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[[Image:FirearmsSourceBar.jpg|thumb|right|500px| | {{WIP}} | ||
[[Image:FirearmsSourceBar.jpg|thumb|right|500px|''Firearms: Source''.]] | |||
'''Firearms: Source''' is a modification for [[Half-Life 2]], and a direct sequel to the GoldSrc | '''''Firearms: Source''''' is a multiplayer first-person shooter modification for ''[[Half-Life 2]]'', and a direct sequel to the GoldSrc mod for ''[[Half-Life]]'', ''Firearms''. ''Firearms: Source'' strives for a realistic depiction of real-life firearms in their operation and details. | ||
The mod | The mod went into significant management issues later in its development, and was never completed. The final version of the mod that was publicly and officially released by the dev team is version 2.0.2. The mod was formerly featured on Steam, but can no longer be found. The mod also originally had its own official website (<nowiki>http://www.firearms-source.com/</nowiki>), which included additional info and images of weapons, but the website had also shut down. | ||
The information present on this page come from version 2.0.2 of ''Firearm: Source'', the last publicly released version of the mod. | |||
{{Game Title}} | |||
=Overview= | =Overview= | ||
''Firearms: Source'' is a multiplayer first-person shooter. Players' choose a loadout upon spawn, the size of which is limited by the player's limited amount of credits. Weapons can be modified with attachments, which also cost credits. The Gunnery level one perk increases reload speed by 25% (as well as increasing the cycling speed of manually cycled weapons), which often changes the weapons' reload animation to a new faster one (though this is not always the case; several weapons merely have their normal reload animations sped up). | |||
In-game, ammunition is tracked by magazines for most weapons; partially reloading a weapon will make the player store the partially spent magazine for later use. Weapon chambering is tracked (and animated), so inserting a fresh magazine in a weapon already chambered will grant the player one additional round, in the weapons that allow this. Finally, bleeding wounds must be bandaged to stop health loss. | |||
Changing fire modes in FA:S is not animated, and the viewmodel is stuck to a single fire mode position. | |||
= | =Handguns= | ||
==Colt M1911A1== | ==Colt M1911A1== | ||
An original run [[Colt M1911A1]] pistol with wooden grips is featured | An original run [[Colt M1911A1]] pistol with wooden grips is featured in ''Firearms: Source''. It holds 7+1 rounds and is referred to as "M1911" ingame. | ||
[[Image:Colt1911A1PreWar.jpg|400px|thumb|none|Pre-War Colt M1911A1 - .45 ACP]] | [[Image:Colt1911A1PreWar.jpg|400px|thumb|none|Pre-War Colt M1911A1 - .45 ACP]] | ||
[[File:FAS M1911 (1).jpg|thumb|none|600px|Holding the M1911A1.]] | |||
[[ | [[File:FAS M1911 (2).jpg|thumb|none|600px|Aiming down the iron sights.]] | ||
[[File:FAS M1911 (3).jpg|thumb|none|600px|Partial reload; the user removes and retains the old magazine.]] | |||
[[File:FAS M1911 (4).jpg|thumb|none|600px|Inserting a new magazine.]] | |||
[[File:FAS M1911 (5).jpg|thumb|none|600px|The M1911A1 recoils as it fires the last round in its mag. Note the odd casing model.<!--Does that odd crease exist on a real .45 ACP casing?-->]] | |||
[[File:FAS M1911 (6).jpg|thumb|none|600px|Empty reload; the user drops the empty mag and doesn't retain it.]] | |||
[[File:FAS M1911 (7).jpg|thumb|none|600px|Fully inserting a new magazine.]] | |||
[[File:FAS M1911 (8).jpg|thumb|none|600px|Releasing the slide. The normal and fast reloads (with the Gunnery level one Perk) are identical animation-wise, and the fast reload animations are simply sped up versions of normal reloads.]] | |||
==Glock 20== | ==Glock 20== | ||
The [[Glock 20]] is featured in FA:S as one of the " | The 10mm Auto [[Glock 20]] is featured in FA:S as one of the handguns, named "G20" ingame. It has a magazine size of 15 (+1) rounds. | ||
[[Image:Glock20.jpg|thumb|none|400px|Glock 20 (3rd Generation) - 10mm Auto]] | |||
[[File:FAS Glock 20 (1).jpg|thumb|none|600px|Holding the G20.]] | |||
[[File:FAS Glock 20 (2).jpg|thumb|none|600px|Aiming.]] | |||
[[File:FAS Glock 20 (3).jpg|thumb|none|600px|Removing the magazine in a normal partial reload.]] | |||
[[File:FAS Glock 20 (4).jpg|thumb|none|600px|Inserting a new magazine.]] | |||
[[File:FAS Glock 20 (5).jpg|thumb|none|600px|Normal empty reload: the player character flicks out the spent magazine while grabbing a new one.]] | |||
[[File:FAS Glock 20 (6).jpg|thumb|none|600px|Inserting the fresh mag.]] | |||
[[File:FAS Glock 20 (7).jpg|thumb|none|600px|Releasing the slide.]] | |||
[[File:FAS Glock 20 (8).jpg|thumb|none|600px|Fast partial reload; the player character brings up a new magazine and removes the old one.]] | |||
[[File:FAS Glock 20 (9).jpg|thumb|none|600px|Replacing the magazines.]] | |||
[[File:FAS Glock 20 (10).jpg|thumb|none|600px|Fast empty reload; most of the animation is identical to the fast partial reload, but at the end, the player character discards the old magazine instead of retaining it.]] | |||
[[File:FAS Glock 20 (11).jpg|thumb|none|600px|Clicking the slide release.]] | |||
==IMI Desert Eagle Mark XIX== | |||
[[ | The [[Desert Eagle Mark XIX]] in .50 AE is featured in FA:S as a heavy-hitting pistol. It accurately uses 7-round magazines, plus one chambered. It is named "Desert Eagle" in-game. | ||
[[Image: | [[Image:Desert-Eagle.jpeg|450px|thumb|none|IMI Desert Eagle Mark XIX - .50 Action Express]] | ||
[[File:FAS DEagle (1).jpg|thumb|none|600px|The player character holds a Desert Eagle.]] | |||
[[File:FAS DEagle (2).jpg|thumb|none|600px|Aiming down the iron sights.]] | |||
[[File:FAS DEagle (3).jpg|thumb|none|600px|Mid-recoil. This shot captures both the Desert Eagle's distinctive circular muzzle flash, as well as a bit of the casing's markings, which are textured after real .50 AE casings.<!--"50 AE text and three stars with two lines between them"-->]] | |||
[[File:FAS DEagle (4).jpg|thumb|none|600px|Normal partial reload. The operator removes the old magazine for later use.]] | |||
[[File:FAS DEagle (5).jpg|thumb|none|600px|Inserting a new magazine.]] | |||
[[File:FAS DEagle (6).jpg|thumb|none|600px|Normal empty reload. The operator drops the old, empty magazine.]] | |||
[[File:FAS DEagle (7).jpg|thumb|none|600px|Fully inserting the new magazine.]] | |||
[[File:FAS DEagle (8).jpg|thumb|none|600px|Releasing the slide with a press of the slide release.]] | |||
[[File:FAS DEagle (9).jpg|thumb|none|600px|The operator performs a partial reload to gain an extra chambered round, while having the Gunnery level one reload speed perk. The operator drops out the old magazine...]] | |||
[[File:FAS DEagle (10).jpg|thumb|none|600px|...and quickly pushes in a new one.]] | |||
[[File:FAS DEagle (11).jpg|thumb|none|600px|Fast empty reload. A quick press of the slide release follows the insertion of the new magazine.]] | |||
==OTs-33 Pernach== | |||
The [[OTs-33 Pernach]] appears as the sole machine pistol in FA:S, under the name "OTS33". The OTs-33 fires the Russian 9x18mm round in 18-round magazines, plus one chambered. It can fire in either semi or full-auto. | |||
[[Image:OTs-33_automatic_pistol.jpg|400px|thumb|none|KBP OTs-33 "Pernach" - 9x18mm Makarov]] | |||
[[File:FAS OTS-33 (1).jpg|thumb|none|600px|The player character holds the OTs-33 "Pernach". Note the fire selector set to full-auto.]] | |||
[[File:FAS OTS-33 (2).jpg|thumb|none|600px|Aiming down the OTs-33's iron sights.]] | |||
[[File:FAS OTS-33 (4).jpg|thumb|none|600px|Mid-recoil. The bottom of the 9x18mm casing is marked with "9x18" and "B-West" (a US importer of Russian ammunition), though they're somewhat illegible on this particular screenshot.]] | |||
[[File:FAS OTS-33 (3).jpg|thumb|none|600px|Normal partial reload; the player character drops the old mag and inserts a new one.]] | |||
[[File:FAS OTS-33 (5).jpg|thumb|none|600px|Pushing the magazine in in a normal empty reload, which is mostly identical to the normal partial reload.]] | |||
[[File:FAS OTS-33 (6).jpg|thumb|none|600px|Releasing the slide.]] | |||
[[File:FAS OTS-33 (7).jpg|thumb|none|600px|Fast partial reload. The player turns the OTs-33 sideways and inserts a new magazine.]] | |||
[[File:FAS OTS-33 (8).jpg|thumb|none|600px|Fully pushing in the magazine on a fast empty reload.]] | |||
[[File:FAS OTS-33 (9).jpg|thumb|none|600px|The player character releases the slide to finish the empty reload.]] | |||
== SIG-Sauer P226 == | |||
[[ | The [[SIG-Sauer P226]] is one of the pistols in FA:S. It is chambered in .357 SIG and has a 12+1 round magazine capacity. | ||
[[Image: | [[Image:SigP226.jpg|thumb|none|400px|West German SIG-Sauer P226 - 9x19mm. This is a real movie gun and has appeared in several motion pictures.]] | ||
[[File:FAS P226 (1).jpg|thumb|none|600px|Holding the P226.]] | |||
[[File:FAS P226 (2).jpg|thumb|none|600px|ADS.]] | |||
[[File:FAS P226 (5).jpg|thumb|none|600px|Firing the P226.]] | |||
[[File:FAS P226 (3).jpg|thumb|none|600px|Normal partial reload. The user removes the old magazine...]] | |||
[[File:FAS P226 (4).jpg|thumb|none|600px|...and inserts a new one.]] | |||
[[File:FAS P226 (9).jpg|thumb|none|600px|Fully inserting the new magazine.]] | |||
[[File:FAS P226 (6).jpg|thumb|none|600px|Normal empty reload. The user drops the old magazine...]] | |||
[[File:FAS P226 (7).jpg|thumb|none|600px|...inserts a new magazine...]] | |||
[[File:FAS P226 (8).jpg|thumb|none|600px|...and pulls the slide to chamber the pistol.]] | |||
[[File:FAS P226 (11).jpg|thumb|none|600px|Fast partial reload with the Gunnery level one perk. The user drops the old magazine...]] | |||
[[File:FAS P226 (12).jpg|thumb|none|600px|...and inserts a new one.]] | |||
[[File:FAS P226 (10).jpg|thumb|none|600px|The user gives the slide release a quick press on a fast empty reload. The rest of the animation is identical to the fast partial reload in terms of hand motions.]] | |||
== | == Taurus Raging Bull == | ||
The [[ | The [[Taurus Raging Bull]] is the only revolver in ''Firearms: Source''. It has a 5-round cylinder and is chambered in .454 Casull. The revolver's ammunition is tracked by single rounds rather than magazines. | ||
The Raging Bull has a set of extremely elaborate reload animations; there are five different reload animations, one for each capacity the revolver was at when the reload begins. All reload animations are done with single rounds, and show the player character ejecting the number of rounds that need to be replaced and inserting new ones. When the player does not have enough ammo to make a full reload, the reload with the number of rounds the player has in reserve will play (i.e. reload an empty cylinder with 4 rounds in reserve will play the 4-round reload animation). Reloads with the reload speed increasing Gunnery level one perk are simply normal reloads sped up. | |||
Using the firing key when all 5 rounds were fired will still show the cylinder rotating fowards rather than doing nothing like in most games. | |||
[[ | [[file:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|450px|Taurus Raging Bull stainless with 6" barrel - .44 Magnum]] | ||
[[File:FAS Raging Bull (1).jpg|thumb|none|600px|Holding the Raging Bull revolver.]] | |||
[[File:FAS Raging Bull (2).jpg|thumb|none|600px|Aiming.]] | |||
[[File:FAS Raging Bull (3).jpg|thumb|none|600px|Mid-recoil.]] | |||
[[File:FAS Raging Bull Reload (1).jpg|thumb|none|600px|The player character opens up the cylinder at the start of the "standard" reload procedure, played when there's 1-3 rounds in the cylinder (2-4 rounds fired). Note how the number of fired rounds (indicated by struck primers) are accurate to the number of rounds that were actually fired, a very impressive detail.<!--The primers are actually coded into the animation rather than some sort of dynamic model variation, so reloading an empty cylinder with 3 rounds, thus playing the 3 round reload animation, will still show 2 unstruck primers-->]] | |||
[[File:FAS Raging Bull Reload (2).jpg|thumb|none|600px|In the standard reload procedure, the player character blocks the unfired rounds with his right thumb and ejects all the fired rounds, apparently by shaking them out.]] | |||
[[File: | [[File:FAS Raging Bull Reload (3).jpg|thumb|none|600px|The player character will then reload the cylinder with individual rounds.]] | ||
[[File:FAS Raging Bull Reload (4).jpg|thumb|none|600px|Closing the cylinder upon finishing the "standard" reload procedure.]] | |||
[[File:FAS Raging Bull Single Round Reload (1).jpg|thumb|none|600px|Reloading when there's 4 rounds in the cylinder (1 round fired) will show the player character flicking out the fired round...]] | |||
[[File:FAS Raging Bull Single Round Reload (2).jpg|thumb|none|600px|...and insert a new round into the empty cylinder position.]] | |||
[[File:FAS Raging Bull Single Round Reload (3).jpg|thumb|none|600px|A different cylinder closing motion is used at the end of the single round reload procedure.]] | |||
[[File:FAS Raging Bull Empty Reload (1).jpg|thumb|none|600px|Empty reload; the player character operates the ejector and ejects all the fired rounds...]] | |||
[[File: | [[File:FAS Raging Bull Empty Reload (2).jpg|thumb|none|600px|...and inserts five new rounds, one by one, before closing the cylinder (with his thumb, like in the "standard" reload).]] | ||
=Shotguns= | =Shotguns= | ||
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==Benelli M3 Super 90== | ==Benelli M3 Super 90== | ||
The [[Benelli M3 Super 90]] is the only semi-automatic shotgun in FA:S. It is equipped with ghost ring sights, a pistol grip stock, a perforated barrel shroud, and a 6-shell side saddle shell holder. It holds 7+1 shells of 12 gauge 00 Buckshot, and is referred to as "M3S90" ingame. | |||
[[Image:Benelli_m3-1-.jpg|500px|thumb|none|Benelli M3 Super 90 - 12 Gauge]] | |||
[[File:FAS M3S90 (1).jpg|thumb|none|600px|The spawn animation of the M3; the user fills up the shell holder, three shells at a time.]] | |||
[[ | [[File:FAS M3S90 (2).jpg|thumb|none|600px|The M3 Super 90 in idle.]] | ||
[[File:FAS M3S90 (3).jpg|thumb|none|600px|Aiming down the ghost ring sights.]] | |||
[[ | [[File:FAS M3S90 (4).jpg|thumb|none|600px|Mid-recoil; note that the ejected shell is correctly modeled as having been fired, rather than appearing fully intact like in most other first person shooters.]] | ||
[[File:FAS M3S90 (5).jpg|thumb|none|600px|Chamberloading the M3.]] | |||
[[ | [[File:FAS M3S90 (6).jpg|thumb|none|600px|Releasing the bolt.]] | ||
[[File:FAS M3S90 (7).jpg|thumb|none|600px|Loading the magazine tube (without the Gunnery level one perk); the user grabs up to two shells at once and loads them one after another into the magazine tube, repeating the process until full.]] | |||
[[File:FAS M3S90 (8).jpg|thumb|none|600px|Loading a single shell to fill up the mag tube.]] | |||
[[File:FAS M3S90 (9).jpg|thumb|none|600px|Very interestingly, the shell holder does play a part in gameplay, rather than being purely cosmetic like in 99% of video games; they represent the last 6 shells in the player's reserve ammo pool, and the player character will grab them and use them when the player is down to their last 6 shells. Here, the player character grabs a shell from the shell holder...]] | |||
[[File:FAS M3S90 (10).jpg|thumb|none|600px|...and either chamberloads it...]] | |||
[[File:FAS M3S90 (11).jpg|thumb|none|600px|... or inserts it into the magazine tube. The shell holder visibly depletes as the player character uses the shells on it, and the shell-grabbing animation changes accordingly. Also note the "HECKLER & KOCH, INC. -STERLING, VA.-MADE IN ITALY" markings.]] | |||
[[File:FAS M3S90 (12).jpg|thumb|none|600px|The M3 with an empty shell holder.]] | |||
[[File:FAS M3S90 (13).jpg|thumb|none|600px|With the level one Gunnery perk, the player character will grab up to four shells at a time to load the magazine tube rather than just two.]] | |||
==Remington 870== | ==Remington 870== | ||
The [[Remington 870]] | The [[Remington 870]] is one of the shotguns in ''Firearms: Source'', appearing under the name "R870". The model was based off the Express Magnum variant with an extended magazine tube that holds 6 + 1 shells. | ||
[[Image: | [[Image:Remington 870 field gun shortened.jpg|500px|thumb|none|Remington 870 Field Gun with raised barrel ribbing and shortened barrel - 12 Gauge.]] | ||
[[File:FAS 870 Spawn (1).jpg|thumb|none|600px|The spawn animation of the Remington 870; the user inspects the left side of the shotgun...]] | |||
[[File:FAS 870 Spawn (2).jpg|thumb|none|600px|...inspects the chamber...]] | |||
[[File:FAS 870 Spawn (3).jpg|thumb|none|600px|...and loads a single shell into the magazine tube. Note the "Remington 870 EXPRESS MAGNUM" markings clearly visible on the side of the shotgun.]] | |||
[[File:FAS 870 (1).jpg|thumb|none|600px|Holding the Remington 870.]] | |||
[[File:FAS 870 (2).jpg|thumb|none|600px|Aiming down the ribbing. The front sight appears to be missing.]] | |||
[[File:FAS 870 (3).jpg|thumb|none|600px|Pumping the shotgun after firing; the ejected shotgun shell is marked with "9 PEL / 00 BUCK" on its side, and features Winchester markings on its base. The 12 gauge shotgun shells in FA:S appear to be modeled and textured after Winchester military grade 12 gauge 9 pellets 00 buckshot shells.<!--Earlier versions seem to have shotgun shells modeled after Lightfield shotgun shells.-->]] | |||
[[File:FAS 870 (4).jpg|thumb|none|600px|Fully pulling the pump to the rear. The pump animation after firing a shot can be delayed by holding down the firing key, as the user will only pump the shotgun when the player releases the firing key.]] | |||
[[File:FAS 870 (5).jpg|thumb|none|600px|Reloading from empty; the player character pumps the shotgun (the player character will not automatically pump the shotgun after firing the last shot, and the pump instead becomes a part of the reload animation) and chamberloads the first shell.]] | |||
[[File:FAS 870 (6).jpg|thumb|none|600px|Inserting shells into the magazine tube.]] | |||
[[File:FAS 870 (7).jpg|thumb|none|600px|The fast pump animation with the level one Gunnery perk.]] | |||
[[File:FAS 870 (8).jpg|thumb|none|600px|The reload animation with the level one Gunnery perk, showing a faster way to load the shotgun shells.]] | |||
== KS-23 == | |||
The Russian 23mm [[KS-23]] shotgun is one of the shotguns of FA:S, named "KS23" in-game. It fires slugs, and has a 3+1 round capacity. Reloads with the level one Gunnery perk are simply normal reloads sped up. | |||
[[File:Ks23-1.jpg|500px|thumb|none|KS-23 - 23mm]] | |||
[[File:FAS KS-23 (1).jpg|thumb|none|600px|Holding the KS-23.]] | |||
[[File:FAS KS-23 (2).jpg|thumb|none|600px|Aiming down the iron sights.]] | |||
[[File:FAS KS-23 (3).jpg|thumb|none|600px|Pumping the shotgun in a rather dramatic manner after firing.]] | |||
[[File:FAS KS-23 (4).jpg|thumb|none|600px|Reloading from empty; the operator pulls back the pump, ejects the last fired shell, and chamberloads the first shell.]] | |||
[[File:FAS KS-23 (5).jpg|thumb|none|600px|Pushing the pump forward.]] | |||
[[File:FAS KS-23 (6).jpg|thumb|none|600px|Inserting the rest of the massive 23mm shells individually.]] | |||
=Submachine Guns= | |||
==Heckler & Koch MP5A5== | |||
The [[Heckler & Koch MP5A5]] appears as one of the SMGs in FA:S. It is named "MP5A4" in version 2.0.2, a leftover from when the game featured a full stocked MP5A4 instead of the telescoping stocked MP5A5. The magazines hold 30+1 rounds of 9mm Parabellum and it offers either semi-auto, 3-round burst or full-auto firing modes. | |||
There are plans for an MP5SD6 (when the weapon is fitted a Suppressor) and an MP5/40 (presumably also created using the attachment system), but neither are implemented in version 2.0.2. (Fitting a suppressor to the MP5A5 will instead give it a muzzle-mounted suppressor) | |||
[[Image:H&KMP5A5.jpg|thumb|none|500px|Heckler & Koch MP5A5 - 9x19mm]] | |||
[[File:FAS MP5A5 Draw (1).jpg|thumb|none|600px|The MP5A5 has several spawn animations. The first one involves turning the selector switch from safe to full auto.]] | |||
[[File:FAS MP5A5 Spawn (5).jpg|thumb|none|600px|The second one involves pulling open the telescoping stock.<!--Sometimes this animation glitches and turns into a default draw animation where nothing happens, however I cannot confirm this-->]] | |||
[[File:FAS MP5A5 Spawn (2).jpg|thumb|none|600px|The third and the most elaborate one sees the player character pull back the bolt...]] | |||
[[File:FAS MP5A5 Spawn (3).jpg|thumb|none|600px|...insert a magazine...]] | |||
[[File:FAS MP5A5 Spawn (4).jpg|thumb|none|600px|...and chamber the weapon.<!--AlphaLeader772's video shows a fourth spawn animation where the user flicks the safety off.-->]] | |||
[[File:FAS MP5A5 (1).jpg|thumb|none|600px|Holding the MP5A5.]] | |||
[[File:FAS MP5A5 (2).jpg|thumb|none|600px|Aiming down the MP5's iron sights.]] | |||
[[File:FAS MP5A5 (3).jpg|thumb|none|600px|Firing; note that the environment is being lit up by the muzzle flash (a toggleable setting in the options menu). Interestingly, the casings that are being ejected towards the wall will also bounce back when they hit the wall.]] | |||
[[File:FAS MP5A5 (4).jpg|thumb|none|600px|Standard empty reload. The operator pulls back the bolt...]] | |||
[[File:FAS MP5A5 (5).jpg|thumb|none|600px|...replaces the magazines...]] | |||
[[File:FAS MP5A5 (6).jpg|thumb|none|600px|...and releases the bolt.]] | |||
[[File:FAS MP5A5 (7).jpg|thumb|none|600px|Standard partial reload.]] | |||
[[File:FAS MP5A5 (8).jpg|thumb|none|600px|Fast empty reload. The operator replaces the magazines...]] | |||
[[File:FAS MP5A5 (9).jpg|thumb|none|600px|...and racks the bolt.]] | |||
[[File:FAS MP5A5 (10).jpg|thumb|none|600px|Fast partial reload. The operator removes the old magazine.]] | |||
[[File:FAS MP5A5 (11).jpg|thumb|none|600px|Inserting a new magazine.]] | |||
== Heckler & Koch MP5K == | |||
[[ | The [[Heckler & Koch MP5K]] is one of the SMGs in FA:S. Named "MP5k" in-game, it uses 15-round magazines by default, which can be upgraded to 30-rounders. Like the MP5A5, it can fire in semi-auto, 3-round burst or full-auto firing modes. | ||
[[Image:MP5KA4.jpg|thumb|none|400px|Heckler & Koch MP5KA4 (3 round burst added) with 15-round magazine - 9x19mm]] | |||
[[File:FAS MP5K (1).jpg|thumb|none|600px|Spawning with the MP5K. The operator flicks the selector switch to full auto.]] | |||
[[File:FAS MP5K (2).jpg|thumb|none|600px|Holding the MP5K.]] | |||
[[File:FAS MP5K (3).jpg|thumb|none|600px|Aiming.]] | |||
[[File:FAS MP5K (4).jpg|thumb|none|600px|Reloading; all of the MP5K's reload animations are identical to the MP5A5, including fast reloads with the Gunnery level 1 perk.]] | |||
[[File:FAS MP5K (5).jpg|thumb|none|600px|Removing the empty magazine; note the animated magazine release button.]] | |||
[[File:FAS MP5K (6).jpg|thumb|none|600px|Performing a partial reload on a MP5K equipped with 30-round magazines and a suppressor.]] | |||
[[File:FAS MP5K (7).jpg|thumb|none|600px|Firing the suppressor-equipped MP5K; note the shape of the muzzle flash. With a suppressor, the environment will also be no longer lit up by the muzzle flash.]] | |||
== IMI Uzi == | |||
[[ | A full size [[IMI Uzi]] is featured in FA:S. It is open bolt, fires in full auto or semi auto, and holds 32 rounds in its magazine. | ||
[[Image: | [[Image:Uzi-1.jpg|thumb|none|500px|IMI Uzi with buttstock extended - 9x19mm]] | ||
[[File:FAS Uzi (1).jpg|thumb|none|600px|The Uzi's spawn animation shows the user unfolding the Uzi's stock, and first shows the user unlocking the stock.]] | |||
[[ | [[File:FAS Uzi (2).jpg|thumb|none|600px|The user lifts up the stock.]] | ||
[[File:FAS Uzi (3).jpg|thumb|none|600px|Fully unfolding the Uzi's stock.]] | |||
[[File:FAS Uzi (4).jpg|thumb|none|600px|Holding the Uzi.]] | |||
[[File:FAS Uzi (5).jpg|thumb|none|600px|Aiming.]] | |||
[[File:FAS Uzi (6).jpg|thumb|none|600px|The Uzi ejects a casing after firing a round.]] | |||
[[File:FAS Uzi (7).jpg|thumb|none|600px|Empty reload; the user racks the bolt first before replacing the magazine.]] | |||
[[File:FAS Uzi (8).jpg|thumb|none|600px|Removing the empty magazine.]] | |||
[[File:FAS Uzi (9).jpg|thumb|none|600px|Inserting a new magazine.]] | |||
[[File:FAS Uzi (10).jpg|thumb|none|600px|Partial reload.]] | |||
[[File:FAS Uzi (11).jpg|thumb|none|600px|Inserting a new magazine.]] | |||
[[File:FAS Uzi (12).jpg|thumb|none|600px|The fast partial reload with Gunnery level one perk is similar to the normal partial reload, but done at a lower angle. The fast empty reload is the normal empty reload sped up.]] | |||
==Ingram MAC-11== | ==Ingram MAC-11== | ||
The [[MAC-11|Ingram MAC-11]] is featured in FA:S as a cheap submachine gun | The [[MAC-11|Ingram MAC-11]] is featured in FA:S as a cheap submachine gun. It carries 32 rounds of .380 ACP and fires semi or full-auto, and correctly fires in open-bolt. | ||
[[Image: | [[Image:Mac m11 9k.jpg|thumb|none|400px|RPB Industries M11A1 - .380 ACP]] | ||
[[File:FAS MAC-11 (1).jpg|thumb|none|600px|Holding the MAC-11.]] | |||
[[File:FAS MAC-11 (2).jpg|thumb|none|600px|Aiming.]] | |||
[[File:FAS MAC-11 (3).jpg|thumb|none|600px|The MAC-11 ejects a .380 ACP casing; it appears to be marked with "38 AC" and "S.F.M."]] | |||
[[File:FAS MAC-11 (4).jpg|thumb|none|600px|Reloading the MAC-11 from empty. The user removes the empty magazine.]] | |||
[[File:FAS MAC-11 (5).jpg|thumb|none|600px|Inserting a new magazine.]] | |||
[[File:FAS MAC-11 (6).jpg|thumb|none|600px|Pulling back the bolt. The non-empty reload skips this last bolt pull part, and reloads with Gunnery level one perk are simply normal reloads sped up.]] | |||
== Izhmash PP-19 Bizon == | |||
== | |||
The [[Izhmash PP-19 Bizon]] appears in FA:S as simply the "Bizon". It is chambered in 9x18mm, is closed bolt, and uses 64-round Helical drums. It can fire in full auto or semi auto. | |||
[[File: | [[File:Bizon1.jpg|thumb|none|500px|PP-19 Bizon-1 - 9x18mm Makarov]] | ||
[[File:FAS Bizon (1).jpg|thumb|none|600px|Holding the PP-19 Bizon SMG.]] | |||
[[File:FAS Bizon (2).jpg|thumb|none|600px|Aiming down the iron sights.]] | |||
[[File:FAS Bizon (3).jpg|thumb|none|600px|Normal empty reload; the user actuates the magazine release with his right index finger and removes the empty magazine with his left.]] | |||
[[File:FAS Bizon (4).jpg|thumb|none|600px|Inserting a new magazine; the magazine model appears to be always modeled empty.]] | |||
[[File:FAS Bizon (5).jpg|thumb|none|600px|Racking the bolt at the end of the empty reload. The normal partial reload is identical to the normal empty reload, with the only differences being that the bolt isn't pulled, and the magazine removal process happens far faster for some reason.]] | |||
[[File:FAS Bizon (6).jpg|thumb|none|600px|On the fast reloads with the Gunnery level one perk, the user releases and removes the old magazine with their left hand.]] | |||
[[File:FAS Bizon (7).jpg|thumb|none|600px|Shoving the old magazine off the Bizon.]] | |||
[[File:FAS Bizon (8).jpg|thumb|none|600px|Reloading a Bizon customized with a suppressor and an Aimpoint optic.]] | |||
== | == Sterling L2A3 == | ||
The [[Sterling L2A3]] is featured in FA:S as the "L2A3". It has a 34-round capacity, is open bolt, and can fire in full-auto or semi-auto. | |||
[[File: | [[File:SterlingSMG.jpg|500px|thumb|none|Sterling L2A3 (MK IV) - 9x19mm]] | ||
[[File:FAS L2A3 (1).jpg|thumb|none|600px|The L2A3's spawn animation; the user first pulls back the bolt...]] | |||
[[File:FAS L2A3 (2).jpg|thumb|none|600px|...and then extends and unfolds the stock.]] | |||
[[File:FAS L2A3 (3).jpg|thumb|none|600px|Holding the L2A3.]] | |||
[[File:FAS L2A3 (4).jpg|thumb|none|600px|Aiming the weapon.]] | |||
[[File:FAS L2A3 (5).jpg|thumb|none|600px|Upon emptying the magazine, the bolt visibly locks forward. As such, the start of the empty reload sees the user pull back the bolt.]] | |||
[[File:FAS L2A3 (6).jpg|thumb|none|600px|Removing the empty magazine.]] | |||
[[File:FAS L2A3 (7).jpg|thumb|none|600px|Inserting a fresh magazine. Fast reloads are simply normal reloads sped up, and partial reloads are identical to the empty reload sans the part where the user locks back the bolt.]] | |||
== | == Sterling L34A1 == | ||
Equipping the Sterling L2A3 with the suppressor turns it into the Sterling L34A1. The L34A1's fast reloads with the Gunnery level 1 perk are glitched in version 2.0.2; the end of the both fast reload animations will abruptly skip to the idle state without any transition.<!--However, these animations are completely normal in AlphaLeader772's video; maybe I did something wrong and glitched my game--> The L2A3's spawn animation does not play on the L34A1. | |||
[[ | [[Image:Sterling-Patchett-Submachine-Gun.jpg|500px|thumb|none|Sterling L34A1 (Mk.5) - 9x19mm]] | ||
[[File:FAS L34A1 (1).jpg|thumb|none|600px|Holding the suppressed Sterling.]] | |||
[[File:FAS L34A1 (2).jpg|thumb|none|600px|Aiming the weapon.]] | |||
[[File:FAS L34A1 (3).jpg|thumb|none|600px|Standard reload; the operator removes the old magazine, holding the weapon at an angle.]] | |||
[[File:FAS L34A1 (Four).jpg|thumb|none|600px|Inserting a new magazine.]] | |||
[[File:FAS L34A1 (5).jpg|thumb|none|600px|At the end of the standard empty reload, the operator thumbs back the bolt.]] | |||
[[File:FAS L34A1 (6).jpg|thumb|none|600px|Removing the magazine in the fast reloads.]] | |||
[[File:FAS L34A1 (7).jpg|thumb|none|600px|In a fast empty reload, the operator will throw away the empty mag. He will retain the magazine in a fast partial reload.]] | |||
[[File:FAS L34A1 (8).jpg|thumb|none|600px|Inserting a new magazine.]] | |||
[[File:FAS L34A1 (9).jpg|thumb|none|600px|Pulling back the bolt in a more conventional manner in a fast empty reload. The glitched reload animation will immediately skip to the idle state right after this frame of the animation. In the fast partial reloads, the animation skips around when the new magazine is inserted.]] | |||
== | == Sterling Mk.7A4 == | ||
The [[Sterling SMG#Sterling Mk.7|Sterling Mk.7A4]] is featured in FA:S as the "MK7A4". It uses 15-round magazines, and has options for 34-rounders; the models for the latter are not present in game in version 2.0.2, and as such using the 34-round magazine not change the weapon's model or animations. It is open bolt and can fire in semi auto or full auto. | |||
[[File: | [[File:Sterling MK7.jpg|thumb|none|450px|Sterling Mk.7A4 - 9x19mm]] | ||
[[File:FAS MK7A4 (1).jpg|thumb|none|600px|Holding the Sterling Mk.7.]] | |||
[[File:FAS MK7A4 (2).jpg|thumb|none|600px|Aiming.]] | |||
[[File:FAS MK7A4 (3).jpg|thumb|none|600px|Removing the magazine in the normal reloads. Note that the bolt has locked forwards, as the weapon has been emptied.]] | |||
[[File:FAS MK7A4 (4).jpg|thumb|none|600px|Inserting a new magazine; note that the rounds in the magazine feature broken textures. The magazines are also always modeled with rounds, even if the weapon was empty.]] | |||
[[File:FAS MK7A4 (5).jpg|thumb|none|600px|Giving the fresh mag an extra slap (this only happens on the normal empty reload)...]] | |||
[[File:FAS MK7A4 (6).jpg|thumb|none|600px|...and pulling back the bolt to finish the empty reload.]] | |||
[[File:FAS MK7A4 (7).jpg|thumb|none|600px|Fast reload; the user removes the old magazine from below. The fast empty reload animation also shows the user dropping the "empty" magazine (as mentioned above, the magazine is still modeled with untextured rounds), while the fast partial reload sees the user retain the magazine.]] | |||
[[File:FAS MK7A4 (8).jpg|thumb|none|600px|Inserting a new magazine.]] | |||
[[File:FAS MK7A4 (9).jpg|thumb|none|600px|Pulling back the bolt to finish the empty reload.]] | |||
=Assault Rifles= | =Assault Rifles= | ||
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==AK-47== | ==AK-47== | ||
The [[AK-47]] is featured as the "AK47" in FA:S. Chambered in 7.62x39mm, the AK-47 holds 30+1 rounds and can fire in semi or full-auto modes. The in-game AK is a hybrid, and has the smooth dust cover of an AK and the stamped receiver of an AKM. | |||
A version of the AK with a bayonet can be seen in the loadout menu; the AK-47 is equipped with an unremovable and usable bayonet in earlier versions of FA:S, which is not available in version 2.0.2. | |||
[[Image: | [[Image:AK47-PolyTechLegend.jpg|500px|thumb|none|AK-47 - 7.62x39mm]] | ||
[[Image:AKMRifle.jpg|500px|thumb|none|AKM - 7.62x39mm]] | |||
[[File:FAS AK-47 (1).jpg|thumb|none|600px|Holding the AK-47.]] | |||
[[File:FAS AK-47 (2).jpg|thumb|none|600px|Aiming down sights.]] | |||
[[File:FAS AK-47 (3).jpg|thumb|none|600px|Mid-recoil.]] | |||
[[File:FAS AK-47 (4).jpg|thumb|none|600px|Normal empty reload; the operator replaces the magazines. All magazines in the AK-47's reload animations are modeled without rounds, including the new magazine being inserted here.]] | |||
[[File:FAS AK-47 (5).jpg|thumb|none|600px|The operator racks the bolt with his right hand. Non-empty reloads (normal and fast) use simple magazine replacement animations done at slightly different angles.]] | |||
[[File:FAS AK-47 (6).jpg|thumb|none|600px|Fast empty reload; the operator knocks out the old mag with a new one.]] | |||
[[File:FAS AK-47 (7).jpg|thumb|none|600px|Before chambering the AK from under.]] | |||
[[File:FAS AK-47 (8).jpg|thumb|none|600px|Chambering an AK equipped with both of its available attachments, a suppressor and an optic.]] | |||
== AKS-74 == | |||
The [[AKS-74]] appears as the "AK74" in FA:S. It fires 5.45x39mm, holds 30+1 rounds, and has semi-auto and full-auto modes. | |||
[[Image:BulgarianAKS-74.jpg|thumb|none|500px|Bulgarian manufactured AKS-74 - 5.45x39mm]] | |||
[[File:FAS AKS-74 (1).jpg|thumb|none|600px|The operator holds the AKS-74.]] | |||
[[File: | [[File:FAS AKS-74 (2).jpg|thumb|none|600px|Aiming down sights.]] | ||
[[File:FAS AKS-74 (3).jpg|thumb|none|600px|Standard empty reload; all of the AKS-74's reload animations are identical to the AK-47. It also shares the AK-47's issue of having magazines that always appear to be empty.]] | |||
[[File:FAS AKS-74 (4).jpg|thumb|none|600px|Racking the bolt.]] | |||
[[File:FAS AKS-74 (5).jpg|thumb|none|600px|Mid-recoil; note the 5.45x39mm casing being ejected.]] | |||
[[File:FAS AKS-74 (6).jpg|thumb|none|600px|Fast empty reload.]] | |||
[[File:FAS AKS-74 (7).jpg|thumb|none|600px|Chambering the weapon.]] | |||
[[File:FAS AKS-74 (8).jpg|thumb|none|600px|Performing a fast tactical reload on the AKS-74, which shows off a bit more of the folding stock.]] | |||
[[File:FAS AKS-74 (9).jpg|thumb|none|600px|Reloading a fully customized AKS-74.]] | |||
==FAMAS F1/G2 Hybrid== | ==FAMAS F1/G2 Hybrid== | ||
Very appreciated by the FA expert players, the [[FAMAS]] provides a very high rate of fire for 42 credits. The main drawback is that the magazines hold only 25 (+1) rounds of 5.56x45mm ammunition and it has a high rate of fire, so it will empty magazines in no time. It's named " | Very appreciated by the FA expert players, the [[FAMAS]] provides a very high rate of fire for 42 credits. The main drawback is that the magazines hold only 25 (+1) rounds of 5.56x45mm ammunition and it has a high rate of fire, so it will empty magazines in no time. It's named "FAMAS" ingame and offers semi-auto, 3-round burst or full-auto firing modes. Interestingly, the trigger guard is is that of a F1, but the handguard, magazine-well, and 30-round STANAG mag (though as stated above, it still holds 25 rounds) is from the more modern G2. | ||
[[Image: | [[Image:Famas.jpg|500px|thumb|none|FAMAS F1 - 5.56x45mm]] | ||
[[Image:Famas g2.jpg|thumb|none|500px|FAMAS-G2 with proprietary bipod deployed - 5.56x45mm]] | |||
[[Image:Firearms-source-FA-MASa.jpg|600px|thumb|none|none|FAMAS as the player wields it in ''Firearms: Source''.]] | |||
[[Image:Firearms-source-FA-MASb.jpg|600px|thumb|none|none|The player reload his FAMAS in ''Firearms: Source''.]] | |||
[[Image: | [[Image:Firearms-source-FA-MASc.jpg|600px|thumb|none|none|The player chambers the first round in his FAMAS in ''Firearms: Source''. Nice way of pulling the cocking handle.]] | ||
==Heckler & Koch G36C== | |||
[[ | The [[Heckler & Koch G36C]] is one of the assault rifles in FA:S. It holds 30+1 rounds and is referred to as "G36C". Its firing modes include semi-auto, an incorrect 2-round burst mode, and full-auto. | ||
The loadout model for the G36C features an AimPoint red dot sight, a fixed attachment to the G36C in earlier versions of FA:S. | |||
[[Image: | [[Image:Hkg36c.jpg|500px|thumb|none|Heckler & Koch G36C - 5.56x45mm NATO]] | ||
[[File:FAS G36C (1).jpg|thumb|none|600px|The G36C's spawn animation shows the operator rack the G36C's bolt...]] | |||
[[File:FAS G36C (2).jpg|thumb|none|600px|...unfold the stock...]] | |||
[[File:FAS G36C (3).jpg|thumb|none|600px|...and flick the safety off.]] | |||
[[File:FAS G36C (4).jpg|thumb|none|600px|Holding the G36C.]] | |||
[[File:FAS G36C (5).jpg|thumb|none|600px|Iron sights.]] | |||
[[File:FAS G36C (6).jpg|thumb|none|600px|Normal empty reload. The operator removes the empty magazine.]] | |||
[[File:FAS G36C (7).jpg|thumb|none|600px|Inserting a full magazine.]] | |||
[[File:FAS G36C (8).jpg|thumb|none|600px|Pulling the cocking handle. The normal partial reload animation is identical to the normal empty reload, sans the charging animation.]] | |||
[[File:FAS G36C (9).jpg|thumb|none|600px|Fast empty reload; the operator replaces the magazines at a different angle...]] | |||
[[File:FAS G36C (10).jpg|thumb|none|600px|...and charges the weapon in a rather odd way. The fast partial reload is done at a slightly different angle to both the normal reloads and the fast empty reload.]] | |||
[[File:FAS G36C (11).jpg|thumb|none|600px|Reloading a customized G36C.]] | |||
==Colt M16A2== | ==Colt M16A2== | ||
Another classic weapon from FA that couldn't miss the show. The [[M16A2]] costs 36 credits and offers good accuracy and decent power, in either semi-auto or 3-round burst modes. Magazines are standard NATO 30 (+1) rounds, and the weapon is named " | Another classic weapon from FA that couldn't miss the show. The [[M16A2]] costs 36 credits and offers good accuracy and decent power, in either semi-auto or 3-round burst modes. Magazines are standard NATO 30 (+1) rounds, and the weapon is named "M16A2" in the menus. | ||
[[Image:M16A2. | [[Image:M16A2.jpg|500px|thumb|none|Colt M16A2 - 5.56x45mm NATO]] | ||
[[Image:Firearms-source-M16-A2a. | [[Image:Firearms-source-M16-A2a.jpg|600px|thumb|none|none|Colt M16A2 as the player wields it in ''Firearms: Source''.]] | ||
[[Image:Firearms-source-M16-A2b.jpg|600px|thumb|none|none|Colt M16A2 in | [[Image:Firearms-source-M16-A2b.jpg|600px|thumb|none|none|Colt M16A2 in ''Firearms: Source'' being reloaded. The magazine hold lever moves accordingly; nice touch.]] | ||
==Colt M4A1== | ==Colt M4A1== | ||
Besides the 3-round burst being replaced by a full-auto firing mode, the [[M4A1]] shares many properties with the M16A2, including the 30 (+1)-round mags, and costs the same (36 credits). There's nothing | Besides the 3-round burst being replaced by a full-auto firing mode, the [[M4A1]] shares many properties with the M16A2, including the 30 (+1)-round mags, and costs the same (36 credits). There's nothing especially good or bad to say about it. It's named "M4A1", and its default handguard was replaced by a KAC RAS railed handguard, that allowed the player to install a vertical grip to assist the aiming and firing. | ||
[[Image: | [[Image:ColtM4A1.jpg|500px|thumb|none|Colt M4A1 Carbine - 5.56x45mm NATO]] | ||
[[Image:ColtM4.jpg|500px|thumb|none|Colt M4A1 Carbine - 5.56x45mm NATO (with M68 Aimpoint reflex and a vertical forward grip mounted on a Knight's Armament Company RAS railed handguard)]] | |||
[[Image:Firearms-source-M4- | [[Image:Firearms-source-M4-A1a.jpg|600px|thumb|none|none|Colt M4A1 as the player wields it in ''Firearms: Source'' using the vertical grip.]] | ||
[[Image:Firearms-source-M4- | [[Image:Firearms-source-M4-A1b.jpg|600px|thumb|none|none|As with many of the weapons in ''Firearms: Source'', the player checks the empty chamber after firing the whole magazine of his Colt M4A1.]] | ||
[[Image:Firearms-source-M4-A1c.jpg|600px|thumb|none|none|Colt M4A1 in ''Firearms: Source'' being reloaded. The bolt catch is also operated by the player, good detail.]] | |||
==RK 95 TP== | |||
[[ | The Finnish [[Valmet Assault Rifle Series#M95|RK 95 TP]] appears as the "RK95" in-game. It holds 30+1 rounds of 7.62x39mm, and can fire in semi or full-auto. | ||
The loadout menu shows the RK95 with a railed handguard and a foregrip, a leftover from earlier versions of FA:S when the RK95 featured those attachments. | |||
[[Image: | [[Image:Sako95.jpg|500px|thumb|none|RK 95 TP - 7.62x39mm]] | ||
[[File:FAS RK95 (1).jpg|thumb|none|600px|Holding the RK95.]] | |||
[[File:FAS RK95 (2).jpg|thumb|none|600px|Aiming down sights.]] | |||
[[File:FAS RK95 (3).jpg|thumb|none|600px|Removing the "empty" magazine; in a complete reversal of the AKs' problems, the RK95's magazines always appear to be loaded even when they should be empty.]] | |||
[[File:FAS RK95 (4).jpg|thumb|none|600px|Inserting a new mag.]] | |||
[[File:FAS RK95 (5).jpg|thumb|none|600px|Cocking the weapon. Fast reloads are identical to normal reloads, just sped up, and tactical reloads are simply the empty reload sans the cocking animation.]] | |||
[[File:FAS RK95 (6).jpg|thumb|none|600px|Reloading a fully customized RK95.]] | |||
==SIG SG 550== | ==SIG SG 550== | ||
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While not having any long-range sight, this [[SIG SG 550|Swiss rifle]] is capable of hitting enemies at a good distance. It uses magazines of 30 (+1) rounds and lets you shoot in semi or full-auto. It costs 36 credits (same league as the M4A1 and M16A2) and is named "SG550". | While not having any long-range sight, this [[SIG SG 550|Swiss rifle]] is capable of hitting enemies at a good distance. It uses magazines of 30 (+1) rounds and lets you shoot in semi or full-auto. It costs 36 credits (same league as the M4A1 and M16A2) and is named "SG550". | ||
[[ | [[File:SIG550.jpg|thumb|none|500px|SIG SG 550 - 5.56x45mm]] | ||
[[Image:Firearms-source-SG550a.jpg|600px|thumb|none|none|SIG SG 550 as the player wields it in ''Firearms: Source''.]] | |||
[[Image:Firearms-source-SG550a. | |||
[[Image:Firearms-source-SG550b.jpg|600px|thumb|none|none|Player inserting a fresh, official SIG (look closely), magazine into his SG 550 in | [[Image:Firearms-source-SG550b.jpg|600px|thumb|none|none|Player inserting a fresh, official SIG (look closely), magazine into his SG 550 in ''Firearms: Source''. There's a security lock visible on the selector that locks out the full-auto mode, but the burst mode can't be used. Also, the gun has the safety on.]] | ||
== SIG | == SIG SG 552 == | ||
The Carbine variant of the SG 550 is set to appear in the Version 2.0 Update under the "Carbine" classification. | The Carbine variant of the SG 550 is set to appear in the Version 2.0 Update under the "Carbine" classification. | ||
[[File:SIG_SG552.jpg|500px|thumb|none|SIG SG 552 "Commando" - 5 | [[File:SIG_SG552.jpg|500px|thumb|none|SIG SG 552 "Commando" - 5.56x45mm]] | ||
=Battle Rifles= | =Battle Rifles= | ||
== | ==Heckler & Koch G3A3== | ||
40 credits does this steel and plastic piece of art cost. The [[G3A3]]'s 20 (+1) rounds of 7.62x51mm ammunition pack quite a heavy punch. Named just "G3A3". There seems to be some kind of glitch with the 3D ingame model, as the parts that compose it move independently if looked at carefully. | 40 credits does this steel and plastic piece of art cost. The [[G3A3]]'s 20 (+1) rounds of 7.62x51mm ammunition pack quite a heavy punch. Named just "G3A3". There seems to be some kind of glitch with the 3D ingame model, as the parts that compose it move independently if looked at carefully. | ||
[[Image:HKG3A3. | [[Image:HKG3A3.jpg|500px|thumb|none|Heckler & Koch G3A3 - 7.62x51mm NATO (with slimline handguard)]] | ||
[[Image:Firearms-source-G3A3a. | [[Image:Firearms-source-G3A3a.jpg|600px|thumb|none|none|H&K G3A3 as the player wields it in ''Firearms: Source''.]] | ||
[[Image:Firearms-source-G3A3b.jpg|600px|thumb|none|none|H&K G3A3 in | [[Image:Firearms-source-G3A3b.jpg|600px|thumb|none|none|H&K G3A3 in ''Firearms: Source'' being reloaded. What's with his left hand's fingers?!]] | ||
== | ==M14== | ||
No game made by firearms enthusiasts could leave this weapon out. The [[M14]] has the same powerful punch and mag capacity (20 + 1 rounds) of the G3A3, just the full-auto mode is not only a bit slower, but more uncontrollable. Be sure to stick with the semi-auto mode and make every bullet count. It appears to feature a Crye Precision Multicam woodland camo finish on the stock and no optical sight like in the GoldSrc version. It costs 36 credits and is named "M14". | No game made by firearms enthusiasts could leave this weapon out. The [[M14]] has the same powerful punch and mag capacity (20 + 1 rounds) of the G3A3, just the full-auto mode is not only a bit slower, but more uncontrollable. Be sure to stick with the semi-auto mode and make every bullet count. It appears to feature a Crye Precision Multicam woodland camo finish on the stock and no optical sight like in the GoldSrc version. It costs 36 credits and is named "M14". | ||
[[Image:M14Rifle. | [[Image:M14Rifle.jpg|500px|thumb|none|Springfield Armory M14 - 7.62x51mm NATO]] | ||
[[Image:Firearms-source-M14a.jpg|600px|thumb|none|none|Springfield Armory M14 as the player fires it in ''Firearms: Source''. Hidden behind the ammo counter, the markings are visible. I didn't remember to turn off the HUD, sorry.]] | |||
[[Image:Firearms-source-M14b.jpg|600px|thumb|none|none|Springfield Armory M14 in ''Firearms: Source'' being reloaded.]] | |||
== SKS == | |||
Slated to be released for the Version 2.0 Update. Footage shows the weapon pre-fitted with a Bayonet just like the AK-47. | |||
[[ | [[File:Simonov-Russian-SKS45.jpg|500px|thumb|none|SKS - 7.62x39mm]] | ||
=Sniper Rifles= | =Sniper Rifles= | ||
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The [[Remington Model 700#M24 Sniper Rifle|Remington M24 Sniper Weapon System]] (SWS) is the U.S. Army version of the Model 700. It is an accurate, bolt-action, long-range sniper rifle. It is depicted in FA:S with woodland camo and a folding bipod, to make the gun more stable, that can be used if you prone or move near some places (like barrels, sandbags or... corpses). The cost is a high 54 credits and is referred to as "M24". The official website lists it as a M24A2, but this is erroneous, as no detachable external 10-round magazine is seen. Instead, the rifle uses an internal 5-round magazine. | The [[Remington Model 700#M24 Sniper Rifle|Remington M24 Sniper Weapon System]] (SWS) is the U.S. Army version of the Model 700. It is an accurate, bolt-action, long-range sniper rifle. It is depicted in FA:S with woodland camo and a folding bipod, to make the gun more stable, that can be used if you prone or move near some places (like barrels, sandbags or... corpses). The cost is a high 54 credits and is referred to as "M24". The official website lists it as a M24A2, but this is erroneous, as no detachable external 10-round magazine is seen. Instead, the rifle uses an internal 5-round magazine. | ||
[[Image:M24. | [[Image:M24.jpg|500px|thumb|none|M24 Sniper Weapon System - 7.62x51mm NATO]] | ||
[[Image:Firearms-source-M24a. | [[Image:Firearms-source-M24a.jpg|600px|thumb|none|none|The Remington M24 as the player wields it in ''Firearms: Source'', bipod folded.]] | ||
[[Image:Firearms-source-M24b.jpg|600px|thumb|none|none|Player operating the bolt of his Remington M24 in | [[Image:Firearms-source-M24b.jpg|600px|thumb|none|none|Player operating the bolt of his Remington M24 in ''Firearms: Source''. Note that the player's hand does not get reflected in the telescopic sight, while part of the background does.]] | ||
[[Image:Firearms-source-M24c.jpg|600px|thumb|none|none|The internal magazine of a Remington M24 in | [[Image:Firearms-source-M24c.jpg|600px|thumb|none|none|The internal magazine of a Remington M24 in ''Firearms: Source'' being filled, round by round. The bipod is now better distinguished.]] | ||
==KAC SR-25== | ==KAC SR-25== | ||
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The [[SR-25]] is a multi-purpose sniper rifle that is able to fire semi-auto, It looks similar to a M16 (in fact, many parts are interchangeable between both), but fires the completely different 7.62x51mm NATO cartridge. It costs 48 credits, has a 10 (+1)-round magazine and is named just "SR25". The tan paint remembers that of the [[SR-25|M110 SASS]]. It comes with a folding bipod (as with the other two sniper rifles), and an useful suppressor that reduces the firing report a bit. | The [[SR-25]] is a multi-purpose sniper rifle that is able to fire semi-auto, It looks similar to a M16 (in fact, many parts are interchangeable between both), but fires the completely different 7.62x51mm NATO cartridge. It costs 48 credits, has a 10 (+1)-round magazine and is named just "SR25". The tan paint remembers that of the [[SR-25|M110 SASS]]. It comes with a folding bipod (as with the other two sniper rifles), and an useful suppressor that reduces the firing report a bit. | ||
[[Image:SR25. | [[Image:SR25.jpg|500px|thumb|none|Knight's Armament SR-25 - 7.62x51mm NATO (with a suppressor and Harris bipod)]] | ||
[[Image:M110_ECP_Right_Bipod. | [[Image:M110_ECP_Right_Bipod.jpg|500px|thumb|none|M110 Semi-Automatic Sniper System (SASS) - 7.62x51mm NATO (with Harris bipod and tan paintwork)]] | ||
[[Image:Firearms-source-SR25a. | [[Image:Firearms-source-SR25a.jpg|600px|thumb|none|none|KAC SR-25 as the player wields it in ''Firearms: Source'', bipod folded. Note the extended charging handle latch.]] | ||
[[Image:Firearms-source-SR25b.jpg|600px|thumb|none|none|Player checking the chamber after emptying his KAC SR-25 in | [[Image:Firearms-source-SR25b.jpg|600px|thumb|none|none|Player checking the chamber after emptying his KAC SR-25 in ''Firearms: Source''.]] | ||
[[Image:Firearms-source-SR25c.jpg|600px|thumb|none|none|KAC SR-25 in | [[Image:Firearms-source-SR25c.jpg|600px|thumb|none|none|KAC SR-25 in ''Firearms: Source'' being reloaded. The level of detail is quite high... but the safety is engaged, plus it has incorrect selector pictographs which are not stamped, but painted. It should be noted that the safety is engaged each time the player reloads the weapon, but once the weapon is reloaded, the safety is disengaged]] | ||
== M21 == | |||
Slated to be released in the Version 2.0 Update. In early beta footage it shows with a 10 round magazine despite a 20 round magazine being shown (though it has been confirmed that this was done for balance reasons) and is seen using an olive drab finish, similar to that of an M14 DMR. | |||
[[File:Xm21rifle.jpg|500px|thumb|none|M21 - 7.62x51mm NATO]] | |||
== Dragunov SVD == | |||
Slated to be released in the Version 2.0 Update. | |||
[[File:SVD_Rifle.jpg|500px|thumb|none|Dragunov SVD - 7,62x54mmR]] | |||
==Barrett M82A1== | ==Barrett M82A1== | ||
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This 70-credit beast is the most expensive weapon in FA:S's arsenal, no doubt why. The "[[Barrett M82A1|light fifty]]" can deliver an instant and gruesome death to anyone being so unfortunate as to be shot by this. The 10 (+1)-round magazine can maim equal number of foes, provided that the player is able to handle the enormous kickback of this long-range rifle. It fires semi-auto and is called "M82A1" ingame. It's the only weapon whose sight offers two different levels of zoom, and it's got a folding bipod, too. | This 70-credit beast is the most expensive weapon in FA:S's arsenal, no doubt why. The "[[Barrett M82A1|light fifty]]" can deliver an instant and gruesome death to anyone being so unfortunate as to be shot by this. The 10 (+1)-round magazine can maim equal number of foes, provided that the player is able to handle the enormous kickback of this long-range rifle. It fires semi-auto and is called "M82A1" ingame. It's the only weapon whose sight offers two different levels of zoom, and it's got a folding bipod, too. | ||
[[Image:M82a1. | [[Image:M82a1.jpg|500px|thumb|none|Barrett M82A1 - .50 BMG]] | ||
[[Image:Firearms-source-M82-A1a. | [[Image:Firearms-source-M82-A1a.jpg|600px|thumb|none|none|Barrett M82A1 as the player wields it in ''Firearms: Source'', bipod folded.]] | ||
[[Image:Firearms-source-M82-A1b.jpg|600px|thumb|none|none|Better view of a Barrett M82A1 while the player runs carrying one in | [[Image:Firearms-source-M82-A1b.jpg|600px|thumb|none|none|Better view of a Barrett M82A1 while the player runs carrying one in ''Firearms: Source''. This is the only weapon that is handled differently when moving.]] | ||
[[Image:Firearms-source-M82-A1c.jpg|600px|thumb|none|none|The player racks the charging handle of his 13.5-Kg Barrett M82A1 in | [[Image:Firearms-source-M82-A1c.jpg|600px|thumb|none|none|The player racks the charging handle of his 13.5-Kg Barrett M82A1 in ''Firearms: Source''... while holding it one-handed!]] | ||
=Machine | == SIG SG 550 SR == | ||
[[File:550sniper.jpg|thumb|none|500px|SIG SG 550 SR - 5.56x45mm]] | |||
=Machine Guns= | |||
==FN M249-E2 SAW== | ==FN M249-E2 SAW== | ||
The heat shield tells us this is the improved, E2 version of the [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|SAW]]. The 200-round detachable box and the bipod makes this 50-credit machine gun perfect for covering fire. Of course, continuous fire while standing or running will get you nowhere. Called " | The heat shield tells us this is the improved, E2 version of the [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|SAW]]. The 200-round detachable box and the bipod makes this 50-credit machine gun perfect for covering fire. Of course, continuous fire while standing or running will get you nowhere. Called "MINIMI" ingame, fires full-auto only. The Picatinny rail on the feeding-tray cover is never used. | ||
[[Image:Fn_m249saw_mk2_10-1-. | [[Image:Fn_m249saw_mk2_10-1-.jpg|500px|thumb|none|FN M249-E2 Squad Automatic Weapon (SAW) - 5.56x45mm NATO]] | ||
[[Image:Firearms-source-M249-SAWa. | [[Image:Firearms-source-M249-SAWa.jpg|600px|thumb|none|none|FN M249-E2 SAW as the player wields it in ''Firearms: Source''. Note that there is 1 tracer bullet for each 5. This is clearly seen when firing ingame.]] | ||
[[Image:Firearms-source-M249-SAWb.jpg|600px|thumb|none|none|Player inserting a fresh ammo belt into his FN M249-E2 SAW in | [[Image:Firearms-source-M249-SAWb.jpg|600px|thumb|none|none|Player inserting a fresh ammo belt into his FN M249-E2 SAW in ''Firearms: Source''. Tracer bullets are the ones with red tip and primer. If only all games had this level of detail.]] | ||
==SD M60E3== | ==SD M60E3== | ||
"[[M60#M60E3 Machine Gun|The Hog]]" is a bulky, heavy 7.62x51mm NATO machine gun with a lot of kickback unless fired on a deployed bipod. It feeds with 100-round ammo boxes and fires full-auto only. Called " | "[[M60#M60E3 Machine Gun|The Hog]]" is a bulky, heavy 7.62x51mm NATO machine gun with a lot of kickback unless fired on a deployed bipod. It feeds with 100-round ammo boxes and fires full-auto only. Called "M60E3", costs 56 credits. As with the SAW, the Picatinny rail on the feeding-tray cover is never used. | ||
[[Image:USOM60E3. | [[Image:USOM60E3.jpg|500px|thumb|none|Saco Defense M60E3 - 7.62x51mm NATO]] | ||
[[Image:Firearms-source-M60-E3a. | [[Image:Firearms-source-M60-E3a.jpg|600px|thumb|none|none|M60E3 as the player wields it in ''Firearms: Source''. The background looks blurry due to camera motion, as it helps seeing a bigger portion of the gun.]] | ||
[[Image:Firearms-source-M60-E3b.jpg|600px|thumb|none|none|Player about to reload his M60E3 in | [[Image:Firearms-source-M60-E3b.jpg|600px|thumb|none|none|Player about to reload his M60E3 in ''Firearms: Source''. Like the SAW, it fires 1 tracer bullet (depicted with red tip) each 5 shots. Another M1A1 Abrams tank is in the background.]] | ||
== | ==Vollmer HK51-B== | ||
The [[Heckler_%26_Koch_G3#Vollmer_HK51-B|Vollmer HK51-B]]. | |||
According to the official website, this weapon is "a standard HK51, but with a converted upper receiver that can accept belts of 7.62x51mm NATO. Such power compacted into the size of what essentially amounts to an MP5 frame results in terrible kick and poor accuracy". Little else is there to say. Ever tried to tame a horse in the middle of a firefight? Oh, an HK51 is a cut down and modified G3, NOT made officially by H&K. The weapon is referred to as the "MC51B" ingame and costs 44 credits. Contrary to the other machine guns, a semi-auto firing mode is available. It loads from HK21 machinegun boxes running German DM1 Continuous Belts, though only has a capacity of 50 rounds as opposed to the HK21's 100. The HK51-B is also designed to use the [[M60]]'s M13 disintegrating link belts instead. Nonetheless, the animation for reloading the gun is well done, as shown below. | |||
[[Image:Hk51ba.jpg|350px|thumb|none|Vollmer HK51-B - 7.62x51mm NATO. With ammunition belt.]] | |||
[[Image:MC51B-Vollmer-FAS-render.jpg|500px|thumb|none|HK51B "Vollmer" - 7.62x51mm NATO]] | |||
[[Image:Firearms-source-MC51B-Vollmera.jpg|600px|thumb|none|none|HK51B "Vollmer" as the player wields it in ''Firearms: Source''. A graphical artifact known as "Z-fighting" can be seen on the bullets, as the engine is trying to render them with both the normal and tracer textures at the same time. This only happens when the model is not still.]] | |||
[[Image:Firearms-source-MC51B-Vollmerb.jpg|600px|thumb|none|none|The player places a new ammo box inside the container of his HK51B "Vollmer" in ''Firearms: Source'' after removing the cover. The inscription reads "PATRONEN FÜR HANDFEUERWAFFEN" ("cartridges for portable firearms").]] | |||
[[Image:Firearms-source-MC51B-Vollmerc.jpg|thumb|none|600px|In order to reload his HK51B "Vollmer" in ''Firearms: Source'', the player first pushes the belt handler inside the chamber...]] | |||
[[Image:Firearms-source-MC51B-Vollmerd.jpg|thumb|none|600px|...and pulls it out again from the other side.]] | |||
== RPK == | |||
Slated to be released in the Version 2.0 Update. It's been confirmed that the one currently in-game is the 7,62x39mm version fitted with a 40 round magazine and folding Bipod. | |||
[[ | [[File:RPK_lmg.jpg|500px|thumb|none|RPK]] | ||
=Launchers= | |||
= | ==M79 Grenade Launcher== | ||
Once again, another classic. The [[M79 grenade launcher|M79]] single-shot, break-top, grenade launcher grants you average power when dealing with groups of opponents. The 40mm High Explosive grenades need to travel a minimum distance before arming themselves, to avoid misusage. It costs 45 credits and is named "M79" ingame. | |||
[[Image:M79-Grenade-Launcher.jpg|500px|thumb|none|M79 grenade launcher - 40mm]] | |||
[[Image: | [[Image:Firearms-source-M79a.jpg|600px|thumb|none|none|M79 as the player wields it in ''Firearms: Source''. The grenade sight is up, but since there is no ironsight system in the game, it's useless and just eats up screen space. Also note that the grenade sight doesn't have any markings to help with aiming, so it cannot be used at all anyway.]] | ||
[[Image:Firearms-source-M79b.jpg|600px|thumb|none|none|Player about to remove a fired grenade shell from his M79 in order to load another round in ''Firearms: Source''.]] | |||
[[Image:Firearms-source-M79b.jpg|600px|thumb|none|none|Player about to remove a fired grenade shell from his M79 in order to load another round in | |||
=Explosives= | |||
==M67 Grenade== | ==M67 Grenade== | ||
There is no much to say about FA:S's [[M67]] hand grenade. You can get a couple of these for just 6 credits, but due to a recent patch its destructive power is not as high as it should be in real life, because throwing one and stepping onto it as it explodes will only take away less than the 70% of your life. Referred to as "M67 Frag Grenade" ingame. | There is no much to say about FA:S's [[M67]] hand grenade. You can get a couple of these for just 6 credits, but due to a recent patch its destructive power is not as high as it should be in real life, because throwing one and stepping onto it as it explodes will only take away less than the 70% of your life. Referred to as "M67 Frag Grenade" ingame. | ||
[[Image:Baseball. | [[Image:Baseball.jpg|300px|thumb|none|M67 fragmentation grenade]] | ||
[[Image:Firearms-source-M67a. | [[Image:Firearms-source-M67a.jpg|600px|thumb|none|none|M67 hand grenade as the player wields it in ''Firearms: Source''.]] | ||
[[Image:Firearms-source-M67b.jpg|600px|thumb|none|none|The player pulls the pin of a M67 hand grenade prior to throwing it in | [[Image:Firearms-source-M67b.jpg|600px|thumb|none|none|The player pulls the pin of a M67 hand grenade prior to throwing it in ''Firearms: Source''. He must be using his mere psychic powers to pull the pin, as his hand never touches it.]] | ||
==M18A1 Claymore== | ==M18A1 Claymore== | ||
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The [[M18A1 Claymore]], a remotely-detonated, directional, anti-personnel explosive device that can be used for setting some good ambushes. It costs 13 credits as is named plainly "Claymore" ingame. There are a couple of ways to control how it goes off. The first one is just to wait near the spot and hit the clicker when an enemy comes in front of it. The second one is the trip mode, in which the Claymore will be detonated when someone walks over it. By crouching or going prone, you can pass through the mine with out detonation. | The [[M18A1 Claymore]], a remotely-detonated, directional, anti-personnel explosive device that can be used for setting some good ambushes. It costs 13 credits as is named plainly "Claymore" ingame. There are a couple of ways to control how it goes off. The first one is just to wait near the spot and hit the clicker when an enemy comes in front of it. The second one is the trip mode, in which the Claymore will be detonated when someone walks over it. By crouching or going prone, you can pass through the mine with out detonation. | ||
[[Image:M18a1 07. | [[Image:M18a1 07.jpg|400px|thumb|none|M18A1 Claymore anti-personnel mine]] | ||
[[Image:Firearms-source-Claymore.jpg|600px|thumb|none|none|M18A1 Claymore mine as the player wields it in ''Firearms: Source'', wisely keeping its front side [http://www.imfdb.org/index.php/Image:GIJane200_006.jpg pointed away from him].]] | |||
==M18 Smoke Grenade== | |||
The [[M18 Smoke Grenade]] is a good way of covering your advance, and an excellent countermeasure against snipers, you can get two M18 Smoke Grenades for 6 credits. They produce a thick, green smoke screen for some seconds. Use them wisely. | |||
[[File:M18green.jpg|thumb|none|M18 smoke grenade - Green.]] | |||
[[Image:Firearms-source-M18.jpg|600px|thumb|none|none|M18 smoke grenade as the player wields it in ''Firearms: Source''. The markings are big and clear enough.]] | |||
==M84 Stun Grenade== | |||
[[ | Where there is a smoke grenade, there is a "[[M84 stun grenade|Flashbang]]". It even costs the same (6 credits). Throwing one will produce a blinding flash and a deafening sound that will render enemies defenceless for some seconds, enough to finish them. Just be careful not to look towards it as it goes off. | ||
[[ | [[File:M84-Flash-Bang-Grenade.jpg|300px|thumb|none|M84 stun grenade]] | ||
[[Image:Firearms-source-Flashbang.jpg|600px|thumb|none|none|M84 stun grenade as the player wields it in ''Firearms: Source''.]] | |||
=Emplaced Weapons= | |||
==M224 Mortar== | |||
[[ | The [[M224 Mortar]] does not appear in the loadout screen, as it is issued (unassembled) to the player when he or she earns the "Level 2 Artillery" skill. Then, the player will be able to assemble it anyplace, and fire to designated targets (see [http://www.imfdb.org/index.php?title=Firearms:_Source#Artillery_Marker "Artillery Marker"]). The player can carry up to 5 mortar shells. | ||
[[Image: | [[Image:M224-60mm-mortar.jpg|500px|thumb|none|M224 lightweight mortar - 60mm HE]] | ||
[[Image:Firearms-source-M224a.jpg|600px|thumb|none|none|M224 mortar as the player carries it in ''Firearms: Source'', ready for deployment.]] | |||
[[Image:Firearms-source-M224b.jpg|600px|thumb|none|none|M224 mortar deployed in ''Firearms: Source'', mortar round ready at hand. It's funny to see how the shot will reach the marked objective even if the mortar is pointing to the opposite direction.]] | |||
[[Image: | =Other Weapons= | ||
==Beretta 92FS== | |||
The [[Beretta 92FS]] is a weapon in earlier versions of FA:S. In version 2.0.2, it is not an available weapon, but its model can be seen in the incomplete loadout menu, used to represent certain pistols. | |||
[[Image:BerettaM92FS.jpg|400px|thumb|none|Beretta 92FS - 9x19mm]] | |||
[[ | ==Chang Feng CF-05== | ||
The [[Chang Feng CF-05]] is a weapon in earlier versions of FA:S. In version 2.0.2, it is not an available weapon, but its model can be seen in the incomplete loadout menu, used to represent certain SMGs. | |||
[[File:Cs06 4.jpg|thumb|none|500px|Early production model CF-05 with suppressor - 9x19mm.]] | |||
==Heckler & Koch MP5A4== | |||
The [[Heckler & Koch MP5A4]] is a weapon in earlier versions of FA:S. In version 2.0.2, it is not an available weapon, but a model of the MP5A4 with a rail mounted optic appears in the incomplete loadout menu, used to represent certain SMGs. | |||
[[Image:H&KMP5A4.jpg|500px|thumb|none|Heckler & Koch MP5A4 - 9x19mm]] | |||
[[Category:Video Game]] | [[Category:Video Game]] | ||
[[Category:First-Person Shooter]] | [[Category:First-Person Shooter]] |
Latest revision as of 00:10, 12 August 2022
Work In Progress This article is still under construction. It may contain factual errors. See Talk:Firearms: Source for current discussions. Content is subject to change. |
Firearms: Source is a multiplayer first-person shooter modification for Half-Life 2, and a direct sequel to the GoldSrc mod for Half-Life, Firearms. Firearms: Source strives for a realistic depiction of real-life firearms in their operation and details.
The mod went into significant management issues later in its development, and was never completed. The final version of the mod that was publicly and officially released by the dev team is version 2.0.2. The mod was formerly featured on Steam, but can no longer be found. The mod also originally had its own official website (http://www.firearms-source.com/), which included additional info and images of weapons, but the website had also shut down.
The information present on this page come from version 2.0.2 of Firearm: Source, the last publicly released version of the mod.
The following weapons appear in the video game Firearms: Source:
Overview
Firearms: Source is a multiplayer first-person shooter. Players' choose a loadout upon spawn, the size of which is limited by the player's limited amount of credits. Weapons can be modified with attachments, which also cost credits. The Gunnery level one perk increases reload speed by 25% (as well as increasing the cycling speed of manually cycled weapons), which often changes the weapons' reload animation to a new faster one (though this is not always the case; several weapons merely have their normal reload animations sped up).
In-game, ammunition is tracked by magazines for most weapons; partially reloading a weapon will make the player store the partially spent magazine for later use. Weapon chambering is tracked (and animated), so inserting a fresh magazine in a weapon already chambered will grant the player one additional round, in the weapons that allow this. Finally, bleeding wounds must be bandaged to stop health loss.
Changing fire modes in FA:S is not animated, and the viewmodel is stuck to a single fire mode position.
Handguns
Colt M1911A1
An original run Colt M1911A1 pistol with wooden grips is featured in Firearms: Source. It holds 7+1 rounds and is referred to as "M1911" ingame.
Glock 20
The 10mm Auto Glock 20 is featured in FA:S as one of the handguns, named "G20" ingame. It has a magazine size of 15 (+1) rounds.
IMI Desert Eagle Mark XIX
The Desert Eagle Mark XIX in .50 AE is featured in FA:S as a heavy-hitting pistol. It accurately uses 7-round magazines, plus one chambered. It is named "Desert Eagle" in-game.
OTs-33 Pernach
The OTs-33 Pernach appears as the sole machine pistol in FA:S, under the name "OTS33". The OTs-33 fires the Russian 9x18mm round in 18-round magazines, plus one chambered. It can fire in either semi or full-auto.
SIG-Sauer P226
The SIG-Sauer P226 is one of the pistols in FA:S. It is chambered in .357 SIG and has a 12+1 round magazine capacity.
Taurus Raging Bull
The Taurus Raging Bull is the only revolver in Firearms: Source. It has a 5-round cylinder and is chambered in .454 Casull. The revolver's ammunition is tracked by single rounds rather than magazines.
The Raging Bull has a set of extremely elaborate reload animations; there are five different reload animations, one for each capacity the revolver was at when the reload begins. All reload animations are done with single rounds, and show the player character ejecting the number of rounds that need to be replaced and inserting new ones. When the player does not have enough ammo to make a full reload, the reload with the number of rounds the player has in reserve will play (i.e. reload an empty cylinder with 4 rounds in reserve will play the 4-round reload animation). Reloads with the reload speed increasing Gunnery level one perk are simply normal reloads sped up.
Using the firing key when all 5 rounds were fired will still show the cylinder rotating fowards rather than doing nothing like in most games.
Shotguns
Benelli M3 Super 90
The Benelli M3 Super 90 is the only semi-automatic shotgun in FA:S. It is equipped with ghost ring sights, a pistol grip stock, a perforated barrel shroud, and a 6-shell side saddle shell holder. It holds 7+1 shells of 12 gauge 00 Buckshot, and is referred to as "M3S90" ingame.
Remington 870
The Remington 870 is one of the shotguns in Firearms: Source, appearing under the name "R870". The model was based off the Express Magnum variant with an extended magazine tube that holds 6 + 1 shells.
KS-23
The Russian 23mm KS-23 shotgun is one of the shotguns of FA:S, named "KS23" in-game. It fires slugs, and has a 3+1 round capacity. Reloads with the level one Gunnery perk are simply normal reloads sped up.
Submachine Guns
Heckler & Koch MP5A5
The Heckler & Koch MP5A5 appears as one of the SMGs in FA:S. It is named "MP5A4" in version 2.0.2, a leftover from when the game featured a full stocked MP5A4 instead of the telescoping stocked MP5A5. The magazines hold 30+1 rounds of 9mm Parabellum and it offers either semi-auto, 3-round burst or full-auto firing modes.
There are plans for an MP5SD6 (when the weapon is fitted a Suppressor) and an MP5/40 (presumably also created using the attachment system), but neither are implemented in version 2.0.2. (Fitting a suppressor to the MP5A5 will instead give it a muzzle-mounted suppressor)
Heckler & Koch MP5K
The Heckler & Koch MP5K is one of the SMGs in FA:S. Named "MP5k" in-game, it uses 15-round magazines by default, which can be upgraded to 30-rounders. Like the MP5A5, it can fire in semi-auto, 3-round burst or full-auto firing modes.
IMI Uzi
A full size IMI Uzi is featured in FA:S. It is open bolt, fires in full auto or semi auto, and holds 32 rounds in its magazine.
Ingram MAC-11
The Ingram MAC-11 is featured in FA:S as a cheap submachine gun. It carries 32 rounds of .380 ACP and fires semi or full-auto, and correctly fires in open-bolt.
Izhmash PP-19 Bizon
The Izhmash PP-19 Bizon appears in FA:S as simply the "Bizon". It is chambered in 9x18mm, is closed bolt, and uses 64-round Helical drums. It can fire in full auto or semi auto.
Sterling L2A3
The Sterling L2A3 is featured in FA:S as the "L2A3". It has a 34-round capacity, is open bolt, and can fire in full-auto or semi-auto.
Sterling L34A1
Equipping the Sterling L2A3 with the suppressor turns it into the Sterling L34A1. The L34A1's fast reloads with the Gunnery level 1 perk are glitched in version 2.0.2; the end of the both fast reload animations will abruptly skip to the idle state without any transition. The L2A3's spawn animation does not play on the L34A1.
Sterling Mk.7A4
The Sterling Mk.7A4 is featured in FA:S as the "MK7A4". It uses 15-round magazines, and has options for 34-rounders; the models for the latter are not present in game in version 2.0.2, and as such using the 34-round magazine not change the weapon's model or animations. It is open bolt and can fire in semi auto or full auto.
Assault Rifles
AK-47
The AK-47 is featured as the "AK47" in FA:S. Chambered in 7.62x39mm, the AK-47 holds 30+1 rounds and can fire in semi or full-auto modes. The in-game AK is a hybrid, and has the smooth dust cover of an AK and the stamped receiver of an AKM.
A version of the AK with a bayonet can be seen in the loadout menu; the AK-47 is equipped with an unremovable and usable bayonet in earlier versions of FA:S, which is not available in version 2.0.2.
AKS-74
The AKS-74 appears as the "AK74" in FA:S. It fires 5.45x39mm, holds 30+1 rounds, and has semi-auto and full-auto modes.
FAMAS F1/G2 Hybrid
Very appreciated by the FA expert players, the FAMAS provides a very high rate of fire for 42 credits. The main drawback is that the magazines hold only 25 (+1) rounds of 5.56x45mm ammunition and it has a high rate of fire, so it will empty magazines in no time. It's named "FAMAS" ingame and offers semi-auto, 3-round burst or full-auto firing modes. Interestingly, the trigger guard is is that of a F1, but the handguard, magazine-well, and 30-round STANAG mag (though as stated above, it still holds 25 rounds) is from the more modern G2.
Heckler & Koch G36C
The Heckler & Koch G36C is one of the assault rifles in FA:S. It holds 30+1 rounds and is referred to as "G36C". Its firing modes include semi-auto, an incorrect 2-round burst mode, and full-auto.
The loadout model for the G36C features an AimPoint red dot sight, a fixed attachment to the G36C in earlier versions of FA:S.
Colt M16A2
Another classic weapon from FA that couldn't miss the show. The M16A2 costs 36 credits and offers good accuracy and decent power, in either semi-auto or 3-round burst modes. Magazines are standard NATO 30 (+1) rounds, and the weapon is named "M16A2" in the menus.
Colt M4A1
Besides the 3-round burst being replaced by a full-auto firing mode, the M4A1 shares many properties with the M16A2, including the 30 (+1)-round mags, and costs the same (36 credits). There's nothing especially good or bad to say about it. It's named "M4A1", and its default handguard was replaced by a KAC RAS railed handguard, that allowed the player to install a vertical grip to assist the aiming and firing.
RK 95 TP
The Finnish RK 95 TP appears as the "RK95" in-game. It holds 30+1 rounds of 7.62x39mm, and can fire in semi or full-auto.
The loadout menu shows the RK95 with a railed handguard and a foregrip, a leftover from earlier versions of FA:S when the RK95 featured those attachments.
SIG SG 550
While not having any long-range sight, this Swiss rifle is capable of hitting enemies at a good distance. It uses magazines of 30 (+1) rounds and lets you shoot in semi or full-auto. It costs 36 credits (same league as the M4A1 and M16A2) and is named "SG550".
SIG SG 552
The Carbine variant of the SG 550 is set to appear in the Version 2.0 Update under the "Carbine" classification.
Battle Rifles
Heckler & Koch G3A3
40 credits does this steel and plastic piece of art cost. The G3A3's 20 (+1) rounds of 7.62x51mm ammunition pack quite a heavy punch. Named just "G3A3". There seems to be some kind of glitch with the 3D ingame model, as the parts that compose it move independently if looked at carefully.
M14
No game made by firearms enthusiasts could leave this weapon out. The M14 has the same powerful punch and mag capacity (20 + 1 rounds) of the G3A3, just the full-auto mode is not only a bit slower, but more uncontrollable. Be sure to stick with the semi-auto mode and make every bullet count. It appears to feature a Crye Precision Multicam woodland camo finish on the stock and no optical sight like in the GoldSrc version. It costs 36 credits and is named "M14".
SKS
Slated to be released for the Version 2.0 Update. Footage shows the weapon pre-fitted with a Bayonet just like the AK-47.
Sniper Rifles
Remington M24 SWS
The Remington M24 Sniper Weapon System (SWS) is the U.S. Army version of the Model 700. It is an accurate, bolt-action, long-range sniper rifle. It is depicted in FA:S with woodland camo and a folding bipod, to make the gun more stable, that can be used if you prone or move near some places (like barrels, sandbags or... corpses). The cost is a high 54 credits and is referred to as "M24". The official website lists it as a M24A2, but this is erroneous, as no detachable external 10-round magazine is seen. Instead, the rifle uses an internal 5-round magazine.
KAC SR-25
The SR-25 is a multi-purpose sniper rifle that is able to fire semi-auto, It looks similar to a M16 (in fact, many parts are interchangeable between both), but fires the completely different 7.62x51mm NATO cartridge. It costs 48 credits, has a 10 (+1)-round magazine and is named just "SR25". The tan paint remembers that of the M110 SASS. It comes with a folding bipod (as with the other two sniper rifles), and an useful suppressor that reduces the firing report a bit.
M21
Slated to be released in the Version 2.0 Update. In early beta footage it shows with a 10 round magazine despite a 20 round magazine being shown (though it has been confirmed that this was done for balance reasons) and is seen using an olive drab finish, similar to that of an M14 DMR.
Dragunov SVD
Slated to be released in the Version 2.0 Update.
Barrett M82A1
This 70-credit beast is the most expensive weapon in FA:S's arsenal, no doubt why. The "light fifty" can deliver an instant and gruesome death to anyone being so unfortunate as to be shot by this. The 10 (+1)-round magazine can maim equal number of foes, provided that the player is able to handle the enormous kickback of this long-range rifle. It fires semi-auto and is called "M82A1" ingame. It's the only weapon whose sight offers two different levels of zoom, and it's got a folding bipod, too.
SIG SG 550 SR
Machine Guns
FN M249-E2 SAW
The heat shield tells us this is the improved, E2 version of the SAW. The 200-round detachable box and the bipod makes this 50-credit machine gun perfect for covering fire. Of course, continuous fire while standing or running will get you nowhere. Called "MINIMI" ingame, fires full-auto only. The Picatinny rail on the feeding-tray cover is never used.
SD M60E3
"The Hog" is a bulky, heavy 7.62x51mm NATO machine gun with a lot of kickback unless fired on a deployed bipod. It feeds with 100-round ammo boxes and fires full-auto only. Called "M60E3", costs 56 credits. As with the SAW, the Picatinny rail on the feeding-tray cover is never used.
Vollmer HK51-B
The Vollmer HK51-B. According to the official website, this weapon is "a standard HK51, but with a converted upper receiver that can accept belts of 7.62x51mm NATO. Such power compacted into the size of what essentially amounts to an MP5 frame results in terrible kick and poor accuracy". Little else is there to say. Ever tried to tame a horse in the middle of a firefight? Oh, an HK51 is a cut down and modified G3, NOT made officially by H&K. The weapon is referred to as the "MC51B" ingame and costs 44 credits. Contrary to the other machine guns, a semi-auto firing mode is available. It loads from HK21 machinegun boxes running German DM1 Continuous Belts, though only has a capacity of 50 rounds as opposed to the HK21's 100. The HK51-B is also designed to use the M60's M13 disintegrating link belts instead. Nonetheless, the animation for reloading the gun is well done, as shown below.
RPK
Slated to be released in the Version 2.0 Update. It's been confirmed that the one currently in-game is the 7,62x39mm version fitted with a 40 round magazine and folding Bipod.
Launchers
M79 Grenade Launcher
Once again, another classic. The M79 single-shot, break-top, grenade launcher grants you average power when dealing with groups of opponents. The 40mm High Explosive grenades need to travel a minimum distance before arming themselves, to avoid misusage. It costs 45 credits and is named "M79" ingame.
Explosives
M67 Grenade
There is no much to say about FA:S's M67 hand grenade. You can get a couple of these for just 6 credits, but due to a recent patch its destructive power is not as high as it should be in real life, because throwing one and stepping onto it as it explodes will only take away less than the 70% of your life. Referred to as "M67 Frag Grenade" ingame.
M18A1 Claymore
The M18A1 Claymore, a remotely-detonated, directional, anti-personnel explosive device that can be used for setting some good ambushes. It costs 13 credits as is named plainly "Claymore" ingame. There are a couple of ways to control how it goes off. The first one is just to wait near the spot and hit the clicker when an enemy comes in front of it. The second one is the trip mode, in which the Claymore will be detonated when someone walks over it. By crouching or going prone, you can pass through the mine with out detonation.
M18 Smoke Grenade
The M18 Smoke Grenade is a good way of covering your advance, and an excellent countermeasure against snipers, you can get two M18 Smoke Grenades for 6 credits. They produce a thick, green smoke screen for some seconds. Use them wisely.
M84 Stun Grenade
Where there is a smoke grenade, there is a "Flashbang". It even costs the same (6 credits). Throwing one will produce a blinding flash and a deafening sound that will render enemies defenceless for some seconds, enough to finish them. Just be careful not to look towards it as it goes off.
Emplaced Weapons
M224 Mortar
The M224 Mortar does not appear in the loadout screen, as it is issued (unassembled) to the player when he or she earns the "Level 2 Artillery" skill. Then, the player will be able to assemble it anyplace, and fire to designated targets (see "Artillery Marker"). The player can carry up to 5 mortar shells.
Other Weapons
Beretta 92FS
The Beretta 92FS is a weapon in earlier versions of FA:S. In version 2.0.2, it is not an available weapon, but its model can be seen in the incomplete loadout menu, used to represent certain pistols.
Chang Feng CF-05
The Chang Feng CF-05 is a weapon in earlier versions of FA:S. In version 2.0.2, it is not an available weapon, but its model can be seen in the incomplete loadout menu, used to represent certain SMGs.
Heckler & Koch MP5A4
The Heckler & Koch MP5A4 is a weapon in earlier versions of FA:S. In version 2.0.2, it is not an available weapon, but a model of the MP5A4 with a rail mounted optic appears in the incomplete loadout menu, used to represent certain SMGs.