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Talk:Uncharted 4: A Thief's End: Difference between revisions

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:I was wondering the same, i don't think ive ever seen it in this game.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 15:32, 16 May 2016 (EDT)
:I was wondering the same, i don't think ive ever seen it in this game.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 15:32, 16 May 2016 (EDT)
::Whoever made that entry probably mistook some rifle (like the ARX) for a SCAR.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:37, 16 May 2016 (EDT)
::Whoever made that entry probably mistook some rifle (like the ARX) for a SCAR.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:37, 16 May 2016 (EDT)
Yeah, I just beat the game and I did not see a SCAR. My favorite is the ARX, and it had a sorta RMR on top and tan color. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 15:01, 17 May 2016 (EDT)


= spoiler warning. =
= spoiler warning. =


Should we put one up? There are some screenshots on this page that are kinda spoilery.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 09:50, 17 May 2016 (EDT)
Should we put one up? There are some screenshots on this page that are kinda spoilery.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 09:50, 17 May 2016 (EDT)

Revision as of 19:01, 17 May 2016

A SLING on the rifle!

Some people might not think this is anything to nod about but seeing so many Uncharted games and even recently the MGS5 gameplay trailers...I see a fucking sling on the SIG rifle that Drake takes and uses. He throws it to his back and we actually see the weapon's sling! See how hard is that Konami? I am weird out that Snake is carrying around his rifle dangling in the air like there SHOULD be a sling and motion capture for Snake most likely did but they couldn't animate a sling because some say it might be too hard and here's Uncharted having one. Excalibur01 (talk) 20:57, 6 December 2014 (EST)

I don't see any sling. You sure you aren't confusing Drake's shoulder holster for one? Spartan198 (talk) 23:06, 6 December 2014 (EST)

I saw the sling too. You can see it hanging below the rifle when he fires it and when he talks to his brother at the end of the gameplay trailer. It's a beige sling going across his chest which contrasts with the brown shoulder rig he's wearing. Sorry I don't have an image, I can't screencap to save my life. Also worth pointing out, the 1911A1 he picks up holds 9 rounds so it must replace the Colt Defender from the previous games. --Bad Boy (talk) 01:32, 7 December 2014 (EST)

Ah, I see. Well, I still feel slings to be a largely unnecessary detail due to the amount of programming needed to make them "work" that otherwise doesn't add anything to gameplay. In as many third person shooters as I've played since the days of PS1, I've never even noticed the absence of a sling. Spartan198 (talk) 03:06, 8 December 2014 (EST)

A sling isn't that hard to do if you're treating it like it's nailed to the character's shoulder (you can just point one handle on the character model and two others on the gun and use them to define its length) and you could use canned animations for it swinging around rather than physics if you want (the cut animations in MGS Rising are all pre-made because they couldn't get a dynamic system to work), but yeah, it'd be quite a lot of work to get a proper sling with physics. It's the same reason a lot of lazy FPS games use wheeled vehicles instead of tracked ones, and nobody tries to make tank treads with modelled individually articulated links (they usually just use a scrolling texture and a bump map). Evil Tim (talk) 03:35, 8 December 2014 (EST)
Then tell me, how often did you pay attention to the treads on Lazarevic's T-62 as it was demolishing that Tibetan village in Uncharted 2? Or were you like me and too preoccupied with the fact that it was shooting at everything that moved? Just like articulated tank treads, it's a nice detail but still largely unnecessary and doesn't really add anything to the game because nobody's going to pay much attention to it. Unless you intend to play through the game staring at the sling the entire time. Spartan198 (talk) 11:03, 8 December 2014 (EST)
I'm with you that it is unnecessary, but like you say it is a nice touch, and Naughty Dog is good at putting small little details into their games that if you don't keep your eyes you for you will miss. Either way I don't see why anyone would be against this small touch being in the game, unless they intend to have it hold real world properties and make it so you can snag it on a protruding branch or something. (Which personally I think would add much more tension to tough gun fights, but also be annoying as hell if it wasn't to be programmed exactly right).RedRobinAlpha (talk) 01:00, 9 December 2014 (GMT
To be fair, they did kind of draw your attention to the treads in that part where you'd shimmying along the ledge and it decides the best way to scare you is to almost drive off a cliff :P And they are known for some wonderfully unnecessary flourishes like the procedurally generated ocean in the ship level of Uncharted 3, or the sand physics later on (which were also used in Journey). Evil Tim (talk) 21:07, 8 December 2014 (EST)
An accurately-modelled, dynamically animated sling for a long gun that moves realistically requires a lot of work for not much benefit, as I've said before. You need (an incomplete list follows below):
  • A collision system around the body of the character, the gun, and the sling itself (to stop it from passing through itself).
  • A physics system to make it move around realistically under its own weight (given how many videos there are out there showing ingame physics engines bugging out, this isn't easy).
  • Stock animations (such as putting the long gun on your back or bringing it to the ready) and a way to make sure that the dynamic animations don't interfere with the stock ones.
A rather substantial amount of work for a small element. --Mazryonh (talk) 17:42, 4 January 2015 (EST)
Again, though, this is the same team that put procedurally generated waves in Uncharted 3 and made sure every object on the cruise liner moved in relation to the angle of the deck rather than just having them slide back and forth on fixed tracks. Evil Tim (talk) 18:49, 4 January 2015 (EST)
Try looking at this older video showing the Joker from the Arkham series. At around 10 seconds you can see the chain near his left thigh suddenly pop out of his 3D model (whereas before it was invisible). That's what can easily happen with a dynamic sling model that isn't rigorously bugtested and doesn't have exhaustive collision boxes. As for making objects in a level slide around due to waves outside, assuming your physics engine and hardware can handle it, wouldn't it largely be a matter of programming in a sequence for the direction of gravity to change in a regular pattern, and then have individual objects procedurally move around depending on their assigned masses, collision boxes, and friction values? --Mazryonh (talk) 03:06, 19 January 2015 (EST)
That sounds a lot easier than it is, having objects move dynamically on other objects is really hard (for example, it's really hard to do something as simple as put something in the back of a flatbed and drive it, because the engine tends to think the truck is crashing into the object: Crysis has that problem). You have to deal with things like the way the engine prevents objects clipping inside each other by aggressively trying to kick them out (this is why objects sometimes get launched into the air, and why exploits like this are possible even in 2D games). Just keeping the objects moving on the deck without them boinging around like bouncy balls would have been a nightmare. The hardest thing with a proper sling would actually be stopping it constantly pinging off Nathan's body, for the same reason. Keeping it out of his body wouldn't be a huge problem if they have something like physics modelling for pusing 3D foliage out of Nathan's way as he moves (which they almost certainly will).
The old consoles skipped out on a lot of physics stuff for memory reasons, EDF 2025 goes nuts with physics (spent casings will slide downhill and skip up into the air if they hit a dip, glass spraying out of a blasted window will bounce off other buildings, etc) and it tanks its framerate constantly despite using some pretty low-grade textures for a last-gen console game. Evil Tim (talk) 03:18, 19 January 2015 (EST)
I see, it's just that free sandbox physics games for the PC (like "Truck Dismount" and "Stair Dismount") have featured realistic physics behaviour (including inelastic collisions, which the Crysis bug you mention seems to have a problem with) since the early 2000s. Granted, those two games feature very small environments (nowhere near the size of a typical game level) and no textures, but it proved it was possible early on. One other early example of "lots of individual objects subject to ingame physics" can be found in Metal Gear Solid 2, specifically with shell casings. If many bullets are fired (most easily seen with Iroquois Pliskin if you antagonize him just after Raiden first meets him), all the shell casings will collect on the ground and still be subject to ingame physics so as long as they haven't completely come to a stop. They can actually pile up to a pretty surprising amount, a level of detail I haven't seen since in gaming. --Mazryonh (talk) 02:45, 20 January 2015 (EST)
MGS2 is kind of special, there's also two wine coolers in that game most people won't even notice which have ice in them, and someone on the team made a dynamic model for ice melting which bases the rate on the proximity of other ice cubes. Evil Tim (talk) 02:57, 20 January 2015 (EST)

I'm obviously kinda late to this party but one guy here was questioning the point of details like the sling and properly animated tracks on tanks and whatnot. That kind of mentality, "why bother if it's only a small detail?" is ridiculous. Why did we bother going from N64 graphics then? They worked just well didn't they? Why bother with this why bother with that if what we have already works??!? Well, I'll tell ya, because otherwise we would never progress anywhere if we we're just happy with no change, no matter how small or big. Really, i can't understand why one would think that way. (Well, maybe a little)--AnActualAK47 (talk) 11:48, 11 October 2015 (EDT)

I question its necessity because it doesn't add anything to actual gameplay. Don't know how or why that's hard to understand, it's pretty simple. The comparison to N64 graphics is apples to oranges. Seriously, how much attention is really going to be paid to a dynamic sling unless you intend to play through the game staring at it the whole time? It's a lot of work for little real benefit and it takes RAM away from more important aspects of the game. Spartan198 (talk) 22:23, 11 October 2015 (EDT)
I highly doubt a sling is going to cause the game to run worse due to its use of RAM. It's a nice detail that give the game world a sense of "realness" to it. It gives of an organic feel to it because it's a slings that moves around realistically in a video game, something that is not seen often.
Even if that sling is some kind of murderer of performance, it is still a nice showing of things to come, in a few years, that type of fancy cloth physics will be standard, and ND was one of the studios to pave the way for it.--AnActualAK47 (talk) 01:09, 12 October 2015 (EDT)
These unnecessary but nice to see flashes of realism can be a hallmark of a good development team. MGS2 was chock-full of them, but that's simply not a priority in gaming anymore (especially since game development got much more expensive and the budgets that much tighter). If Naughty Dog can do it, they should. It's not like this is an unpopular series. --Mazryonh (talk) 20:54, 15 October 2015 (EDT)
I would say it has never been a priority in gaming. If a dev felt that they wanted a certain detail, no matter how small or big, they would add it, this isn't a dying trend, I would say it's more common with small details nowadays than before, back in the day.--AnActualAK47 (talk) 10:27, 16 October 2015 (EDT)

Wrong Reloading Animation!?

Does it bother anyone else that Drake reloads the SIG as if it has an AK style mag release, (pressing the fresh magazine against the release and then knocking the empty one off with one motion) when the SG556 has a button release housed above the trigger guard? (I've watch closely and he doesn't press the release before doing so.) I am however loving the small addition of racking the bolt after picking up the rifle. RedRobinAlpha (talk) 01:00, 9 December 2014 (GMT

No more than it bothered me in the previous four Uncharted games. They've always used AK-based animations for all assault rifles. Spartan198 (talk) 02:40, 9 December 2014 (EST)

Hasn't the whole focus of the series been on the "high adventure" aspect rather than the combat and firearms accuracy? It would be nice to see more accurate animations in future installments, but that's unlikely given that this is supposed to be the last one for Nathan Drake. --Mazryonh (talk) 17:15, 4 January 2015 (EST)

Because the older consoles had very little in the way of RAM and slow loading, they tended to take a lot of shortcuts: one frequent one was reusing animations in third-person games, as with Nico Bellic using the same hand positions for every weapon of a given type. Two weapon inventory in shooters was for that reason too, so the game only had to have two high-res weapon models loaded at once (the MGR: Revengeance team said the reason there's no quick-select for weapons in that game is they had to pause it to dump the old weapon's files out of memory or the game would crash). So in theory they shouldn't have to use one reference animation for all ARs anymore. Evil Tim (talk) 17:35, 4 January 2015 (EST)

Do you mean reload animations from just 3rd-person shooter games in general, or do you include FPS games as well? The oldest third-person-perspective game I know of that had 2 reload animations for its guns is Silent Hill 3, and that was originally a PS2 game. Other older FPS games (especially of the tactical variety, such as SWAT 4) have had 2 reload animations as well, albeit those are mostly for the PC--Mazryonh (talk) 02:00, 19 January 2015 (EST).

IIRC Silent Hill 3 only has three weapons which even have reloading animations, so it can splurge a little; I was thinking more about games like the Quantum of Solace one, where every single two-handed gun has a foregrip so they can use the same cover poses for all of them. I imagine it's the same with sharing animations between guns; if you just use the same one, you don't have to keep going "ok, what will this look like behind each piece of cover, when walking, when running..." and that would save a lot of memory since you'd have to load all of those in case the player did them. Evil Tim (talk) 03:47, 19 January 2015 (EST)

Hopefully we'll see a proper reload animation for any potential AR-15 rifle in the game this time around. The reuse of the AK reload on those rifle in the previous games annoyed me more then it should. I would have thought that "two ranged weapons only" gameplay mechanic was a small nod towards realism (most people aren't anywhere near strong enough to carry two full-size long guns and "enough" ammunition for both, plus full kit). I suppose the takeaway from SH3 is that multiple reload animations in a console game are perfectly possible, assuming they are a priority for the development team. The Xbox 360 had only 512 MB of RAM and the PS3 had only 256 MB RAM (in an age where gigabytes of RAM for PCs was rather cheap), so I suppose that was one of the limiting factors for multiplatform games like MGR:R. Still, I remember Rainbow Six: Vegas 2 had customizable loadouts for guns and 2 FPV reload animations for most of them (even ones that didn't really need it, such as for the Taurus Raging Bull). I never played the console versions of Vegas 2, but if separate reload animations were visible in 3PV in that game's multiplayer, then you could end up with a lot of reload animations in memory, or even more if players could loot weapons from fallen players (as has been standard for multiplayer FPSes for a long time). --Mazryonh (talk) 02:19, 20 January 2015 (EST)

Eh, two full-sized weapons perhaps, but that doesn't really explain the whole "pistol is the same size as a rocket launcher" or games that let you carry all the weapons but still rotate them into a two-slot inventory. I think with multiplayer they scrimp on world detail to save memory, multiplayer maps are rarely much to look at compared to the same game's single player.
With Uncharted, though, you have a ton more character animations because Nathan doesn't just military his way around the place, he can jump and roll and the like, plus he has things like the brutal melee animations, mantling, climbing, etc, and he's in single player so you've got a lot of pretty level textures eating through a very limited amount of RAM (I think PS3 does have another 256 megs of graphics RAM, so it's not quite that bad, but still, one of the reasons console Far Cry is so cut down is the original wanted 1 gig of RAM and a 256 meg graphics card for max settings). In that case I can forgive them things like using mirrored left / right reloads so Nathan keeps pulling charging handles that aren't there, but I'd be surprised if they kept doing that with eight gigs of RAM to play with, that'd just be lazy. Evil Tim (talk) 03:04, 20 January 2015 (EST)

Yes, I hope that Naughty Dog will make full use of the PS4's resources. Still, as Silent Hill 3 proves, it can happen if it's a priority. --Mazryonh (talk) 00:08, 7 March 2015 (EST)

One thing I appreciate is that in the most recent gameplay demo they've added a lefthanded reload animation for the AK, as opposed to mirroring the animation and having nate cock a non existent charging handle. Another nice little touch in an amazing looking game.--One shot is all it takes. (talk) 13:52, 15 August 2015 (EDT)

New Multiplayer trailer shows a bunch of new guns

https://www.youtube.com/watch?time_continue=28&v=gHDKnWosOyY --AnActualAK47 (talk) 14:47, 27 October 2015 (EDT)

I'll admit, I'm very bad at identifying and naming guns, but there appeared to be some kind of FAL-ish rifle in the trailer. Then there was what looked like a burst-firing 92FS (how hard can it be to just make a 93R?) There was also a bolt-action rifle that looked like Remington 700 with a synthetic green body. There where also some other guns that i'm not sure of what they are supposed to be.--AnActualAK47 (talk) 14:57, 27 October 2015 (EDT)

Multiplayer stream showed a lot of new guns.

Well the multiplayer stream showed off a lot of weapons. I screencapped some of the menus. What I can already see is a Beretta ARX-160, China Lake, a Franchi SPAS-12, M14, FN FAL, Beretta Raffica and others which you may help me properly identify. Screenshots of the heavy/long/sidearm screens.

http://imgur.com/MAuOGHZ

http://imgur.com/KIxRF5T

http://imgur.com/Ew91t0n

EDIT: Much better screenshots in this topic. http://www.dualshockers.com/2015/12/03/uncharted-4-ps4-multiplayer-beta-155-screenshotsvideos-show-customization-options-menus-and-more/

StarTsurugi (talk) 21:27, 3 December 2015 (GMT+2)

Barok .44 looks like a Chiappa Rhino, and the Scoped Pistol could be a Thompson Contender. These are just guesses though.--Aidoru (talk) 15:03, 3 December 2015 (EST)
I have an key for the closed beta, so i might snag some pics once it's on. Also, im fairly sure that 93R is a 92FS converted to burstfire, it seems to have a slide mounted safety and the more rounded slide of the ::FS.--AnActualAK47 (talk) 15:05, 3 December 2015 (EST)
Actually the Barok .44 looks like a Mateba Model 6 Unica. Mr. Wolf (talk) 21:49, 3 December 2015 (EST)

RPG-7

In a screen shot Drake is seen riding a horse with an RPG-7.

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RPG-7
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Drake on his trusty steed.

This is from Uncharted 3, not 4. --RedRobinAlpha (talk) 21:00, 06 February 2016 (GMT)

93R

Are you sure that it is the same model as the one in UC3? It doesn't really look like it, then again, the screenshots are blurry as hell.--AnActualAK47 (talk) 20:50, 6 February 2016 (EST)

It might be, it seems to be Inox and has a different magazine, but it still looks like a 93R with a 92FS Brigadier slide. Though I didn't say it was the same model, just the same gun. Mr. Wolf (talk) 21:10, 6 February 2016 (EST)
Until i can take a good look at the left side of the gun and see whether or not it still has that weird 93R fire selector 92FS saftey thing going on, i can't really say for sure. Might as well leave it be.--AnActualAK47 (talk) 21:14, 6 February 2016 (EST)
Agreed. Mr. Wolf (talk) 21:15, 6 February 2016 (EST)

Removal of old pictures

So, the game is out tomorrow (!) and I'm probably gonna get some new pics ready for this entry within the next couple o' days. Should i replace all those pre-release and promotional pictures? Most of them look like crap anyway.--AnActualAK47 (talk) 10:20, 9 May 2016 (EDT)

My guess would be yes, i was gonna replace all the pictures since i already have the game, but i've been kinda busy with other things. Anyway, apart from the Beretta ARX-160, XCR, Mateba Model 6 Unica and the same pistole-shotgun from previous Uncharted games i spotted a bunch of XVII era cannons near the end and a flintlock pistol in Madagascar, would be nice to add them if you could, but if not, lemme do the job^^--Death Shadow20 (talk) 11:12, 9 May 2016 (EDT)
Is there a photo mode in this game like in the Uncharted trilogy? That could help with the pics.--AnActualAK47 (talk) 11:42, 9 May 2016 (EDT)
Yes, there is a photo mode even though im more used to the share button on Ps4, its still a nice addition none the less. ND really went it all out with this game.--Death Shadow20 (talk) 12:48, 9 May 2016 (EDT)
Nice, the addition of photo mode in games this gen is something i really like, I have a passion for photography. Btw, are there any multiplayer-only weapons in this game? Like with the FAL in Unchrated 3?--AnActualAK47 (talk) 13:53, 9 May 2016 (EDT)
All single player weapons are available in multiplayer as far as im aware, the only difference is that some of them need to be purchased during gameplay, like in TLOU.--Death Shadow20 (talk) 15:19, 9 May 2016 (EDT)
I see. Looking forward to this tomorrow!--AnActualAK47 (talk) 16:23, 9 May 2016 (EDT)
I'm excited too, it looks like Naughty Dog really outdid themselves on the weapon models this time --Aidoru (talk) 22:24, 9 May 2016 (EDT)
I hope anyone who gets it today enjoys it! I'll have to pick a copy up soon. I must say, it will be very bittersweet playing this game since Uncharted has a special place in my heart and it's coming to an end. --PyramidHead (talk) 01:45, 10 May 2016 (EDT)
One thing's for sure, the graphics are crazy good in this game, seriously.--AnActualAK47 (talk) 10:24, 10 May 2016 (EDT)
I am waiting to get off of work to play this Excalibur01 (talk) 15:01, 10 May 2016 (EDT)
Alright, so I've played the game a bunch up to Scotland, the guns so far has been that beretta 8000, the 1911, the weird Uzi/Vz.61 thing, the SG556, AK47 that looks more like a AKM, a gun that kinda looks like the Robinson XCR, some SMG thing and a toy revolver. Gotta say, so far, the game has been pretty disappointing. Really, the only thing that hasn't felt underwhelming or "meh" are the 5ick g74fix! Feels like i've wasted my money, then again, i always feel like im wasting my money when buying anything. 6/10 total meh--AnActualAK47 (talk) 19:51, 10 May 2016 (EDT)

Help with iding

Whadday think this revolver is?!?!?--AnActualAK47 (talk) 20:38, 10 May 2016 (EDT)

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Did i fire 6 six shots or non?
With the exposed ejector rod and the rounded trigger guard, I'd say it looks similiar to a Colt New Service, but the Colt doesn't have that raised rib on the barrel, nor does it have the raised rear sights --Aidoru (talk) 22:08, 10 May 2016 (EDT)
Guess i gotta keep playing to get a better look at it.--AnActualAK47 (talk) 04:27, 11 May 2016 (EDT)
There's also Nadine's two tone USP/Glock hybrid and Elena's holstered 92FS that you'll see later on, btw all models are available via Character Gallery in bonus options, to earn points you gotta find treasures or doing optional tasks such as conversations, then you can see the models with their respective guns, the modelos are called Nadine Ross Island, Elena Fisher, Evelyn and Rafe has an engraved M1911A1.--Death Shadow20 (talk) 06:55, 11 May 2016 (EDT)

Could that revolver be a S&w model 17? --Slemke1998 (talk) 15:11, 11 May 2016 (EDT)

Actually after a bit more digging I think it's this --Slemke1998 (talk) 17:06, 11 May 2016 (EDT)

The "M24" rifle

I don't think it's an M24/Remington 700. The bolt doesn't look anything like the aforementioned guns. --Aidoru (talk) 23:17, 12 May 2016 (EDT)

The bolt is exposed in a strange manner.--AnActualAK47 (talk) 05:00, 13 May 2016 (EDT)
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M24 sniper rifle - 7.62x51mm NATO
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Yeah I checked the site and couldn't find a match, It's something I haven't seen and it might be a new gun, so guess it's time to search. Mr. Wolf (talk) 22:50, 13 May 2016 (EDT)

ID help plox

The two last pictures are some type of M14 rifles, that much i know.

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There's a Lee-enfield SMLE
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And here's a Mosin Nagant
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Here's that SMLE again.
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"Scoped Auto Rifle"
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This one's called M14 custom in game.
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What are the exact models of the SMLE and Nagant?--AnActualAK47 (talk) 21:32, 14 May 2016 (EDT)

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The closest thing I can find to the green M14 variant is the Troy MCS. My hypothesis is that Naughty Dog probably combined a Troy MCS with bits and pieces from the Sage EBR chassis and added the stock from an ACR. Kinda like what they did to that KSG/Mossberg frankenstein. The Mosin looks like a full length M91/30 with an original PU optic, and the Lee-Enfield is a No.4 Mk.1--Aidoru (talk) 00:27, 15 May 2016 (EDT)
Thanks for cutting off my post. The SMLE is a Lee-Enfield No.4 Mk.I(T), The Mosin is a full-length Mosin Nagant M91/30 Sniper Rifle with a PU 3.5x scope. The green rifle is a Mini-14 in a made up chassis and erroneous extended gas tube, the M14 is in a JAE-100 G3 stock and is an actual M14 because it has a fire selector. Though not perfect, The revolver matches up closest with a 2.5" barreled Smith & Wesson Model 586. Mr. Wolf (talk) 00:41, 15 May 2016 (EDT)
The "Scoped Auto Rifle" is M14 and Archangel AA1430[1] Hybrid ? --KINKI'boy (talk) 14:03, 15 May 2016 (JST)
Nice catch! It really does fit the AA1430 down to a T. --Aidoru (talk) 01:05, 15 May 2016 (EDT)
That chassis is a match, but it is a Mini-14, not a M14, the action and receiver is much smaller than the actual M14 in the JAE-100 G3 stock. Also the gas tube they added to that AA1430 Mini-14 doesn't match an M14's. Mr. Wolf (talk) 03:24, 15 May 2016 (EDT)
Alright, are any of those muskets/flintlocks/whatever based on any real guns?--AnActualAK47 (talk) 10:09, 15 May 2016 (EDT)

The second flintlock from the top in the first pic looks like one of those Ottoman/Arab rifles, called a jezail or something like that--Slemke1998 (talk) 12:54, 15 May 2016 (EDT)

A couple of blunderbuss' too, I'm not good with guns that old, I see a short barreled jezail rifle, matchlocks, muskets, and some weird revolver rifle. Mr. Wolf (talk) 22:50, 15 May 2016 (EDT)
I have a feeling these will turn out to be a bunch of weirdo one-offs like one of the leverguns being a specific model of Kalthoff repeater or something. The one at the top seems to be a levergun fitted with a grenade launching cup, which is certainly, um, unique. Second image top is a wheellock, second from bottom looks like a breech-loader (Ferguson rifle, maybe?)
The revolving rifle is actually the odd one out since it isn't an antique at all, it's a George J Tibbert Revolving Rifle, which days way back to, um, 2006. Evil Tim (talk) 16:17, 16 May 2016 (EDT)
That's odd, guess she really liked the rifle(?) BTW any update on what the sniper might be, is it even a real gun?--AnActualAK47 (talk) 16:22, 16 May 2016 (EDT)

On another note, I think the Mini-14 in this is actually the Mini-30, the magazine resembles a curved 7.62x39 STANAG.--AgentGumby (talk) 20:03, 16 May 2016 (EDT)

Oh wow on that revolving rifle, that's pretty cool. I don't know about the Mini-14 being a real Mini-30, knowing how Uncharted's weapons are modeled, the magazine is that long on the Mini-14 GB we have already listed and that and this look big enough for a 7.62 NATO, let alone a 7.62x39. And one more thing, Mini-14/30's don't take STANAG mags. Mr. Wolf (talk) 23:08, 16 May 2016 (EDT)
Can i just snag any pic of that Archangel Manufacturing Sparta Pistol Grip Rifle Stock (phew) form the web to use here or will the site come crashing down then?--AnActualAK47 (talk) 10:08, 17 May 2016 (EDT)
We tend to be ok with it as long as it doesn't have someone else's watermark on it and as long as we don't know you've edited it out (ie, don't upload a image with the watermark hacked off it after we've seen it with one). Evil Tim (talk) 11:00, 17 May 2016 (EDT)
Alrighty then.--AnActualAK47 (talk) 12:18, 17 May 2016 (EDT)

Grenade launcher

Am I the only one who sees some resemblance between that mutant GL and an arwen 37? --Slemke1998 (talk) 12:59, 15 May 2016 (EDT)

There are some vague similarities.--AnActualAK47 (talk) 13:32, 15 May 2016 (EDT)
I don't, it's what we already said it is, it's a China Lake with Uncharted 2&3's MGL's 4-round cylinder. Mr. Wolf (talk) 22:53, 15 May 2016 (EDT)

SCAR-L?!?!??!?!

Exactly when and where does this weapon appear?

That rhymed....--AnActualAK47 (talk) 14:26, 16 May 2016 (EDT)

I was wondering the same, i don't think ive ever seen it in this game.--Death Shadow20 (talk) 15:32, 16 May 2016 (EDT)
Whoever made that entry probably mistook some rifle (like the ARX) for a SCAR.--AnActualAK47 (talk) 15:37, 16 May 2016 (EDT)

Yeah, I just beat the game and I did not see a SCAR. My favorite is the ARX, and it had a sorta RMR on top and tan color. Excalibur01 (talk) 15:01, 17 May 2016 (EDT)

spoiler warning.

Should we put one up? There are some screenshots on this page that are kinda spoilery.--AnActualAK47 (talk) 09:50, 17 May 2016 (EDT)