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Metal Gear Solid 3: Snake Eater: Difference between revisions
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== Makarov PM == | == Makarov PM == | ||
The [[Makarov PM]] is the sidearm of every enemy in the game although it can never be obtained by the player. It is most notably used by Major Ocelot before being told by Naked Snake that his techniques with the gun would be better suited for a revolver which causes him to switch to the [[Colt Single Action Army]]. According to Snake, Ocelot tends to twist his arm to absorb the recoil of the pistol, whereas a more stoic grip and stance would result in greater accuracy. | The [[Makarov PM]] is the sidearm of every enemy in the game although it can never be obtained by the player. It is most notably used by Major Ocelot before being told by Naked Snake that his techniques with the gun would be better suited for a revolver which causes him to switch to the [[Colt Single Action Army]]. According to Snake, Ocelot tends to twist his arm to absorb the recoil of the pistol, whereas a more stoic grip and stance would result in greater accuracy. The Makarov fires 9x18mm Makarov rounds from an eight-round magazine. Ocelot spins it as he effortlessly disposes of several KGB soldiers. After trying what, according to Snake, is a Middle Eastern technique where you reflexively rack the slide to make sure there is a round in the chamber, despite it being loaded, Ocelot causes a stovepipe (feed failure) jam. With the gun failing to go into battery, Snake ambushes him with CQC and subdues him easily. EVA also uses a Makarov during the ending. Actually, calling the character SIGINT after the encounter can result in a conversation wherein they discuss that the jam was caused by combination of the manual ejection and that his "twisting" somehow would cause the gun to fail to properly cycle | ||
[[Image:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm PM]] | [[Image:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm PM]] |
Revision as of 19:46, 31 October 2011
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The following weapons were used in the video game Metal Gear Solid 3: Snake Eater:
Handguns
Colt Single Action Army
Major Ocelot's signature weapons are three Colt Single Action Army revolvers. After switching from his Makarov PM, Ocelot carried a heavily-engraved nickel SAA, but switched to three regular ones after being told that the engraving offers no advantage as well as forgetting that his new weapon only carries six shots.
The player gains a Colt Single Action Army after being tortured by Colonel Volgin, and can earn one for a new game if the final dual with Ocelot is done correctly. It holds six .45 Long Colt rounds and fires single action only. To fire, the hammer must be cocked first, or the gun can be rapidly fanned from the hip. The gun's advantage is that the bullets will commonly ricochet off walls and hit targets even if you miss. Some dramatic license is taken with this; in real life, at more severe angles and distances (especially after multiple ricochets), the bullets would hit with stinging, but nonlethal force. Ocelot professionally spins two of them and also features a cavalry stock he fits on the the back to fire it like a carbine rifle. As a sign of his ability (or likely, his brashness), he keeps all six chambers on both guns loaded, risking an unintended discharge should he drop one of his guns or have the hammer fall due to one of his numerous stunts with the guns, including juggling all three of his weapons at several points in the game. Real SAA users would usually keep the chamber under the hammer empty and make do with five rounds.
FP-45 Liberator
The E-Z gun available in the easy mode is created by Sigint and based on an FP-45 Liberator. Sigint's version is a tranquilizer gun with a built-in suppressor and laser sight. True to its name, Snake will never get hungry while using this weapon, nor will his camo index ever drop below 80% when this gun is equipped. Despite being a single-shot weapon, it always has unlimited ammunition and is normally only available on the "Very Easy" difficulty, though it can be unlocked for other difficulties by collecting one of every edible item in-game.
M1911A1
The M1911A1 is Naked Snake's signature weapon in the game, he uses a standard issue 1911 before it is dismantled by The Boss. After this, Snake receives a heavily customized 1911 from EVA, who states it was probably obtained from a captured US officer by the Russians. It has several professionally done modifications including a polished feed ramp, polished slide flats, perfectly meshed slide, beveled magazine well, raised mag release, a skeleton (referred to as a "ring") hammer, removed grip safety, three-dot combat sights with raised front sight, stepping on grip, front cocking serrations and an extended thumb safety. Snake comments that this is the best gun he has ever used shortly before carving the grip to accommodate his knife. It can also be fitted with a suppressor via a threaded barrel. As with most of the other magazine-fed guns in the game, the extra round in the chamber is added after Snake does a "Tactical Reload" (Quickly unequip and equip).
Makarov PM
The Makarov PM is the sidearm of every enemy in the game although it can never be obtained by the player. It is most notably used by Major Ocelot before being told by Naked Snake that his techniques with the gun would be better suited for a revolver which causes him to switch to the Colt Single Action Army. According to Snake, Ocelot tends to twist his arm to absorb the recoil of the pistol, whereas a more stoic grip and stance would result in greater accuracy. The Makarov fires 9x18mm Makarov rounds from an eight-round magazine. Ocelot spins it as he effortlessly disposes of several KGB soldiers. After trying what, according to Snake, is a Middle Eastern technique where you reflexively rack the slide to make sure there is a round in the chamber, despite it being loaded, Ocelot causes a stovepipe (feed failure) jam. With the gun failing to go into battery, Snake ambushes him with CQC and subdues him easily. EVA also uses a Makarov during the ending. Actually, calling the character SIGINT after the encounter can result in a conversation wherein they discuss that the jam was caused by combination of the manual ejection and that his "twisting" somehow would cause the gun to fail to properly cycle
Mk22 Mod 0 "Hush Puppy" (Smith & Wesson 39)
The Mk22 Mod 0 (Navy modified Smith & Wesson Model 39) handgun appears in the game upgraded as the MK22 Hush Puppy tranquilizer gun, a non-lethal substitute to the M1911A1. It can be fitted with a suppressor. The hush-puppy is in fact a real gun firing 9mm rounds (9mm tranquilizers in the game) but the weapon has a slide locking mechanism to eliminate the sound of the weapon cycling after each fired round.
Shansi Type 17
The Shansi Type 17, a Chinese copy of the Mauser C96 is EVA's signature weapon. She most notably uses it to shoot and kill several GRU soldiers near the beginning of the game with a technique known as a "Bandit Shooting." This is explained as a method of holding the gun sideways and using the recoil to create a horizontal sweep with the gun to clear a room. Eva loses this weapon when Ocelot knocks it from her hands while in a motorcycle chase. On a second play through, Sigint explains the "Bandit Shooting" method and questions where EVA is from.
Submachine Guns/Personal Defense Weapons
M1928A1 Thompson
The Pain uses an M1928A1 Thompson with a stick magazine in his fight with Snake. The Pain's version is presumably made from hornets [!] and (possibly) also fires them; he forms it by shouting "Tommy Gun!" and raising his arm, the hornets forming around it, then somehow managing to make themselves into a wood and metal sub-machine gun that actually functions. It is identified as an M1928A1 rather than a conventional 1928 by its straight foregrip, as opposed to the pistol grip on the regular 1928.
Patriot
The Boss's signature weapon is the Patriot, seemingly an M231 Firing Port Weapon with a Beta C-Mag with infinite ammunition (claimed to be from its magazine vaguely resembling the infinity symbol). Since the M231 has virtually no rifling and a firing rate of 1,100-1,200 rounds per minute, the relatively light 5.56mm bullets have no stabilization after leaving the barrel, which causes the rounds to impact the target from many angles, including sideways and upside-down. The Patriot's strange ballistics are demonstrated in a cutscene where The Boss obliterates Snake's infiltration vehicle with sustained fire.
The weapon was designed to clear enemies from short ranges (10-20m) around the Bradley Fighting Vehicle. The weapon's instruction manual strongly advises against using the M231 as an assault rifle.
Skorpion SA Vz 61
The Skorpion SA Vz 61 sub machine gun can be obtained by the player as well. It holds 30 rounds of .32 ACP ammunition, has a laser dot sight, and has a semi auto and a full auto option in the weapons window. It is also by several enemies, most notably by enemies in vehicles such as motorcycles or flying platforms. It uses a closed bolt blow-back system (locks for a millisecond backwards before slamming back home) to reduce the immense rate of fire to a controllable 850 RPM.
Shotguns
Ithaca 37
The shotgun used in the game is an Ithaca 37 with sawed off stock and barrel, it also holds four 12 gauge shells plus one in the chamber. It is also used by several members of the Ocelot Unit.
Assault Rifles
AK-47
Most of the ingame enemies (both GRU and KGB) use AK-47s. The AK-47 can also be picked up by Naked Snake, and it is capable of semi-automatic and fully automatic fire. The AK uses 30 round magazines firing 7.62x39mm rounds.
AMD-65
A Hungarian-made assault rifle based off of the AK-47. It is used by the Ocelot Unit.
XM16E1
The XM16E1 in the game has three firing options: semi-auto, three round burst, and full-auto, and can also be fitted with a suppressor. (Thanks to the zoom when aiming through the iron sights, it can act as a suppressed "sniping" rifle.) It fires 5.56x45mm rounds from a 20 round magazine. It has been modified by a gunsmith with camouflage tape and paint making it more suitable for jungle combat.
Sniper Rifles/Designated Marksman Rifles
Mosin Nagant M91/30
The Mosin Nagant is Cobra unit sniper The End's signature weapon. It has been modified to fire tranquilizer darts, and can be obtained by the player if they beat The End with a stamina kill. It features the standard Soviet PU 3.5x scope as well as a custom-fitted folding skeleton stock and pistol grip; Sigint speculates they were fitted for parachute jumps, but in the end simply says the master sniper must have known what he was doing when he had them fitted.
SVD Dragunov Sniper Rifle
Another sniper rifle in the game in the SVD Dragunov, it has two zoom options, and be seen being used by a member of the Ocelot Unit sometime in the beginning of the game. It fires the same round as the Mosin-Nagant, the 7.62x54R cartridge from a 10 round magazine.
Machine Guns
Stoner 63
The light machine gun configuration of the modular Stoner 63 weapon system is also used in the game. It holds 101 rounds of 5.56x45mm ammunition in the belt and Snake yells Rambo-style while firing it.
Launchers
RPG-7
The RPG-7 also makes an appearance in the game, which takes place three years after it was introduced. It is obtained by the player and used several times by enemies. It has PGO-7 scope attached to it for accurate aiming, and is the most powerful weapon in the game, able to instantly kill large groups of enemies in one hit. The primary use of the RPG-7, however, is fighting Volgin's massive "Shagohod" vehicle, which is only vulnerable to fire from heavy weapons.
Vehicle/Platform-mounted Weaponry
ZU-23
23mm Soviet anti-aircraft gun. They can be commandeered by the player and are capable of shooting down helicopters and flying platforms. They are found in the mountains of Tselinoyarsk and in the final battle with the Shagohod.
DShK
Able to commandeered by the player, these heavy machines are found throughout the game. They are also mounted on Volgin's "Shagohod" hovercraft / tank.
Other
Chaff Grenade
(FICTIONAL) Chaff grenades are a miniature chaff dispenser. Chaff consists of small aluminum strips that are specifically designed to confuse radar frequencies, and normally used by aircraft to fool missile radar. The individual strips are cut in such a way that they wreak havoc with radar's transmitted frequencies. The Chaff Grenade is a combination of a wide-dispersal system for such strips and an electronic jamming system similar in effect to a magnetic pulse; it fools most electronic devices in the current room, including security cameras, radios, and some types of UAV.
Flashbang Grenade
Lipstick Gun
Popularly known as the "Kiss of Death," this assassination device is a single-shot firearm using a 4.5mm bullet concealed in a lipstick holder. EVA, in her guise as Tatyana, uses one to threaten Sokolov into giving up the Shagohod's test data, but it turns out to be ordinary lipstick. EVA later tries to use one against Volgin, only to have him twist her arm (and the gun's barrel) away before she can trigger it.
M2 Flamethrower
American made flamethrower first used in WWII and ended use in Vietnam. Used by GRU soldiers in the mountains of Tselinoyarsk. Uses a mixture of napalm and gasoline and has about 10 seconds of use before running out. If shot with solid rounds (not tranquilizer rounds), the tank will instantly engulf the user in a ball of fire.
M18A1 Claymore
These camouflaged landmines are occasionally encountered in the jungle, but are triggered by Naked Snake's proximity rather than through a trip wire or command detonation through a wire (as in the real life version). They can be found using a mine detector (which uses a sound beacon) or seen easily through Naked Snake's thermal goggles.
RGD-5 Hand Grenade
The hand grenades used in the game are Russian RGD-5 hand grenades. They are used by GRU soldiers, and can be can also be obtained by Snake in various areas in the game.
Smoke Grenade
White Phosphorus Grenade
M-388 Davy Crockett
Never available to the player, the M-388 Davy Crockett tactical recoilless nuclear rifle is a plot device within the game. The Boss stole a launcher and two high-yield warheads and gave them to Colonel Volgin, who used one to destroy Nikolai Sokolov's OKB-754 research facility, triggering the events of the main game. The Boss later uses the second to destroy Groznyj Grad, Volgin's private research facility.
The Boss carries the launcher, both warheads, and their cases (which altogether weigh over three hundred kilograms) unassisted.