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Half-Life: Difference between revisions
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==Franchi SPAS-12== | ==Franchi SPAS-12== | ||
The [[Franchi SPAS-12|SPAS-12]] shotgun is found in some armories in the facility and is also used by some HECU Marines. Strangely, it has the unrealistic ability to fire two shells at once (alternative fire) | The [[Franchi SPAS-12|SPAS-12]] shotgun is found in some armories in the facility and is also used by some HECU Marines. Strangely, it has the unrealistic ability to fire two shells at once (alternative fire) which would destroy any double barreled shotgun if attempted from the shock of doing so and would render the weapon useless, instead of firing in semi-auto like the real SPAS-12. | ||
Note of interest: The icon for the weapon in the original game's selection screen displays an Ithaca 37 "Stakeout" shotgun. | Note of interest: The icon for the weapon in the original game's selection screen displays an Ithaca 37 "Stakeout" shotgun. |
Revision as of 17:45, 5 February 2011
The following weapons appear in the game Half-life and its expansions
NOTE: Some weapons (the real ones) in this game have somewhat unrealistic functions as opposed to their real-life counterparts. Example: the M203 is never seen reloading and the SPAS-12 can fire two shells at the same time.
Glock 17
The 9x19mm Glock 17 is the standard issue sidearm of the Black Mesa security guards. It has a 17 round magazine capacity and is accurate, but not particularly powerful. A suppressed version is used by the female Black Ops, and HECU (Hazardous Environment Combat Unit) medics are also seen using it in the Opposing Force expansion pack.
Beretta 92FS
The High Definition pack replaces the Glock 17 with the Beretta 92FS. The change is purely aesthetic, and changes none of the weapon's stats, not even the (now incorrect) magazine capacity.
Colt Python
The .357 Magnum Colt Python is found mid-way through the game at the bottom of a blast pit and is far more powerful than the 9mm pistol, but has a smaller capacity and lower rate of fire.
Strangely enough they remembered to accurately use a speedloader to reload the gun during its reload animation which they forgot to do with its HL2 incarnation, along with making it so almost all of the parts came out with it.
Franchi SPAS-12
The SPAS-12 shotgun is found in some armories in the facility and is also used by some HECU Marines. Strangely, it has the unrealistic ability to fire two shells at once (alternative fire) which would destroy any double barreled shotgun if attempted from the shock of doing so and would render the weapon useless, instead of firing in semi-auto like the real SPAS-12.
Note of interest: The icon for the weapon in the original game's selection screen displays an Ithaca 37 "Stakeout" shotgun.
Crossbow
A Crossbow is used by the player in the game. It is magazine-fed with 5-round mags and is fitted with a scope.
Heckler & Koch MP5 Submachine Gun
The MP5 is the primary automatic weapon in the game and is the HECU's standard issue weapon. It features a retractable stock and is equipped with a 50 round magazine, an M203PI grenade launcher and what may be a muzzle brake or flash suppressor of some kind fixed to the barrel. Since it uses the same ammunition, the MP5 shares its ammo pool with the Glock 17. The in-game configuration is the MP5SD with adjustable stock.[1] This means the weapon should actually be suppressed, but is not.
Interestingly, in the config file it is listed as weapon_9mmAR, whereas it is actually a submachine gun.
Colt Model 727
The High Definition pack replaces the MP5 with the Colt Model 727, denoted by its A2-style rear sights and integrated non-detachable carry handle. The M727 would appear to be more realistic, but it still shoots 9mm rounds and it is still mainly used in close quarters like an SMG. In the Playstation 2 version of the game, the M727 has a separate ammo supply and enemies tend to avoid close quarters with it.
M203PI grenade launcher
The M203 grenade launcher is attached to the MP5 (and the Colt 727 in the High Definition expansion pack.) In game, it can carry a maximum of 10 rounds, and is never seen reloading. The 40mm grenades it fires apparently had their fuses removed, since in real life grenades need to travel for around 30 feet before arming. They also arc extremely fast. The M203 is not capable of being mounted on an unmodified MP5 in real life.
Armbrust (Futuristic)
Referred to as the "GAM14B". The in-game model is a more futuristic version of the Armbrust ATW. It is shown as being reloadable and laser-guided. [2]
Desert Eagle
Appears only in the Opposing Force expansion pack. Has a built-in LAM (Laser Aiming Module.) Strangly enough no mounted gun sights are featured on it which would make any sort of aiming with it dificult in real life. Another modelling error is that the w_model is strangely short, measuring about two-thirds the size of an actual Desert Eagle.
In game it uses .357 Magnum ammunition but still has a ammo capacity of only 7 rounds while its real life .357 Magnum counterpart has a capacity of 9 rounds. It's also very out of place since the Marines have never used the Desert Eagle as their sidearm throughout their history. They've only used the single action .45 ACP M1911/M1911A1, and the SIG-Sauer P226 and M9 in 9mm.
Note that in Opposing Force, one can acquire this weapon from a dead Black Mesa security guard (Otis), however the engineers have this weapon as standard sidearm.
M249 SAW
The M249 SAW machine gun appears only in the Opposing Force expansion pack. It should be noted that the magazine carries only 50 rounds whereas its real-life counterpart carries up to 100 or more. Interestingly enough, the recoil is seen as being so powerful that you slide backwards if you fire it continuously.
M40A1 Sniper Rifle
Marine Corps M40A1 Sniper Rifle - Like the SAW, it appears only in the Opposing Force expansion pack.
Mk 2 hand grenade
The Mk 2 hand grenade is the standard grenade used by the Marines, and apparently kept in large numbers by security guards (though they never use it). Strangely, instead of rolling to a stop after it is thrown, it simply bounces a few inches then stays there until it explodes. The pin and spoon also stay on when the grenade is thrown, due to an oversight on the part of the developers.