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Metal Gear Solid 2: Sons of Liberty: Difference between revisions

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Snake always begins the Tanker chapter of the game with a modified [[Beretta 92 pistol series#Beretta 92F/FS|Beretta M9]], the military version of the 92FS, fitted with a suppressor and loaded with tranquilizer rounds that will knock out enemies. The gun is also fitted with a laser sight. To keep noise down from cycling a new round, the slide is locked closed and snake must cock the gun manually after every shot. If the Easy difficulty is selected when starting a new game, Raiden will start with the M9 already in his inventory at the beginning of the Plant Chapter. If any other difficulty was selected, Raiden will have to acquire an M9 pistol from an unsecured room in Strut F instead.
Snake always begins the Tanker chapter of the game with a modified [[Beretta 92 pistol series#Beretta 92F/FS|Beretta M9]], the military version of the 92FS, fitted with a suppressor and loaded with tranquilizer rounds that will knock out enemies. The gun is also fitted with a laser sight. To keep noise down from cycling a new round, the slide is locked closed and snake must cock the gun manually after every shot. If the Easy difficulty is selected when starting a new game, Raiden will start with the M9 already in his inventory at the beginning of the Plant Chapter. If any other difficulty was selected, Raiden will have to acquire an M9 pistol from an unsecured room in Strut F instead.


[[Image:BerettaM9-main.JPG]][[Image:Mgs2 sse m9.jpg|600px|thumb|none|none]]
[[Image:Mgs2 sse m9.jpg|600px|thumb|none|none]]


==Makarov PM==
==Makarov PM==

Revision as of 02:04, 17 January 2010

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Nice, but where's the trigger?

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The following weapons are used in the video game Metal Gear Solid 2: Sons of Liberty:

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Metal Gear Solid 2: Sons of Liberty (2001)


Beretta M9

Snake always begins the Tanker chapter of the game with a modified Beretta M9, the military version of the 92FS, fitted with a suppressor and loaded with tranquilizer rounds that will knock out enemies. The gun is also fitted with a laser sight. To keep noise down from cycling a new round, the slide is locked closed and snake must cock the gun manually after every shot. If the Easy difficulty is selected when starting a new game, Raiden will start with the M9 already in his inventory at the beginning of the Plant Chapter. If any other difficulty was selected, Raiden will have to acquire an M9 pistol from an unsecured room in Strut F instead.

File:Mgs2 sse m9.jpg

Makarov PM

Olga Gurlukovich is seen with this gun when the player first meets her. She tosses the gun overboard shortly afterwards, after Snake orders her to do so. Raiden also observes the other soldiers carrying Makarovs later in the game, but only use them when they run out of ammunition for their primary weapon, or sometimes when you injure their right arm. This weapon cannot be obtained or used by the player.

File:Mgs2 sse makarov.jpg
Colonel Gurlukovich holding the Marine Commandant Scott Dolph hostage with a Makarov PM to Dolph's head in the ending cutscene of the Tanker Chapter

H&K USP9

Exclusive to the Tanker Chapter, Olga Gurlukovich uses this gun when dueling with the player. After defeating her, the player is able to take the empty gun (emptied by Olga, and made so by the game programmers to avoid the bad publicity of allowing players to shoot a fictional pregnant woman with a lethal weapon) and use it themselves after acquiring ammunition for it. It can be fitted with a suppressor when playing the chapter for a second time, and also comes with a tactical flashlight that turns on automatically when the weapon is drawn and readied in a dark area. Unfortunately, this becomes a hindrance when trying to keep a low profile and it doesn't blind enemies that are using Night-Vision goggles (in a real-life situation it would probably serve to disorient them a bit). Its caliber is mentioned by Snake to be 9mm Parabellum rounds, of which it can hold 15 in the magazine, or 16 when Snake performs a tactical reload.

AKS-74U

The AKS-74U rifle is used by most of the Gurlukovich soldiers throughout the Tanker Chapter, and by the guards in the Shell 1 Core of the Plant Chapter, all of whom except for clearing team members use it in combination with a suppressor (likely to preserve their hearing when firing this weapon indoors). Raiden must obtain one of these in order to impersonate one of the aforementioned Shell 1 Core guards, but cannot acquire a suppressor for the rifle until he reaches the bridge connecting Shell 1 and 2. It is equipped with a laser sight for aiming, as the player cannot use the iron sights for that purpose.

File:Mgs2 sse aks.jpg
A scene from the Tanker Chapter, depicting Gurlukovich soldiers with AKS-74Us and Night Vision equipment

Heckler & Koch Mk. 23 SOCOM

Raiden is given this pistol by Iroquois Pliskin (who filched it off of one of the dead Seal Team 10 members) early in the Plant Chapter of the game during his first visit to Strut B. Like the M9, it too is fitted with a laser sight, though it is not used to aim in first-person mode (instead, the player aims using the iron sights). It can be fitted with a suppressor found in Strut F after Raiden visits Strut C for the first time. It holds 12 rounds of .45 ACP ammunition with each magazine, or 13 if Raiden performs a tactical reload.

For some odd reason, Raiden always draws this weapon in cutscenes after obtaining it, even when going up against a foe who can dodge bullets, or against multiple opponents, both being situations for which an automatic firearm like the AKS-74U would be much better suited. The fact that Raiden is forced to obtain the AKS-74U (much like he cannot refuse to take the SOCOM pistol), coupled with his true combat experience which would an AK more familiar to him, serve to highlight the oddness of this directorial decision to have Raiden always "bring a pistol to an assault rifle shootout" in cutscenes.

AN-94

This assault rifle is used by the Gurlukovich soldiers patrolling outdoor areas in the Plant Chapter, and by clearing teams in the earlier phases of that chapter. It cannot be obtained by the player.

M4A1

The M4A1 is seen throughout the game, carried by the Marines in the Tanker Chapter, the Navy SEAL Team 10 in the Plant Chapter, Pliskin himself, and certain clearing teams after Raiden's duel with Fatman. It can only be acquired by Raiden in the Plant Chapter in Strut F, and it comes with a laser sight and fully automatic fire capability. While the underslung M203 Grenade Launcher is used in conjunction with the M4 by the Tanker Marines, certain Plant clearing teams, and by Snake in his fight with Solidus, it is not possible for the player to use the M203 in any way.

The game lists this weapon as an M4 rifle, but its fully automatic fire makes it an M4A1, not an M4, which is limited to semiautomatic and burst-fire only.

File:Mgs2 sse m4.jpg
Marines in the Tanker holds with their M4s, equipped with laser sights

FIM-92A Stinger

Exclusive to the Plant Chapter, this is a surface-to-air missile that the player can use. The launcher has a lock-on function as well, strangely locking onto targets that do not possess any heat or radar signature the missile could realistically lock onto, such as human guards. Despite its supposed destructive power, nothing prevents the player from using it indoors, even inside the sections of the Shell 2 Core that are below the waterline, where blowing holes into the walls (logically resulting in flooding) would be most detrimental to Raiden's mission. As useful as this weapon may be in destroying vehicles, it is powerless to alter the game's environment in any way. File:Snakes screen008.jpg

Colt Single Action Army

Revolver Ocelot's weapon of choice. Cannot be obtained by the player, and is fired in only four scenes in the game.

File:Mgs2 sse colt saa.jpg
Ocelot using his Single Action Army in the final cutscene of the Tanker Chapter.

FN P90

The Arsenal Tengus in Arsenal Gear are seen carrying and using these weapons, unobtainable by the player. Solidus is also seen with one, albeit a fictional variant that fires explosive bullets capable of penetrating the armour on a Metal Gear Ray.

Franchi SPAS-12

The Franchi SPAS-12 is carried by the clearing teams in the Big Shell.

Heckler & Koch PSG-1

Semiautomatic sniper rifle with a dynamically zooming scope used by both Raiden and Pliskin, exclusive to the Plant Chapter. A fictional variant firing tranquilizer rounds and equipped with a sound suppressor is available in Strut F, named the PSG-1T.

Glock 18

Fatman's weapon of choice, when he's not planting C4 explosives. He uses this in his battle with Raiden. Certain members of the clearing teams in both the Tanker and Plant Chapters of the game use this weapon one-handed, always in conjunction with body armour, a ballistic helmet (which is apparently fake, as it is powerless to stop even the pistol bullets or tranquilizer darts used by both player characters), and a transparent ballistic shield (which is much more functional than the helmet, being able to withstand a good deal of pistol fire but is very fragile against assault rifle rounds, explosives, or even a blow from Raiden's high-frequency blade) in the other hand.

RH-Alan RGB6

Croatian made 40mm grenade launcher in a six-shot revolver configuration, reloaded with a speedloader fitted for grenades. Exclusive to the Plant Chapter, and only available from Strut F once Raiden completes his objective in the second basement level of the Shell 1 Core. It is cumbersome to use given that the player cannot use the sights on the weapon, and that there is no arcing trajectory display in this game as in Metal Gear Solid 4 when a grenade is drawn and readied, though use of the lock-on feature will allow the player to compensate for its arcing trajectory so as long as the target is not behind cover or out of sight. While ostensibly loaded with anti-personnel grenades, it has the ability to damage vehicles such as a Harrier II jet or even Metal Gear Rays if a hit is scored.

Nikita

A fictional missile launcher which fires remote controlled missiles with their own television cameras that feed the warhead's visual data back to the player. While dubbed a "missile" launcher, the munitions launched by this weapon move slowly enough to be miniature hovering UAVs with contact-detonation warheads. Exclusive to the Plant Chapter, Raiden must use one to reach an objective in the Shell 2 Core--easier said than done given that the warheads cannot change altitude on their own, have a limited supply of power, and become uncontrolled if the player character suffers damage while standing still to guide a launched warhead.

While the following function of the launcher is not elaborated on in the game, Raiden can disregard all the precision-machined-high-technology this weapon encapsulates and use it in one of the most blatantly low-technological ways possible, by swinging the launcher as a large, unwieldy, club to whack guards (and one boss) around. It can often knock guards out in one well-timed swing or deal heavy stamina damage to a boss, even in the higher difficulty levels, and not harm its performance in any way while being used in this "warranty-voiding" fashion. The Stinger missile launcher by contrast cannot be used this way.

This game is the Nikita's last appearance in the main Metal Gear Solid series, which ended at Metal Gear Solid 4.

Fortune's Rail Gun

Fortune's only weapon is a fictional man-portable prototype rail gun. It is equipped with a laser sight, which she uses to aim at Raiden during her boss battle.

Despite accelerating the projectile to a high enough velocity to possess "ten megajoules of kinetic energy," incidentally half that of the "twenty megajoules imparted to the ammunition of a 140mm smooth bore gun" mentioned by the game, and the lack of any apparent recoil-reducing mechanism (such as another rail gun launching a larger mass at a slower but safe speed in the opposite direction of "the business end"), Fortune herself never endures much recoil from using it, to the point that she is able to double-tap the rail gun in higher difficulty levels. The ammunition also fails to harm the walls or ceiling of the area her boss battle takes place in, despite almost certainly possessing enough energy to blow holes in both and start a flood, since that area is below the water level of the Hudson River. No power or coolant source on her rail gun requiring periodic replenishment is apparent either, despite the massive amounts of electricity (and the likely-to-be-high resulting levels of waste heat) electrically accelerating a projectile over such a short distance would require in a man-portable platform.

Crying Wolf uses an identical model of rail gun in Metal Gear Solid 4, though it is probably not Fortune's own. The fate of Fortune's own rail gun is uncertain, as it would have almost certainly fallen off the Arsenal Gear's hull into the Hudson River after Arsenal itself was shoved towards the Federal Hall in New York.

Claymore Mines

A fictional variant of the M18A1 Claymore mine is available in the game, exclusive to the Plant Chapter. Unlike real-life versions, they are invisible to the naked eye (the game mentions that they are "stealth-equipped", though their locations and sensor coverage are visble with a mine detector) and explode if someone walks into their cone of detection. Raiden can disarm them and use them for himself if he crawls over one from outside its cone of detection, and they are plainly visible to the player if Raiden plants them himself. They can also be seen with the "thermal goggles" (Infrared) during the plant level.

Various Grenades

Three types of grenades can be used in this game. They are a generic frag grenade, a flashbang grenade, and a fictional chaff grenade.

The usage of the first two types is quite cumbersome compared to later installments in this game series, as there is no "arcing trajectory display" which displays the exact path the grenade will take when thrown as was used in Metal Gear Solid 4. To use one of them, the player must first press a button to ready the grenade (depicting the player character pulling the pin with his teeth), and then release the button to throw the grenade. The catch is that the player character doesn't hold onto the safety lever when the pin is pulled, and if you don't throw it before the fuse runs out, the player character suffers painful consequences. What's worse is that the force at which the button is pressed determines the velocity of the grenade, which is not indicated on screen before you throw the grenade and is in general difficult to get right without a lot of practice.

The chaff grenade avoids the problems of the aforementioned user-unfriendly grenade-throwing mechanic by virtue of being absolutely harmless and completely location independent. Regardless of where it is thrown (except into water), upon detonation it will release a great deal of radio-reflective fragments that temporarily blind all UAVs and security cameras in the current area, as well as temporarily jamming radio transmissions, so guards cannot call for backup if they spot you while the fragments are still suspended in the air. The chaff is even capable of slowing the reaction times of Metal Gear Rays.

The frag grenade acts more like a concussion grenade by killing with its explosive force rather than releasing visible fragments. The flashbang grenade instead creates a non-lethal explosion that stuns anyone caught in its blast radius, though the white flash seen while using flashbang grenades in later installments of this series is not implemented in this game. Both types will cause an alert to be sounded in the area you are in if one is not already active, or if a chaff grenade's chaff is not still active.