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Talk:SOCOM 4: US Navy SEALs: Difference between revisions
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=Discussion= | |||
== Identification == | == Identification == | ||
Contrary to what all the Internetz say, the IAR 556 isn't a 416. Looks nothing like it. | Contrary to what all the Internetz say, the IAR 556 isn't a 416. Looks nothing like it. | ||
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And further examination reveals to me that the "C9MM", currently identified on the main page as a Colt 9mm SMG, has the same lower receiver with drooped trigger guard and fore-end as the P-416-11, making it simply a 9mm version of the game's "IAR-556". Does a pistol caliber version of the P-416-11 with a unique name exist? Google turns up nothing. I know such a configuration could easily be rigged up by swapping out barrel and bolt carrier and adding a magazine adapter. [[User:Spartan198|Spartan198]] 11:06, 21 August 2012 (CDT) | And further examination reveals to me that the "C9MM", currently identified on the main page as a Colt 9mm SMG, has the same lower receiver with drooped trigger guard and fore-end as the P-416-11, making it simply a 9mm version of the game's "IAR-556". Does a pistol caliber version of the P-416-11 with a unique name exist? Google turns up nothing. I know such a configuration could easily be rigged up by swapping out barrel and bolt carrier and adding a magazine adapter. [[User:Spartan198|Spartan198]] 11:06, 21 August 2012 (CDT) | ||
:Not aware of a pistol caliber version being directly made by POF, I would assume the devs made it up. From [http://guidesmedia.ign.com/guides/19332/images/full/socom4_c9mm.jpg this] image i would say that they have just re-purposed the same model, replacing the mag and whacking a suppressor on the front. --[[User:Commando552|commando552]] 11:52, 21 August 2012 (CDT) | |||
::There are 9mm conversion kits for POF rifles:[http://www.cflgunandtactical.com/servlet/the-9MM/Categories]. --[[User:SmithandWesson36|SmithandWesson36]] 12:40, 21 August 2012 (CDT) | |||
:::To be fair you can convert pretty much any AR-15 to 9mm, but seeing as the game model appears to just be the same as the P416-11 with the mag replaced and a suppressor added, my guess would be that it is not actually based on a real physical 9mm gun (that is what I meant about the devs making it up, not that the concept of it was made up). --[[User:Commando552|commando552]] 12:57, 21 August 2012 (CDT) | |||
So then should we classify both the IAR-556 and C9MM under one entry or just make a note in parenthesis that it's a pistol-caliber conversion? I'd lean toward the latter, as the former might create some confusion. [[User:Spartan198|Spartan198]] 13:23, 21 August 2012 (CDT) | |||
:I'd agree with separating them, but would state that although it is possible to do a pistol caliber conversion of this rifle it is appears that in this case the developers have simply altered the original 5.56mm model. --[[User:Commando552|commando552]] 14:25, 21 August 2012 (CDT) | |||
== Added a few screenshots == | == Added a few screenshots == | ||
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: Alot of people still play this game, but I don't know how to add screenshots on pages.--[[User:Commandoninja137|Commandoninja137]] 10:58, 18 August 2012 (CDT) | : Alot of people still play this game, but I don't know how to add screenshots on pages.--[[User:Commandoninja137|Commandoninja137]] 10:58, 18 August 2012 (CDT) | ||
::Step one involves dropping $100+ on a capture device, for console games. [[User:Evil Tim|Evil Tim]] 11:03, 18 August 2012 (CDT) | ::Step one involves dropping $100+ on a capture device, for console games. [[User:Evil Tim|Evil Tim]] 11:03, 18 August 2012 (CDT) | ||
Either way, I'm working on it. I'll have to scour the web for un-watermarked screenshots and it's going slow, but I'm working on it. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 10:31, 8 September 2012 (EDT) | |||
:On second thought, I'll just screencap off YouTube. lol Don't know why I didn't think of that sooner. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 00:25, 17 September 2012 (EDT) | |||
== Forgot == | |||
Crap, I completely forgot about this page. I need to get up off my ass and finish it. :/ [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 05:56, 27 May 2013 (EDT) | |||
Okay, I have been trying ''repeatedly'' to upload a screencap of the G36C in the weapon select screen, but every time I try, I get sent to a Cloudfire anti-spam captcha. It's only this specific image I've had this issue with. I've tried renaming the image several times all with the same result. What doesn't IMFDb like about this screenshot? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 08:49, 12 July 2013 (EDT) | |||
Why can't you just complete the captcha and upload it, or is this not working for some reason? --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 11:33, 12 July 2013 (EDT) | |||
It won't let me upload the screencap. I complete the captcha to upload, but it just sends me back to the blank upload page. I do it again and same result. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 05:56, 13 July 2013 (EDT) | |||
== Deadline == | |||
I don't know how many of these weapons are multi-player only, but Sony will be shutting off the servers for this game on 1/28/14. If we can't get caps by then, we never will. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 12:15, 6 August 2013 (EDT) | |||
Just the M3 and M4 Super 90 shotguns, the rest can be acquired in SP. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 02:11, 7 August 2013 (EDT) | |||
The deadline has long come and gone. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 10:40, 28 May 2020 (EDT) | |||
A question, why is the page archived instead of left on main? Is it really necessary to move everything off of main just because some in-game guns can no longer be screencapped? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 22:47, 3 August 2020 (EDT) | |||
:The page is unable to be completed. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 01:23, 4 August 2020 (EDT) | |||
=Page Archived= | |||
[[Image:SOCOM4.jpg|thumb|right|300px|''SOCOM 4: US Navy SEALs'' (2011)]] | |||
'''''SOCOM 4: US Navy SEALs''''' is a tactical third-person shooter video game developed by now-defunct Zipper Interactive and published by Sony Computer Entertainment in 2011. | |||
{{Spoiler}} | |||
'''The following weapons can be seen in the game ''SOCOM 4: US Navy SEALs'':''' | |||
=Pistols= | |||
== FN Five-seveN == | |||
The [[FN Five-seveN]] pistol appears twice in the single-player campaign, used first by Schweitzer to dispatch a ClawHammer mercenary at point blank range and the second time by James Gorman to wound Cullen Gray. It is not usable by the player. | |||
[[Image:FN-Five-seveN.jpg|thumb|none|350px|FN Five-seveN original model, which is no longer produced - 5.7x28mm]] | |||
[[File:SOCOM4 5-7 1.jpg|thumb|none|600px|Schweitzer dispatches a ClawHammer mercenary.]] | |||
[[File:SOCOM4 5-7 2.jpg|thumb|none|600px|Gorman draws his Five-seveN.]] | |||
[[File:SOCOM4 5-7 3.jpg|thumb|none|600px|Gorman about to fire his Five-seveN.]] | |||
== Unidentified M1911 variant == | |||
An unidentified all-black [[M1911 pistol series|M1911 variant]] appears as a "holster stuffer" on Cullen Gray and Forty-Five. Never used or referenced in the entire game. | |||
[[Image:KimberCustomTLEII OtherSide.jpg|thumb|350px|none|Kimber Custom TLE II - .45 ACP]] | |||
=Submachine Guns= | |||
== TDI Vector == | |||
The [[TDI Vector]] appears as the "Kurtis 45ACP" and is a Spec Ops only weapon. It can be fitted with a reflex sight, low suppressor, extra ammo, faster reloading, and a range increaser. It has 40 round magazines and 120 max ammunition. | |||
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI Vector SMG - .45 ACP]] | |||
[[File:Socom4 kurtis 45acp.jpg|numb|none|600px|Vector in the MP weapon selection screen.]] | |||
== Heckler & Koch MP5A2 == | |||
In game the [[MP5A2]] appears as the "KP7" and is a Spec Ops only sub-machine gun. It can fitted with a low suppressor, high suppressor, foregrip, reflex sight, and a rate fire increaser. It has only 30 rounds per magazine and 120 rounds for max ammo. Firing modes are semi automatic and fully automatic. In pre-release screenshots, it was an retractable-stock MP5A3, this having been changed at some point. | |||
[[Image:H&KMP5-N.jpg|thumb|none|400px|Heckler & Koch MP5-N A2 model with a Navy Trigger Group - 9x19mm]] | |||
[[File:Socom4 mp5.jpg|thumb|none|600px|H&K MP5A2 in the MP weapon selection screen.]] | |||
[[File:Socom4 mp5 story.jpg|thumb|none|600px|NATO peacekeeper fighting back against Naga fighters with an MP5.]] | |||
== Daewoo K7 == | |||
In game the [[Daewoo K7]] appears as the "DK7". It is fitted with a built-in suppressor and is for Spec Ops only. It can be fitted with an EOTech 552 holosight, extended magazine, faster reload, subsonic ammunition, and extra ammunition. It has 25 rounds per magazine and 150 rounds of max ammo. It fires in fully automatic, semi-automatic and 3-round burst modes. | |||
[[Image:DAEWOO K7.jpg|thumb|none|450px|Daewoo K7 - 9x19mm]] | |||
[[File:Socom4 dk7.jpg|thumb|none|600px|Daewoo K7 in the MP weapon selection screen.]] | |||
[[File:Socom4 k7 story.jpg|thumb|none|600px|Forty-Five clears the area with her K7 in the mission ''Revelation''.]] | |||
== Heckler & Koch MP7A1 == | |||
The [[Heckler & Koch MP7A1]] appears as the "PDW-46" and is an insurgent only weapon. It can be fitted a low suppressor, extended magazine, fire rate increaser, reflex sight, and a high suppressor. It has 30 rounds per magazine and 150 rounds max ammo. | |||
[[Image:H&K MP71A1.jpg|thumb|none|450px|Heckler & Koch MP7A1 with factory magazine and iron sights - 4.6x30mm]] | |||
[[File:Socom4 mp7.jpg|thumb|none|600px|MP7A1 in the MP weapon selection screen.]] | |||
== Patriot Ordnance Factory P416-11 (pistol-caliber conversion) == | |||
A pistol-caliber conversion of the [[Patriot Ordnance Factory P416|P416-11]] is featured as the "C9MM" and is fitted with a built-in suppressor. It appears, however, that the developers simply took the model of the 5.56x45mm version, changed the magazine, and added a suppressor, while leaving the 5.56mm ejection port as is. Only usable by the the insurgent team in multi-player. It can be fitted with an EOTech 552 sight, extended magazine, faster reloading, subsonic ammunition, and extra ammo. It has a 25 round magazine and its max ammo is 150 rounds. | |||
[[File:POF P-416-11.JPG|thumb|400px|none|Patriot Ordnance Factory P416-11 - 5.56x45mm. Note that the "C9MM" is a pistol-caliber conversion.]] | |||
[[File:Socom4 c9mm1.jpg|thumb|600px|none|The "C9MM" in the MP weapon selection screen.]] | |||
[[File:Socom4 c9mm2.jpg|thumb|600px|none|Lt. Park "Forty-Five" Yoon-Hee investigating this suspicious C9MM in the mission ''White Tiger''. Obviously it's up to no good, laying there so innocently...]] | |||
== FN P90 TR == | |||
In game the [[FN P90]] TR is called "F90" and is a insurgent only weapon. It can be fitted with a reflex sight, extra ammo, faster reload, low suppressor, and replacement ammunition (increased range). It has a 50 round magazine and 150 rounds max ammo. In the SP campaign, it is used almost exclusively by ClawHammer's female combatants. | |||
[[Image:FN P90 Triple Rail (TR).jpg|thumb|400px|none|FN P90 TR - 5.7x28mm]] | |||
[[File:Socom4 p90.jpg|thumb|none|600px|P90 in the MP weapon selection screen.]] | |||
=Assault/Battle Rifles= | |||
== Remington ACR == | |||
The [[Remington ACR]] in game is called "ACR" and it is a Spec Ops only weapon. It fires fully automatic and semi automatic and can be fitted with a reflex sight, extended magazine, ACOG scope, low suppressor, extra ammo, and a grenade launcher. It carries 30 round magazines and 150 rounds max ammo. | |||
[[Image:ACR 10.5.jpg|thumb|none|450px|Remington ACR with 10.5" barrel - 5.56x45mm NATO]] | |||
[[File:Socom4 acr.jpg|thumb|none|600px|The ACR in the weapon selection screem.]] | |||
[[File:Socom4acr1.jpg|thumb|none|600px|A pre-release screenshot of Cullen "Ops Com" Grey with the Remington ACR. Also note the MP5 slung across his back having a collapsible stock, while the MP5 featured in the released game had a fixed stock.]] | |||
[[File:Socom-4-010-600x337.jpg|thumb|none|600px|The Wells character in multi-player using the ACR. Note the PEQ-15 laser module attached to it, an unusable attachment unique to this weapon in the game (although in certain instances, the player can use a weapon-mounted laser to call in air strikes regardless of which weapon he or she is using at the moment).]] | |||
[[File:Socom4 acr funky.jpg|thumb|none|600px|Cullen Gray with a fully "modded" (upgraded) ACR. Instead of using it, however, he opts to take on his adversary in a little Muy Thuy competition. Or he simply wishes to impregnate his adversary and this is his mating demonstration.]] | |||
== Patriot Ordnance Factory P416-11 == | |||
The [[Patriot Ordnance Factory P416|P416-11]] carbine appears in the game as the "IAR 556". It is a Spec Ops only weapon. It can be fitted with a reflex sight, extra ammo, muzzle brake, faster reload, grenade launcher, and an ACOG scope. It carries 30 round magazines and its max ammo is 120 rounds. | |||
[[File:POF P-416-11.JPG|thumb|400px|none|Patriot Ordnance Factory P416-11 - 5.56x45mm]] | |||
[[File:Socom4 iar 556.jpg|thumb|none|600px|The base P416-11 in the weapon selection screen.]] | |||
== FAMAS G1 == | |||
The [[FAMAS G1]] appears in the game as the "FAMAS G2", incorrectly fitted with a 30-round stanag magazine. It is a Spec Ops only weapon. It can be fitted with a reflex scope, extended magazine, foregrip, extra ammo, rate for fire increaser, and a muzzle brake. It carries 30 round magazines and has 160 max ammo rounds. | |||
[[File:TM FAMAS SV.jpg|thumb|none|500px|'''Airsoft''' FAMAS SV (Tokyo Marui AEG version of the G1) - (fake) 5.56x45mm NATO]] | |||
[[File:Socom4 famas g2.jpg|thumb|none|600px|FAMAS G1 in the MP weapon selection screen.]] | |||
[[File:Socom4 famas story.jpg|thumb|none|600px|An American peacekeeper in the opening cinema to ''First Strike'' fighting back against Naga fighters with (oddly) a FAMAS G1.]] | |||
== Daewoo K2 == | |||
The [[Daewoo K2]] is called "DK2" in game and it is a Spec Ops only weapon. Its fire modes are fully automatic, semi-automatic, and 3 Round Burst. Its attachments are a reflex sight, low suppressor, extended magazine, foregrip. ACOG scope, and a high suppressor. It contains 30 Rounds Per Magazine + 60 Extra. | |||
[[Image:Daewoo-K2.jpg|thumb|none|500px|Daewoo K2 Assault rifle - 5.56x45mm NATO]] | |||
[[File:Socom4 k2.jpg|thumb|none|600px|Daewoo K2 in the MP weapon selection screen.]] | |||
== FN SCAR-H == | |||
The [[FN SCAR-H]] in game is called "SFCR-HW" and is a spec ops only weapon. Its fire modes are semi-automatic, fully-automatic, and (unlike ''real'' SCAR rifles) 2-round burst. Its attachments are a reflex sight, bipod, faster reload, ACOG scope, extra ammo, and a low variable scope. It contains 20 rounds per magazine + 60 extra. It appears in cutscenes with a vertical foregrip, although such an attachment cannot be used by the player. Pre-release screenshots showed the original first-generation SCAR-H, while the finished game instead featured the current third-generation model. | |||
[[Image:FN_SCAR_-1-.jpg|thumb|none|400px|First Generation FN SCAR-H with M68 Aimpoint scope and Grippod foregrip - 7.62x51mm NATO]] | |||
[[File:5633.SOCOM4.jpg-610x0.jpg|thumb|none|600px|Pre-release screenshot showing Wells with the first-generation SCAR-H.]] | |||
[[File:SCAR-H CQC.jpg|thumb|none|400px|FN SCAR-H CQC - 7.62x51mm NATO.]] | |||
[[File:Socom4 scar-h.jpg|600px|The SCAR-H in the weapon select screen.]] | |||
[[File:Socom4 scar story 1.jpg|thumb|none|600px|Wells with his SCAR-H at the start of ''First Strike''.]] | |||
== L85A2 == | |||
The [[L85A2]] in game is called "IW-80 A2" and it is a Spec Ops only weapon. Its fire modes are Fully Automatic and Semi-Automatic. Its attachments are a reflex sight, faster reload, ACOG scope, foregrip, extra ammo, and a muzzle brake. It contains 30 Rounds Per Magazine + 90 Extra. | |||
[[Image:L85A2Iron.jpg|thumb|none|400px|L85A2 - 5.56x45mm NATO]] | |||
[[File:Socom4 l85a2.jpg|thumb|none|600px|The L85A2 in the MP weapon selection screen.]] | |||
== M16A4 == | |||
The [[M16A4]] appears in the game as the "M16". It is a SOCOM Pro dlc weapon and it is Spec Ops only. Its fire modes are 3-round burst and semi-automatic. Its attachments are an EOTech 552 reflex sight (once acquired, the carry handle permanently disappears from the rifle, even if the player chooses not to use an optical sight), low suppressor, ACOG scope (at which point a pistol grip palm rest and buttstock cheekpad appear on the rifle), bipod, and extended magazines. Max ammunition is 30 rounds per magazine + 120 extra. The weapon is modeled with a 20-round magazine with the appropriate ammunition count, but this visually changes to the longer 30-round magazine once the extended magazine mod is acquired. Both magazines are equipped with Magpul Ranger Plates. | |||
[[Image:M16A4withANPEQ&ACOG.jpg|thumb|none|500px|M16A4 MWS (Modular Weapon System) with KAC M5 railed handguards, AN/PEQ-2 IR designator, KAC RIS foregrip, and Trijicon TA01 4x32 ACOG scope - 5.56x45mm NATO. NOTE: This is the standard USMC style setup.]] | |||
[[File:Socom4 m16.jpg|thumb|none|600px|The basic-model M16A4 in the MP weapon selection screen. Note how the delta ring is freakishly small.]] | |||
== SIG SG 552 == | |||
The [[SIG SG 552]] is called "552" and is a Demolition Pack DLC weapon and is only for the Spec ops team. Modeled with a 30-round magazine that holds 20 rounds. | |||
[[Image:SIG_SG552.jpg|thumb|400px|none|SIG SG 552 - 5.56x45mm]] | |||
== AKM == | |||
A polymer-furnished [[AKM]] appears in the game as the "AK-102", and is an insurgent only weapon. It can be identified by the angle of its gas block and 7.62x39mm magazine. Its fire modes are fully automatic and semi-automatic. Its mods are an EOTech 552 holosight, extended magazine, ACOG scope, low suppressor, extra ammunition, and a GP-34 grenade launcher. It contains 40 rounds per magazine + 120 extra. | |||
[[Image:AKMRifle.jpg|thumb|none|450px|AKM, stamped steel receiver w/ slant muzzle brake - 7.62x39mm]] | |||
[[File:Socom4 ak 103 mp.jpg|thumb|none|600px|AKM in the MP weapon selection screen.]] | |||
[[File:Socom4 AK-103.jpg|thumb|none|600px|Multi-player character Judge with a fully modded AKM.]] | |||
== Colt M4A1 == | |||
The [[Colt M4A1]] appears in game and is a insurgent only weapon (and one wouldn't believe the uproar this caused). Its fire modes are fully-automatic and semi-automatic. Its attachments are a reflex sight, extra ammunition, muzzle brake, faster reloading, a GP-34 grenade launcher, and an ACOG scope. It also has a Crane SOPMOD buttstock. It contains 30 rounds per magazine + 120 extra. | |||
[[Image:ColtM4A1.jpg|thumb|none|500px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm.]] | |||
[[File:Socom4 m4a1.jpg|thumb|none|600px|M4A1 in the MP weapon selection screen. Note how the EOTech 552 simply *hovers* on top of the receiver rather than being directly attached to it, notable by the visible rail beneath. Additionally, it sits further back on the receiver than the rail actually goes.]] | |||
[[File:Socom4 M4a1 story.jpg|thumb|none|600px|A Naga fighter fires his M4A1 at NATO peacekeepers.]] | |||
== FN F2000 Tactical == | |||
The [[FN F2000 Tactical]] is called "ATAC 2000" and it is a Insurgent only weapon. Its fire modes are Fully Automatic amd Semi-Automatic. Its attachments are a Reflex Sight, Extended Magazine, Foregrip, Extra Ammunition, Increased Rate of Fire, and a Muzzle Brake. It contains 40 Rounds Per Magazine + 160 Extra. | |||
[[Image:FN_F2000_tactical.jpg|thumb|none|400px|FN F2000 Tactical with CAA FVG5 foregrip - 5.56x45mm NATO]] | |||
[[File:Socom4 F2K.jpg|thumb|none|600px|F2000 Tactical in the weapon selection screen.]] | |||
== Heckler & Koch G36C == | |||
The [[G36C]] in game is called "HS-36" and it is a insurgent only weapon. Its fire modes are Fully Automatic, Semi-Automatic, and 2 Round Burst. Its attachments are the EOTech 552 holosight, low suppressor, extended magazine, foregrip, ACOG scope, and a high suppressor. It contains 40 rounds per magazine + 80 extra. | |||
[[File:HKG36CEOTechsight.jpg|thumb|400px|none|Heckler & Koch G36C with an attached EOTech sight - 5.56x45mm]] | |||
[[File:Socom4 G36.jpg|thumb|600px|none|The G36C in the MP weapon select menu.]] | |||
== FN FAL == | |||
The [[FN FAL]] in game is called a "FAL" and it is a insurgent only weapon. Its fire modes are fully automatic, semi-automatic, and 3-round burst. Its attachments are a reflex sight, bipod, faster reloading, ACOG scope, extra ammunition, and a low variable scope. It contains 20 rounds per magazine + 100 extra. | |||
[[Image:FN FAL 50 00.jpg|thumb|none|500px|FN FAL 50.00 - 7.62x51mm NATO]] | |||
[[File:Socom4 fal.jpg|thumb|none|600px|The FN FAL in the weapon selection menu.]] | |||
== DSA SA58 OSW == | |||
The [[DSA SA58 OSW]] in game is called a "FDO-11" is a insurgent only weapon. Its fire modes are fully automatic and semi-automatic. Its attachments are reflex sight, extra ammunition, increased rate of fire, foregrip, faster reload, and a muzzle brake. It contains 20 rounds per magazine (though it is modeled with a 30-round magazine) + 100 Extra. | |||
[[Image:DSA-SA-58-OSW.jpg|thumb|400px|none|DSArms SA58 OSW Carbine - 7.62x51mm NATO]] | |||
[[File:Socom4 osw.jpg|thumb|600px|none|The OSW in the weapon selection menu.]] | |||
[[File:Socom4 fdo 11.jpg|thumb|600px|none|Forty-Five tries a little spinal adjustment on a ClawHammer mercenary standing guard with his SA58 OSW.]] | |||
== Norinco Type 56 == | |||
The [[Norinco Type 56]] appears in the game as the "AK-47", and is a SOCOM Pro downloadable weapon. Its fire modes are semi-automatic and fully-automatic and its mods include an EOTech 552 holosight, foregrip (handuard and integrated vertical grip of the Romanian [[AK-47#AIM/AIMS|AIM]]), an AK-74-style muzzle brake, extra ammunition, and an extended magazine in the form of a 75-round drum that holds 50 rounds. A rubber buttpad also appears on the stock beginning at mod 3 (muzzle brake). Recoil is particularly heavy with this weapon, so new players would advised to fire in short, controlled bursts of 2 to 3 rounds--or forgo the full-auto option entirely---to maintain accuracy at longer ranges until they become accustomed to it. | |||
[[Image:ChineseType56.jpg|thumb|none|450px|Norinco Type 56 with under-folding bayonet - 7.62x39mm]] | |||
[[File:Socom4 ak.jpg|thumb|none|600px|The Type 56 in the MP weapon selection screen.]] | |||
== Heckler & Koch G3A3 == | |||
The [[Heckler & Koch G3A3]] appears as the "HS-C3" and is a Demolition Pack DLC weapon. It is an an insurgent only gun in MP, but can be used in CO-OP and story mode as well. | |||
[[Image:HKG3A3.jpg|thumb|none|400px|Heckler & Koch G3A3 with slimline handguard - 7.62x51mm NATO]] | |||
[[File:Socom4 dmitri g3.jpg|thumb|none|600px|MP character Dmitri, sporting the exceptionally effective "raincoat" jungle camouflage, with a G3A3.]] | |||
=Machine Guns= | |||
== Ultimax 100 Mark 5 == | |||
In game the [[Ultimax 100|Ultimax 100 Mark 5]] is called a "APEX 100" (same name as in ''[[MAG]]'', another Zipper game) in game and is a Spec Ops only weapon. Its firing modes are Fully Automatic and Semi Automatic. Its attachments are a Bipod, Reflex Sight, Faster Reloading, Extra Ammunition, and a Muzzle Brake. It contains 75 Rounds Per Magazine + 75 Rounds Extra. | |||
[[Image:Ultimax MK5.jpg|thumb|none|450px|STK Ultimax 100 Mk 5 - 5.56x45mm NATO]] | |||
[[File:Socom4 ultimax.jpg|thumb|none|600px|The Ultimax in the MP weapon select screen.]] | |||
== M249 Paratrooper SAW == | |||
In game the [[M249 Paratrooper SAW]] is called "ISR-N56" and it is a Spec Ops only weapon. Its firing modes are Fully Automatic only. Its attachments are a foregrip, muzzle brake, EOTech 552 holographic sight, increased rate of fire, and extended magazines. It contains 75 rounds per magazine with 150 rounds extra. | |||
[[Image:M249E1.jpg|thumb|none|400px|M249E1 SAW (Squad Automatic Weapon) with 200-round ammo drum - First major upgrade of the SAW officially adopted by the U.S. Military (this is a real blank adapted movie gun) - 5.56x45mm]] | |||
[[File:Socom4m2491.jpg|thumb|none|600px|Schweitzer firing his M249 at Naga rebels.]] | |||
== MK 43 Mod 1 == | |||
The [[Mk 43 Mod 1]] (notable by the Picatinny rail on the feed cover, which distinguishes it from the Mod 0) appears as the "M60" and is a Spec Ops only weapon. Like its real world counterpart, it is only capable of fully-automatic. Its attachments are a bipod, extended magazine, muzzle brake, extra ammunition, and an EOTech 552 holosight. It contains 100 rounds per magazine. | |||
[[Image:M60E4-mk43.jpg|thumb|none|450px|MK 43 Mod 1 - 7.62x51mm NATO]] | |||
[[File:Socom4 m60.jpg|thumb|none|600px|The MK 43 Mod 1 in the MP weapon selection screen.]] | |||
== RPK-74 == | |||
The [[RPK-74]] in game is called a "RTK-74" and it is a Insurgent only weapon. Its fire modes are Fully Automatic and Semi Automatic. Its attachments are a Bipod, Reflex Sight, Faster Reloading, Extra Ammunition, and a Muzzle Brake. It contains 75 Rounds Per Magazine + 75 Rounds Extra. | |||
[[Image:Soviet RPK-74.jpg|thumb|none|501px|RPK-74 light machine gun with 45-round box magazine - 5.45x39mm]] | |||
[[File:Socom4 rpk74.jpg|thumb|none|600px|RPK-74 in the weapon select screen.]] | |||
== CETME Ameli == | |||
The [[CETME Ameli]] in game is called a "AMELI" and it is a Insurgent only weapon. Its fire modes are Fully Automatic only. Its attachments are a Foregrip, Muzzle Brake, Reflex Sight, Increased Rate of Fire, and Extended Magazines. It contains 75 Rounds Per Magazine + 150 Rounds Extra. | |||
[[Image:CetmeAmeli556.jpg|thumb|none|500px|CETME Ameli Light Machine Gun - 5.56x45mm. Basically a miniaturized version of the the full sized MG42/MG3 with some modern design changes.]] | |||
[[File:Socom4 cetme ameli.jpg|thumb|none|600px|The CETME Ameli in the MP weapon select screen.]] | |||
== PKP Pecheneg == | |||
The [[PKP Pecheneg]] appears, with the wooden stock and pistol grip of the earlier PK, as the "PKP" and is an insurgent only weapon. It fires in fully-automatic only. Its attachments are a bipod, extended magazine, muzzle brake, extra ammunition, and an EOTech 552 holosight. It contains 100 rounds per magazine + 100 extra. | |||
[[Image:Pecheneg.jpg|thumb|501px|none|PKP Pecheneg machine gun with ammo box - 7.62x54mm R.]] | |||
[[File:Socom4 pkp.jpg|thumb|600px|none|PKP Pecheneg in the MP weapon selection menu.]] | |||
=Shotguns= | |||
== Mossberg 590 Mariner == | |||
The [[Mossberg 590 Mariner]] with a pistol grip and foregrip pump appears as the “ Mos 590”. Wells uses it as a secondary weapon in the SP campaign. Its attachments are an EOTech 552 holosight, extended magazine, faster reloading, extra ammunition, and a muzzle brake. It contains 8 rounds in the tube + 72 extra. | |||
[[Image:Mossberg590Mariner 9Shot.jpg|thumb|none|450px|Mossberg 590 Mariner - 12 Gauge]] | |||
[[File:Socom4 mossberg 590.jpg|thumb|none|600px|Mossberg 590 in the weapon selection menu.]] | |||
== Benelli M4 Super 90 == | |||
The [[Benelli M4 Super 90]] appears as the “SU90-S”. It is a SOCOM Pro/Playstation plus DLC weapon and it is a Spec Ops only, usable only in MP. Its only fire mode is semi-automatic. Its attachments are slug ammunition, reflex sight, extended magazine, replacement ammunition (increased range), extra ammunition, and an ACOG scope. It contains 6 rounds in the tube, with 42 extra. It only appears in the multi-player portion of the game. | |||
[[Image:M4Super90.jpg|thumb|none|450px|Benelli M4 Super 90 with 7-shot tube - 12 Gauge]] | |||
[[File:Socom4 m4 super 90.jpg|thumb|none|600px|The M4 Super 90 in the MP weapon selection screen.]] | |||
== Benelli M3T Super 90 == | |||
The Benelli M3T Super 90 in game is called a “M3T” and it is a Insurgent only weapon. Its fire modes are Pump Action only. Its attachments are a Reflex Sight, Extended Magazine, Foregrip, Extra Ammunition, and a Muzzle Brake. It contains 8 Rounds Per Magazine + 72 Extra. | |||
[[Image:BenelliM3Super90foldingstock.jpg|thumb|none|450px|Benelli M3T Super 90 with top folding stock - 12 Gauge]] | |||
[[File:Socom4 m3t.jpg|thumb|none|600px|The M3T in the MP weapon select screen.]] | |||
== Benelli M3 Super 90 == | |||
The [[Benelli M3 Super 90]] appears in the game as the “M3 90”. It is a SOCOM Pro/Playstation Plus DLC shotgun and it is an insurgent only weapon. Its fire modes are Semi Automatic only. Its attachments are slug ammunition, EOTech 552 holosight, extended magazine, replacement ammunition for increased range, extra ammunition, and an ACOG scope. It contains 6 rounds in the tube + 52 Extra. Like the M4 Super 90, it appears only in the multi-player portion of the game. | |||
[[Image:M3S90OldStyle.jpg|thumb|none|450px|Benelli M3 Super 90 - 12 Gauge]] | |||
[[File:Socom4 m3 90.jpg|thumb|none|600px|The M3 Super 90 in the MP weapon selection screen.]] | |||
== Daewoo USAS-12 == | |||
The [[Daewoo USAS-12]] in game is called a “USAS-12” and to get you must pick it up in certain maps and it is for both Spec Ops and Insurgent teams. It is fully-automatic only and has no attachments. It contains 10 shells per magazine + 40 shells extra. | |||
[[Image:USAS12.jpg|thumb|none|500px|Daewoo USAS-12 with 10-round magazine - 12 Gauge]] | |||
[[File:Socom4 usas 12.jpg|thumb|none|600px|The USAS-12 in use in MP by the Wells character.]] | |||
[[File:Socom4 usas12-2.jpg|thumb|none|600px|The USAS-12 in use in MP by the bomb disposal tech character.]] | |||
=Sniper Rifles= | |||
==M110 SASS== | |||
The [[M110 SASS]] appears in the game as the "SR25", is used prominently by Forty-Five in her recon missions, and is quieter than other suppressed sniper rifles, but lacks a bipod and higher magnification scope for more precise shots over longer distances. It has a comparatively rapid rate of fire, making it almost as effective at close range as many assault rifles. | |||
[[Image:M110 ECP Right Bipod.jpg|thumb|none|450px|M110 SASS with Harris bipod, Leupold Mark 4 scope, and FDE paint scheme - 7.62x51mm NATO]] | |||
[[File:Socom4 m110.jpg|thumb|none|600px|The M110 in the MP weapon selection screen. Here is it equipped with an ACOG scope.]] | |||
==Cheytac M-200 Intervention== | |||
The [[Cheytac M-200 Intervention]] appears in the game as the "M200" and is painted in flat dark earth. | |||
[[Image:M200.jpg|thumb|none|500px|CheyTac M-200 - .408 CheyTac]] | |||
[[File:Socom4 m200.jpg|thumb|none|600px]] | |||
==FN SSR== | |||
The [[FN SSR]] (Sniper Support Rifle) appears as the "Mk 20". Its mods are an extended magazine, bipod, low suppressor, extra ammo, and a high variable scope. Not as quiet or quick on the trigger pull as the M110, but its bipod and high variable scope mean more precise shots can be taken over longer distances. | |||
[[Image:SSR Mk.20 Mod.0.jpg|thumb|none|401px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]] | |||
[[File:Socom4 mk 20.jpg|thumb|none|600px]] | |||
==Barrett XM500== | |||
The [[Barrett XM500]] sniper rifle appears in the game as the "XM500", a battlefield pick-up weapon that can't be equipped in the weapon select screen. | |||
[[Image:BarrettXM500.jpg|thumb|none|400px|Barrett XM500 - .50 BMG]] | |||
[[File:Socom4 xm 500.jpg|thumb|none|600px|The XM500 being used by an insurgent character in MP.]] | |||
==Remington MSR== | |||
The [[Remington MSR]] appears in the game as the "F-Edje MSR". | |||
[[Image:RemingtonMSR.jpg|thumb|none|450px|Remington MSR with Harris bipod, Leupold Mark 4 scope, and AAC Titan suppressor - .338 Lapua Magnum]] | |||
[[File:Socom4 msr.jpg|thumb|none|600px]] | |||
==Springfield Armory M1A SOCOM 16== | |||
The [[Springfield Armory M1A SOCOM 16]] appears in the game as the "CNC SOCOM" with a JAE-100 stock. | |||
[[Image:M1A-Socom.jpg|thumb|none|450px|M1A SOCOM 16 - 7.62x51mm NATO (.308 Winchester)]] | |||
[[Image:M1A JAE-100.jpg|thumb|none|450px|M1A with JAE-100 stock]] | |||
[[File:Socom4 socom16.jpg|thumb|none|600px]] | |||
[[File:Socom4 m14 story.jpg|thumb|none|600px|Forty-Five uses a SOCOM 16 in a cutscene in ''Revelation'' in brief continuity error. In gameplay, she uses the M110.]] | |||
[[File:Socom4 m14 story 2.jpg|thumb|none|600px|A close-up of Forty-Five upon making a surprising discovery.]] | |||
==Accuracy International AS50== | |||
The [[Accuracy International AS50]] appears as the "AM50" and is an Evac Pack DLC weapon. The weapon in real life is semi-automatic, but when fired in third-person view, the character is shown charging the bolt after each individual shot. Its mods include a bipod, low variable scope, extra ammo, a muzzle brake, and a high variable scope. Modeled with a 10-round magazine, but holds 5 rounds. | |||
[[Image:As50sr.jpg|thumb|none|400px|AS50 - .50 BMG]] | |||
==Barrett M107== | |||
The [[Barrett M107]] appears as the "M82A1A" and is an EVac Pack DLC weapon. Like the AS50 above, it is shown as bolt-action only, with the character cycling the bolt manually after each shot. Its mods are the same as the AS50, but in a slightly different order. Holds 10 rounds per magazine. | |||
[[Image:Berrett M107.jpg|thumb|none|450px|Barrett M107 long range sniper rifle - .50 BMG.]] | |||
==SVD Dragunov== | |||
The [[SVD Dragunov]] appears as the "SASR" (an acronym meaning "Special Applications Scoped Rifle", a moniker typically applied to large-caliber rifles such as the Barrett and AS50). Its mods are a low suppressor, extended magazine, low variable scope, higher cyclic rate components, and a high suppressor. Magazine is 10 rounds. | |||
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov sniper rifle - 7.62x54mm R]] | |||
[[File:Socom4 svd.jpg|thumb|none|600px]] | |||
=Launchers= | |||
==M203 Grenade Launcher== | |||
The [[M203 grenade launcher]] can be unlocked for the ACR and P-416-11. A Knight's Armament stand-alone version (called the "SA2-03" in-game) can also be found as a battlefield pick-up in some levels. | |||
[[Image:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm.]] | |||
[[File:Socom-4-010-600x337.jpg|thumb|none|600px|The Wells character in multi-player using the ACR with attached M203.]] | |||
[[Image:M203SA fixed stock.jpg|thumb|none|375px|Knights Armament Co. Stand Alone M203 Launcher Platform - 40x46mm]] | |||
[[File:Socom4 m203 kac.jpg|thumb|none|600px|Stand-alone M203 being used by an EOD technician in MP.]] | |||
[[File:SOCOM4-KAC-M203.jpg|thumb|none|600px|The stand-alone M203 from a different angle.]] | |||
==GP-34== | |||
The [[GP-34]] grenade launcher can be unlocked for the [[AKM]] and (strangely) [[M4A1]] carbine. | |||
[[Image:Izhmash GP-34.jpg|thumb|none|350px|GP-34 grenade launcher - 40mm]] | |||
[[File:Socom4 AK-103.jpg|thumb|none|600px|Multi-player character Judge with a fully modded AKM. The GP-34 can be seen under the barrel.]] | |||
==Panzerfaust 3== | |||
The [[Panzerfaust 3]] can be found in some levels as a battlefield pick-up or used by enemy troops. | |||
[[Image:PNZFT3.jpg|thumb|none|400px|Panzerfaust 3 with DM12A1 rocket, 60mm]] | |||
[[File:Socom4 pzf3.jpg|thumb|none|600px|The Panzerfaust 3 being used MP.]] | |||
[[File:SOCOM4 Panzer.jpg|thumb|none|600px|The Panzerfaust 3 slung across a player's back in MP.]] | |||
==Carl Gustav M3== | |||
The [[Carl Gustav M3]] appears as the "MAAWS" and is a battlefield pick-up only. | |||
[[Image:CarlGustavM3.jpg|thumb|none|500px|Carl Gustav M3 - 84mm]] | |||
[[File:Socom4 maaws.jpg|thumb|none|600px|The Carl Gustav M3 being used by the Wells character in MP.]] | |||
==RPG-7== | |||
An [[RPG-7]] is used once in a cutscene by Naga rebels against NATO peacekeepers at the beginning of ''First Strike'', but does not appear anywhere else and is unusable by the player. | |||
[[Image:Rpg-7-1-.jpg |thumb|none|450px|RPG-7 - 40mm]] | |||
[[File:Socom4 rpg7.jpg|thumb|none|600px|A Naga fighter readies an RPG-7 with which to attack NATO peacekeepers.]] | |||
=Mounted Weapons= | |||
==General Dynamics GAU-17/A== | |||
A [[General Dynamics GAU-17/A]] can be seen on a UH-60 Black Hawk helicopter (which promptly changes to an MH-60, identifiable by its refueling probe, once gameplay starts) that gets shot down at the start of the first mission. They can also be seen on ClawHammer helicopters (NH90s?) late in the story mode. | |||
[[Image:GAU-17A HH60.jpg|thumb|none|400px|General Dynamics GAU-17/A - 7.62x51mm NATO]] | |||
[[File:Socom4 minigun 1.jpg|thumb|none|600px]] | |||
[[File:Socom4 minigun 2.jpg|thumb|none|600px|A minigun in an automated mount of some kind (the gun can be seen rotating to one side as Gorman approaches) on a ClawHammer helicopter. The slotted flash hider identifies it as a GAU-17/A.]] | |||
==Browning M2HB== | |||
The [[Browning M2HB]] in CROWS mounts appears on various armored vehicles in some missions. | |||
[[Image:BrowningM2_plain.jpg|thumb|none|400px|Browning M2HB - .50 BMG]] | |||
[[File:Socom4 M2.jpg|thumb|none|600px|An up-armored Humvee with an M2HB at Gorman's command center.]] | |||
==Shipunov 2A42== | |||
The [[Shipunov 2A42]] appears in the game as the secondary armament on Mi-28 Havoc helicopters that appear in certain missions (one of which can be seen flying over Gorman's command center in the first mission). | |||
[[Image:Shipunov 2A42.jpg|thumb|none|350px|Shipunov 2A42 30mm]] | |||
=Equipment= | |||
==M67 Fragmentary Grenade== | |||
[[M67 hand grenade]]s are selectable in the weapon select menu. Cullen Gray (and Forty-Five in the final mission) can each carry a total of 3. | |||
[[Image:Baseball.jpg|thumb|none|200px|M67 fragmentation grenade]] | |||
==MK3A2 Concussion Grenade== | |||
[[MK3 offensive hand grenade|MK3A2 offensive hand grenades]] are selectable in the weapon select menu. Cullen Gray (and Forty-Five in the final mission) can each carry a total of 4, but unlike M67s cannot be acquired during missions from dead enemies. | |||
[[Image:MK3A2.jpg|thumb|none|100px|MK3A2 offensive hand grenade]] | |||
==M84 Stun Grenade== | |||
[[M84 stun grenade|M84 stun grenades]] are selectable in the weapon select menu. Cullen Gray (and Forty-Five in the final mission) can each carry a total of 4. | |||
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|250px|M84 stun grenade]] | |||
==M18 smoke grenade== | |||
[[M18 smoke grenade]]s are selectable in the weapon select menu under the name "[[AN/M8 HC smoke grenade|AN/M8]]" and, when deployed, emit white smoke like AN/M8s. However, close inspection of the markings on the grenade's body reads "M18 gray smoke", but in reality, the M18 only comes in red, yellow, green, and violet. Cullen Gray (and Forty-Five in the final mission) can each carry a total of 5. | |||
[[Image:M18red.jpg|thumb|none|M18 smoke grenade]] | |||
[[Category:Storage]] |
Latest revision as of 12:51, 19 February 2022
Discussion
Identification
Contrary to what all the Internetz say, the IAR 556 isn't a 416. Looks nothing like it.
http://desmond.imageshack.us/Himg35/scaled.php?server=35&filename=iar556.jpg&res=medium
It's definitely a piston carbine of some sort, but I've yet to be able to place this one. Spartan198 11:35, 8 March 2012 (CST)
The CNC SOCOM is also a hard one to classify it looks like a M14 or possibly something else. Sorry for no picture, but it won't let me upload any.--Commandoninja137 19:42, 8 March 2012 (CST)
- http://wikicheats.gametrailers.com/images/5/52/SOCOM_4_CNC_SOCOM_01.jpg
- Definitely an M14, but I don't recognize the stock. Maybe someone better knowledgeable in M14 variants and accessories can enlighten us. Also, to whoever is doing this page, I can't get screenshots (don't know how to on PS3, short of using the camera on my phone), but I'll be happy to help out in any other capacity. Spartan198 19:21, 8 March 2012 (CST)
I'd say it's a JAE-100, stock looks right in that small shot. - Wantabe_Warrior38
Also, while it's on my mind, the "AK-102" in this game is actually the 7.62x39mm AK-103. Spartan198 19:28, 8 March 2012 (CST)
The F-Edje MSR is also another undefined snipe rifle.--Commandoninja137 19:42, 8 March 2012 (CST)
- It's a Remington MSR. Thanks for reminding me about that one, I'll add it to the page now.
Spartan198 19:50, 8 March 2012 (CST)
There are also a few other snipers rifles and assault rifles. They are downloadable weapons, two are assault rifles from the Demolition, one appears to be a G3(HS-C3) and the other a SIG SG 552(552), and the other from the EVAC pack two sniper rifles look like a M82(M82A1A) and a AS50(AM50.
The M14 stock looks like it is a J. Allen Enterprises JAE-100 G3 stock. --SmithandWesson36 19:31, 9 March 2012 (CST)
The IAR556 appears to be the M27IAR, while the CNC SOCOM looks like the Springfield Armory M1A SOCOM II.
- No, the IAR556 isn't an M27. The magwell is wrong for the 416 lower and lacks the bullet selector pictograms, the handguard is incorrect, and the barrel is too short. Spartan198 02:39, 27 July 2012 (CDT)
Finish the article.
Finish the article. I am happy to see screenshots from the game. Take a chronology of firearms according to their types. (Handguns, Rifle, Shotguns, ETC.)
Mos-590
I think the Mos-590 is actually a customized 870. image --bozitojugg3rn4ut 13:12, 11 March 2012 (CDT)
- It appears to have the 590 mag tube cap, in my opinion. --SmithandWesson36 14:55, 11 March 2012 (CDT)
- Right, but the trigger guard is not mossberg-style. - bozitojugg3rn4ut 16:17, 11 March 2012 (CDT)
DLC Weapons
There are 2 rifles one that looks like a G3 for the insurgents (single player picture)http://static.wix.com/media/ff536d_5f5518180bdb7e6e2c40429a57ffd80b.jpg_256 and the other looks like a SIG 552 http://www.gamershell.com/static/streaming/38482/38482_medium.jpg for the spec ops.--Commandoninja137 02:17, 27 July 2012 (CDT)
Unknown AR ID
I'm pretty sure the "Unidentified Piston Carbine" is a Patriot Ordnance Factory rifle of some sort, possibly the P-416-11 (which I think is actually a regular DI rather than piston gun):
--commando552 20:13, 17 August 2012 (CDT)
That actually fits almost to the T. Spartan198 02:55, 18 August 2012 (CDT)
And further examination reveals to me that the "C9MM", currently identified on the main page as a Colt 9mm SMG, has the same lower receiver with drooped trigger guard and fore-end as the P-416-11, making it simply a 9mm version of the game's "IAR-556". Does a pistol caliber version of the P-416-11 with a unique name exist? Google turns up nothing. I know such a configuration could easily be rigged up by swapping out barrel and bolt carrier and adding a magazine adapter. Spartan198 11:06, 21 August 2012 (CDT)
- Not aware of a pistol caliber version being directly made by POF, I would assume the devs made it up. From this image i would say that they have just re-purposed the same model, replacing the mag and whacking a suppressor on the front. --commando552 11:52, 21 August 2012 (CDT)
- There are 9mm conversion kits for POF rifles:[1]. --SmithandWesson36 12:40, 21 August 2012 (CDT)
- To be fair you can convert pretty much any AR-15 to 9mm, but seeing as the game model appears to just be the same as the P416-11 with the mag replaced and a suppressor added, my guess would be that it is not actually based on a real physical 9mm gun (that is what I meant about the devs making it up, not that the concept of it was made up). --commando552 12:57, 21 August 2012 (CDT)
- There are 9mm conversion kits for POF rifles:[1]. --SmithandWesson36 12:40, 21 August 2012 (CDT)
So then should we classify both the IAR-556 and C9MM under one entry or just make a note in parenthesis that it's a pistol-caliber conversion? I'd lean toward the latter, as the former might create some confusion. Spartan198 13:23, 21 August 2012 (CDT)
- I'd agree with separating them, but would state that although it is possible to do a pistol caliber conversion of this rifle it is appears that in this case the developers have simply altered the original 5.56mm model. --commando552 14:25, 21 August 2012 (CDT)
Added a few screenshots
Mainly ones I found on Google. Still work to be done, though. Spartan198 03:45, 18 August 2012 (CDT)
It's almost like nobody has played this game. --DeltaOne 03:47, 18 August 2012 (CDT)
- Well, it was pretty much avoided like the plague by most SOCOM fans and with good reason, too. :/ Spartan198 10:47, 18 August 2012 (CDT)
- That, and it was released during the month and a half long PSN outage, and seeing as quite a few gamers today buy games for the online mode only, it's not hard to see that played a pretty big part in the game failing, as well as it being a bad SOCOM game. Kornflakes89 09:13, 21 August 2012 (CDT)
- No, being a bad SOCOM game falls squarely on the fact that it played little differently than, although admittedly not identically to, a third person Call of Duty game. Some blame should also fall on that bizarre love story between Gray and Forty-Five that was part of the SP campaign, too. Spartan198 10:57, 21 August 2012 (CDT)
- That, and it was released during the month and a half long PSN outage, and seeing as quite a few gamers today buy games for the online mode only, it's not hard to see that played a pretty big part in the game failing, as well as it being a bad SOCOM game. Kornflakes89 09:13, 21 August 2012 (CDT)
- Alot of people still play this game, but I don't know how to add screenshots on pages.--Commandoninja137 10:58, 18 August 2012 (CDT)
- Step one involves dropping $100+ on a capture device, for console games. Evil Tim 11:03, 18 August 2012 (CDT)
Either way, I'm working on it. I'll have to scour the web for un-watermarked screenshots and it's going slow, but I'm working on it. Spartan198 (talk) 10:31, 8 September 2012 (EDT)
- On second thought, I'll just screencap off YouTube. lol Don't know why I didn't think of that sooner. Spartan198 (talk) 00:25, 17 September 2012 (EDT)
Forgot
Crap, I completely forgot about this page. I need to get up off my ass and finish it. :/ Spartan198 (talk) 05:56, 27 May 2013 (EDT)
Okay, I have been trying repeatedly to upload a screencap of the G36C in the weapon select screen, but every time I try, I get sent to a Cloudfire anti-spam captcha. It's only this specific image I've had this issue with. I've tried renaming the image several times all with the same result. What doesn't IMFDb like about this screenshot? Spartan198 (talk) 08:49, 12 July 2013 (EDT)
Why can't you just complete the captcha and upload it, or is this not working for some reason? --commando552 (talk) 11:33, 12 July 2013 (EDT)
It won't let me upload the screencap. I complete the captcha to upload, but it just sends me back to the blank upload page. I do it again and same result. Spartan198 (talk) 05:56, 13 July 2013 (EDT)
Deadline
I don't know how many of these weapons are multi-player only, but Sony will be shutting off the servers for this game on 1/28/14. If we can't get caps by then, we never will. --Funkychinaman (talk) 12:15, 6 August 2013 (EDT)
Just the M3 and M4 Super 90 shotguns, the rest can be acquired in SP. Spartan198 (talk) 02:11, 7 August 2013 (EDT)
The deadline has long come and gone. --Funkychinaman (talk) 10:40, 28 May 2020 (EDT)
A question, why is the page archived instead of left on main? Is it really necessary to move everything off of main just because some in-game guns can no longer be screencapped? --Wuzh (talk) 22:47, 3 August 2020 (EDT)
- The page is unable to be completed. --Funkychinaman (talk) 01:23, 4 August 2020 (EDT)
Page Archived
SOCOM 4: US Navy SEALs is a tactical third-person shooter video game developed by now-defunct Zipper Interactive and published by Sony Computer Entertainment in 2011.
Error creating thumbnail: File missing WARNING! THIS PAGE CONTAINS SPOILERS!
The following weapons can be seen in the game SOCOM 4: US Navy SEALs:
Pistols
FN Five-seveN
The FN Five-seveN pistol appears twice in the single-player campaign, used first by Schweitzer to dispatch a ClawHammer mercenary at point blank range and the second time by James Gorman to wound Cullen Gray. It is not usable by the player.
Unidentified M1911 variant
An unidentified all-black M1911 variant appears as a "holster stuffer" on Cullen Gray and Forty-Five. Never used or referenced in the entire game.
Submachine Guns
TDI Vector
The TDI Vector appears as the "Kurtis 45ACP" and is a Spec Ops only weapon. It can be fitted with a reflex sight, low suppressor, extra ammo, faster reloading, and a range increaser. It has 40 round magazines and 120 max ammunition.
Heckler & Koch MP5A2
In game the MP5A2 appears as the "KP7" and is a Spec Ops only sub-machine gun. It can fitted with a low suppressor, high suppressor, foregrip, reflex sight, and a rate fire increaser. It has only 30 rounds per magazine and 120 rounds for max ammo. Firing modes are semi automatic and fully automatic. In pre-release screenshots, it was an retractable-stock MP5A3, this having been changed at some point.
Daewoo K7
In game the Daewoo K7 appears as the "DK7". It is fitted with a built-in suppressor and is for Spec Ops only. It can be fitted with an EOTech 552 holosight, extended magazine, faster reload, subsonic ammunition, and extra ammunition. It has 25 rounds per magazine and 150 rounds of max ammo. It fires in fully automatic, semi-automatic and 3-round burst modes.
Heckler & Koch MP7A1
The Heckler & Koch MP7A1 appears as the "PDW-46" and is an insurgent only weapon. It can be fitted a low suppressor, extended magazine, fire rate increaser, reflex sight, and a high suppressor. It has 30 rounds per magazine and 150 rounds max ammo.
Patriot Ordnance Factory P416-11 (pistol-caliber conversion)
A pistol-caliber conversion of the P416-11 is featured as the "C9MM" and is fitted with a built-in suppressor. It appears, however, that the developers simply took the model of the 5.56x45mm version, changed the magazine, and added a suppressor, while leaving the 5.56mm ejection port as is. Only usable by the the insurgent team in multi-player. It can be fitted with an EOTech 552 sight, extended magazine, faster reloading, subsonic ammunition, and extra ammo. It has a 25 round magazine and its max ammo is 150 rounds.
FN P90 TR
In game the FN P90 TR is called "F90" and is a insurgent only weapon. It can be fitted with a reflex sight, extra ammo, faster reload, low suppressor, and replacement ammunition (increased range). It has a 50 round magazine and 150 rounds max ammo. In the SP campaign, it is used almost exclusively by ClawHammer's female combatants.
Assault/Battle Rifles
Remington ACR
The Remington ACR in game is called "ACR" and it is a Spec Ops only weapon. It fires fully automatic and semi automatic and can be fitted with a reflex sight, extended magazine, ACOG scope, low suppressor, extra ammo, and a grenade launcher. It carries 30 round magazines and 150 rounds max ammo.
Patriot Ordnance Factory P416-11
The P416-11 carbine appears in the game as the "IAR 556". It is a Spec Ops only weapon. It can be fitted with a reflex sight, extra ammo, muzzle brake, faster reload, grenade launcher, and an ACOG scope. It carries 30 round magazines and its max ammo is 120 rounds.
FAMAS G1
The FAMAS G1 appears in the game as the "FAMAS G2", incorrectly fitted with a 30-round stanag magazine. It is a Spec Ops only weapon. It can be fitted with a reflex scope, extended magazine, foregrip, extra ammo, rate for fire increaser, and a muzzle brake. It carries 30 round magazines and has 160 max ammo rounds.
Daewoo K2
The Daewoo K2 is called "DK2" in game and it is a Spec Ops only weapon. Its fire modes are fully automatic, semi-automatic, and 3 Round Burst. Its attachments are a reflex sight, low suppressor, extended magazine, foregrip. ACOG scope, and a high suppressor. It contains 30 Rounds Per Magazine + 60 Extra.
FN SCAR-H
The FN SCAR-H in game is called "SFCR-HW" and is a spec ops only weapon. Its fire modes are semi-automatic, fully-automatic, and (unlike real SCAR rifles) 2-round burst. Its attachments are a reflex sight, bipod, faster reload, ACOG scope, extra ammo, and a low variable scope. It contains 20 rounds per magazine + 60 extra. It appears in cutscenes with a vertical foregrip, although such an attachment cannot be used by the player. Pre-release screenshots showed the original first-generation SCAR-H, while the finished game instead featured the current third-generation model.
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L85A2
The L85A2 in game is called "IW-80 A2" and it is a Spec Ops only weapon. Its fire modes are Fully Automatic and Semi-Automatic. Its attachments are a reflex sight, faster reload, ACOG scope, foregrip, extra ammo, and a muzzle brake. It contains 30 Rounds Per Magazine + 90 Extra.
M16A4
The M16A4 appears in the game as the "M16". It is a SOCOM Pro dlc weapon and it is Spec Ops only. Its fire modes are 3-round burst and semi-automatic. Its attachments are an EOTech 552 reflex sight (once acquired, the carry handle permanently disappears from the rifle, even if the player chooses not to use an optical sight), low suppressor, ACOG scope (at which point a pistol grip palm rest and buttstock cheekpad appear on the rifle), bipod, and extended magazines. Max ammunition is 30 rounds per magazine + 120 extra. The weapon is modeled with a 20-round magazine with the appropriate ammunition count, but this visually changes to the longer 30-round magazine once the extended magazine mod is acquired. Both magazines are equipped with Magpul Ranger Plates.
SIG SG 552
The SIG SG 552 is called "552" and is a Demolition Pack DLC weapon and is only for the Spec ops team. Modeled with a 30-round magazine that holds 20 rounds.
AKM
A polymer-furnished AKM appears in the game as the "AK-102", and is an insurgent only weapon. It can be identified by the angle of its gas block and 7.62x39mm magazine. Its fire modes are fully automatic and semi-automatic. Its mods are an EOTech 552 holosight, extended magazine, ACOG scope, low suppressor, extra ammunition, and a GP-34 grenade launcher. It contains 40 rounds per magazine + 120 extra.
Colt M4A1
The Colt M4A1 appears in game and is a insurgent only weapon (and one wouldn't believe the uproar this caused). Its fire modes are fully-automatic and semi-automatic. Its attachments are a reflex sight, extra ammunition, muzzle brake, faster reloading, a GP-34 grenade launcher, and an ACOG scope. It also has a Crane SOPMOD buttstock. It contains 30 rounds per magazine + 120 extra.
FN F2000 Tactical
The FN F2000 Tactical is called "ATAC 2000" and it is a Insurgent only weapon. Its fire modes are Fully Automatic amd Semi-Automatic. Its attachments are a Reflex Sight, Extended Magazine, Foregrip, Extra Ammunition, Increased Rate of Fire, and a Muzzle Brake. It contains 40 Rounds Per Magazine + 160 Extra.
Heckler & Koch G36C
The G36C in game is called "HS-36" and it is a insurgent only weapon. Its fire modes are Fully Automatic, Semi-Automatic, and 2 Round Burst. Its attachments are the EOTech 552 holosight, low suppressor, extended magazine, foregrip, ACOG scope, and a high suppressor. It contains 40 rounds per magazine + 80 extra.
FN FAL
The FN FAL in game is called a "FAL" and it is a insurgent only weapon. Its fire modes are fully automatic, semi-automatic, and 3-round burst. Its attachments are a reflex sight, bipod, faster reloading, ACOG scope, extra ammunition, and a low variable scope. It contains 20 rounds per magazine + 100 extra.
DSA SA58 OSW
The DSA SA58 OSW in game is called a "FDO-11" is a insurgent only weapon. Its fire modes are fully automatic and semi-automatic. Its attachments are reflex sight, extra ammunition, increased rate of fire, foregrip, faster reload, and a muzzle brake. It contains 20 rounds per magazine (though it is modeled with a 30-round magazine) + 100 Extra.
Norinco Type 56
The Norinco Type 56 appears in the game as the "AK-47", and is a SOCOM Pro downloadable weapon. Its fire modes are semi-automatic and fully-automatic and its mods include an EOTech 552 holosight, foregrip (handuard and integrated vertical grip of the Romanian AIM), an AK-74-style muzzle brake, extra ammunition, and an extended magazine in the form of a 75-round drum that holds 50 rounds. A rubber buttpad also appears on the stock beginning at mod 3 (muzzle brake). Recoil is particularly heavy with this weapon, so new players would advised to fire in short, controlled bursts of 2 to 3 rounds--or forgo the full-auto option entirely---to maintain accuracy at longer ranges until they become accustomed to it.
Heckler & Koch G3A3
The Heckler & Koch G3A3 appears as the "HS-C3" and is a Demolition Pack DLC weapon. It is an an insurgent only gun in MP, but can be used in CO-OP and story mode as well.
Machine Guns
Ultimax 100 Mark 5
In game the Ultimax 100 Mark 5 is called a "APEX 100" (same name as in MAG, another Zipper game) in game and is a Spec Ops only weapon. Its firing modes are Fully Automatic and Semi Automatic. Its attachments are a Bipod, Reflex Sight, Faster Reloading, Extra Ammunition, and a Muzzle Brake. It contains 75 Rounds Per Magazine + 75 Rounds Extra.
M249 Paratrooper SAW
In game the M249 Paratrooper SAW is called "ISR-N56" and it is a Spec Ops only weapon. Its firing modes are Fully Automatic only. Its attachments are a foregrip, muzzle brake, EOTech 552 holographic sight, increased rate of fire, and extended magazines. It contains 75 rounds per magazine with 150 rounds extra.
MK 43 Mod 1
The Mk 43 Mod 1 (notable by the Picatinny rail on the feed cover, which distinguishes it from the Mod 0) appears as the "M60" and is a Spec Ops only weapon. Like its real world counterpart, it is only capable of fully-automatic. Its attachments are a bipod, extended magazine, muzzle brake, extra ammunition, and an EOTech 552 holosight. It contains 100 rounds per magazine.
RPK-74
The RPK-74 in game is called a "RTK-74" and it is a Insurgent only weapon. Its fire modes are Fully Automatic and Semi Automatic. Its attachments are a Bipod, Reflex Sight, Faster Reloading, Extra Ammunition, and a Muzzle Brake. It contains 75 Rounds Per Magazine + 75 Rounds Extra.
CETME Ameli
The CETME Ameli in game is called a "AMELI" and it is a Insurgent only weapon. Its fire modes are Fully Automatic only. Its attachments are a Foregrip, Muzzle Brake, Reflex Sight, Increased Rate of Fire, and Extended Magazines. It contains 75 Rounds Per Magazine + 150 Rounds Extra.
PKP Pecheneg
The PKP Pecheneg appears, with the wooden stock and pistol grip of the earlier PK, as the "PKP" and is an insurgent only weapon. It fires in fully-automatic only. Its attachments are a bipod, extended magazine, muzzle brake, extra ammunition, and an EOTech 552 holosight. It contains 100 rounds per magazine + 100 extra.
Shotguns
Mossberg 590 Mariner
The Mossberg 590 Mariner with a pistol grip and foregrip pump appears as the “ Mos 590”. Wells uses it as a secondary weapon in the SP campaign. Its attachments are an EOTech 552 holosight, extended magazine, faster reloading, extra ammunition, and a muzzle brake. It contains 8 rounds in the tube + 72 extra.
Benelli M4 Super 90
The Benelli M4 Super 90 appears as the “SU90-S”. It is a SOCOM Pro/Playstation plus DLC weapon and it is a Spec Ops only, usable only in MP. Its only fire mode is semi-automatic. Its attachments are slug ammunition, reflex sight, extended magazine, replacement ammunition (increased range), extra ammunition, and an ACOG scope. It contains 6 rounds in the tube, with 42 extra. It only appears in the multi-player portion of the game.
Benelli M3T Super 90
The Benelli M3T Super 90 in game is called a “M3T” and it is a Insurgent only weapon. Its fire modes are Pump Action only. Its attachments are a Reflex Sight, Extended Magazine, Foregrip, Extra Ammunition, and a Muzzle Brake. It contains 8 Rounds Per Magazine + 72 Extra.
Benelli M3 Super 90
The Benelli M3 Super 90 appears in the game as the “M3 90”. It is a SOCOM Pro/Playstation Plus DLC shotgun and it is an insurgent only weapon. Its fire modes are Semi Automatic only. Its attachments are slug ammunition, EOTech 552 holosight, extended magazine, replacement ammunition for increased range, extra ammunition, and an ACOG scope. It contains 6 rounds in the tube + 52 Extra. Like the M4 Super 90, it appears only in the multi-player portion of the game.
Daewoo USAS-12
The Daewoo USAS-12 in game is called a “USAS-12” and to get you must pick it up in certain maps and it is for both Spec Ops and Insurgent teams. It is fully-automatic only and has no attachments. It contains 10 shells per magazine + 40 shells extra.
Sniper Rifles
M110 SASS
The M110 SASS appears in the game as the "SR25", is used prominently by Forty-Five in her recon missions, and is quieter than other suppressed sniper rifles, but lacks a bipod and higher magnification scope for more precise shots over longer distances. It has a comparatively rapid rate of fire, making it almost as effective at close range as many assault rifles.
Cheytac M-200 Intervention
The Cheytac M-200 Intervention appears in the game as the "M200" and is painted in flat dark earth.
FN SSR
The FN SSR (Sniper Support Rifle) appears as the "Mk 20". Its mods are an extended magazine, bipod, low suppressor, extra ammo, and a high variable scope. Not as quiet or quick on the trigger pull as the M110, but its bipod and high variable scope mean more precise shots can be taken over longer distances.
Barrett XM500
The Barrett XM500 sniper rifle appears in the game as the "XM500", a battlefield pick-up weapon that can't be equipped in the weapon select screen.
Remington MSR
The Remington MSR appears in the game as the "F-Edje MSR".
Springfield Armory M1A SOCOM 16
The Springfield Armory M1A SOCOM 16 appears in the game as the "CNC SOCOM" with a JAE-100 stock.
Accuracy International AS50
The Accuracy International AS50 appears as the "AM50" and is an Evac Pack DLC weapon. The weapon in real life is semi-automatic, but when fired in third-person view, the character is shown charging the bolt after each individual shot. Its mods include a bipod, low variable scope, extra ammo, a muzzle brake, and a high variable scope. Modeled with a 10-round magazine, but holds 5 rounds.
Barrett M107
The Barrett M107 appears as the "M82A1A" and is an EVac Pack DLC weapon. Like the AS50 above, it is shown as bolt-action only, with the character cycling the bolt manually after each shot. Its mods are the same as the AS50, but in a slightly different order. Holds 10 rounds per magazine.
SVD Dragunov
The SVD Dragunov appears as the "SASR" (an acronym meaning "Special Applications Scoped Rifle", a moniker typically applied to large-caliber rifles such as the Barrett and AS50). Its mods are a low suppressor, extended magazine, low variable scope, higher cyclic rate components, and a high suppressor. Magazine is 10 rounds.
Launchers
M203 Grenade Launcher
The M203 grenade launcher can be unlocked for the ACR and P-416-11. A Knight's Armament stand-alone version (called the "SA2-03" in-game) can also be found as a battlefield pick-up in some levels.
GP-34
The GP-34 grenade launcher can be unlocked for the AKM and (strangely) M4A1 carbine.
Panzerfaust 3
The Panzerfaust 3 can be found in some levels as a battlefield pick-up or used by enemy troops.
Carl Gustav M3
The Carl Gustav M3 appears as the "MAAWS" and is a battlefield pick-up only.
RPG-7
An RPG-7 is used once in a cutscene by Naga rebels against NATO peacekeepers at the beginning of First Strike, but does not appear anywhere else and is unusable by the player.
Mounted Weapons
General Dynamics GAU-17/A
A General Dynamics GAU-17/A can be seen on a UH-60 Black Hawk helicopter (which promptly changes to an MH-60, identifiable by its refueling probe, once gameplay starts) that gets shot down at the start of the first mission. They can also be seen on ClawHammer helicopters (NH90s?) late in the story mode.
Browning M2HB
The Browning M2HB in CROWS mounts appears on various armored vehicles in some missions.
Shipunov 2A42
The Shipunov 2A42 appears in the game as the secondary armament on Mi-28 Havoc helicopters that appear in certain missions (one of which can be seen flying over Gorman's command center in the first mission).
Equipment
M67 Fragmentary Grenade
M67 hand grenades are selectable in the weapon select menu. Cullen Gray (and Forty-Five in the final mission) can each carry a total of 3.
MK3A2 Concussion Grenade
MK3A2 offensive hand grenades are selectable in the weapon select menu. Cullen Gray (and Forty-Five in the final mission) can each carry a total of 4, but unlike M67s cannot be acquired during missions from dead enemies.
M84 Stun Grenade
M84 stun grenades are selectable in the weapon select menu. Cullen Gray (and Forty-Five in the final mission) can each carry a total of 4.
M18 smoke grenade
M18 smoke grenades are selectable in the weapon select menu under the name "AN/M8" and, when deployed, emit white smoke like AN/M8s. However, close inspection of the markings on the grenade's body reads "M18 gray smoke", but in reality, the M18 only comes in red, yellow, green, and violet. Cullen Gray (and Forty-Five in the final mission) can each carry a total of 5.