm not necessarily saying that it's a good thing, I'm just saying that that's how it's normally done - look at, say, ''[[Battlefield 2]]'' as an example. Several aircraft-mounted guns there are little more than small black cylinders sticking out of a wing, and some (like the Type 23-2K, or the GSh-30-1) are quite literally nothing more than firing ports. The same could be said for things like the M231 FPWs in ''[[Project Reality]]'' - you can fire them, and they make the same sounds as the game's M16 rifles, but all you ever see of them are the holes in the back of a Bradley. If you think we shouldn't include them, then that's fine, but we should probably take another look at some other things. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 13:16, 12 August 2019 (EDT) | |||
::::::::I ever took some in-game screenshots with Nvidia Ansel via GeForce Experience in the replays and there are several modeled mounted guns like GAU-19 in Blackhawk AKA "Cleric" which also eject the spent cartridges and oddly enough DShK machine gun in Apache AKA "Assassin" mocked up as M230 Chain gun in the game, although it's a bit difficult with some bugs like the mouse cursor suddenly disappears after taking the screenshot with Ansel, but nonetheless the mounted guns are actually being modeled in-game. [[User:AgentHotel|AgentHotel]] ([[User talk:AgentHotel|talk]]) 04:15, 14 August 2019 (EDT) | |||
Boy, have I opened a can of worms on this one. In the case of ''Sandstorm'', these aircraft guns are externally mounted and should be readily visible; though I don’t have the game but I’d imagine you could see them in a free cam spectator mode or through a 4x/sniper scope. I think this discussion should probably be had on a more aircraft-centric game, like [[Ace Combat 7: Skies Unknown]].--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:04, 12 August 2019 (EDT) | |||
==M2HB, GAU-19, some overhaul & correction== | |||
So, I managed to get some screenshots of mounted guns via Steam & Nvidia Ansel. Actually, the in-game M1911 is A1 variant due to the aforementioned attributes in there. I may provide some more screenshots of gun images in loadout menu in order to get better view of the gun models like attributes of in-game M1911A1. If someone asks about the GAU-8 on A-10 Warthog (AKA "Warlock"), I'm not sure if its model is good enough for the page due to the relatively blurry model in there. Last but not least, I wonder if images for the upcoming guns from Steam & Twitter pages are allowed to be used due to the copyright reason. If somebody can add / revise some information in there, then that'd be appreciated. [[User:AgentHotel|AgentHotel]] ([[User talk:AgentHotel|talk]]) 05:21, 16 August 2019 (EDT) | |||
:I'd say that the model images are a good idea (I was the one who initially said that the M1911 wasn't an A1, because I couldn't see a curved backstrap, and could see the diamond-panel grips - having the loadout image would make the distinction a lot clearer). And sure, if new weapons are officially revealed, then it's perfectly fine to put them on the page. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:14, 16 August 2019 (EDT) P.S.: So, apparently we're getting a Galil ARM, a Tavor 7 (would this be its first media appearance?) and an AS Val, plus more, which I think is quite interesting. | |||
::Just finished including loadout images for pistols. After checking the loadout menu image of M1911, I can confirm it's the A1 variant due to the associated attributes in there. Yeah, the upcoming guns are going to make gameplay even more interesting despite the devs haven't announced the counterparts yet. Also, I guess that I'm clear for uploading new officially revealed weapons as long as I cite the images in the descriptions like "Courtesy to ...". [[User:AgentHotel|AgentHotel]] ([[User talk:AgentHotel|talk]]) 13:07, 16 August 2019 (EDT) | |||
:::Yep, that's the stuff. I kinda did the same thing on the ''[[PUBG]]'' page, adding the official teaser screenshots with a caption like "An officially-released render of the '''[GUN NAME]''', courtesy of the game's Twitter page."; if you want, you can make "the game's Twitter page" into a link, though it's not necessarily required. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 14:43, 16 August 2019 (EDT) | |||
::::Just added AGM-114 Hellfire for Assassin and corrected M24 into the proper in-game 7.62x51mm NATO variant. Beforehand I noticed that VHS-2 can use its own UBGL which I don't think has ever been in any media appearance yet. If somebody can provide copyright-safe images for the UBGL and Tavor 7 (Considering I'm not living in US / Europe), then that'd be much appreciated. I may provide the GAU-8 Avenger later on due the replay history just got entirely wiped out after the recent hotfix. [[User:AgentHotel|AgentHotel]] ([[User talk:AgentHotel|talk]]) 06:08, 17 August 2019 (EDT) | |||
Just something else to point out: A CTE just dropped, with the new Sinjar map variant, and the two new Galils. If anyone feels like taking some screenshots of the latter, now'd be a good time. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 09:07, 22 August 2019 (EDT) | |||
:I think that it's better to wait until the update has come due to the tentative nature of CTE, like the Galil SAR will have bipod on default to balance with Galil ARM for Insurgents & the cost for both of them may be reduced from 3 supply points into 2 supply points (The sources for possible changes came from Steam discussions & subreddits by the devs). Also, there's a CTE mark on the top left which will persist if someone's going to take some screenshots in there. [[User:AgentHotel|AgentHotel]] ([[User talk:AgentHotel|talk]]) 11:43, 23 August 2019 (EDT) | |||
::Fair enough, I wasn't aware of the CTE watermark. I appreciate the input. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 12:42, 23 August 2019 (EDT) | |||
==Return of Galils, additions of grenades & some additional notes== | |||
Just included the Galils & most grenades. UBGLs, landmines & C-4 are yet to be included. However, I wasn't able to find real-life images for couple of explosives like C-4 & M19 landmine, plus I'm not sure if the UBGLs like M203 are mockups just like in the previous game. If somebody can help me to include the real-life images of both of them & identifying the UBGLs, then that'd be appreciated. Also, when I was closely inspecting the gun models in the loadout menu with Nvidia Ansel from GeForce Experience, I noticed that there're several interesting markings in there like Alpha AK with "Patented U.S.A. Made" & "AK-104-A" markings at the receiver, while the others have official manufacturer markings like MP5, AR rifles & such. If people don't mind for me to insert the images of explosives right here as the placeholders, then I can place the screenshots for further identification. [[User:AgentHotel|AgentHotel]] ([[User talk:AgentHotel|talk]]) 11:54, 11 September 2019 (EDT) | |||
== About MP5A5 == | |||
I just noticed that the in-game model has an F-type stock. Considering that it also got a A5 trigger group, does this make it a MP5F or just an MP5A5 with MP5F stock? [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 02:45, 19 May 2020 (EDT) | |||
== M203A2 is the original M203 == | |||
The front barrel clamp isn't the QD version. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 00:23, 10 December 2020 (EST) | |||
==Operation: Breakaway== | |||
In the latest update apparently some elements of Security forces went rogue & joined the Insurgents, complete with new firearms & attachments like AUG A3 & FAMAS F1. However, there're few things to point out in this update while I've to drop the screenshots at here first before proceeding. | |||
*M26 MASS has higher effective range & is Security-exclusive which costs 3 supply points for M16A4, M4 & AUG. However, it's incompatible with drum mags (Also applies for Masterkey). | |||
*Masterkey has faster cycling rate & shared by both teams which costs 4 supply points for FAMAS, AR-platforms & AK-platforms (Riflemen's assault rifles). When being attached in FAMAS, the shooter uses his middle finger to fire it. The adaptor for attaching in M16A2 is heat shield handguard just like for M203 UBGL. | |||
*The GP-25 can be turned into makeshift underbarrel shotgun called "Buckshot Launcher" with improvised 40mm buckshot shells (Not sure if it's actually possible IRL) for 2 supply points. | |||
*The switching fire mode in FAMAS has the shooter first switches from full-auto into 3-round burst with the rear selector (For switching 3-round burst / full-auto) & then uses safety near the trigger when switching into semi-auto which is correctly depicted. However, when reverting back from semi-auto into full-auto, the shooter only switches the safety near the trigger without switching the rear selector again for reverting into full-auto which technically means that it's still set in 3-round burst. | |||
*AUG has access to GL 40 UBGL (Requires a new page for it), two kinds of unique scopes (A1 in 1.5x & A3 in 3x) & 42-round extended mags for extra supply points. The animation of switching fire mode is similar to FAMAS by having the shooter manipulate the nonexistent safety with his trigger finger while also has identical ammo checking animation like G36K due to using transparent mags. | |||
*The new cosmetics reveals have the characters armed while wearing uniform based on real spec ops units. The Urban Warden set is inspired by German SEK & Danish Special Forces, while the 'Rogue Spec Ops' & 'Rogue Cop' sets are based off Iraqi Special Operations Forces & Iraqi Federal Police respectively. | |||
If people don't mind toward significant amount of new screenshots (Especially for one particular firearm) & can help me sorting these out, then that'd be appreciated. P.S. The official screenshots of GP-25, M26 MASS & Masterkey were taken from the Sandstorm Steam Update 1.8 Operation: Breakaway page while the rest were from the Sandstorm Twitter page instead. [[User:AgentHotel|AgentHotel]] ([[User talk:AgentHotel|talk]]) 12:12, 15 October 2020 (EDT) | |||
:Looks like some good info, just a couple things to point out: | |||
*I'm not sure how necessary the character cosmetic set images are; I'd add them for now (as, if nothing else, they make for neat trivia), though they might have to be removed later. | |||
*I don't think that buckshot shells for the GP-25 were ever manufactured, though there's nothing stopping a group of insurgents from making their own. | |||
*Some versions of the AUG actually do have a fire selector (essentially a button that stops you from pulling the trigger back all the way to go full-auto), though I'm not sure if the A3 is one of them. | |||
*It might also be worth pointing out that the FAMAS is missing the mounts for its integral folding bipod. | |||
:That's all I can think of at the moment; there might be more. Don't forget - this is a wiki. It's supposed to be iterated on and improved over time, so it's probably not going to be perfect on the first try. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:48, 15 October 2020 (EDT) | |||
==Vector & P90 in Update 1.11== | |||
So, there'll be Vector & P90 in upcoming Update 1.11 for the Security's & Insurgents' Advisor respectively. However, so far NWI hasn't revealed any renders yet for some reason (The CTE was held in late August). Plus, apparently the P90 seems to be P90 Tactical which retains siderails like P90 TR, but with removable upper rail for mounting unique USG reflex sight with a couple different reticles called "Factory Circle" & "Factory Dot"; the P90 itself has custom railed handguard (Likely for airsoft due to being available for the Insurgents) when using underbarrel attachments & Gemtech suppressor. I also took some screenshots of both P90 & Vector with HUD disabled which also conveniently removed CTE watermark as placeholders, considering there might be fixes & tweaks (Especially for both variants of USG reflex sight which seem to have obstructive out-of-frame cut above the reticle due to modeling error). When I was checking the catalog of P90 on the [https://fnamerica.com/products/rifles/fn-p90/ official FN website], apparently both Tactical & USG variants are classified as separate variants. If that's the case, should they be treated as separate variants on IMFDB for identification purpose? [[User:AgentHotel|AgentHotel]] ([[User talk:AgentHotel|talk]]) 06:09, 14 September 2021 (EDT) | |||
:I'd figure that the USG variant would be a separate entry under the main one if an attachment turns it into a different variant - we have precedent for this, since that's how we handled the MP5A5 (which turns into an MP5SD6 when suppressed). [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 13:55, 15 September 2021 (EDT) | |||
::Both Tactical & USG variants are pretty much distinctive from TR & original variants respectively due to Tactical has removable upper rail for switching into USG reflex sight compare to TR whose upper rail is fixed, while the original has fixed reflex sight instead unlike USG variant. The default setup has removable upper rail with fiber optic sights on top of it which is denoted as Tactical variant, while equipping either "Factory Circle" / "Factory Dot" will remove the upper rail for attaching USG reflex sight. If that's the case, how do I suppose to create new entries for them on the P90 page (Along with providing proper hyperlinks for them)? Considering NWI seems to have tendency to bring "Obscure" firearms (Including variants) which weren't shown in any popular media like VHS-BG, Steyr GL 40, Tavor 7, etc. [[User:AgentHotel|AgentHotel]] ([[User talk:AgentHotel|talk]]) 23:22, 15 September 2021 (EDT) | |||
= Alpha AK = | |||
It looks like this is an AK-105 again, not sure which update changed it back.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 00:08, 21 February 2022 (EST) | |||
= ISMCmod = | |||
The [https://steamcommunity.com/groups/ismcmod ISMCmod], short for Insurgency Sandstorm Modding Collaboration, is a mod for ''Insurgency: Sandstorm'' that introduces several new weapons and customization options into the game, including attachments and cosmetics. | |||
==Handguns== | |||
===Beretta M9A3=== | |||
A [[Beretta M9A3]] is introduced with ISMCmod, marked at 4 points. | |||
[[File:M9A3 black.jpg|thumb|none|350px|Beretta M9A3 - 9x19mm Parabellum]] | |||
[[File:ISMC M9A3 (1).jpg|thumb|none|600px|The M9A3 in the inventory.]] | |||
[[File:ISMC M9A3 (2).jpg|thumb|none|600px|The modern Beretta in-hand.]] | |||
[[File:ISMC M9A3 (3).jpg|thumb|none|600px|Aiming down the updated, but still standard sights.]] | |||
[[File:ISMC M9A3 (4).jpg|thumb|none|600px|About to pull out an empty mag.]] | |||
[[File:ISMC M9A3 (5).jpg|thumb|none|600px|Lining in a new one.]] | |||
===Desert Eagle Mark XIX=== | |||
The [[Desert Eagle Mark XIX]] with integral muzzle brake chambered in .44 Magnum is available in ISMCmod. | |||
[[File:Desert Eagle Ported.jpg|thumb|none|450px|Magnum Research Desert Eagle Mark XIX w/ stainless finish, railed frame, and railed and ported barrel - .50 AE]] | |||
[[File:ISMC Desert Eagle Render.jpg|thumb|none|600px|The official render of Desert Eagle, courtesy of the official ISMCmod Discord server.]] | |||
===FN Five-seveN=== | |||
The [[FN Five-seveN]] is the last and the most expensive (7 supply points) of the mod's sidearms. | |||
[[File:FN Five-seveN Mark 2.jpg|thumb|none|350px|FN Five-seveN Mark 2 - FN 5.7x28mm]] | |||
[[File:ISMC Five-seveN (1).jpg|thumb|none|600px|Preview of the Five-seveN Mk.2.]] | |||
[[File:ISMC Five-seveN (2).jpg|thumb|none|600px|Out in a well-lit area of the nighttime Refinery with the FN57.]] | |||
[[File:ISMC Five-seveN (3).jpg|thumb|none|600px|Iron sights.]] | |||
[[File:ISMC Five-seveN (4).jpg|thumb|none|600px|Reloading the Five-seveN from empty.]] | |||
[[File:ISMC Five-seveN (5).jpg|thumb|none|600px|Inserting another mag.]] | |||
===Glock 17=== | |||
The regular [[Glock 17]] that was once intended for Sandstorm's official release is included in the mod, with both 2nd and 3rd gen variants. | |||
[[File:Glock17EarlyModel.jpg|thumb|none|350px|2nd Generation Glock 17 - 9x19mm]] | |||
[[File:Ismcmod g17gen2 (1).jpg|thumb|none|600px|Holding a Gen 2 G17.]] | |||
[[File:Ismcmod g17gen2 (2).jpg|thumb|none|600px|After 17 rounds, the slide locks back.]] | |||
[[File:Ismcmod g17gen2 (3).jpg|thumb|none|600px|Reloading with a fresh polymer magazine.]] | |||
[[File:Ismcmod g17gen2 (4).jpg|thumb|none|600px|Using the standard sights. Not seen here, the front sight glows in the dark.]] | |||
[[File:Glock173rdGen.jpg|thumb|none|350px|3rd Generation Glock 17 - 9x19mm]] | |||
[[File:Ismcmod g17gen3 (1).jpg|thumb|none|600px|Inspecting the tan-framed Gen 3 Glock 17.]] | |||
[[File:Ismcmod g17gen3 (2).jpg|thumb|none|600px|The sights are a three-dot type on the Gen 3 model.]] | |||
[[File:Ismcmod g17gen3 (3).jpg|thumb|none|600px|Blasting away some hollow-point 9mm in the sky.]] | |||
[[File:Ismcmod g17gen3 (4).jpg|thumb|none|600px|Reloading.]] | |||
===Glock 18=== | |||
A [[Glock 18C]] is part of the mod. It lacks select-fire and is full-auto only. It costs 6 supply points. | |||
[[File:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm]] | |||
[[File:Ismcmod g18 (1).jpg|thumb|none|600px|Using the fun-switch feature on a very dangerous wall.]] | |||
[[File:Ismcmod g18 (2).jpg|thumb|none|600px|The sight are the standard plastic Glock type.]] | |||
[[File:Ismcmod g18 (3).jpg|thumb|none|600px|Reloading with a Glock-brand Glock extendo clipazine.]] | |||
===Glock 19X Agency Arms=== | |||
A heavily modified/customized [[Glock 19X]] is also included, resembling an Agency Arms G19X variant. | |||
[[File:Glock 19X.jpg|thumb|none|350px|Glock 19X - 9x19mm]] | |||
[[File:ISMC G19 (1).jpg|thumb|none|600px|The Gucci-fied Glock 19 in the loadout.]] | |||
[[File:ISMC G19 (2).jpg|thumb|none|600px|And seen now in-hand.]] | |||
[[File:ISMC G19 (3).jpg|thumb|none|600px|Aiming with the raised 3-dot sights.]] | |||
[[File:ISMC G19 (4).jpg|thumb|none|600px|Reloads use the same animations from other pistols.]] | |||
===Glock 20=== | |||
The [[Glock 20]] is included as a 5-point cost sidearm. | |||
[[File:Glock20.jpg|thumb|none|350px|Glock 20 (3rd Generation) - 10mm Auto]] | |||
[[File:Ismcmod g20 (1).jpg|thumb|none|600px|Since the Glock 20 is identical to the Glock 17, here's one customized with a TLR-1 HL flashlight and DeltaPoint Pro red dot sight.]] | |||
[[File:Ismcmod g20 (2).jpg|thumb|none|600px|Loading more of THE CENTIMETER after running out of ammo.]] | |||
===Glock 29=== | |||
The compact 10mm [[Glock 29]] appears as a low cost sidearm at 2 points, cheaper but with lower capacity than the G20. | |||
[[File:G29.jpg|thumb|none|350px|Glock 29 - 10mm Auto]] | |||
[[File:Ismcmod g29.jpg|thumb|none|600px]] | |||
===Glock 34=== | |||
A [[Glock 34]] rounds out the mod's Glock arsenal, costing 5 supply points. | |||
[[File:Glock34.jpg|thumb|none|350px|Glock 34 (3rd Generation) - 9x19mm]] | |||
[[File:Ismcmod g34.jpg|thumb|none|600px|For some reason the pistol's texture won't render properly in this view.]] | |||
===Heckler & Koch USP45 Tactical=== | |||
The [[Heckler & Koch USP Tactical]] is part of the mod, chambered in .45 ACP and marked at 3 points alongside the base game's M45A1. | |||
[[File:H&KUSPTactical9.jpg|thumb|none|350px|Heckler & Koch USP SD with thread protector cap - 9x19mm]] | |||
[[File:ISMC USP45 (1).jpg|thumb|none|600px|The USP Tactical in the inventory. The rear sight is bugged with another clipping into it.]] | |||
[[File:ISMC USP45 (2).jpg|thumb|none|600px|The USP in-hand.]] | |||
[[File:ISMC USP45 (3).jpg|thumb|none|600px|Aiming through the slightly bugged sights.]] | |||
[[File:ISMC USP45 (4).jpg|thumb|none|600px|Dropping out the magazine.]] | |||
[[File:ISMC USP45 (5).jpg|thumb|none|600px|Loading in a new mag.]] | |||
[[File:ISMC USP45 (6).jpg|thumb|none|600px|Giving the slide a tug to rechamber the H&K.]] | |||
===MP-443 Grach=== | |||
The [[MP-443]] Grach is in ISMCmod, as an exclusive to the "REDFOR" (Russian) faction. | |||
[[File:MP433Grach.jpg|none|thumb|350px|MP-443 "Grach" - 9x19mm]] | |||
[[File:ISMC MP9 MP-443 VR80 Render.jpg|thumb|none|600px|The official render of MP9, MP-443, and VR80; courtesy of the official ISMCmod Discord server.]] | |||
[[File:ISMC MP-443 (1).jpg|thumb|none|600px|A closeup of a gravity-defying Grach.]] | |||
[[File:ISMC MP-443 (2).jpg|thumb|none|600px|The MP-443 in the hands of a regular insurgent.]] | |||
[[File:ISMC MP-443 (3).jpg|thumb|none|600px|Aiming the pistol.]] | |||
[[File:ISMC MP-443 (4).jpg|thumb|none|600px|Loading up the Grach.]] | |||
===SIG-Sauer P230=== | |||
A two-tone [[SIG-Sauer P320]] is also available, costing 4 points. | |||
[[File:SIG P320 two tone slide.jpg|thumb|350px|none|SIG-Sauer P320 Full Size with two tone slide - 9x19mm]] | |||
[[File:ISMC P320 (1).jpg|thumb|none|600px|The P320 in the inventory loadout.]] | |||
[[File:ISMC P320 (2).jpg|thumb|none|600px|Wielding the SIG P320.]] | |||
[[File:ISMC P320 (3).jpg|thumb|none|600px|ADS view.]] | |||
[[File:ISMC P320 (4).jpg|thumb|none|600px|Reloading.]] | |||
[[File:ISMC P320 (5).jpg|thumb|none|600px|Thumbing the slide stop - although in actuality, the P320's slide automatically chambers on a loaded mag.]] | |||
===Smith & Wesson M&P9=== | |||
An Agency Arms-customized [[Smith & Wesson M&P9]] is another 4-point pistol, grouped with the P230 and P226. | |||
[[File:S&W M&P 9mm.jpg|thumb|none|350px|Smith & Wesson M&P - 9x19mm]] | |||
[[File:ISMC M&P9 (1).jpg|thumb|none|600px|The S&W M&P9 in the loadout - note the added front slide serrations.]] | |||
[[File:ISMC M&P9 (2).jpg|thumb|none|600px|The Smith & Wesson in the hands of a Security operative.]] | |||
[[File:ISMC M&P9 (3).jpg|thumb|none|600px|Sighting in the pistol.]] | |||
[[File:ISMC M&P9 (4).jpg|thumb|none|600px|Loading up the M&P9.]] | |||
==Submachine Guns== | |||
===Brügger & Thomet APC9 PRO=== | |||
The [[Brügger & Thomet APC9|Brügger & Thomet APC9 PRO]] is one of the submachine guns available in ISMCmod. | |||
[[File:APC9 PRO Carbine.jpg|thumb|none|400px|Brügger & Thomet APC9 PRO carbine - 9x19mm]] | |||
[[File:ISMC APC9 Render.jpg|thumb|none|600px|The official render of APC9, courtesy of the official ISMCmod Discord server.]] | |||
[[File:Ismcmod apc9 (1).jpg|thumb|none|600px|Holding the APC-9.]] | |||
[[File:Ismcmod apc9 (2).jpg|thumb|none|600px|Reloading.]] | |||
[[File:Ismcmod apc9 (3).jpg|thumb|none|600px|Releasing the bolt on empty. The animations are taken from the Mk 18.]] | |||
===Brügger & Thomet MP9-N=== | |||
The [[Steyr TMP#Brügger & Thomet MP9|Brügger & Thomet MP9-N]] is available exclusively to the REDFOR faction. There are two variants, a default unsuppressed version in the Secondary slot, and a "MP9SD" Primary slot variant with B&T's suppressor affixed. Both cost 5 supply. | |||
[[File:BuT MP9N.jpeg|thumb|none|400px|Brügger & Thomet MP9-N with Aimpoint Micro TL sight - 9x19mm]] | |||
[[File:B&T MP9 suppressed.jpg|thumb|none|400px|Brügger & Thomet MP9-N with suppressor, red dot scope and unfolded stock - 9x19mm]] | |||
[[File:ISMC MP9 (1.1).jpg|thumb|none|600px|Previewing the Secondary MP9...]] | |||
[[File:ISMC MP9 (1.2).jpg|thumb|none|600px|...and the Primary variant.]] | |||
[[File:ISMC MP9 (1).jpg|thumb|none|600px|World model of the MP9 with the suppressor affixed.]] | |||
[[File:ISMC MP9 (2).jpg|thumb|none|600px|Holding the MP9.]] | |||
[[File:ISMC MP9 (3).jpg|thumb|none|600px|Aiming - the front sight sits a bit low.]] | |||
[[File:ISMC MP9 (4).jpg|thumb|none|600px|The reloads are from the MP7.]] | |||
[[File:ISMC MP9 (5).jpg|thumb|none|600px|Actuating the bolt release from the speed reload, although it is actually the tab under the ejection port.]] | |||
===Heckler & Koch MP5A5=== | |||
The base game's [[Heckler & Koch MP5A5]] has a replacement handguard. | |||
[[File:H&KMP5A5.jpg|thumb|none|400px|Heckler & Koch MP5A5 - 9x19mm]] | |||
[[File:ISMC MP5A5 (1).jpg|thumb|none|600px|The mod's normal MP5A5 in the armory.]] | |||
====Heckler & Koch MP5A4==== | |||
When the MP5A5 is equipped with fixed stock, it will turn into [[Heckler & Koch MP5A4]]. | |||
[[Image:H&KMP5A4.jpg|thumb|none|400px|Heckler & Koch MP5A4 - 9x19mm]] | |||
[[File:ISMC MP5A5 (2).jpg|thumb|none|600px|The mod's MP5A4.]] | |||
====Heckler & Koch MP5SD5==== | |||
The [[Heckler & Koch MP5SD5]] can be made from combining the SD integral suppressor with the A4 stock. | |||
[[File:H&K-MP5SD5.jpg|thumb|none|400px|Heckler & Koch MP5SD5 - 9x19mm]] | |||
===Heckler & Koch UMP45=== | |||
The [[Heckler & Koch UMP45]] is a new SMG introduced in the mod. It shares animations from the original MP5. | |||
[[File:UMP 45.jpg|thumb|none|400px|Heckler & Koch UMP45 - .45 ACP]] | |||
[[File:ISMC UMP45 (1).jpg|thumb|none|600px|Loadout preview of the UMP.]] | |||
[[File:ISMC UMP45 (2).jpg|thumb|none|600px|The UMP45 in-game. It comes with a foregrip by default.]] | |||
[[File:ISMC UMP45 (3).jpg|thumb|none|600px|ADS view of the sights.]] | |||
[[File:ISMC UMP45 (4).jpg|thumb|none|600px|It does have an animated four-position selector with all firemodes usable.]] | |||
[[File:ISMC UMP45 (5).jpg|thumb|none|600px|Locking the bolt back MP5-style.]] | |||
[[File:ISMC UMP45 (6).jpg|thumb|none|600px|Setting in a new magazine and about to HK-slap the UMP into battery.]] | |||
===SIG-Sauer MPX=== | |||
The [[SIG-Sauer MPX]] is an added SMG of ISMCmod. | |||
[[File:MPX brace.jpg|thumb|none|400px|SIG-Sauer MPX (2019 version) with telescoping brace - 9x19mm]] | |||
[[File:ISMC MPX (1).jpg|thumb|none|600px|Preview of the MPX. It sports a brace rather than a stock. The HUD icon on the left shows the prototype version of the MPX.]] | |||
[[File:ISMC MPX (2).jpg|thumb|none|600px|The MPX held in-game.]] | |||
[[File:ISMC MPX (3).jpg|thumb|none|600px|Aiming through the somewhat low-detailed sights.]] | |||
[[File:ISMC MPX (4).jpg|thumb|none|600px|Reloading. Note that the upper receiver lacks the steel inserts seen on the production version of the MPX.]] | |||
[[File:ISMC MPX (5).jpg|thumb|none|600px|The fast bolt-release animation reveals the inside of the chamber and magwell aren't fully modeled, revealing the character's left hand.]] | |||
==Shotguns== | |||
===Armscor VR80=== | |||
An AR-15-style shotgun, the Armscor VR80 is an added shotgun in the mod. It reuses animations from the QBZ-03. | |||
[[File:ISMC VR80 (1).jpg|thumb|none|600px|Getting a look at the right side of the VR80 shotgun.]] | |||
[[File:ISMC VR80 (2).jpg|thumb|none|600px|Holding the VR80.]] | |||
[[File:ISMC VR80 (3).jpg|thumb|none|600px|Using the flip-up sights.]] | |||
[[File:ISMC VR80 (4).jpg|thumb|none|600px|The standard box mag reload.]] | |||
[[File:ISMC VR80 (5).jpg|thumb|none|600px|Flicking out an empty mag on the fast reload.]] | |||
[[File:ISMC VR80 (6).jpg|thumb|none|600px|Rechambering the VR80.]] | |||
===Mossberg 590A1=== | |||
The [[Mossberg 590A1]] from the previous game returns in ISMCmod. It is treated as a 5-point secondary weapon. | |||
[[File:M590A1TR.jpg|thumb|none|500px|Mossberg 590A1 - 12 gauge]] | |||
[[File:ISMC M590A1 (1).jpg|thumb|none|600px|The Mossberg 590A1 in the loadout screen on the "Macedonia" custom map.]] | |||
[[File:ISMC M590A1 (2).jpg|thumb|none|600px|Holding the M590A1 back out on the base game's Farm level.]] | |||
[[File:ISMC M590A1 (3).jpg|thumb|none|600px|Aiming with the large ghost ring dog-eared sights.]] | |||
[[File:ISMC M590A1 (4).jpg|thumb|none|600px|About to rechamber the 590A1 from empty - note the part of the magazine tube normally covered by the pump is a black void here.]] | |||
[[File:ISMC M590A1 (5).jpg|thumb|none|600px|Reloading in the same manner as the other pump shotguns.]] | |||
===Saiga-12=== | |||
A Hatcher Gun Company-style tactical [[Saiga 12]] is part of the mod, available to the "REDFOR" faction. It uses 8-round magazines and has the wire stock from a [[Vepr-12]], sans the folding mechanism. | |||
[[File:HGC Saiga.JPG|thumb|none|500px|Hatcher Gun Company Saiga-12 - 12 gauge]] | |||
[[File:ISMC Saiga 12 Render.jpg|thumb|none|600px|The official render of Saiga-12, courtesy of Cosku Camoglu's ArtStation page.]] | |||
[[File:ISMC Saiga-12 (1).jpg|thumb|none|600px|The tacticool Saiga-12 against a moody red background.]] | |||
[[File:ISMC Saiga-12 (2).jpg|thumb|none|600px|Wielding the Saiga.]] | |||
[[File:ISMC Saiga-12 (3).jpg|thumb|none|600px|Aiming with the same sights from the MPX.]] | |||
[[File:ISMC Saiga-12 (4).jpg|thumb|none|600px|Reloading the shotgun.]] | |||
[[File:ISMC Saiga-12 (5).jpg|thumb|none|600px|Working the action.]] | |||
[[File:ISMC Saiga-12 (6).jpg|thumb|none|600px|And the speed reload, again with animations shared from the AKs.]] | |||
[[File:ISMC Saiga-12 (7).jpg|thumb|none|600px|Underhand charging with the left hand.]] | |||
[[File:ISMC Saiga-12 (8).jpg|thumb|none|600px|Loading a customized S-12 up with a 20-round drum magazine.]] | |||
[[File:ISMC Saiga-12 (9).jpg|thumb|none|600px|The speed reload is overhand style, showing the 12 gauge shell chambering.]] | |||
==Assault Rifles== | |||
===AK-74M=== | |||
The [[AK-74M]] is included in the mod, alongside some of the updated AK-100 series. | |||
[[File:AK-74M.jpg|thumb|none|500px|AK-74M - 5.45x39mm]] | |||
[[File:ISMC AK-74M (1).jpg|thumb|none|600px|The AK-74M in the loadout. Earlier versions of the mod featured the original handguards, but the updated versions use Zenit handguards by default.]] | |||
[[File:ISMC AK-74M (2).jpg|thumb|none|600px|Loading up the AK-74M. Note the model is not an exact match; it lacks the folding stock retainer and has a ribbed dust cover from the base game AK-74 model. This is also seen with the -100 series below.]] | |||
[[File:ISMC AK-74M (3).jpg|thumb|none|600px|Inspecting the modernized 74.]] | |||
[[File:ISMC AK-74M (4).jpg|thumb|none|600px|Again, with a further customized variant with an Aimpoint CompM2, Zenit rail extension and foregrip, and a 6L31 quadstacked mag.]] | |||
===AKS-74U=== | |||
A variant of the base [[AKS-74U]] appears as the "AKS-74UM" in the mod, intended for use with all of the added accessories. | |||
[[File:AKS74U-RIS.jpg|thumb|none|500px|AKS-74U with RIS handguard - 5.45x39mm]] | |||
[[File:ISMC AKS-74U (1).jpg|thumb|none|600px|The AKS-74U with Zenit handguards in the armory.]] | |||
===AK-103=== | |||
The [[AK-103]] is the first of the AK-100 series in the mod. | |||
[[File:AK103.jpg|thumb|none|500px|AK-103 - 7.62x39mm]] | |||
[[File:ISMC AK-103 (1).jpg|thumb|none|600px|Previewing the AK-103.]] | |||
[[File:ISMC AK-103 (2).jpg|thumb|none|600px|The AK-103 in idle.]] | |||
[[File:ISMC AK-103 (3).jpg|thumb|none|600px|Inspecting the 103.]] | |||
[[File:ISMC AK-103 (4).jpg|thumb|none|600px|Reloading a black resin magazine.]] | |||
===AK-104=== | |||
The [[AK-104]] is also a part of the mod. | |||
[[File:Ak104.jpg|thumb|none|500px|AK-104 - 7.62x39mm]] | |||
[[File:ISMC AK-104 (1).jpg|thumb|none|600px|The AK-104 with an AK PMag 30. Although not part of the customization menu, it is possible to scavenge and load original metal 7.62x39 magazines from a dropped AKM into the newer AK variants.]] | |||
[[File:ISMC AK-104 (2).jpg|thumb|none|600px|Ammo-checking an AK-104 modified with an Armalite buffer stock and RMR on a RS Regulate mount.]] | |||
===AK-105=== | |||
Lastly, the [[AK-105]] wraps up ISMCmod's AK-100 series. | |||
[[File:AK-105.jpg|thumb|none|500px|AK-105 - 5.45x39mm]] | |||
[[File:ISMC AK-105 (1).jpg|thumb|none|600px|The AK-105 with a 6L31 quadstacked mag.]] | |||
[[File:ISMC AK-105 (2).jpg|thumb|none|600px|Inserting a magazine into an AK-105 modified with the Zenit rails, RK-0 foregrip, MAWL C1 light combo, and an EOtech HHS.]] | |||
===AK-12=== | |||
The [[AK-12]] is a part of the mod. It doesn't have a usable rear sight; an optic must be used. Both it and the AK-15 seen below feature the burst firemode setting. | |||
[[File:AK-12.jpg|thumb|none|500px|AK-12 2018 - 2020 version - 5.45x39mm]] | |||
[[File:ISMC AK-12 (1).jpg|thumb|none|600px|The AK-12 in the loadout menu - the rear sight shows up when removing a sight, but this will not apply in gameplay, likely due to an animation limitation of the AK animation set.]] | |||
[[File:ISMC AK-12 (2).jpg|thumb|none|600px|Holding the AK-12 outfitted with a CompM5 red dot sight.]] | |||
[[File:ISMC AK-12 (3).jpg|thumb|none|600px|Changing the AK-12's fire selector - when in an ADS state and up on a wall or piece of cover, the animation can seen a little more clearly. Due to a limitation, the burst setting has the lever pop back into the auto position which is easily seen in this state.]] | |||
[[File:ISMC AK-12 (4).jpg|thumb|none|600px|Knocking out a spent AK-12 mag with another one.]] | |||
[[File:ISMC AK-12 (5).jpg|thumb|none|600px|Inspecting a customized AK-12 with "Norwegian Spray" paint and a GP-25 launcher.]] | |||
===AK-15=== | |||
The AK-12's 7.62x39mm counterpart, the [[AK-15]] is also usable. | |||
[[File:AK-15.jpg|thumb|none|500px|AK-15 2018 - 2020 version - 7.62x39mm]] | |||
[[File:ISMC AK-15 (1).jpg|thumb|none|600px|Loadout view of the AK-15.]] | |||
[[File:ISMC AK-15 (2).jpg|thumb|none|600px|The AK-15 in-game, with a Leupold LCO sight.]] | |||
[[File:ISMC AK-15 (3.jpg|thumb|none|600px|Reloading the AK-15.]] | |||
[[File:ISMC AK-15 (4).jpg|thumb|none|600px|Charging the rifle.]] | |||
[[File:ISMC AK-15 (5).jpg|thumb|none|600px|An AK-15 modified with "Snakeskin Spray" and several attachments.]] | |||
===Colt CAR-15/Model 653=== | |||
Two old-school Colt carbines labeled as "[[CAR-15]]s" appear in the mod, one as a 10" and the other as a 14.5". They most closely resemble the [[Colt Model 653]]; the longer variant just has a stepped barrel and the shorter variant uses an [[XM177]]-style flash hider by default. Both cost 3 supply points. | |||
[[File:ColtM653Carbine.jpg|thumb|500px|none|Colt Model 653 - 5.56x45mm]] | |||
[[File:ISMC M653 (1).jpg|thumb|none|600px|The "CAR-15" in the inventory screen - note the forward assist but no brass deflector, and stepped barrel.]] | |||
[[File:ISMC M653 (2).jpg|thumb|none|600px|The classic Colt Commando carbine in hand.]] | |||
[[File:ISMC M653 (3).jpg|thumb|none|600px|Aiming with the A1-style sights.]] | |||
[[File:ISMC M653 (4).jpg|thumb|none|600px|Flicking the fire selector.]] | |||
[[File:ISMC M653 (5).jpg|thumb|none|600px|Reloading with a STANAG.]] | |||
[[File:ISMC CAR-15 (1).jpg|thumb|none|600px|The shorty Commando, it features the iconic [[Black Hawk Down]]/[[Blood Diamond]] camouflage finish. Note that this one has the thicker M4 profile handguards.]] | |||
[[File:ISMC CAR-15 (2).jpg|thumb|none|600px|Equipped with the desert CAR-15.]] | |||
[[File:ISMC CAR-15 (3).jpg|thumb|none|600px|The view through the same iron sights, just with a painted carry handle.]] | |||
[[File:ISMC CAR-15 (4).jpg|thumb|none|600px|Removing a magazine on a reload.]] | |||
[[File:ISMC CAR-15 (5).jpg|thumb|none|600px|Actuating the bolt release.]] | |||
[[File:ISMC CAR-15 (6).jpg|thumb|none|600px|Ammo-checking with the Colt Carbine fully kitted out in 90s style.]] | |||
[[File:ISMC CAR-15 (7).jpg|thumb|none|600px|Looking through the high Aimpoint.]] | |||
===Colt Canada C7A2=== | |||
The [[Diemaco C7|Colt Canada C7A2]] is another semi-oldschool Armalite variant, grouped alongside the above carbines as 3-point item. It uses the ELCan C79 by default. | |||
[[File:C7a2.jpg|thumb|none|500px|Colt Canada C7A2 with ELCAN scope - 5.56x45mm]] | |||
[[File:ISMC C7A2 (1).jpg|thumb|none|600px|Previewing the C7A2. The stock does lack the Diemaco style recoil pad.]] | |||
[[File:ISMC C7A2 (2).jpg|thumb|none|600px|The C7A2 out on the nighttime Refinery. The first-person view reveals that the upper receiver is reused from the base game ARs; real C7A2 flat top receivers have the Picatinny rail slightly stepped higher than the charging handle.]] | |||
[[File:ISMC C7A2 (3).jpg|thumb|none|600px|Fortunately, the backlit sky provides some nice contrast to see the ELCan reticle.]] | |||
[[File:ISMC C7A2 (4).jpg|thumb|none|600px|Reloading the C7, just like all the other ARs. It is missing the correct Canadian style sling mounting plate.]] | |||
===Daniel Defense M4V7/M4A1 Block II=== | |||
A form of the [[M4A1 Block II]] made with a Daniel Defense M4V7 upper - it appears simply as the "M4A1 Block II". It costs 10 loadout points. | |||
[[File:SOPMODBII.jpg|thumb|none|500px|M4A1 Block II - 5.56x45mm NATO]] | |||
[[File:DDM4A1.jpg|thumb|none|500px|Daniel Defense M4A1 - 5.56x45mm NATO]] | |||
[[File:DDM4 V7 PRO.jpg|thumb|none|500px|Daniel Defense DDM4 V7 PRO - 5.56x45mm NATO]] | |||
[[File:ISMC DD M4V7 (1).jpg|thumb|none|600px|The M4A1 Block II in the armory.]] | |||
[[File:ISMC DD M4V7 (2).jpg|thumb|none|600px|Ammo-checking reveals a good look at the rifle, showing the M4V7 inscription.]] | |||
===Daniel Defense MK18=== | |||
The [[Daniel Defense MK18]] is included in the mod. By default it uses the same B5 stock and A2 grip like the original Mk18 and the Block II above, although the appropriate DD furniture can be equipped. | |||
[[File:Dd-mk18-factory.JPG|thumb|none|500px|Daniel Defense MK18 SBR with DD magazine - 5.56x45mm]] | |||
[[File:ISMC DD Mk18 (1).jpg|thumb|none|600px|Previewing the DD MK18, with the stock and grip equipped.]] | |||
[[File:ISMC DD Mk18 (2).jpg|thumb|none|600px|An operative armed with the MK18, the distinct sling mount here is visible.]] | |||
[[File:ISMC DD Mk18 (3).jpg|thumb|none|600px|The sights are basically the same as the base game.]] | |||
[[File:ISMC DD Mk18 (4).jpg|thumb|none|600px|Reloading...]] | |||
[[File:ISMC DD Mk18 (5).jpg|thumb|none|600px|...and releasing the bolt.]] | |||
===Daewoo K2C1=== | |||
The [[Daewoo K2|Daewoo K2C1]] appears as the "K2" in the mod. | |||
[[File:Daewoo K2C1.jpg|thumb|none|450px|Daewoo K2C1 - 5.56x45mm NATO]] | |||
[[File:Ismcmod k2 (1).jpg|thumb|none|600px|Holding the Korean rifle.]] | |||
[[File:Ismcmod k2 (2).jpg|thumb|none|600px|Changing magazines.]] | |||
[[File:Ismcmod k2 (3).jpg|thumb|none|600px|When empty, the charging handle will be used with an underhand technique. The bolt doesn't lock back so that the rifle can use the QBZ-03's animations.]] | |||
===FN SCAR-L Mk16=== | |||
A [[FN SCAR-L]] is part of the mod, under the "Mk16 SCAR-L" name. It has a slightly-longer than CQC length barrel. | |||
[[File:SCAR-L CQC.jpg|thumb|500px|none|FN SCAR-L CQC - 5.56x45mm NATO]] | |||
[[File:ISMC SCAR-L (1).jpg|thumb|none|600px|The SCAR-L in the loadout menu.]] | |||
[[File:ISMC SCAR-L (2).jpg|thumb|none|600px|In usage, not looking too different from the official SCAR-H.]] | |||
[[File:ISMC SCAR-L (3).jpg|thumb|none|600px|Aiming, again not really different from the -H.]] | |||
[[File:ISMC SCAR-L (4).jpg|thumb|none|600px|The reload animations do carry over quite well, though.]] | |||
[[File:ISMC SCAR-L (5).jpg|thumb|none|600px|Chambering the Mk16.]] | |||
===Heckler & Koch G36C=== | |||
In addition to the base game's G36K, the [[Heckler & Koch G36C]] is also an available option. | |||
[[File:Hkg36c.jpg|thumb|500px|none|Heckler & Koch G36C - 5.56x45mm NATO]] | |||
[[File:ISMC G36C (1).jpg|thumb|none|600px|The G36C in the loadout menu.]] | |||
===Heckler & Koch HK416=== | |||
The [[Heckler & Koch HK416]] is another available carbine in the mod, costing 9 supply points. It comes in 10.5" and 14.5" configurations; both cost 9 points. | |||
[[File:HK416 current.jpg|thumb|none|500px|Heckler & Koch HK416 with 10.4 inch barrel - 5.56x45mm NATO]] | |||
[[File:HK416 14.5 Current.jpg|thumb|none|500px|Heckler & Koch HK416 with 14.5 inch barrel - 5.56x45mm NATO]] | |||
[[File:ISMC HK416 (1).jpg|thumb|none|600px|The compact carbine HK416 in the loadout.]] | |||
[[File:ISMC HK416 (2).jpg|thumb|none|600px|The HK in-game. Notably, it is an older variant despite the newer A5/A7 variations.]] | |||
[[File:ISMC HK416 (3).jpg|thumb|none|600px|Aiming with the rail-mounted diopter sights, a staple of the earlier HK piston series.]] | |||
[[File:ISMC HK416 (4).jpg|thumb|none|600px|Chucking out an empty STANAG.]] | |||
[[File:ISMC HK416 (5).jpg|thumb|none|600px|Clacking the bolt into battery.]] | |||
[[File:ISMC HK416 (6).jpg|thumb|none|600px|The standard-length 416 carbine.]] | |||
===Knight's Armament Company PDW=== | |||
The [[KAC PDW]] is introduced in the mod, as a low cost (5 points) compact carbine. | |||
[[File:KAC PDW 10in.jpg|thumb|none|500px|KAC PDW with 10" barrel - 6x35mm]] | |||
[[File:ISMC KAC PDW (1).jpg|thumb|none|600px|The KAC PDW in the armory.]] | |||
[[File:ISMC KAC PDW (2).jpg|thumb|none|600px|A Security op holds his unique 6x35mm PDW.]] | |||
[[File:ISMC KAC PDW (3).jpg|thumb|none|600px|Looking through the generic flip-ups.]] | |||
[[File:ISMC KAC PDW (4).jpg|thumb|none|600px|Reloading is also shares the usual Armalite animations.]] | |||
[[File:ISMC KAC PDW (5).jpg|thumb|none|600px|Getting a view of the chambering animation.]] | |||
===Mk 18 Mod 0=== | |||
A variation of the base game's M4A1 that appears as the "M4A1 SBR". It appears to be a bog-standard [[Mk 18 Mod 0]] compact carbine. | |||
[[File:Mk18SpecializedArmaments.jpg|thumb|none|500px|Mk 18 Mod 0 with round handguards and LE stock - 5.56x45mm NATO]] | |||
[[File:ISMC Mk18 Mod 0.jpg|thumb|none|600px|The Mark 18 Mod 0 in the armory, with its round handguards and LE stock.]] | |||
===Noveske N4/VLTOR MUR AR-15=== | |||
A custom built select-fire AR-15 (appearing as such, with 5.56, .300 BLK, and 10.5" and 14.5" variations) that is part of ISMCmod. It appears to be a mix of a [[Noveske Rifleworks rifle series|Noveske N4]] flared magwell lower, with a VLTOR MUR upper receiver, and a BCM handguard. It is one of the more expensive items, costing 20 points. | |||
[[File:Noveske CQB.jpg|thumb|none|500px|Noveske N4 CQB - 5.56x45mm NATO]] | |||
[[File:ISMC N4-MUR (1).jpg|thumb|none|600px|Previewing the "AR-15" in the 10.5" .300 BLK flavor. It is equipped here with a BCM Gunfighter stock to match the forend.]] | |||
[[File:ISMC N4-MUR (2).jpg|thumb|none|600px|Wielding the custom AR build.]] | |||
[[File:ISMC N4-MUR (3).jpg|thumb|none|600px|Ammo-checking reveals a good look at most the carbine.]] | |||
[[File:ISMC N4-MUR (4).jpg|thumb|none|600px|Reloading a magazine.]] | |||
[[File:ISMC N4-MUR (5.jpg|thumb|none|600px|The 14.5" with numerous customizations.]] | |||
[[File:ISMC N4-MUR (6).jpg|thumb|none|600px|Inspecting the longer variant.]] | |||
[[File:ISMC N4-MUR (9).jpg|thumb|none|600px|Reloading another PMAG 40.]] | |||
===Remington ACR=== | |||
The [[Remington ACR]] with a 10.5" barrel is introduced with the mod. | |||
[[File:ACR2012.jpg|thumb|none|500px|Remington ACR with 16.5" barrel, tan finish, 5-sided handguard, and STANAG magazine - 5.56x45mm NATO]] | |||
[[File:Remington ACR PDW rifle.jpg|thumb|none|500px|Remington ACR PDW - 5.56x45mm NATO]] | |||
[[File:ISMC ACR (1).jpg|thumb|none|600px|A loadout look at the ACR.]] | |||
[[File:ISMC ACR (2).jpg|thumb|none|600px|The ACR in-game.]] | |||
[[File:ISMC ACR (3).jpg|thumb|none|600px|Aiming with the detailed Magpul MBUS.]] | |||
[[File:ISMC ACR (4).jpg|thumb|none|600px|Working the fire selector.]] | |||
[[File:ISMC ACR (5).jpg|thumb|none|600px|The transparent magazine also feeds correctly, as seen when ammo-checking.]] | |||
[[File:ISMC ACR (6.jpg|thumb|none|600px|Reloading the ACR - the reload animations all seem to come from the G36, with the trigger finger actuating the bolt release when empty.]] | |||
===SIG SG 552=== | |||
A [[SG 552]] is part of the mod, appearing as the "SG552 Commando" and costs 7 supply points. | |||
[[File:SIG SG 552 Rail.jpg|thumb|500px|none|SIG SG 552 with scope rail attached - 5.56x45mm]] | |||
[[File:ISMC SG 552 Render.jpg|thumb|none|600px|The official render of SG 552, courtesy of the official ISMCmod Discord server.]] | |||
[[File:ISMC SG 552 (1).jpg|thumb|none|600px|The SG 552 in the selection screen.]] | |||
[[File:ISMC SG 552 (2).jpg|thumb|none|600px|And in hand here. Both SG variants mount AFGs by default.]] | |||
[[File:ISMC SG 552 (3).jpg|thumb|none|600px|Aiming with the standard 552 sights.]] | |||
[[File:ISMC SG 552 (4).jpg|thumb|none|600px|Pulling out the magazine - the reload animations come from the Galil; the users thumb can be seen clipping into the larger trigger guard here.]] | |||
[[File:ISMC SG 552 (5).jpg|thumb|none|600px|The bolt also doesn't lock back, again as the mod is limited to using the Galil animations.]] | |||
[[File:ISMC SG 552 (6).jpg|thumb|none|600px|Speed-reloading the 552 Commando.]] | |||
===SIG SG 553R=== | |||
The [[SG 552|SG 553R]] is also included, as the "SG553R" and has the same price as the 552 Commando above. It is available to both the BLUFOR and REDFOR factions. | |||
[[File:SIG553Russian.jpg|thumb|none|500px|SIG SG 553 Russian - 7.62x39mm]] | |||
[[File:ISMC SG 553R (1).jpg|thumb|none|600px|The SG 553 Russian in the armory. It uses a railed handguard by default. The lower receiver also lacks the correct indent shape.]] | |||
[[File:ISMC SG 553R (2).jpg|thumb|none|600px|The 553R in hand. The bolt catch is also still present, which is not seen on actual 553R/556 Russian variants.]] | |||
[[File:ISMC SG 553R (3).jpg|thumb|none|600px|Aiming with the familiar RIS sights.]] | |||
[[File:ISMC SG 553R (4).jpg|thumb|none|600px|Reloading with the 7.62x39 PMAG.]] | |||
[[File:ISMC SG 553R (5).jpg|thumb|none|600px|Charging the 553R. The Galil animations work a bit better here as the bolt won't lock open with these styles of mags.]] | |||
[[File:ISMC SG 553R (6).jpg|thumb|none|600px|Kicking out another mag with the emergency reload.]] | |||
[[File:ISMC SG 553R (7).jpg|thumb|none|600px|Rechambering underhanded style.]] | |||
===SIG-Sauer MCX VIRTUS=== | |||
The [[SIG-Sauer MCX VIRTUS]] appears in the mod as the "MCX .300 BLK". It is another expensive loadout option at 20 points, but is extremely modular. By default, it features a SUR300-style integrally suppressed upper receiver fitted with a 16" SD handguard, but equipping any other muzzle device changes the upper to the 11.5" VIRTUS variant. | |||
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|500px|SIG-Sauer MCX VIRTUS SBR with 11.5" barrel - 5.56x45mm NATO]] | |||
[[File:ISMC MCX (1).jpg|thumb|none|600px|The mod's standard MCX configuration with a collapsible stock. The HUD icon on the left shows the MCX Patrol pictured below.]] | |||
[[File:ISMC MCX (2).jpg|thumb|none|600px|The MCX out in gameplay.]] | |||
[[File:ISMC MCX (3).jpg|thumb|none|600px|Aiming.]] | |||
[[File:ISMC MCX (4).jpg|thumb|none|600px|Thumbing the fire selector.]] | |||
[[File:ISMC MCX (5).jpg|thumb|none|600px|Reloading a black PMAG.]] | |||
[[File:ISMC MCX (6).jpg|thumb|none|600px|Chambering the MCX.]] | |||
[[File:ISMC MCX (7).jpg|thumb|none|600px|The MCX VIRTUS with the 5-position telescoping/folding stock and a Surefire muzzle brake.]] | |||
[[File:ISMC MCX (8).jpg|thumb|none|600px|Another custom variant with the visor-compatible stock.]] | |||
[[File:ISMC MCX (9).jpg|thumb|none|600px|Lastly, with the Thin Profile side-folding stock.]] | |||
[[File:ISMC MCX (10).jpg|thumb|none|600px|Checking the customized MCX VIRTUS.]] | |||
====SIG-Sauer MCX Patrol==== | |||
The [[SIG-Sauer MCX#SIG-Sauer MCX|SIG-Sauer MCX Patrol]] is seen in a render from one of the asset creators, but appears to have been replaced with the VIRTUS variant. | |||
[[File:SS MCX Patrol.jpg|thumb|none|500px|SIG-Sauer MCX Patrol - 5.56x45mm NATO]] | |||
[[File:ISMC MCX Render.jpg|thumb|none|600px|The official render of SIG-Sauer MCX, courtesy of Cosku Camoglu's ArtStation page.]] | |||
==Battle Rifles and Sniper Rifles== | |||
===Desert Tech MDR=== | |||
The [[Desert Tech MDR]] in 7.62x51mm NATO is included in ISMCmod. It is select-fire and mounts a grip by default. | |||
[[File:MDR-BIG.jpg|thumb|500px|none|Desert Tech Micro Dynamic Rifle - .308 Winchester]] | |||
[[File:ISMC MDR Promo A.jpg|thumb|none|600px|An operator aims his FDE MDR, courtesy of Dean Forsyth's ArtStation page.]] | |||
[[File:ISMC MDR Promo B.jpg|thumb|none|600px|Another operator prepares his suppressed MDR, again courtesy of Dean Forsyth's ArtStation page.]] | |||
[[File:ISMC MDR (1).jpg|thumb|none|600px|The black MDR in the loadout screen.]] | |||
[[File:ISMC MDR (2).jpg|thumb|none|600px|As seen in the hand. The selector switch is animated.]] | |||
[[File:ISMC MDR (3).jpg|thumb|none|600px|Aiming with the distinct KAC sights.]] | |||
[[File:ISMC MDR (4).jpg|thumb|none|600px|The shell casings can also be seen forward-ejecting visibly when firing while ADS.]] | |||
[[File:ISMC MDR (5).jpg|thumb|none|600px|Pulling the charging handle on the regular reload. The reload animations are cleverly reused from the Tavor 7 as both rifles have a fairly similar manual-of-arms.]] | |||
[[File:ISMC MDR (6).jpg|thumb|none|600px|Dumping out a magazine on the speed-reload from empty.]] | |||
[[File:ISMC MDR (7).jpg|thumb|none|600px|And in with a new one - the mag swap is more visible in this animation. The bolt release is then pressed.]] | |||
===DSA SA58 OSW=== | |||
The tactical counterpart of the base game's FAL, the [[DSA SA58 OSW]] is introduced with the mod. | |||
[[File:DSA-SA-58-OSW.jpg |thumb|500px|none|DSA SA58 OSW - 7.62x51mm NATO]] | |||
[[File:ISMC SA58 OSW Render.jpg|thumb|none|600px|The official render of SA58 OSW, courtesy of Dean Forsyth's ArtStation page.]] | |||
[[File:ISMC SA58 OSW (1).jpg|thumb|none|600px|The SA58 OSW in the loadout menu. It uses AR-buffer stocks by default.]] | |||
[[File:ISMC SA58 OSW (2).jpg|thumb|none|600px|Holding the SA58 with the same mag-grip technique from the original FAL.]] | |||
[[File:ISMC SA58 OSW (3).jpg|thumb|none|600px|Aiming with the low-profile iron sights.]] | |||
[[File:ISMC SA58 OSW (4).jpg|thumb|none|600px|Reloading a Moses Machine Works polymer magazine.]] | |||
[[File:ISMC SA58 OSW (5).jpg|thumb|none|600px|Pulling the para style folding charging handle.]] | |||
[[File:ISMC SA58 OSW (6).jpg|thumb|none|600px|Speed-reloading the OSW customized with 30-round magazines and a SIG BRAVO4 scope.]] | |||
[[File:ISMC SA58 OSW (7).jpg|thumb|none|600px|Using the bolt release, just like the same quick-empty reload from the original FAL.]] | |||
===Heckler & Koch HK417A2=== | |||
The [[Heckler & Koch HK417]]A2 is a new battle rifle included in the mod. It comes with both 13" and 20" configurations, and is semi-auto only. It costs 20 supply points. | |||
[[File:HK417 12.jpg|thumb|none|500px|Heckler & Koch HK417 with 12" barrel - 7.62x51mm NATO]] | |||
[[File:HK MR 762 A1 right.jpg|thumb|none|500px|Heckler & Koch MR 762 A1 with 14.7” Modular Rail System handguard - 7.62x51mm NATO.]] | |||
[[File:ISMC HK417A2 (1).jpg|thumb|none|600px|Previewing the stubby HK417A2, which has the original RIS forend.]] | |||
[[File:ISMC HK417A2 (2).jpg|thumb|none|600px|The 417A2 13" outfitted with a Leupold HAMR stacked optic.]] | |||
[[File:ISMC HK417A2 (3).jpg|thumb|none|600px|Performing the regular reload with the transparent 20-round magazines.]] | |||
[[File:ISMC HK417A2 (4).jpg|thumb|none|600px|Rechambering the 417.]] | |||
[[File:ISMC HK417A2 (5).jpg|thumb|none|600px|The longer HK417A2 in the loadout screen. This one uses the HKey handguard.]] | |||
[[File:ISMC HK417A2 (6).jpg|thumb|none|600px|And as seen in-game with a Nightforce scope and bipod.]] | |||
[[File:ISMC HK417A2 (7).jpg|thumb|none|600px|Looking through the optic.]] | |||
[[File:ISMC HK417A2 (8).jpg|thumb|none|600px|Dumping out an empty mag.]] | |||
[[File:ISMC HK417A2 (9).jpg|thumb|none|600px|Smacking the bolt release.]] | |||
===Knight's Armament Company M110A2/K2=== | |||
The [[M110 SASS|Knight's Armament Company M110A2]] and M110K2 variants are included as sniper rifles in ISMCmod, both costing 20 supply. | |||
[[File:M110K5.jpg|thumb|500px|none|Knight's Armament M110K5 - 7.62x51mm]] | |||
[[File:ISMC M110A2 (1).jpg|thumb|none|600px|A look at the M110A2's model in the loadout.]] | |||
[[File:ISMC M110A2 (2).jpg|thumb|none|600px|The M110A2 equipped with the Leupold Mark 4 scope.]] | |||
[[File:ISMC M110A2 (3).jpg|thumb|none|600px|The view through the Mark 4.]] | |||
[[File:ISMC M110A2 (4).jpg|thumb|none|600px|Removing a used magazine.]] | |||
[[File:ISMC M110A2 (5).jpg|thumb|none|600px|Sliding in a new one.]] | |||
[[File:ISMC M110A2 (6.jpg|thumb|none|600px|Trigger-fingering the bolt release.]] | |||
[[File:ISMC M110K2 (1).jpg|thumb|none|600px|The shorter-barreled M110K2 in the armory.]] | |||
[[File:ISMC M110K2 (2).jpg|thumb|none|600px|Holding a customized M110K2 with a SpectreDR scope and a Leupold red dot on top.]] | |||
[[File:ISMC M110K2 (3).jpg|thumb|none|600px|Reloading another PMag.]] | |||
===Remington 700P MLR=== | |||
A .338 variant of the original [[M24]] rifle appears as the "M24 .338 Lapua" in the mod. | |||
[[File:M24A3.jpg|thumb|none|500px|M24A3 - .338 Lapua Magnum, similar to the mod's variant.]] | |||
[[File:ISMC R700P MLR (1).jpg|thumb|none|600px|The M24 .338 Lapua" in the inventory preview.]] | |||
==Other== | |||
===RGD-5 hand grenade=== | |||
The [[F-1 hand grenade]] from the base game is replaced with a [[RGD-5 hand grenade]] for the REDFOR faction. | |||
[[File:RGD5.jpg|thumb|none|150px|RGD-5 High-Explosive Fragmentation grenade]] | |||
[[File:ISMC RGD-5 (1).jpg|thumb|none|600px|The grenade in the inventory screen.]] | |||
[[File:ISMC RGD-5 (2).jpg|thumb|none|600px|Holding a RDG-5.]] |
Latest revision as of 00:11, 27 August 2023
Cut/Unused Weapons
M230 Chain Gun
An unused model of an actual M230 Chain Gun for the AH-64 Apache can be found using Unreal Engine tools.
M26 MASS Standalone
A standalone variant of the M26 MASS can be accessed in offline gameplay, using the console command "GiveWeapon m16" (This is the actual command; the real M16 variants use their full A2/A4 names).
Weapons Source
https://www.youtube.com/watch?v=nZjGAe9nRRI James Dalcan (talk) 12:34, 23 February 2018 (EST)
- I have the closed alpha and it's a G36K, also there used to be an L85A2 and a genuine SVD. PKM lmg is also confirmed for insurgent faction. For sidearms, i noticed the Tariq (iraqi made Beretta 951) and the L105A1 (Sig P226), the Makarov returns as well.--Death Shadow20 (talk) 06:26, 5 March 2018 (EST)
- Please then edit the page with the correct or missing weapons. I do not have access to the closed alpha of the game (I was too late damn it!) so I can only base myself on the gameplays.--James Dalcan (talk)
- New World Interactive said that the closed alpha is now finished, can't access any PvE nor PvP options. Im off to work for a while thus will not have access to my computer and im afraid to screw things up if i use my phone...--Death Shadow20 (talk) 12:41, 10 March 2018 (EST)
Name update
It's Insurgency: Sandstorm, with a colon, if an admin would so kindly do the honors.--AgentGumby (talk) 22:07, 24 March 2018 (EDT)
February 28th update
5 new guns in this update:
PF940 - I guess Glock had its almonds activated over its gun being in the game
MG3 which has armour piercing rounds for some reason
M240B which also has AP rounds for some reason
(both weapons above use the same ammo as the M24, essentially making them full auto M24s in terms of penetration power and damage)
M249 has had its AP rounds removed, now loaded with ordinary 5.56 NATO
MP5A2 - MP5 variant for Insurgents
MP5A5 - MP5 variant for Security
--Edbods (talk) 20:07, 28 February 2019 (EST)
- Couple things to add here - the MP5A5 turns into an MP5SD6 when fitted with a suppressor (the A2 just gets a normal, non-integrated can instead), and the PF940 is accurately named - it's not named after a gun, but a kit. "PF940" is actually the name of a commercially-available (at least in the US, at any rate) incomplete polymer frame that can fit standard Glock parts (slides, magazines, trigger components, etc.) with a few cuts and holes; to make this easier, it comes with a bracket that has all the holes you need to drill lined up. The idea is that it lets you make your own gun (from a legal standpoint) instead of buying one, so you don't have to go through a dealer. As far as its appearance in-game, it's just like you said - a clever way of getting around Glock's anal-retentive legal team. Pyr0m4n14c (talk) 21:32, 28 February 2019 (EST) P.S.: I also noticed that the M240B has an appropriate 50-round cloth ammo bag; when you upgrade it, that gets replaced with what I'm pretty sure is a cardboard box. Also, I've never heard the phrase "almonds activated" before, but I am definitely going to be using it from here on out. Thanks, Ed.
- Ahh, you beat me to the MP5SD6 - was going to add that to the MP5A5 bit in my first comment. I did google PF940 shortly after posting this but wasn't sure if it was a gun or a kit, thanks for clearing that up. And yeah, the M240 gets a nutsack mag as standard, but picking the extended mag option which costs 3 supply gives a 100 round cardboard box mag that, in first person view, is powered by anti gravity technology of unknown origin that allows it to float beside the receiver. The mounting bracket shows up correctly in the loadout menu however.
- As for activated almonds, it became a bit of a meme back in 2012 but I still use it because it always makes me giggle. For your reading pleasure. --Edbods (talk) 17:13, 2 March 2019 (EST)
Getting images
I'm gonna try to get to work getting images of the weapons. It might take a while. I really wish this game had a shooting range or something where you can mess around with the guns in peace... --PyramidHead (talk) 01:49, 1 March 2019 (EST)
- The new update is supposed to add a test range. You could also try empty servers or the Co-op ones.--AgentGumby (talk) 13:17, 1 March 2019 (EST)
- The shooting range is under tutorials in the main menu. Every gun you can get in the game, and every attachment too - try shooting the MG3 with a 7x scope while standing up lol. The developer menu also works here, so you can give yourself god mode and try to shoot down helicopters, or give yourself some of the unused weapons in the game like the L1A1 or MP5K (most of them are just placeholder models though, using models from the previous game etc). --Edbods (talk) 17:20, 2 March 2019 (EST)
- Well... that's useful! I'm starting to add images. Finished pistols and most of the SMGs already. --PyramidHead (talk) 23:48, 3 March 2019 (EST)
- By the way, if you wouldn’t mind, taking screencaps in another part of the range would help add some variety to the page.--AgentGumby (talk) 22:30, 5 March 2019 (EST)
- I already took all the screens of the pistols, SMGs, and assault rifles, but I'll shift myself around for everything else! --PyramidHead (talk) 13:19, 18 March 2019 (EDT)
- By the way, if you wouldn’t mind, taking screencaps in another part of the range would help add some variety to the page.--AgentGumby (talk) 22:30, 5 March 2019 (EST)
- Well... that's useful! I'm starting to add images. Finished pistols and most of the SMGs already. --PyramidHead (talk) 23:48, 3 March 2019 (EST)
- The shooting range is under tutorials in the main menu. Every gun you can get in the game, and every attachment too - try shooting the MG3 with a 7x scope while standing up lol. The developer menu also works here, so you can give yourself god mode and try to shoot down helicopters, or give yourself some of the unused weapons in the game like the L1A1 or MP5K (most of them are just placeholder models though, using models from the previous game etc). --Edbods (talk) 17:20, 2 March 2019 (EST)
May 24th patch
M82A1 CQ and Chinese M99 added. Highly impractical, but goddamn they're so satisfying to use. --Edbods (talk) 07:03, 27 May 2019 (EDT)
Is that everything?
Well, guys, we all did some good work getting nice screens of all the weapons. I would say this page is done. What do you all think? --PyramidHead (talk) 22:29, 11 August 2019 (EDT)
- Hate to be the turd in the punchbowl here, but what about the grenades? Pyr0m4n14c (talk) 23:05, 11 August 2019 (EDT)
- I believe they added the Browning M2 for Security technicals, and then there’s the Miniguns, M230 Chain Gun, and GAU-8 on the Security’s fire support aircraft. --AgentGumby (talk) 23:40, 11 August 2019 (EDT)
- I totally forgot about the nades. Can you even see the weapons mounted on Security's aircraft? --PyramidHead (talk) 01:54, 12 August 2019 (EDT)
- I mean, if some of them can be shot down by unguided launchers, then probably. Plus, even then, we still usually cover guns on aircraft that you can't actually see; their existence is more or less just implied from the context and their effects. I mean, half of the entries for aircraft-mounted autocannons consist of screenshots of small, dark ports in the plane's skin, with everyone just sorta assuming that there's supposed to be a gun in there somewhere because there should be. Pyr0m4n14c (talk) 10:22, 12 August 2019 (EDT)
- Is identifying guns by assumption really a good idea? It is entirely possible that a game's plane models might entirely lack models of guns of any kind, and the gunshots just emit from the plane's body. If we identify guns entirely by assuming that "a gun should be there because that's what should've been there on the plane", then what about movies where they use planes without guns to stand in for planes with guns? Do we still identify the presence of guns even though there are no guns period? --Wuzh (talk) 12:22, 12 August 2019 (EDT)
- Exactly, I don't think it's a good idea to add entries for such weapons, unless they are confirmed to have in-game models. If they do, then sure, but if they don't, you could potentially make a trivia point about them or something like that if it's necessary. --Ultimate94ninja (talk) 12:30, 12 August 2019 (EDT)
- I'm not necessarily saying that it's a good thing, I'm just saying that that's how it's normally done - look at, say, Battlefield 2 as an example. Several aircraft-mounted guns there are little more than small black cylinders sticking out of a wing, and some (like the Type 23-2K, or the GSh-30-1) are quite literally nothing more than firing ports. The same could be said for things like the M231 FPWs in Project Reality - you can fire them, and they make the same sounds as the game's M16 rifles, but all you ever see of them are the holes in the back of a Bradley. If you think we shouldn't include them, then that's fine, but we should probably take another look at some other things. Pyr0m4n14c (talk) 13:16, 12 August 2019 (EDT)
- I ever took some in-game screenshots with Nvidia Ansel via GeForce Experience in the replays and there are several modeled mounted guns like GAU-19 in Blackhawk AKA "Cleric" which also eject the spent cartridges and oddly enough DShK machine gun in Apache AKA "Assassin" mocked up as M230 Chain gun in the game, although it's a bit difficult with some bugs like the mouse cursor suddenly disappears after taking the screenshot with Ansel, but nonetheless the mounted guns are actually being modeled in-game. AgentHotel (talk) 04:15, 14 August 2019 (EDT)
- I'm not necessarily saying that it's a good thing, I'm just saying that that's how it's normally done - look at, say, Battlefield 2 as an example. Several aircraft-mounted guns there are little more than small black cylinders sticking out of a wing, and some (like the Type 23-2K, or the GSh-30-1) are quite literally nothing more than firing ports. The same could be said for things like the M231 FPWs in Project Reality - you can fire them, and they make the same sounds as the game's M16 rifles, but all you ever see of them are the holes in the back of a Bradley. If you think we shouldn't include them, then that's fine, but we should probably take another look at some other things. Pyr0m4n14c (talk) 13:16, 12 August 2019 (EDT)
- Exactly, I don't think it's a good idea to add entries for such weapons, unless they are confirmed to have in-game models. If they do, then sure, but if they don't, you could potentially make a trivia point about them or something like that if it's necessary. --Ultimate94ninja (talk) 12:30, 12 August 2019 (EDT)
- Is identifying guns by assumption really a good idea? It is entirely possible that a game's plane models might entirely lack models of guns of any kind, and the gunshots just emit from the plane's body. If we identify guns entirely by assuming that "a gun should be there because that's what should've been there on the plane", then what about movies where they use planes without guns to stand in for planes with guns? Do we still identify the presence of guns even though there are no guns period? --Wuzh (talk) 12:22, 12 August 2019 (EDT)
- I mean, if some of them can be shot down by unguided launchers, then probably. Plus, even then, we still usually cover guns on aircraft that you can't actually see; their existence is more or less just implied from the context and their effects. I mean, half of the entries for aircraft-mounted autocannons consist of screenshots of small, dark ports in the plane's skin, with everyone just sorta assuming that there's supposed to be a gun in there somewhere because there should be. Pyr0m4n14c (talk) 10:22, 12 August 2019 (EDT)
- I totally forgot about the nades. Can you even see the weapons mounted on Security's aircraft? --PyramidHead (talk) 01:54, 12 August 2019 (EDT)
- I believe they added the Browning M2 for Security technicals, and then there’s the Miniguns, M230 Chain Gun, and GAU-8 on the Security’s fire support aircraft. --AgentGumby (talk) 23:40, 11 August 2019 (EDT)
Boy, have I opened a can of worms on this one. In the case of Sandstorm, these aircraft guns are externally mounted and should be readily visible; though I don’t have the game but I’d imagine you could see them in a free cam spectator mode or through a 4x/sniper scope. I think this discussion should probably be had on a more aircraft-centric game, like Ace Combat 7: Skies Unknown.--AgentGumby (talk) 14:04, 12 August 2019 (EDT)
M2HB, GAU-19, some overhaul & correction
So, I managed to get some screenshots of mounted guns via Steam & Nvidia Ansel. Actually, the in-game M1911 is A1 variant due to the aforementioned attributes in there. I may provide some more screenshots of gun images in loadout menu in order to get better view of the gun models like attributes of in-game M1911A1. If someone asks about the GAU-8 on A-10 Warthog (AKA "Warlock"), I'm not sure if its model is good enough for the page due to the relatively blurry model in there. Last but not least, I wonder if images for the upcoming guns from Steam & Twitter pages are allowed to be used due to the copyright reason. If somebody can add / revise some information in there, then that'd be appreciated. AgentHotel (talk) 05:21, 16 August 2019 (EDT)
- I'd say that the model images are a good idea (I was the one who initially said that the M1911 wasn't an A1, because I couldn't see a curved backstrap, and could see the diamond-panel grips - having the loadout image would make the distinction a lot clearer). And sure, if new weapons are officially revealed, then it's perfectly fine to put them on the page. Pyr0m4n14c (talk) 10:14, 16 August 2019 (EDT) P.S.: So, apparently we're getting a Galil ARM, a Tavor 7 (would this be its first media appearance?) and an AS Val, plus more, which I think is quite interesting.
- Just finished including loadout images for pistols. After checking the loadout menu image of M1911, I can confirm it's the A1 variant due to the associated attributes in there. Yeah, the upcoming guns are going to make gameplay even more interesting despite the devs haven't announced the counterparts yet. Also, I guess that I'm clear for uploading new officially revealed weapons as long as I cite the images in the descriptions like "Courtesy to ...". AgentHotel (talk) 13:07, 16 August 2019 (EDT)
- Yep, that's the stuff. I kinda did the same thing on the PUBG page, adding the official teaser screenshots with a caption like "An officially-released render of the [GUN NAME], courtesy of the game's Twitter page."; if you want, you can make "the game's Twitter page" into a link, though it's not necessarily required. Pyr0m4n14c (talk) 14:43, 16 August 2019 (EDT)
- Just added AGM-114 Hellfire for Assassin and corrected M24 into the proper in-game 7.62x51mm NATO variant. Beforehand I noticed that VHS-2 can use its own UBGL which I don't think has ever been in any media appearance yet. If somebody can provide copyright-safe images for the UBGL and Tavor 7 (Considering I'm not living in US / Europe), then that'd be much appreciated. I may provide the GAU-8 Avenger later on due the replay history just got entirely wiped out after the recent hotfix. AgentHotel (talk) 06:08, 17 August 2019 (EDT)
- Yep, that's the stuff. I kinda did the same thing on the PUBG page, adding the official teaser screenshots with a caption like "An officially-released render of the [GUN NAME], courtesy of the game's Twitter page."; if you want, you can make "the game's Twitter page" into a link, though it's not necessarily required. Pyr0m4n14c (talk) 14:43, 16 August 2019 (EDT)
- Just finished including loadout images for pistols. After checking the loadout menu image of M1911, I can confirm it's the A1 variant due to the associated attributes in there. Yeah, the upcoming guns are going to make gameplay even more interesting despite the devs haven't announced the counterparts yet. Also, I guess that I'm clear for uploading new officially revealed weapons as long as I cite the images in the descriptions like "Courtesy to ...". AgentHotel (talk) 13:07, 16 August 2019 (EDT)
Just something else to point out: A CTE just dropped, with the new Sinjar map variant, and the two new Galils. If anyone feels like taking some screenshots of the latter, now'd be a good time. Pyr0m4n14c (talk) 09:07, 22 August 2019 (EDT)
- I think that it's better to wait until the update has come due to the tentative nature of CTE, like the Galil SAR will have bipod on default to balance with Galil ARM for Insurgents & the cost for both of them may be reduced from 3 supply points into 2 supply points (The sources for possible changes came from Steam discussions & subreddits by the devs). Also, there's a CTE mark on the top left which will persist if someone's going to take some screenshots in there. AgentHotel (talk) 11:43, 23 August 2019 (EDT)
- Fair enough, I wasn't aware of the CTE watermark. I appreciate the input. Pyr0m4n14c (talk) 12:42, 23 August 2019 (EDT)
Return of Galils, additions of grenades & some additional notes
Just included the Galils & most grenades. UBGLs, landmines & C-4 are yet to be included. However, I wasn't able to find real-life images for couple of explosives like C-4 & M19 landmine, plus I'm not sure if the UBGLs like M203 are mockups just like in the previous game. If somebody can help me to include the real-life images of both of them & identifying the UBGLs, then that'd be appreciated. Also, when I was closely inspecting the gun models in the loadout menu with Nvidia Ansel from GeForce Experience, I noticed that there're several interesting markings in there like Alpha AK with "Patented U.S.A. Made" & "AK-104-A" markings at the receiver, while the others have official manufacturer markings like MP5, AR rifles & such. If people don't mind for me to insert the images of explosives right here as the placeholders, then I can place the screenshots for further identification. AgentHotel (talk) 11:54, 11 September 2019 (EDT)
About MP5A5
I just noticed that the in-game model has an F-type stock. Considering that it also got a A5 trigger group, does this make it a MP5F or just an MP5A5 with MP5F stock? Lunar Watcher (talk) 02:45, 19 May 2020 (EDT)
M203A2 is the original M203
The front barrel clamp isn't the QD version. Spartan198 (talk) 00:23, 10 December 2020 (EST)
Operation: Breakaway
In the latest update apparently some elements of Security forces went rogue & joined the Insurgents, complete with new firearms & attachments like AUG A3 & FAMAS F1. However, there're few things to point out in this update while I've to drop the screenshots at here first before proceeding.
- M26 MASS has higher effective range & is Security-exclusive which costs 3 supply points for M16A4, M4 & AUG. However, it's incompatible with drum mags (Also applies for Masterkey).
- Masterkey has faster cycling rate & shared by both teams which costs 4 supply points for FAMAS, AR-platforms & AK-platforms (Riflemen's assault rifles). When being attached in FAMAS, the shooter uses his middle finger to fire it. The adaptor for attaching in M16A2 is heat shield handguard just like for M203 UBGL.
- The GP-25 can be turned into makeshift underbarrel shotgun called "Buckshot Launcher" with improvised 40mm buckshot shells (Not sure if it's actually possible IRL) for 2 supply points.
- The switching fire mode in FAMAS has the shooter first switches from full-auto into 3-round burst with the rear selector (For switching 3-round burst / full-auto) & then uses safety near the trigger when switching into semi-auto which is correctly depicted. However, when reverting back from semi-auto into full-auto, the shooter only switches the safety near the trigger without switching the rear selector again for reverting into full-auto which technically means that it's still set in 3-round burst.
- AUG has access to GL 40 UBGL (Requires a new page for it), two kinds of unique scopes (A1 in 1.5x & A3 in 3x) & 42-round extended mags for extra supply points. The animation of switching fire mode is similar to FAMAS by having the shooter manipulate the nonexistent safety with his trigger finger while also has identical ammo checking animation like G36K due to using transparent mags.
- The new cosmetics reveals have the characters armed while wearing uniform based on real spec ops units. The Urban Warden set is inspired by German SEK & Danish Special Forces, while the 'Rogue Spec Ops' & 'Rogue Cop' sets are based off Iraqi Special Operations Forces & Iraqi Federal Police respectively.
If people don't mind toward significant amount of new screenshots (Especially for one particular firearm) & can help me sorting these out, then that'd be appreciated. P.S. The official screenshots of GP-25, M26 MASS & Masterkey were taken from the Sandstorm Steam Update 1.8 Operation: Breakaway page while the rest were from the Sandstorm Twitter page instead. AgentHotel (talk) 12:12, 15 October 2020 (EDT)
- Looks like some good info, just a couple things to point out:
- I'm not sure how necessary the character cosmetic set images are; I'd add them for now (as, if nothing else, they make for neat trivia), though they might have to be removed later.
- I don't think that buckshot shells for the GP-25 were ever manufactured, though there's nothing stopping a group of insurgents from making their own.
- Some versions of the AUG actually do have a fire selector (essentially a button that stops you from pulling the trigger back all the way to go full-auto), though I'm not sure if the A3 is one of them.
- It might also be worth pointing out that the FAMAS is missing the mounts for its integral folding bipod.
- That's all I can think of at the moment; there might be more. Don't forget - this is a wiki. It's supposed to be iterated on and improved over time, so it's probably not going to be perfect on the first try. Pyr0m4n14c (talk) 21:48, 15 October 2020 (EDT)
Vector & P90 in Update 1.11
So, there'll be Vector & P90 in upcoming Update 1.11 for the Security's & Insurgents' Advisor respectively. However, so far NWI hasn't revealed any renders yet for some reason (The CTE was held in late August). Plus, apparently the P90 seems to be P90 Tactical which retains siderails like P90 TR, but with removable upper rail for mounting unique USG reflex sight with a couple different reticles called "Factory Circle" & "Factory Dot"; the P90 itself has custom railed handguard (Likely for airsoft due to being available for the Insurgents) when using underbarrel attachments & Gemtech suppressor. I also took some screenshots of both P90 & Vector with HUD disabled which also conveniently removed CTE watermark as placeholders, considering there might be fixes & tweaks (Especially for both variants of USG reflex sight which seem to have obstructive out-of-frame cut above the reticle due to modeling error). When I was checking the catalog of P90 on the official FN website, apparently both Tactical & USG variants are classified as separate variants. If that's the case, should they be treated as separate variants on IMFDB for identification purpose? AgentHotel (talk) 06:09, 14 September 2021 (EDT)
- I'd figure that the USG variant would be a separate entry under the main one if an attachment turns it into a different variant - we have precedent for this, since that's how we handled the MP5A5 (which turns into an MP5SD6 when suppressed). Pyr0m4n14c (talk) 13:55, 15 September 2021 (EDT)
- Both Tactical & USG variants are pretty much distinctive from TR & original variants respectively due to Tactical has removable upper rail for switching into USG reflex sight compare to TR whose upper rail is fixed, while the original has fixed reflex sight instead unlike USG variant. The default setup has removable upper rail with fiber optic sights on top of it which is denoted as Tactical variant, while equipping either "Factory Circle" / "Factory Dot" will remove the upper rail for attaching USG reflex sight. If that's the case, how do I suppose to create new entries for them on the P90 page (Along with providing proper hyperlinks for them)? Considering NWI seems to have tendency to bring "Obscure" firearms (Including variants) which weren't shown in any popular media like VHS-BG, Steyr GL 40, Tavor 7, etc. AgentHotel (talk) 23:22, 15 September 2021 (EDT)
Alpha AK
It looks like this is an AK-105 again, not sure which update changed it back.--AgentGumby (talk) 00:08, 21 February 2022 (EST)
ISMCmod
The ISMCmod, short for Insurgency Sandstorm Modding Collaboration, is a mod for Insurgency: Sandstorm that introduces several new weapons and customization options into the game, including attachments and cosmetics.
Handguns
Beretta M9A3
A Beretta M9A3 is introduced with ISMCmod, marked at 4 points.
Desert Eagle Mark XIX
The Desert Eagle Mark XIX with integral muzzle brake chambered in .44 Magnum is available in ISMCmod.
FN Five-seveN
The FN Five-seveN is the last and the most expensive (7 supply points) of the mod's sidearms.
Glock 17
The regular Glock 17 that was once intended for Sandstorm's official release is included in the mod, with both 2nd and 3rd gen variants.
Glock 18
A Glock 18C is part of the mod. It lacks select-fire and is full-auto only. It costs 6 supply points.
Glock 19X Agency Arms
A heavily modified/customized Glock 19X is also included, resembling an Agency Arms G19X variant.
Glock 20
The Glock 20 is included as a 5-point cost sidearm.
Glock 29
The compact 10mm Glock 29 appears as a low cost sidearm at 2 points, cheaper but with lower capacity than the G20.
Glock 34
A Glock 34 rounds out the mod's Glock arsenal, costing 5 supply points.
Heckler & Koch USP45 Tactical
The Heckler & Koch USP Tactical is part of the mod, chambered in .45 ACP and marked at 3 points alongside the base game's M45A1.
MP-443 Grach
The MP-443 Grach is in ISMCmod, as an exclusive to the "REDFOR" (Russian) faction.
SIG-Sauer P230
A two-tone SIG-Sauer P320 is also available, costing 4 points.
Smith & Wesson M&P9
An Agency Arms-customized Smith & Wesson M&P9 is another 4-point pistol, grouped with the P230 and P226.
Submachine Guns
Brügger & Thomet APC9 PRO
The Brügger & Thomet APC9 PRO is one of the submachine guns available in ISMCmod.
Brügger & Thomet MP9-N
The Brügger & Thomet MP9-N is available exclusively to the REDFOR faction. There are two variants, a default unsuppressed version in the Secondary slot, and a "MP9SD" Primary slot variant with B&T's suppressor affixed. Both cost 5 supply.
Heckler & Koch MP5A5
The base game's Heckler & Koch MP5A5 has a replacement handguard.
Heckler & Koch MP5A4
When the MP5A5 is equipped with fixed stock, it will turn into Heckler & Koch MP5A4.
Heckler & Koch MP5SD5
The Heckler & Koch MP5SD5 can be made from combining the SD integral suppressor with the A4 stock.
Heckler & Koch UMP45
The Heckler & Koch UMP45 is a new SMG introduced in the mod. It shares animations from the original MP5.
SIG-Sauer MPX
The SIG-Sauer MPX is an added SMG of ISMCmod.
Shotguns
Armscor VR80
An AR-15-style shotgun, the Armscor VR80 is an added shotgun in the mod. It reuses animations from the QBZ-03.
Mossberg 590A1
The Mossberg 590A1 from the previous game returns in ISMCmod. It is treated as a 5-point secondary weapon.
Saiga-12
A Hatcher Gun Company-style tactical Saiga 12 is part of the mod, available to the "REDFOR" faction. It uses 8-round magazines and has the wire stock from a Vepr-12, sans the folding mechanism.
Assault Rifles
AK-74M
The AK-74M is included in the mod, alongside some of the updated AK-100 series.
AKS-74U
A variant of the base AKS-74U appears as the "AKS-74UM" in the mod, intended for use with all of the added accessories.
AK-103
The AK-103 is the first of the AK-100 series in the mod.
AK-104
The AK-104 is also a part of the mod.
AK-105
Lastly, the AK-105 wraps up ISMCmod's AK-100 series.
AK-12
The AK-12 is a part of the mod. It doesn't have a usable rear sight; an optic must be used. Both it and the AK-15 seen below feature the burst firemode setting.
AK-15
The AK-12's 7.62x39mm counterpart, the AK-15 is also usable.
Colt CAR-15/Model 653
Two old-school Colt carbines labeled as "CAR-15s" appear in the mod, one as a 10" and the other as a 14.5". They most closely resemble the Colt Model 653; the longer variant just has a stepped barrel and the shorter variant uses an XM177-style flash hider by default. Both cost 3 supply points.
Colt Canada C7A2
The Colt Canada C7A2 is another semi-oldschool Armalite variant, grouped alongside the above carbines as 3-point item. It uses the ELCan C79 by default.
Daniel Defense M4V7/M4A1 Block II
A form of the M4A1 Block II made with a Daniel Defense M4V7 upper - it appears simply as the "M4A1 Block II". It costs 10 loadout points.
Daniel Defense MK18
The Daniel Defense MK18 is included in the mod. By default it uses the same B5 stock and A2 grip like the original Mk18 and the Block II above, although the appropriate DD furniture can be equipped.
Daewoo K2C1
The Daewoo K2C1 appears as the "K2" in the mod.
FN SCAR-L Mk16
A FN SCAR-L is part of the mod, under the "Mk16 SCAR-L" name. It has a slightly-longer than CQC length barrel.
Heckler & Koch G36C
In addition to the base game's G36K, the Heckler & Koch G36C is also an available option.
Heckler & Koch HK416
The Heckler & Koch HK416 is another available carbine in the mod, costing 9 supply points. It comes in 10.5" and 14.5" configurations; both cost 9 points.
Knight's Armament Company PDW
The KAC PDW is introduced in the mod, as a low cost (5 points) compact carbine.
Mk 18 Mod 0
A variation of the base game's M4A1 that appears as the "M4A1 SBR". It appears to be a bog-standard Mk 18 Mod 0 compact carbine.
Noveske N4/VLTOR MUR AR-15
A custom built select-fire AR-15 (appearing as such, with 5.56, .300 BLK, and 10.5" and 14.5" variations) that is part of ISMCmod. It appears to be a mix of a Noveske N4 flared magwell lower, with a VLTOR MUR upper receiver, and a BCM handguard. It is one of the more expensive items, costing 20 points.
Remington ACR
The Remington ACR with a 10.5" barrel is introduced with the mod.
SIG SG 552
A SG 552 is part of the mod, appearing as the "SG552 Commando" and costs 7 supply points.
SIG SG 553R
The SG 553R is also included, as the "SG553R" and has the same price as the 552 Commando above. It is available to both the BLUFOR and REDFOR factions.
SIG-Sauer MCX VIRTUS
The SIG-Sauer MCX VIRTUS appears in the mod as the "MCX .300 BLK". It is another expensive loadout option at 20 points, but is extremely modular. By default, it features a SUR300-style integrally suppressed upper receiver fitted with a 16" SD handguard, but equipping any other muzzle device changes the upper to the 11.5" VIRTUS variant.
SIG-Sauer MCX Patrol
The SIG-Sauer MCX Patrol is seen in a render from one of the asset creators, but appears to have been replaced with the VIRTUS variant.
Battle Rifles and Sniper Rifles
Desert Tech MDR
The Desert Tech MDR in 7.62x51mm NATO is included in ISMCmod. It is select-fire and mounts a grip by default.
DSA SA58 OSW
The tactical counterpart of the base game's FAL, the DSA SA58 OSW is introduced with the mod.
Heckler & Koch HK417A2
The Heckler & Koch HK417A2 is a new battle rifle included in the mod. It comes with both 13" and 20" configurations, and is semi-auto only. It costs 20 supply points.
Knight's Armament Company M110A2/K2
The Knight's Armament Company M110A2 and M110K2 variants are included as sniper rifles in ISMCmod, both costing 20 supply.
Remington 700P MLR
A .338 variant of the original M24 rifle appears as the "M24 .338 Lapua" in the mod.
Other
RGD-5 hand grenade
The F-1 hand grenade from the base game is replaced with a RGD-5 hand grenade for the REDFOR faction.